osb/source/game/StarHumanoid.hpp
2023-06-24 22:49:47 +10:00

368 lines
10 KiB
C++

#ifndef STAR_HUMANOID_HPP
#define STAR_HUMANOID_HPP
#include "StarDataStream.hpp"
#include "StarGameTypes.hpp"
#include "StarDrawable.hpp"
#include "StarParticle.hpp"
namespace Star {
// Required for renderDummy
STAR_CLASS(HeadArmor);
STAR_CLASS(ChestArmor);
STAR_CLASS(LegsArmor);
STAR_CLASS(BackArmor);
STAR_CLASS(Humanoid);
STAR_STRUCT(Dance);
enum class HumanoidEmote {
Idle,
Blabbering,
Shouting,
Happy,
Sad,
NEUTRAL,
Laugh,
Annoyed,
Oh,
OOOH,
Blink,
Wink,
Eat,
Sleep
};
extern EnumMap<HumanoidEmote> const HumanoidEmoteNames;
size_t const EmoteSize = 14;
struct Personality {
String idle;
String armIdle;
Vec2F headOffset;
Vec2F armOffset;
};
Personality parsePersonality(Json const& config);
struct HumanoidIdentity {
explicit HumanoidIdentity(Json config = Json());
Json toJson() const;
String name;
// Must have :idle[1-5], :sit, :duck, :walk[1-8], :run[1-8], :jump[1-4], and
// :fall[1-4]
String species;
Gender gender;
String hairGroup;
// Must have :normal and :climb
String hairType;
Directives hairDirectives;
Directives bodyDirectives;
Directives emoteDirectives;
String facialHairGroup;
String facialHairType;
Directives facialHairDirectives;
String facialMaskGroup;
String facialMaskType;
Directives facialMaskDirectives;
Personality personality;
Vec4B color;
Maybe<String> imagePath;
};
DataStream& operator>>(DataStream& ds, HumanoidIdentity& identity);
DataStream& operator<<(DataStream& ds, HumanoidIdentity const& identity);
class Humanoid {
public:
enum State {
Idle, // 1 idle frame
Walk, // 8 walking frames
Run, // 8 run frames
Jump, // 4 jump frames
Fall, // 4 fall frames
Swim, // 7 swim frames
SwimIdle, // 2 swim idle frame
Duck, // 1 ducking frame
Sit, // 1 sitting frame
Lay, // 1 laying frame
STATESIZE
};
static EnumMap<State> const StateNames;
Humanoid(Json const& config);
Humanoid(HumanoidIdentity const& identity);
struct HumanoidTiming {
explicit HumanoidTiming(Json config = Json());
static bool cyclicState(State state);
static bool cyclicEmoteState(HumanoidEmote state);
int stateSeq(float timer, State state) const;
int emoteStateSeq(float timer, HumanoidEmote state) const;
int danceSeq(float timer, DancePtr dance) const;
int genericSeq(float timer, float cycle, unsigned frames, bool cyclic) const;
Array<float, STATESIZE> stateCycle;
Array<unsigned, STATESIZE> stateFrames;
Array<float, EmoteSize> emoteCycle;
Array<unsigned, EmoteSize> emoteFrames;
};
void setIdentity(HumanoidIdentity const& identity);
HumanoidIdentity const& identity() const;
// All of the image identifiers here are meant to be image *base* names, with
// a collection of frames specific to each piece. If an image is set to
// empty string, it is disabled.
// Asset directives for the head armor.
void setHeadArmorDirectives(Directives directives);
// Must have :normal, climb
void setHeadArmorFrameset(String headFrameset);
// Asset directives for the chest, back and front arms armor.
void setChestArmorDirectives(Directives directives);
// Will have :run, :normal, and :duck
void setChestArmorFrameset(String chest);
// Same as back arm image frames
void setBackSleeveFrameset(String backSleeveFrameset);
// Same as front arm image frames
void setFrontSleeveFrameset(String frontSleeveFrameset);
// Asset directives for the legs armor.
void setLegsArmorDirectives(Directives directives);
// Must have :idle, :duck, :walk[1-8], :run[1-8], :jump[1-4], :fall[1-4]
void setLegsArmorFrameset(String legsFrameset);
// Asset directives for the back armor.
void setBackArmorDirectives(Directives directives);
// Must have :idle, :duck, :walk[1-8], :run[1-8], :jump[1-4], :fall[1-4]
void setBackArmorFrameset(String backFrameset);
void setHelmetMaskDirectives(Directives helmetMaskDirectives);
void setBodyHidden(bool hidden);
void setState(State state);
void setEmoteState(HumanoidEmote state);
void setDance(Maybe<String> const& dance);
void setFacingDirection(Direction facingDirection);
void setMovingBackwards(bool movingBackwards);
void setRotation(float rotation);
void setVaporTrail(bool enabled);
State state() const;
HumanoidEmote emoteState() const;
Maybe<String> dance() const;
Direction facingDirection() const;
bool movingBackwards() const;
// If not rotating, then the arms follow normal movement animation. The
// angle parameter should be in the range [-pi/2, pi/2] (the facing direction
// should not be included in the angle).
void setPrimaryHandParameters(bool holdingItem, float angle, float itemAngle, bool twoHanded,
bool recoil, bool outsideOfHand);
void setPrimaryHandFrameOverrides(String backFrameOverride, String frontFrameOverride);
void setPrimaryHandDrawables(List<Drawable> drawables);
void setPrimaryHandNonRotatedDrawables(List<Drawable> drawables);
// Same as primary hand.
void setAltHandParameters(bool holdingItem, float angle, float itemAngle, bool recoil,
bool outsideOfHand);
void setAltHandFrameOverrides(String backFrameOverride, String frontFrameOverride);
void setAltHandDrawables(List<Drawable> drawables);
void setAltHandNonRotatedDrawables(List<Drawable> drawables);
// Updates the animation based on whatever the current animation state is,
// wrapping or clamping animation time as appropriate.
void animate(float dt);
// Reset animation time to 0.0f
void resetAnimation();
// Renders to centered drawables (centered on the normal image center for the
// player graphics), (in world space, not pixels)
List<Drawable> render();
// Renders to centered drawables (centered on the normal image center for the
// player graphics), (in pixels, not world space)
List<Drawable> renderPortrait(PortraitMode mode) const;
List<Drawable> renderSkull() const;
// Renders to centered drawables (centered on the normal image center for the
// player graphics), (in pixels, not world space)
static List<Drawable> renderDummy(Gender gender, HeadArmor const* head = nullptr, ChestArmor const* chest = nullptr,
LegsArmor const* legs = nullptr, BackArmor const* back = nullptr);
Vec2F primaryHandPosition(Vec2F const& offset) const;
Vec2F altHandPosition(Vec2F const& offset) const;
// Finds the arm position in world space if the humanoid was facing the given
// direction and applying the given arm angle. The offset given is from the
// rotation center of the arm.
Vec2F primaryArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const;
Vec2F altArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const;
// Gives the offset of the hand from the arm rotation center
Vec2F primaryHandOffset(Direction facingDirection) const;
Vec2F altHandOffset(Direction facingDirection) const;
Vec2F armAdjustment() const;
Vec2F mouthOffset(bool ignoreAdjustments = false) const;
float getBobYOffset() const;
Vec2F feetOffset() const;
Vec2F headArmorOffset() const;
Vec2F chestArmorOffset() const;
Vec2F legsArmorOffset() const;
Vec2F backArmorOffset() const;
String defaultDeathParticles() const;
List<Particle> particles(String const& name) const;
Json const& defaultMovementParameters() const;
private:
struct HandDrawingInfo {
List<Drawable> itemDrawables;
List<Drawable> nonRotatedDrawables;
bool holdingItem = false;
float angle = 0.0f;
float itemAngle = 0.0f;
String backFrame;
String frontFrame;
float frameAngleAdjust = 0.0f;
bool recoil = false;
bool outsideOfHand = false;
};
String frameBase(State state) const;
String emoteFrameBase(HumanoidEmote state) const;
String getHeadFromIdentity() const;
String getBodyFromIdentity() const;
String getFacialEmotesFromIdentity() const;
String getHairFromIdentity() const;
String getFacialHairFromIdentity() const;
String getFacialMaskFromIdentity() const;
String getBackArmFromIdentity() const;
String getFrontArmFromIdentity() const;
String getVaporTrailFrameset() const;
Directives getBodyDirectives() const;
Directives getHairDirectives() const;
Directives getEmoteDirectives() const;
Directives getFacialHairDirectives() const;
Directives getFacialMaskDirectives() const;
Directives getHelmetMaskDirectives() const;
Directives getHeadDirectives() const;
Directives getChestDirectives() const;
Directives getLegsDirectives() const;
Directives getBackDirectives() const;
int getEmoteStateSequence() const;
int getArmStateSequence() const;
int getBodyStateSequence() const;
Maybe<DancePtr> getDance() const;
Vec2F m_globalOffset;
Vec2F m_headRunOffset;
Vec2F m_headSwimOffset;
Vec2F m_headDuckOffset;
Vec2F m_headSitOffset;
Vec2F m_headLayOffset;
float m_runFallOffset;
float m_duckOffset;
float m_sitOffset;
float m_layOffset;
Vec2F m_recoilOffset;
Vec2F m_mouthOffset;
Vec2F m_feetOffset;
Vec2F m_headArmorOffset;
Vec2F m_chestArmorOffset;
Vec2F m_legsArmorOffset;
Vec2F m_backArmorOffset;
bool m_bodyHidden;
List<int> m_armWalkSeq;
List<int> m_armRunSeq;
List<float> m_walkBob;
List<float> m_runBob;
List<float> m_swimBob;
float m_jumpBob;
Vec2F m_frontArmRotationCenter;
Vec2F m_backArmRotationCenter;
Vec2F m_frontHandPosition;
Vec2F m_backArmOffset;
String m_headFrameset;
String m_bodyFrameset;
String m_backArmFrameset;
String m_frontArmFrameset;
String m_emoteFrameset;
String m_hairFrameset;
String m_facialHairFrameset;
String m_facialMaskFrameset;
bool m_bodyFullbright;
String m_vaporTrailFrameset;
unsigned m_vaporTrailFrames;
float m_vaporTrailCycle;
String m_backSleeveFrameset;
String m_frontSleeveFrameset;
String m_headArmorFrameset;
Directives m_headArmorDirectives;
String m_chestArmorFrameset;
Directives m_chestArmorDirectives;
String m_legsArmorFrameset;
Directives m_legsArmorDirectives;
String m_backArmorFrameset;
Directives m_backArmorDirectives;
Directives m_helmetMaskDirectives;
State m_state;
HumanoidEmote m_emoteState;
Maybe<String> m_dance;
Direction m_facingDirection;
bool m_movingBackwards;
float m_rotation;
bool m_drawVaporTrail;
HandDrawingInfo m_primaryHand;
HandDrawingInfo m_altHand;
bool m_twoHanded;
HumanoidIdentity m_identity;
HumanoidTiming m_timing;
float m_animationTimer;
float m_emoteAnimationTimer;
float m_danceTimer;
Json m_particleEmitters;
String m_defaultDeathParticles;
Json m_defaultMovementParameters;
};
}
#endif