mirror of https://github.com/AxioDL/metaforce.git
49 lines
2.1 KiB
C++
49 lines
2.1 KiB
C++
#pragma once
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#include "RetroTypes.hpp"
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#include "CharacterCommon.hpp"
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#include "CBodyState.hpp"
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#include "CAdditiveBodyState.hpp"
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namespace urde
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{
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class CActor;
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class CBodyStateInfo
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{
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friend class CBodyController;
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std::map<pas::EAnimationState, std::unique_ptr<CBodyState>> x0_stateMap;
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pas::EAnimationState x14_state = pas::EAnimationState::Invalid;
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CBodyController* x18_bodyController = nullptr;
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std::vector<std::pair<pas::EAnimationState, std::unique_ptr<CAdditiveBodyState>>> x1c_additiveStates;
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pas::EAnimationState x2c_additiveState = pas::EAnimationState::AdditiveIdle;
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float x30_maxPitch = 0.f;
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bool x34_24_changeLocoAtEndOfAnimOnly;
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std::unique_ptr<CBodyState> SetupRestrictedFlyerBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupNewFlyerBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupWallWalkerBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupPitchableBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupFlyerBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupRestrictedBodyStates(int stateId, CActor& actor);
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std::unique_ptr<CBodyState> SetupBiPedalBodyStates(int stateId, CActor& actor);
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public:
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CBodyStateInfo(CActor& actor, EBodyType type);
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float GetLocomotionSpeed(pas::ELocomotionAnim anim) const;
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float GetMaxSpeed() const;
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float GetMaximumPitch() const { return x30_maxPitch; }
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void SetMaximumPitch(float pitch) { x30_maxPitch = pitch; }
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bool GetLocoAnimChangeAtEndOfAnimOnly() const { return x34_24_changeLocoAtEndOfAnimOnly; }
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void SetLocoAnimChangeAtEndOfAnimOnly(bool s) { x34_24_changeLocoAtEndOfAnimOnly = s; }
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CBodyState* GetCurrentState();
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const CBodyState* GetCurrentState() const;
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pas::EAnimationState GetCurrentStateId() const { return x14_state; }
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void SetState(pas::EAnimationState s);
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CAdditiveBodyState* GetCurrentAdditiveState();
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pas::EAnimationState GetCurrentAdditiveStateId() const { return x2c_additiveState; }
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void SetAdditiveState(pas::EAnimationState s);
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bool ApplyHeadTracking() const;
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};
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}
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