| 1 | #include "Library/MapObj/RollingCubeMapParts.h" |
| 2 | |
| 3 | #include "Library/Effect/EffectSystemInfo.h" |
| 4 | #include "Library/LiveActor/ActorActionFunction.h" |
| 5 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 6 | #include "Library/LiveActor/ActorInitFunction.h" |
| 7 | #include "Library/LiveActor/ActorInitUtil.h" |
| 8 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 9 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 10 | #include "Library/LiveActor/ActorResourceFunction.h" |
| 11 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 12 | #include "Library/Math/MathUtil.h" |
| 13 | #include "Library/Nerve/NerveSetupUtil.h" |
| 14 | #include "Library/Nerve/NerveUtil.h" |
| 15 | #include "Library/Obj/PartsModel.h" |
| 16 | #include "Library/Placement/PlacementFunction.h" |
| 17 | #include "Library/Yaml/ByamlIter.h" |
| 18 | #include "Library/Yaml/ByamlUtil.h" |
| 19 | #include "Project/Joint/RollingCubePoseKeeper.h" |
| 20 | #include "Project/Joint/RollingCubePoseKeeperUtil.h" |
| 21 | |
| 22 | namespace { |
| 23 | using namespace al; |
| 24 | |
| 25 | NERVE_ACTION_IMPL(RollingCubeMapParts, Wait) |
| 26 | NERVE_ACTION_IMPL(RollingCubeMapParts, Start) |
| 27 | NERVE_ACTION_IMPL(RollingCubeMapParts, Rotate) |
| 28 | NERVE_ACTION_IMPL(RollingCubeMapParts, Fall) |
| 29 | NERVE_ACTION_IMPL_(RollingCubeMapParts, SlideX, Slide) |
| 30 | NERVE_ACTION_IMPL_(RollingCubeMapParts, SlideY, Slide) |
| 31 | NERVE_ACTION_IMPL_(RollingCubeMapParts, SlideZ, Slide) |
| 32 | NERVE_ACTION_IMPL_(RollingCubeMapParts, LandX, Land) |
| 33 | NERVE_ACTION_IMPL_(RollingCubeMapParts, LandY, Land) |
| 34 | NERVE_ACTION_IMPL_(RollingCubeMapParts, LandZ, Land) |
| 35 | NERVE_ACTION_IMPL_(RollingCubeMapParts, FallLandX, FallLand) |
| 36 | NERVE_ACTION_IMPL_(RollingCubeMapParts, FallLandY, FallLand) |
| 37 | NERVE_ACTION_IMPL_(RollingCubeMapParts, FallLandZ, FallLand) |
| 38 | NERVE_ACTION_IMPL(RollingCubeMapParts, Stop) |
| 39 | |
| 40 | NERVE_ACTIONS_MAKE_STRUCT(RollingCubeMapParts, Wait, Start, Rotate, Fall, SlideX, SlideY, SlideZ, |
| 41 | LandX, LandY, LandZ, FallLandX, FallLandY, FallLandZ, Stop) |
| 42 | } // namespace |
| 43 | |
| 44 | namespace al { |
| 45 | RollingCubeMapParts::RollingCubeMapParts(const char* name) : LiveActor(name) {} |
| 46 | |
| 47 | void RollingCubeMapParts::init(const ActorInitInfo& info) { |
| 48 | initNerveAction(actor: this, actionName: "Wait" , collector: &NrvRollingCubeMapParts.collector, maxStates: 0); |
| 49 | initMapPartsActor(actor: this, initInfo: info, suffix: nullptr); |
| 50 | tryGetQuatPtr(actor: this); |
| 51 | |
| 52 | mInitialPoseQuat = getQuat(actor: this); |
| 53 | mInitialPoseTrans = getTrans(actor: this); |
| 54 | |
| 55 | bool isUseMoveLimit = false; |
| 56 | tryGetArg(arg: &isUseMoveLimit, initInfo: info, key: "IsUseMoveLimit" ); |
| 57 | if (isUseMoveLimit) { |
| 58 | mMoveLimitMtx = new sead::Matrix34f(); |
| 59 | mMoveLimitMtx->makeQT(q: mInitialPoseQuat, t: mInitialPoseTrans); |
| 60 | |
| 61 | mMoveLimitPartsModel = new PartsModel("" ); |
| 62 | sead::FixedSafeString<256> model; |
| 63 | sead::FixedSafeString<256> archive; |
| 64 | makeMapPartsModelName(modelName: &model, path: &archive, initInfo: info); |
| 65 | mMoveLimitPartsModel->initPartsSuffix(this, info, model.cstr(), "MoveLimit" , mMoveLimitMtx, |
| 66 | false); |
| 67 | } |
| 68 | |
| 69 | sead::BoundBox3f boundBox; |
| 70 | if (isExistModelResourceYaml(this, "BoxInfo" , nullptr) && |
| 71 | tryGetByamlBox3f(&boundBox, ByamlIter(getModelResourceYaml(this, "BoxInfo" , nullptr)))) |
| 72 | mRollingCubePoseKeeper = createRollingCubePoseKeeper(cubeSize: boundBox, initInfo: info); |
| 73 | else |
| 74 | mRollingCubePoseKeeper = createRollingCubePoseKeeper(actor: this, initInfo: info); |
| 75 | |
| 76 | bool isFloorTouchStart = true; |
| 77 | tryGetArg(arg: &isFloorTouchStart, initInfo: info, key: "IsFloorTouchStart" ); |
| 78 | if (!isFloorTouchStart) |
| 79 | startNerveAction(actor: this, actionName: "Start" ); |
| 80 | |
| 81 | trySetEffectNamedMtxPtr(this, "Land" , &mLandEffectMtx); |
| 82 | initMaterialCode(actor: this, initInfo: info); |
| 83 | |
| 84 | f32 clippingRadius = 0.0f; |
| 85 | calcRollingCubeClippingInfo(clippingTrans: &mClippingTrans, clippingRadius: &clippingRadius, keeper: mRollingCubePoseKeeper, offset: 0.0f); |
| 86 | setClippingInfo(actor: this, clippingRadius, &mClippingTrans); |
| 87 | |
| 88 | tryListenStageSwitchKill(actor: this); |
| 89 | makeActorAlive(); |
| 90 | } |
| 91 | |
| 92 | void RollingCubeMapParts::kill() { |
| 93 | startHitReaction(actor: this, name: "消滅" ); |
| 94 | |
| 95 | LiveActor::kill(); |
| 96 | } |
| 97 | |
| 98 | bool RollingCubeMapParts::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) { |
| 99 | if (isMsgPlayerFloorTouch(msg: message) && isNerve(user: this, nerve: NrvRollingCubeMapParts.Wait.data())) { |
| 100 | startNerveAction(actor: this, actionName: "Start" ); |
| 101 | |
| 102 | return true; |
| 103 | } |
| 104 | |
| 105 | return false; |
| 106 | } |
| 107 | |
| 108 | void RollingCubeMapParts::control() { |
| 109 | if (mMoveLimitMtx != nullptr) |
| 110 | mMoveLimitMtx->makeQT(q: mInitialPoseQuat, t: getTrans(actor: this)); |
| 111 | |
| 112 | calcMtxLandEffect(effectMtx: &mLandEffectMtx, keeper: mRollingCubePoseKeeper, quat: getQuat(actor: this), trans: getTrans(actor: this)); |
| 113 | } |
| 114 | |
| 115 | void RollingCubeMapParts::appearAndSetStart() { |
| 116 | mRollingCubePoseKeeper->setStart(); |
| 117 | setQuat(actor: this, quat: mInitialPoseQuat); |
| 118 | setTrans(actor: this, trans: mInitialPoseTrans); |
| 119 | resetPosition(actor: this); |
| 120 | setNerveNextMovement(isNextFallKey()); |
| 121 | |
| 122 | appear(); |
| 123 | } |
| 124 | |
| 125 | void RollingCubeMapParts::setNerveNextMovement(bool isNextFallKey) { |
| 126 | if (isMovementCurrentKeyRotate(keeper: mRollingCubePoseKeeper)) { |
| 127 | startNerveAction(actor: this, actionName: "Rotate" ); |
| 128 | |
| 129 | return; |
| 130 | } |
| 131 | |
| 132 | if (isNextFallKey) { |
| 133 | startNerveAction(actor: this, actionName: "Fall" ); |
| 134 | |
| 135 | return; |
| 136 | } |
| 137 | |
| 138 | Axis axis = (Axis)sead::Mathi::abs( |
| 139 | x: (s32)calcNearVecFromAxis3(nullptr, sead::Vector3f::ey, getQuat(actor: this))); |
| 140 | switch (axis) { |
| 141 | default: |
| 142 | return; |
| 143 | case Axis::X: |
| 144 | startNerveAction(actor: this, actionName: "SlideX" ); |
| 145 | |
| 146 | return; |
| 147 | case Axis::Y: |
| 148 | startNerveAction(actor: this, actionName: "SlideY" ); |
| 149 | |
| 150 | return; |
| 151 | case Axis::Z: |
| 152 | startNerveAction(actor: this, actionName: "SlideZ" ); |
| 153 | |
| 154 | return; |
| 155 | } |
| 156 | } |
| 157 | |
| 158 | bool RollingCubeMapParts::isNextFallKey() const { |
| 159 | bool isNextFall = false; |
| 160 | tryGetArg(arg: &isNextFall, placementInfo: getCurrentKeyPlacementInfo(keeper: mRollingCubePoseKeeper), key: "isNextFall" ); |
| 161 | |
| 162 | return isNextFall; |
| 163 | } |
| 164 | |
| 165 | void RollingCubeMapParts::exeWait() {} |
| 166 | |
| 167 | void RollingCubeMapParts::exeStart() { |
| 168 | if (isGreaterEqualStep(user: this, step: 40)) |
| 169 | setNerveNextMovement(isNextFallKey()); |
| 170 | } |
| 171 | |
| 172 | void RollingCubeMapParts::exeRotate() { |
| 173 | if (isFirstStep(user: this)) { |
| 174 | fittingToCurrentKeyBoundingBox(outQuat: getQuatPtr(actor: this), outTrans: getTransPtr(actor: this), keeper: mRollingCubePoseKeeper); |
| 175 | mCurrentPoseQuat = getQuat(actor: this); |
| 176 | mCurrentPoseTrans = getTrans(actor: this); |
| 177 | mMovementTime = getMovementTime() - 1; |
| 178 | } |
| 179 | |
| 180 | calcCurrentKeyQT(outQuat: getQuatPtr(actor: this), outTrans: getTransPtr(actor: this), keeper: mRollingCubePoseKeeper, quat: mCurrentPoseQuat, |
| 181 | trans: mCurrentPoseTrans, rate: calcNerveSquareInRate(user: this, max: mMovementTime)); |
| 182 | |
| 183 | if (isGreaterEqualStep(user: this, step: mMovementTime)) { |
| 184 | if (nextRollingCubeKey(keeper: mRollingCubePoseKeeper)) { |
| 185 | if (!isNextFallKey()) |
| 186 | setNerveNextLand(); |
| 187 | else if (isMovementCurrentKeyRotate(keeper: mRollingCubePoseKeeper)) |
| 188 | startNerveAction(actor: this, actionName: "Rotate" ); |
| 189 | else |
| 190 | startNerveAction(actor: this, actionName: "Fall" ); |
| 191 | } else { |
| 192 | startNerveAction(actor: this, actionName: "Stop" ); |
| 193 | } |
| 194 | } |
| 195 | } |
| 196 | |
| 197 | s32 RollingCubeMapParts::getMovementTime() const { |
| 198 | s32 movementTime = 40; |
| 199 | tryGetArg(arg: &movementTime, placementInfo: getCurrentKeyPlacementInfo(keeper: mRollingCubePoseKeeper), key: "MovementTime" ); |
| 200 | |
| 201 | return movementTime; |
| 202 | } |
| 203 | |
| 204 | void RollingCubeMapParts::setNerveNextLand() { |
| 205 | Axis axis = (Axis)sead::Mathi::abs( |
| 206 | x: (s32)calcNearVecFromAxis3(nullptr, sead::Vector3f::ey, getQuat(actor: this))); |
| 207 | switch (axis) { |
| 208 | default: |
| 209 | return; |
| 210 | case Axis::X: |
| 211 | startNerveAction(actor: this, actionName: "LandX" ); |
| 212 | |
| 213 | return; |
| 214 | case Axis::Y: |
| 215 | startNerveAction(actor: this, actionName: "LandY" ); |
| 216 | |
| 217 | return; |
| 218 | case Axis::Z: |
| 219 | startNerveAction(actor: this, actionName: "LandZ" ); |
| 220 | |
| 221 | return; |
| 222 | } |
| 223 | } |
| 224 | |
| 225 | void RollingCubeMapParts::exeSlide() { |
| 226 | if (updateSlide()) { |
| 227 | if (nextRollingCubeKey(keeper: mRollingCubePoseKeeper)) { |
| 228 | if (!isNextFallKey()) |
| 229 | setNerveNextLand(); |
| 230 | else if (isMovementCurrentKeyRotate(keeper: mRollingCubePoseKeeper)) |
| 231 | startNerveAction(actor: this, actionName: "Rotate" ); |
| 232 | else |
| 233 | startNerveAction(actor: this, actionName: "Fall" ); |
| 234 | } else { |
| 235 | startNerveAction(actor: this, actionName: "Stop" ); |
| 236 | } |
| 237 | } |
| 238 | } |
| 239 | |
| 240 | bool RollingCubeMapParts::updateSlide() { |
| 241 | if (isFirstStep(user: this)) { |
| 242 | fittingToCurrentKeyBoundingBox(outQuat: getQuatPtr(actor: this), outTrans: getTransPtr(actor: this), keeper: mRollingCubePoseKeeper); |
| 243 | mCurrentPoseQuat = getQuat(actor: this); |
| 244 | mCurrentPoseTrans = getTrans(actor: this); |
| 245 | mMovementTime = getMovementTime() - 1; |
| 246 | } |
| 247 | |
| 248 | calcCurrentKeyQT(outQuat: getQuatPtr(actor: this), outTrans: getTransPtr(actor: this), keeper: mRollingCubePoseKeeper, quat: mCurrentPoseQuat, |
| 249 | trans: mCurrentPoseTrans, rate: calcNerveSquareInRate(user: this, max: mMovementTime)); |
| 250 | |
| 251 | return isGreaterEqualStep(user: this, step: mMovementTime); |
| 252 | } |
| 253 | |
| 254 | void RollingCubeMapParts::exeFall() { |
| 255 | if (updateSlide()) { |
| 256 | if (nextRollingCubeKey(keeper: mRollingCubePoseKeeper)) { |
| 257 | if (!isNextFallKey()) |
| 258 | setNerveNextFallLand(); |
| 259 | else if (isMovementCurrentKeyRotate(keeper: mRollingCubePoseKeeper)) |
| 260 | startNerveAction(actor: this, actionName: "Rotate" ); |
| 261 | else |
| 262 | startNerveAction(actor: this, actionName: "Fall" ); |
| 263 | } else { |
| 264 | startNerveAction(actor: this, actionName: "Stop" ); |
| 265 | } |
| 266 | } |
| 267 | } |
| 268 | |
| 269 | void RollingCubeMapParts::setNerveNextFallLand() { |
| 270 | Axis axis = (Axis)sead::Mathi::abs( |
| 271 | x: (s32)calcNearVecFromAxis3(nullptr, sead::Vector3f::ey, getQuat(actor: this))); |
| 272 | switch (axis) { |
| 273 | default: |
| 274 | return; |
| 275 | case Axis::X: |
| 276 | startNerveAction(actor: this, actionName: "FallLandX" ); |
| 277 | |
| 278 | return; |
| 279 | case Axis::Y: |
| 280 | startNerveAction(actor: this, actionName: "FallLandY" ); |
| 281 | |
| 282 | return; |
| 283 | case Axis::Z: |
| 284 | startNerveAction(actor: this, actionName: "FallLandZ" ); |
| 285 | |
| 286 | return; |
| 287 | } |
| 288 | } |
| 289 | |
| 290 | void RollingCubeMapParts::exeLand() { |
| 291 | if (isGreaterEqualStep(user: this, step: getLandTime() - 1)) |
| 292 | setNerveNextMovement(false); |
| 293 | } |
| 294 | |
| 295 | s32 RollingCubeMapParts::getLandTime() const { |
| 296 | s32 landTime = 40; |
| 297 | tryGetArg(arg: &landTime, placementInfo: getCurrentKeyPlacementInfo(keeper: mRollingCubePoseKeeper), key: "LandTime" ); |
| 298 | |
| 299 | return landTime; |
| 300 | } |
| 301 | |
| 302 | void RollingCubeMapParts::exeFallLand() { |
| 303 | if (isGreaterEqualStep(user: this, step: getLandTime())) |
| 304 | setNerveNextMovement(false); |
| 305 | } |
| 306 | |
| 307 | void RollingCubeMapParts::exeStop() { |
| 308 | if (mIsStoppable) { |
| 309 | if (isFirstStep(user: this)) |
| 310 | startHitReaction(actor: this, name: "消滅" ); |
| 311 | |
| 312 | if (isStep(user: this, step: 1)) { |
| 313 | setQuat(actor: this, quat: mInitialPoseQuat); |
| 314 | setTrans(actor: this, trans: mInitialPoseTrans); |
| 315 | resetPosition(actor: this); |
| 316 | |
| 317 | makeActorDead(); |
| 318 | } |
| 319 | } |
| 320 | } |
| 321 | |
| 322 | bool RollingCubeMapParts::isStop() const { |
| 323 | return isNerve(user: this, nerve: NrvRollingCubeMapParts.Stop.data()); |
| 324 | } |
| 325 | } // namespace al |
| 326 | |