mirror of https://github.com/PrimeDecomp/prime.git
248 lines
7.9 KiB
C++
248 lines
7.9 KiB
C++
#include "MetroidPrime/BodyState/CBodyController.hpp"
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#include "MetroidPrime/BodyState/CAdditiveBodyState.hpp"
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#include "MetroidPrime/BodyState/CBodyState.hpp"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimPlaybackParms.hpp"
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#include "MetroidPrime/CModelData.hpp"
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#include "MetroidPrime/CPhysicsActor.hpp"
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#include "MetroidPrime/TCastTo.hpp"
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#include "rstl/math.hpp"
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#include "Kyoto/Animation/CPASDatabase.hpp"
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CBodyController::CBodyController(CActor& actor, float turnSpeed, EBodyType bodyType)
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: x0_actor(&actor)
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, x2a4_bodyStateInfo(actor, bodyType)
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, x2dc_rot(CQuaternion::NoRotation())
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, x2ec_locomotionType(pas::kLT_Relaxed)
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, x2f0_fallState(pas::kFS_Zero)
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, x2f4_bodyType(bodyType)
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, x2f8_curAnim(-1)
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, x2fc_turnSpeed(turnSpeed)
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, x300_24_animationOver(false)
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, x300_25_active(false)
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, x300_26_frozen(false)
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, x300_27_hasBeenFrozen(false)
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, x300_28_playDeathAnims(true)
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, x304_intoFreezeDur(0.f)
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, x308_frozenDur(0.f)
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, x30c_breakoutDur(0.f)
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, x310_timeFrozen(0.f)
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, x314_backedUpForce(CVector3f::Zero())
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, x320_fireDur(0.f)
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, x324_electrocutionDur(0.f)
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, x328_timeOnFire(0.f)
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, x32c_timeElectrocuting(0.f)
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, x330_restrictedFlyerMoveSpeed(0.f) {
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x2a4_bodyStateInfo.SetBodyController(this);
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}
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void CBodyController::Activate(CStateManager& mgr) {
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x300_25_active = true;
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x2a4_bodyStateInfo.SetState(pas::EAnimationState(GetPASDatabase().GetDefaultState()));
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x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
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}
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void CBodyController::Update(float dt, CStateManager& mgr) {
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SetPlaybackRate(1.f);
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if (!x300_25_active) {
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return;
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}
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x300_24_animationOver = !GetOwner().GetModelData()->GetAnimationData()->IsAnimTimeRemaining(
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dt, rstl::string_l("Whole Body"));
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x4_cmdMgr.BlendSteeringCmds();
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x2dc_rot = CQuaternion::NoRotation();
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UpdateBody(dt, mgr);
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if (CPhysicsActor* act = TCastToPtr< CPhysicsActor >(x0_actor))
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act->RotateInOneFrameOR(x2dc_rot, dt);
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x4_cmdMgr.Reset();
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}
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bool CBodyController::HasBodyState(pas::EAnimationState state) const {
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return GetOwner().GetModelData()->GetAnimationData()->GetPASDatabase().HasState((int)state);
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}
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pas::EFallState CBodyController::GetFallState() const { return x2f0_fallState; }
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void CBodyController::SetFallState(pas::EFallState state) { x2f0_fallState = state; }
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void CBodyController::UpdateBody(float dt, CStateManager& mgr) {
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UpdateFrozenInfo(dt, mgr);
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if (x320_fireDur > 0.f) {
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if (x328_timeOnFire > x320_fireDur) {
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x328_timeOnFire = 0.f;
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x320_fireDur = 0.f;
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} else {
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x328_timeOnFire += dt;
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}
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} else if (x324_electrocutionDur > 0.f) {
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if (x32c_timeElectrocuting > x324_electrocutionDur) {
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x32c_timeElectrocuting = 0.f;
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x324_electrocutionDur = 0.f;
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} else {
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x32c_timeElectrocuting += dt;
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}
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}
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if (GetPercentageFrozen() < 1.f && x300_28_playDeathAnims) {
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pas::EAnimationState nextState =
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x2a4_bodyStateInfo.GetCurrentState()->UpdateBody(dt, *this, mgr);
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if (nextState != pas::kAS_Invalid) {
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x2a4_bodyStateInfo.GetCurrentState()->Shutdown(*this);
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x2a4_bodyStateInfo.SetState(nextState);
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x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
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}
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nextState = x2a4_bodyStateInfo.GetCurrentAdditiveState()->UpdateBody(dt, *this, mgr);
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if (nextState != pas::kAS_Invalid) {
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Shutdown(*this);
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x2a4_bodyStateInfo.SetAdditiveState(nextState);
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x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
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}
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}
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}
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void CBodyController::SetLocomotionType(pas::ELocomotionType type) { x2ec_locomotionType = type; }
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void CBodyController::SetTurnSpeed(float speed) { x2fc_turnSpeed = rstl::max_val(0.f, speed); }
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void CBodyController::EnableAnimation(bool enable) {
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GetOwner().ModelData()->AnimationData()->SetIsAnimating(enable);
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}
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void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop,
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bool noTrans) {
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GetOwner().ModelData()->AnimationData()->SetAnimation(parms, noTrans);
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GetOwner().ModelData()->EnableLooping(loop);
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x2f8_curAnim = parms.GetAnimationId();
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}
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float CBodyController::GetAnimTimeRemaining() const {
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return GetOwner().GetModelData()->GetAnimationData()->GetAnimTimeRemaining(
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rstl::string_l("Whole Body"));
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}
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void CBodyController::SetPlaybackRate(float rate) {
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GetOwner().ModelData()->AnimationData()->SetPlaybackRate(rate);
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}
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void CBodyController::MultiplyPlaybackRate(float mul) {
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GetOwner().ModelData()->AnimationData()->MultiplyPlaybackRate(mul);
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}
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void CBodyController::SetDeltaRotation(const CQuaternion& q) { x2dc_rot = x2dc_rot * q; }
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void CBodyController::FaceDirection(const CVector3f& v0, float dt) {}
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void CBodyController::FaceDirection3D(const CVector3f& v0, float dt) {}
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const CPASDatabase& CBodyController::GetPASDatabase() const {
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return GetOwner().GetModelData()->GetAnimationData()->GetPASDatabase();
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}
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void CBodyController::PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r) {
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rstl::pair< float, int > best = GetPASDatabase().FindBestAnimation(parms, r, -1);
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CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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SetCurrentAnimation(playParms, false, false);
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}
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void CBodyController::LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r) {
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rstl::pair< float, int > best = GetPASDatabase().FindBestAnimation(parms, r, -1);
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CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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SetCurrentAnimation(playParms, true, false);
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}
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void CBodyController::Freeze(float intoFreezeDur, float frozenDur, float breakoutDur) {
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x304_intoFreezeDur = intoFreezeDur;
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x308_frozenDur = frozenDur;
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x30c_breakoutDur = breakoutDur;
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x300_26_frozen = true;
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x300_27_hasBeenFrozen = true;
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CPhysicsActor* act = TCastToPtr< CPhysicsActor >(GetOwner());
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x314_backedUpForce = act->GetConstantForceWR();
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act->SetConstantForceWR(CVector3f::Zero());
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act->SetMomentumWR(CVector3f::Zero());
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x320_fireDur = 0.f;
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x328_timeOnFire = 0.f;
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x310_timeFrozen = 0.f;
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}
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void CBodyController::FrozenBreakout() {
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if (x300_26_frozen) {
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float timeToBreakout = x304_intoFreezeDur + x308_frozenDur;
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if (x310_timeFrozen < timeToBreakout)
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x310_timeFrozen = timeToBreakout;
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}
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}
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void CBodyController::UnFreeze() {
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SetPlaybackRate(1.f);
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x300_26_frozen = false;
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x304_intoFreezeDur = 0.f;
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x308_frozenDur = 0.f;
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x30c_breakoutDur = 0.f;
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x310_timeFrozen = 0.f;
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x0_actor->SetVolume(127);
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CPhysicsActor* act = TCastToPtr< CPhysicsActor >(GetOwner());
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act->SetConstantForceWR(x314_backedUpForce);
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act->SetVelocityWR(x314_backedUpForce * (1.f / act->GetMass()));
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}
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float CBodyController::GetPercentageFrozen() const {
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float sum = x304_intoFreezeDur + x308_frozenDur + x30c_breakoutDur;
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if (x310_timeFrozen == 0.f || sum == 0.f)
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return 0.f;
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if (x310_timeFrozen <= x304_intoFreezeDur && x304_intoFreezeDur > 0.f)
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return x310_timeFrozen / x304_intoFreezeDur;
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if (x310_timeFrozen < sum - x30c_breakoutDur)
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return 1.f;
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if (x30c_breakoutDur <= 0.f)
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return 1.f;
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return 1.f - (x310_timeFrozen - (x308_frozenDur + x304_intoFreezeDur)) / x30c_breakoutDur;
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}
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void CBodyController::SetOnFire(float duration) {
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x320_fireDur = duration;
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x328_timeOnFire = 0.f;
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if (IsFrozen()) {
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UnFreeze();
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}
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}
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void CBodyController::DouseFlames() {
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if (x320_fireDur > 0.f) {
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x320_fireDur = 0.f;
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x328_timeOnFire = 0.f;
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}
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}
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void CBodyController::SetElectrocuting(float duration) {
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if (!IsElectrocuting()) {
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CBCAdditiveReactionCmd reaction(pas::kART_Electrocution, 1.f, true);
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x4_cmdMgr.DeliverCmd(reaction);
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}
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x324_electrocutionDur = duration;
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x32c_timeElectrocuting = 0.f;
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if (IsFrozen())
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UnFreeze();
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else if (IsOnFire())
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DouseFlames();
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}
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void CBodyController::StopElectrocution() {
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x324_electrocutionDur = 0.f;
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x32c_timeElectrocuting = 0.f;
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CBodyStateCmd cmd(kBSC_StopReaction);
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x4_cmdMgr.DeliverCmd(cmd);
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}
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