| 1 | #include "Item/CoinStack.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 5 | #include "Library/LiveActor/ActorInitInfo.h" |
| 6 | #include "Library/LiveActor/ActorInitUtil.h" |
| 7 | #include "Library/LiveActor/ActorModelFunction.h" |
| 8 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 9 | #include "Library/Nerve/NerveSetupUtil.h" |
| 10 | #include "Library/Nerve/NerveUtil.h" |
| 11 | |
| 12 | #include "Item/CoinStackGroup.h" |
| 13 | #include "System/GameDataFunction.h" |
| 14 | #include "Util/SensorMsgFunction.h" |
| 15 | |
| 16 | namespace { |
| 17 | NERVE_IMPL(CoinStack, Wait); |
| 18 | NERVE_IMPL(CoinStack, Float); |
| 19 | NERVE_IMPL(CoinStack, Fall); |
| 20 | NERVE_IMPL(CoinStack, Land); |
| 21 | NERVE_IMPL(CoinStack, Collected); |
| 22 | |
| 23 | NERVES_MAKE_NOSTRUCT(CoinStack, Land, Collected); |
| 24 | NERVES_MAKE_STRUCT(CoinStack, Wait, Fall, Float); |
| 25 | } // namespace |
| 26 | |
| 27 | CoinStack::CoinStack(const char* name) : al::LiveActor(name) {} |
| 28 | |
| 29 | void CoinStack::init(const al::ActorInitInfo& initInfo) { |
| 30 | al::initActorWithArchiveName(actor: this, initInfo, archiveName: "CoinStack" , suffix: nullptr); |
| 31 | al::initNerve(actor: this, nerve: &NrvCoinStack.Wait, maxStates: 0); |
| 32 | al::setClippingNearDistance(actor: this, near: -1.0f); |
| 33 | makeActorDead(); |
| 34 | } |
| 35 | |
| 36 | bool CoinStack::receiveMsg(const al::SensorMsg* message, al::HitSensor* other, |
| 37 | al::HitSensor* self) { |
| 38 | if (rs::isMsgItemGetAll(message)) { |
| 39 | al::invalidateClipping(actor: this); |
| 40 | al::setNerve(user: this, nerve: &Collected); |
| 41 | return true; |
| 42 | } |
| 43 | |
| 44 | return false; |
| 45 | } |
| 46 | |
| 47 | CoinStack* CoinStack::getBelow() { |
| 48 | return mStackBelow; |
| 49 | } |
| 50 | |
| 51 | CoinStack* CoinStack::getAbove() { |
| 52 | return mStackAbove; |
| 53 | } |
| 54 | |
| 55 | void CoinStack::makeStackAppear() { |
| 56 | CoinStack* stack = this; |
| 57 | do { |
| 58 | stack->makeActorAlive(); |
| 59 | stack = stack->getAbove(); |
| 60 | } while (stack != nullptr); |
| 61 | } |
| 62 | |
| 63 | void CoinStack::makeStackDisappear() { |
| 64 | CoinStack* stack = this; |
| 65 | do { |
| 66 | stack->makeActorDead(); |
| 67 | stack = stack->getAbove(); |
| 68 | } while (stack != nullptr); |
| 69 | } |
| 70 | |
| 71 | void CoinStack::changeAlpha(f32 alphaMask) { |
| 72 | CoinStack* stack = this; |
| 73 | do { |
| 74 | al::stopDitherAnimAutoCtrl(actor: stack); |
| 75 | al::setModelAlphaMask(actor: stack, alphaMask); |
| 76 | stack = stack->getAbove(); |
| 77 | } while (stack != nullptr); |
| 78 | } |
| 79 | |
| 80 | f32 CoinStack::getFallSpeed() { |
| 81 | if (!al::isNerve(user: this, nerve: &NrvCoinStack.Fall)) |
| 82 | mFallSpeed = 0.0f; |
| 83 | else |
| 84 | mFallSpeed = sead::Mathf::min(a: mFallSpeed + 0.5, b: 20.0f); |
| 85 | |
| 86 | return mFallSpeed; |
| 87 | } |
| 88 | |
| 89 | void CoinStack::setAbove(CoinStack* stack) { |
| 90 | mStackAbove = stack; |
| 91 | } |
| 92 | |
| 93 | void CoinStack::setBelow(CoinStack* stack) { |
| 94 | mStackBelow = stack; |
| 95 | } |
| 96 | |
| 97 | void CoinStack::signalFall(u32 delay, f32 radius) { |
| 98 | mLandHeight -= *mExternalFallDistance; |
| 99 | f32 fallDistance = *mExternalFallDistance; |
| 100 | mClippingRadius = radius; |
| 101 | mClippingPos.y += fallDistance * -0.5f; |
| 102 | |
| 103 | if (mStackAbove != nullptr) |
| 104 | mStackAbove->signalFall(delay: delay + 1, radius); |
| 105 | |
| 106 | if (!al::isNerve(user: this, nerve: &NrvCoinStack.Float) && !al::isNerve(user: this, nerve: &NrvCoinStack.Fall)) { |
| 107 | mFloatDuration = delay * 5; |
| 108 | al::setNerve(user: this, nerve: &NrvCoinStack.Float); |
| 109 | } |
| 110 | } |
| 111 | |
| 112 | void CoinStack::postInit(CoinStackGroup* coinStackGroup, const sead::Vector3f& transY, |
| 113 | CoinStack* below, const sead::Vector3f& clippingPos, f32 clippingRadius, |
| 114 | const f32* fallDistance) { |
| 115 | mExternalFallDistance = fallDistance; |
| 116 | mCoinStackGroup = coinStackGroup; |
| 117 | mStackBelow = below; |
| 118 | mClippingPos = clippingPos; |
| 119 | mClippingRadius = clippingRadius; |
| 120 | al::setClippingInfo(actor: this, clippingRadius, &mClippingPos); |
| 121 | al::setTrans(actor: this, trans: transY); |
| 122 | mLandHeight = transY.y; |
| 123 | mTransY = transY.y; |
| 124 | if (mStackBelow != nullptr) |
| 125 | mStackBelow->setAbove(this); |
| 126 | } |
| 127 | |
| 128 | void CoinStack::exeWait() { |
| 129 | if (al::isFirstStep(user: this)) |
| 130 | al::startAction(actor: this, actionName: "Wait" ); |
| 131 | } |
| 132 | |
| 133 | void CoinStack::exeFloat() { |
| 134 | if (al::isLessStep(user: this, step: mFloatDuration)) |
| 135 | return; |
| 136 | |
| 137 | al::setNerve(user: this, nerve: &NrvCoinStack.Fall); |
| 138 | } |
| 139 | |
| 140 | void CoinStack::exeFall() { |
| 141 | if (al::isFirstStep(user: this)) |
| 142 | al::startAction(actor: this, actionName: "Fall" ); |
| 143 | |
| 144 | if (mTransY < mLandHeight) { |
| 145 | al::setTransY(actor: this, y: mLandHeight); |
| 146 | al::setNerve(user: this, nerve: &Land); |
| 147 | return; |
| 148 | } |
| 149 | |
| 150 | if (mStackBelow != nullptr && mTransY - mStackBelow->getTransY() < *mExternalFallDistance) |
| 151 | al::setNerve(user: this, nerve: &Land); |
| 152 | else |
| 153 | al::setTransY(actor: this, y: mTransY); |
| 154 | } |
| 155 | |
| 156 | void CoinStack::exeLand() { |
| 157 | if (al::isFirstStep(user: this)) { |
| 158 | al::startAction(actor: this, actionName: "Land" ); |
| 159 | mFallSpeed = 0.0; |
| 160 | } |
| 161 | |
| 162 | if (al::isActionEnd(actor: this)) { |
| 163 | if (mStackAbove == nullptr) |
| 164 | mCoinStackGroup->validateClipping(); |
| 165 | |
| 166 | al::setClippingInfo(actor: this, mClippingRadius, &mClippingPos); |
| 167 | |
| 168 | al::Nerve* nerve; |
| 169 | if (mTransY > mLandHeight) |
| 170 | nerve = &NrvCoinStack.Fall; |
| 171 | else |
| 172 | nerve = &NrvCoinStack.Wait; |
| 173 | |
| 174 | al::setNerve(user: this, nerve); |
| 175 | } |
| 176 | } |
| 177 | |
| 178 | void CoinStack::exeCollected() { |
| 179 | al::startHitReaction(actor: this, name: "取得" ); |
| 180 | GameDataFunction::addCoin(writer: this, count: 5); |
| 181 | mClippingRadius = mCoinStackGroup->setStackAsCollected(this); |
| 182 | |
| 183 | if (mStackBelow != nullptr) |
| 184 | mStackBelow->setAbove(mStackAbove); |
| 185 | |
| 186 | if (mStackAbove != nullptr) { |
| 187 | mStackAbove->setBelow(mStackBelow); |
| 188 | mStackAbove->signalFall(delay: 0, radius: mClippingRadius); |
| 189 | } |
| 190 | |
| 191 | kill(); |
| 192 | } |
| 193 | |