metaforce/Runtime/Character/CBodyState.hpp

433 lines
16 KiB
C++

#ifndef CBODYSTATE_HPP
#define CBODYSTATE_HPP
#include "RetroTypes.hpp"
#include "CharacterCommon.hpp"
#include "CBodyStateCmdMgr.hpp"
namespace urde
{
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, CBodyController& bc);
void UpdatePhysicsActor(CBodyController& bc, float dt);
public:
bool CanShoot() const { return false; }
void Start(CBodyController& bc, CStateManager & mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSProjectileAttack : public CBodyState
{
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSDie : public CBodyState
{
float x4_remTime = 0.f;
bool x8_isDead = false;
public:
bool IsDead() const { return x8_isDead; }
bool IsDying() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
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, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
};
class CBSGetup : public CBodyState
{
pas::EFallState x4_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
};
class CBSKnockBack : public CBodyState
{
float x4_curTime = 0.f;
float x8_rotateSpeed = 0.f;
float xc_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool IsMoving() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSLieOnGround : public CBodyState
{
bool x4_24_hasGroundHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
CBSLieOnGround(CActor& actor);
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
};
class CBSStep : public CBodyState
{
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSTurn : public CBodyState
{
protected:
float x4_rotateSpeed = 0.f;
zeus::CVector2f x8_dest;
pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid;
bool FacingDest(CBodyController& bc) const;
public:
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
};
class CBSFlyerTurn : public CBSTurn
{
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
};
class CBSLoopAttack : public CBodyState
{
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
bool xc_24_waitForAnimOver : 1;
bool xc_25_advance : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
CBSLoopAttack() { xc_24_waitForAnimOver = false; xc_25_advance = false; }
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSLoopReaction : public CBodyState
{
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
bool xc_24_loopHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
public:
CBSLoopReaction() { xc_24_loopHit = false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
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, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
};
class CBSGenerate : public CBodyState
{
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
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;
union
{
struct
{
bool x30_24_bodyForceSet : 1;
bool x30_25_wallJump : 1;
bool x30_26_wallBounceRight : 1;
bool x30_27_wallBounceComplete : 1;
bool x30_28_startInJumpLoop : 1;
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
void CheckForLand(CBodyController& bc, CStateManager& mgr);
void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool ApplyHeadTracking() const { return false; }
bool CanShoot() const;
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
bool ApplyAnimationDeltas() const;
bool IsInAir(const CBodyController& bc) const;
void Shutdown(CBodyController&) {}
};
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;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
void Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state);
void PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr);
void PlayLandAnimation(CBodyController& bc, CStateManager& mgr);
bool ShouldStartStrikeWall(CBodyController& bc) const;
bool ShouldStartLand(float dt, CBodyController& bc) const;
public:
CBSHurled() { x2c_24_needsRecover = false; }
bool IsMoving() const { return true; }
bool IsInAir(const CBodyController&) const { return true; }
bool ApplyHeadTracking() const { return false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSSlide : public CBodyState
{
float x4_rotateSpeed = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
bool IsMoving() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSTaunt : public CBodyState
{
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSScripted : public CBodyState
{
union
{
struct
{
bool x4_24_loopAnim : 1;
bool x4_25_timedLoop : 1;
};
u32 _dummy = 0;
};
float x8_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
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, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
bool IsMoving() const { return true; }
bool CanShoot() const { return x4_state == pas::ECoverState::Lean; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSWallHang : public CBodyState
{
pas::EWallHangState x4_state = pas::EWallHangState::Invalid;
TUniqueId x8_wpId = kInvalidUniqueId;
zeus::CVector3f xc_launchVel;
union
{
struct
{
bool x18_24_launched : 1;
bool x18_25_needsExit : 1;
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
void FixInPlace(CBodyController& bc);
bool CheckForLand(CBodyController& bc, CStateManager& mgr);
bool CheckForWall(CBodyController& bc, CStateManager& mgr);
void SetLaunchVelocity(CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool CanShoot() const { return x4_state == pas::EWallHangState::WallHang; }
bool IsInAir(const CBodyController& bc) const;
bool ApplyGravity() const;
bool ApplyHeadTracking() const;
bool ApplyAnimationDeltas() const;
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
};
class CBSLocomotion : public CBodyState
{
protected:
pas::ELocomotionType x4_locomotionType = pas::ELocomotionType::Invalid;
float GetStartVelocityMagnitude(CBodyController& bc);
void ReStartBodyState(CBodyController& bc, bool);
float ComputeWeightPercentage(const std::pair<s32, float>& a,
const std::pair<s32, float>& b, float f) const;
public:
bool IsMoving() const = 0;
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
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;
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[int(type)][int(anim)]; }
public:
CBSBiPedLocomotion(CActor& actor);
bool IsMoving() const { return x3c4_anim != pas::ELocomotionAnim::Idle; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
virtual bool IsStrafing(const CBodyController& bc) const;
};
class CBSFlyerLocomotion : public CBSBiPedLocomotion
{
bool x3cc_pitchable;
public:
CBSFlyerLocomotion(CActor& actor, bool pitchable);
bool IsPitchable() const { return x3cc_pitchable; }
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
virtual bool IsBackPedal(CBodyController& bc) const { return false; }
};
class CBSWallWalkerLocomotion : public CBSBiPedLocomotion
{
public:
CBSWallWalkerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
};
class CBSNewFlyerLocomotion : public CBSBiPedLocomotion
{
public:
CBSNewFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
};
class CBSRestrictedLocomotion : public CBSLocomotion
{
rstl::reserved_vector<s32, 14> x8_anims;
pas::ELocomotionAnim x44_anim = pas::ELocomotionAnim::Invalid;
public:
CBSRestrictedLocomotion(CActor& actor);
bool IsMoving() const { return false; }
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return 0.f; }
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
};
class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion
{
public:
CBSRestrictedFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
};
}
#endif // CBODYSTATE_HPP