mirror of https://github.com/AxioDL/metaforce.git
431 lines
16 KiB
C++
431 lines
16 KiB
C++
#pragma once
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#include "RetroTypes.hpp"
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#include "CharacterCommon.hpp"
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#include "CBodyStateCmdMgr.hpp"
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namespace urde
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{
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class CBodyController;
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class CStateManager;
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class CActor;
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class CBodyState
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{
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public:
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virtual ~CBodyState() = default;
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virtual bool IsInAir(const CBodyController&) const { return false; }
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virtual bool IsDead() const { return false; }
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virtual bool IsDying() const { return false; }
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virtual bool IsMoving() const { return false; }
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virtual bool ApplyGravity() const { return true; }
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virtual bool ApplyHeadTracking() const { return true; }
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virtual bool ApplyAnimationDeltas() const { return true; }
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virtual bool CanShoot() const { return false; }
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virtual void Start(CBodyController&, CStateManager&) = 0;
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virtual pas::EAnimationState UpdateBody(float, CBodyController&, CStateManager&) = 0;
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virtual void Shutdown(CBodyController&)=0;
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};
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class CBSAttack : public CBodyState
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{
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pas::EAnimationState x4_nextState = pas::EAnimationState::Invalid;
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CBCSlideCmd x8_slide;
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zeus::CVector3f x20_targetPos;
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float x2c_alignTargetPosStartTime = -1.f;
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float x30_alignTargetPosTime = -1.f;
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float x34_curTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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void UpdatePhysicsActor(CBodyController& bc, float dt);
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public:
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bool CanShoot() const { return false; }
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void Start(CBodyController& bc, CStateManager & mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSProjectileAttack : public CBodyState
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{
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSDie : public CBodyState
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{
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float x4_remTime = 0.f;
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bool x8_isDead = false;
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public:
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bool IsDead() const { return x8_isDead; }
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bool IsDying() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSFall : public CBodyState
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{
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float x4_rotateSpeed = 0.f;
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float x8_remTime = 0.f;
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pas::EFallState xc_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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};
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class CBSGetup : public CBodyState
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{
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pas::EFallState x4_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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};
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class CBSKnockBack : public CBodyState
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{
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float x4_curTime = 0.f;
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float x8_rotateSpeed = 0.f;
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float xc_remTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSLieOnGround : public CBodyState
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{
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bool x4_24_hasGroundHit : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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CBSLieOnGround(CActor& actor);
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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};
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class CBSStep : public CBodyState
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{
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSTurn : public CBodyState
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{
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protected:
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float x4_rotateSpeed = 0.f;
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zeus::CVector2f x8_dest;
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pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid;
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bool FacingDest(CBodyController& bc) const;
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public:
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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};
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class CBSFlyerTurn : public CBSTurn
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{
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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};
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class CBSLoopAttack : public CBodyState
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{
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pas::ELoopState x4_state = pas::ELoopState::Invalid;
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pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
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bool xc_24_waitForAnimOver : 1;
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bool xc_25_advance : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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CBSLoopAttack() { xc_24_waitForAnimOver = false; xc_25_advance = false; }
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSLoopReaction : public CBodyState
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{
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pas::ELoopState x4_state = pas::ELoopState::Invalid;
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pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
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bool xc_24_loopHit : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
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public:
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CBSLoopReaction() { xc_24_loopHit = false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSGroundHit : public CBodyState
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{
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float x4_rotateSpeed = 0.f;
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float x8_remTime = 0.f;
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pas::EFallState xc_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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};
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class CBSGenerate : public CBodyState
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{
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSJump : public CBodyState
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{
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pas::EJumpState x4_state = pas::EJumpState::Invalid;
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pas::EJumpType x8_jumpType;
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zeus::CVector3f xc_waypoint1;
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zeus::CVector3f x18_velocity;
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zeus::CVector3f x24_waypoint2;
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union
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{
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struct
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{
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bool x30_24_bodyForceSet : 1;
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bool x30_25_wallJump : 1;
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bool x30_26_wallBounceRight : 1;
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bool x30_27_wallBounceComplete : 1;
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bool x30_28_startInJumpLoop : 1;
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};
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u32 _dummy = 0;
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};
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
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void CheckForLand(CBodyController& bc, CStateManager& mgr);
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void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool ApplyHeadTracking() const { return false; }
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bool CanShoot() const;
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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bool ApplyAnimationDeltas() const;
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bool IsInAir(const CBodyController& bc) const;
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void Shutdown(CBodyController&) {}
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};
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class CBSHurled : public CBodyState
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{
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pas::EHurledState x4_state = pas::EHurledState::Invalid;
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float x8_knockAngle = 0.f;
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int xc_animSeries = -1;
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float x10_rotateSpeed = 0.f;
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float x14_remTime = 0.f;
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float x18_curTime = 0.f;
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mutable zeus::CVector3f x1c_lastTranslation;
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mutable float x28_landedDur = 0.f;
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bool x2c_24_needsRecover : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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void Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state);
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void PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr);
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void PlayLandAnimation(CBodyController& bc, CStateManager& mgr);
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bool ShouldStartStrikeWall(CBodyController& bc) const;
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bool ShouldStartLand(float dt, CBodyController& bc) const;
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public:
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CBSHurled() { x2c_24_needsRecover = false; }
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bool IsMoving() const { return true; }
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bool IsInAir(const CBodyController&) const { return true; }
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bool ApplyHeadTracking() const { return false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSSlide : public CBodyState
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{
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float x4_rotateSpeed = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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bool IsMoving() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSTaunt : public CBodyState
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{
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSScripted : public CBodyState
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{
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union
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{
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struct
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{
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bool x4_24_loopAnim : 1;
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bool x4_25_timedLoop : 1;
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};
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u32 _dummy = 0;
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};
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float x8_remTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSCover : public CBodyState
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{
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pas::ECoverState x4_state = pas::ECoverState::Invalid;
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pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid;
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bool xc_needsExit = false;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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bool ApplyHeadTracking() const { return false; }
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bool IsMoving() const { return true; }
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bool CanShoot() const { return x4_state == pas::ECoverState::Lean; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSWallHang : public CBodyState
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{
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pas::EWallHangState x4_state = pas::EWallHangState::Invalid;
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TUniqueId x8_wpId = kInvalidUniqueId;
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zeus::CVector3f xc_launchVel;
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union
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{
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struct
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{
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bool x18_24_launched : 1;
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bool x18_25_needsExit : 1;
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};
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u32 _dummy = 0;
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};
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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void FixInPlace(CBodyController& bc);
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bool CheckForLand(CBodyController& bc, CStateManager& mgr);
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bool CheckForWall(CBodyController& bc, CStateManager& mgr);
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void SetLaunchVelocity(CBodyController& bc);
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public:
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bool IsMoving() const { return true; }
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bool CanShoot() const { return x4_state == pas::EWallHangState::WallHang; }
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bool IsInAir(const CBodyController& bc) const;
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bool ApplyGravity() const;
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bool ApplyHeadTracking() const;
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bool ApplyAnimationDeltas() const;
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController&) {}
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};
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class CBSLocomotion : public CBodyState
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{
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protected:
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pas::ELocomotionType x4_locomotionType = pas::ELocomotionType::Invalid;
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float GetStartVelocityMagnitude(CBodyController& bc);
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void ReStartBodyState(CBodyController& bc, bool maintainVel);
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float ComputeWeightPercentage(const std::pair<s32, float>& a,
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const std::pair<s32, float>& b, float f) const;
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public:
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bool IsMoving() const = 0;
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bool CanShoot() const { return true; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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void Shutdown(CBodyController& bc);
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virtual bool IsPitchable() const { return false; }
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virtual float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const = 0;
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virtual float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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virtual float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) = 0;
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virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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};
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class CBSBiPedLocomotion : public CBSLocomotion
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{
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protected:
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rstl::reserved_vector<rstl::reserved_vector<std::pair<s32, float>, 8>, 14> x8_anims;
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pas::ELocomotionAnim x3c4_anim = pas::ELocomotionAnim::Invalid;
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float x3c8_primeTime;
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float UpdateRun(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
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float UpdateWalk(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
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float UpdateStrafe(float vel, CBodyController& bc, pas::ELocomotionAnim anim);
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const std::pair<s32, float>&
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GetLocoAnimation(pas::ELocomotionType type, pas::ELocomotionAnim anim) const
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{ return x8_anims[int(type)][int(anim)]; }
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public:
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CBSBiPedLocomotion(CActor& actor);
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bool IsMoving() const { return x3c4_anim != pas::ELocomotionAnim::Idle; }
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void Start(CBodyController& bc, CStateManager& mgr);
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
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float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const;
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
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virtual bool IsStrafing(const CBodyController& bc) const;
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};
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class CBSFlyerLocomotion : public CBSBiPedLocomotion
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{
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bool x3cc_pitchable;
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public:
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CBSFlyerLocomotion(CActor& actor, bool pitchable);
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bool IsPitchable() const { return x3cc_pitchable; }
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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virtual bool IsBackPedal(CBodyController& bc) const { return false; }
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};
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class CBSWallWalkerLocomotion : public CBSBiPedLocomotion
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{
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public:
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CBSWallWalkerLocomotion(CActor& actor);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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};
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class CBSNewFlyerLocomotion : public CBSBiPedLocomotion
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{
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public:
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CBSNewFlyerLocomotion(CActor& actor);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
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};
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class CBSRestrictedLocomotion : public CBSLocomotion
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{
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rstl::reserved_vector<s32, 14> x8_anims;
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pas::ELocomotionAnim x44_anim = pas::ELocomotionAnim::Invalid;
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public:
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CBSRestrictedLocomotion(CActor& actor);
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bool IsMoving() const { return false; }
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float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return 0.f; }
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float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
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};
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class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion
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{
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public:
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CBSRestrictedFlyerLocomotion(CActor& actor);
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float ApplyLocomotionPhysics(float dt, CBodyController& bc);
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};
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}
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