metaforce/Runtime/Character/CBodyState.hpp

408 lines
17 KiB
C++

#pragma once
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Character/CBodyStateCmdMgr.hpp"
#include "Runtime/Character/CharacterCommon.hpp"
#include <zeus/CVector3f.hpp>
namespace metaforce {
class CBodyController;
class CStateManager;
class CActor;
class CBodyState {
public:
virtual ~CBodyState() = default;
virtual bool IsInAir(const CBodyController&) const { return false; }
virtual bool IsDead() const { return false; }
virtual bool IsDying() const { return false; }
virtual bool IsMoving() const { return false; }
virtual bool ApplyGravity() const { return true; }
virtual bool ApplyHeadTracking() const { return true; }
virtual bool ApplyAnimationDeltas() const { return true; }
virtual bool CanShoot() const { return false; }
virtual void Start(CBodyController&, CStateManager&) = 0;
virtual pas::EAnimationState UpdateBody(float, CBodyController&, CStateManager&) = 0;
virtual void Shutdown(CBodyController&) = 0;
};
class CBSAttack : public CBodyState {
pas::EAnimationState x4_nextState = pas::EAnimationState::Invalid;
CBCSlideCmd x8_slide;
zeus::CVector3f x20_targetPos;
float x2c_alignTargetPosStartTime = -1.f;
float x30_alignTargetPosTime = -1.f;
float x34_curTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc);
void UpdatePhysicsActor(const CBodyController& bc, float dt);
public:
bool CanShoot() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSProjectileAttack : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSDie : public CBodyState {
float x4_remTime = 0.f;
bool x8_isDead = false;
public:
bool IsDead() const override { return x8_isDead; }
bool IsDying() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSFall : public CBodyState {
float x4_rotateSpeed = 0.f;
float x8_remTime = 0.f;
pas::EFallState xc_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSGetup : public CBodyState {
pas::EFallState x4_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSKnockBack : public CBodyState {
float x4_curTime = 0.f;
float x8_rotateSpeed = 0.f;
float xc_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLieOnGround : public CBodyState {
bool x4_24_hasGroundHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
explicit CBSLieOnGround(CActor& actor);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSStep : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSTurn : public CBodyState {
protected:
float x4_rotateSpeed = 0.f;
zeus::CVector2f x8_dest;
pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid;
bool FacingDest(const CBodyController& bc) const;
public:
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
};
class CBSFlyerTurn : public CBSTurn {
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
};
class CBSLoopAttack : public CBodyState {
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
bool xc_24_waitForAnimOver : 1 = false;
bool xc_25_advance : 1 = false;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
CBSLoopAttack() = default;
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLoopReaction : public CBodyState {
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
bool xc_24_loopHit : 1 = false;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
public:
CBSLoopReaction() = default;
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSGroundHit : public CBodyState {
float x4_rotateSpeed = 0.f;
float x8_remTime = 0.f;
pas::EFallState xc_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSGenerate : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSJump : public CBodyState {
pas::EJumpState x4_state = pas::EJumpState::Invalid;
pas::EJumpType x8_jumpType{};
zeus::CVector3f xc_waypoint1;
zeus::CVector3f x18_velocity;
zeus::CVector3f x24_waypoint2;
bool x30_24_bodyForceSet : 1 = false;
bool x30_25_wallJump : 1 = false;
bool x30_26_wallBounceRight : 1 = false;
bool x30_27_wallBounceComplete : 1 = false;
bool x30_28_startInJumpLoop : 1 = false;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
void CheckForLand(CBodyController& bc, CStateManager& mgr);
void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
public:
CBSJump() = default;
bool IsMoving() const override { return true; }
bool ApplyHeadTracking() const override { return false; }
bool CanShoot() const override;
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
bool ApplyAnimationDeltas() const override;
bool IsInAir(const CBodyController& bc) const override;
void Shutdown(CBodyController&) override {}
};
class CBSHurled : public CBodyState {
pas::EHurledState x4_state = pas::EHurledState::Invalid;
float x8_knockAngle = 0.f;
int xc_animSeries = -1;
float x10_rotateSpeed = 0.f;
float x14_remTime = 0.f;
float x18_curTime = 0.f;
mutable zeus::CVector3f x1c_lastTranslation;
mutable float x28_landedDur = 0.f;
bool x2c_24_needsRecover : 1 = false;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
void Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state);
void PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr);
void PlayLandAnimation(CBodyController& bc, CStateManager& mgr);
bool ShouldStartStrikeWall(const CBodyController& bc) const;
bool ShouldStartLand(float dt, const CBodyController& bc) const;
public:
CBSHurled() = default;
bool IsMoving() const override { return true; }
bool IsInAir(const CBodyController&) const override { return true; }
bool ApplyHeadTracking() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSSlide : public CBodyState {
float x4_rotateSpeed = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
bool IsMoving() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSTaunt : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSScripted : public CBodyState {
bool x4_24_loopAnim : 1 = false;
bool x4_25_timedLoop : 1 = false;
float x8_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
CBSScripted() = default;
bool ApplyHeadTracking() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSCover : public CBodyState {
pas::ECoverState x4_state = pas::ECoverState::Invalid;
pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid;
bool xc_needsExit = false;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
bool IsMoving() const override { return true; }
bool CanShoot() const override { return x4_state == pas::ECoverState::Lean; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSWallHang : public CBodyState {
pas::EWallHangState x4_state = pas::EWallHangState::Invalid;
TUniqueId x8_wpId = kInvalidUniqueId;
zeus::CVector3f xc_launchVel;
bool x18_24_launched : 1 = false;
bool x18_25_needsExit : 1 = false;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
void FixInPlace(CBodyController& bc);
bool CheckForLand(CBodyController& bc, CStateManager& mgr);
bool CheckForWall(CBodyController& bc, CStateManager& mgr);
void SetLaunchVelocity(CBodyController& bc);
public:
CBSWallHang() = default;
bool IsMoving() const override { return true; }
bool CanShoot() const override { return x4_state == pas::EWallHangState::WallHang; }
bool IsInAir(const CBodyController& bc) const override;
bool ApplyGravity() const override;
bool ApplyHeadTracking() const override;
bool ApplyAnimationDeltas() const override;
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLocomotion : public CBodyState {
protected:
pas::ELocomotionType x4_locomotionType = pas::ELocomotionType::Invalid;
float GetStartVelocityMagnitude(const CBodyController& bc) const;
void ReStartBodyState(CBodyController& bc, bool maintainVel);
float ComputeWeightPercentage(const std::pair<s32, float>& a, const std::pair<s32, float>& b, float f) const;
public:
bool IsMoving() const override = 0;
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
virtual bool IsPitchable() const { return false; }
virtual float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const = 0;
virtual float ApplyLocomotionPhysics(float dt, CBodyController& bc);
virtual float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) = 0;
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
};
class CBSBiPedLocomotion : public CBSLocomotion {
protected:
rstl::reserved_vector<rstl::reserved_vector<std::pair<s32, float>, 8>, 14> x8_anims;
pas::ELocomotionAnim x3c4_anim = pas::ELocomotionAnim::Invalid;
float x3c8_primeTime = 0.0f;
float UpdateRun(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
float UpdateWalk(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
float UpdateStrafe(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
const std::pair<s32, float>& GetLocoAnimation(pas::ELocomotionType type, pas::ELocomotionAnim anim) const {
return x8_anims[size_t(type)][size_t(anim)];
}
public:
explicit CBSBiPedLocomotion(CActor& actor);
bool IsMoving() const override { return x3c4_anim != pas::ELocomotionAnim::Idle; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
virtual bool IsStrafing(const CBodyController& bc) const;
};
class CBSFlyerLocomotion : public CBSBiPedLocomotion {
bool x3cc_pitchable;
public:
explicit CBSFlyerLocomotion(CActor& actor, bool pitchable);
bool IsPitchable() const override { return x3cc_pitchable; }
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
virtual bool IsBackPedal(CBodyController& bc) const { return false; }
};
class CBSWallWalkerLocomotion : public CBSBiPedLocomotion {
public:
explicit CBSWallWalkerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
};
class CBSNewFlyerLocomotion : public CBSBiPedLocomotion {
public:
explicit CBSNewFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
};
class CBSRestrictedLocomotion : public CBSLocomotion {
rstl::reserved_vector<s32, 14> x8_anims;
pas::ELocomotionAnim x44_anim = pas::ELocomotionAnim::Invalid;
public:
explicit CBSRestrictedLocomotion(CActor& actor);
bool IsMoving() const override { return false; }
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override { return 0.f; }
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
};
class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion {
public:
explicit CBSRestrictedFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
};
} // namespace metaforce