| 1 | #include "Layout/Compass.h" |
| 2 | |
| 3 | #include "Library/Area/AreaObjUtil.h" |
| 4 | #include "Library/Camera/CameraDirector.h" |
| 5 | #include "Library/Camera/CameraUtil.h" |
| 6 | #include "Library/Layout/LayoutActionFunction.h" |
| 7 | #include "Library/Layout/LayoutInitInfo.h" |
| 8 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 9 | #include "Library/Math/MathUtil.h" |
| 10 | #include "Library/Nerve/NerveSetupUtil.h" |
| 11 | #include "Library/Nerve/NerveUtil.h" |
| 12 | #include "Library/Player/PlayerUtil.h" |
| 13 | |
| 14 | #include "Layout/MapLayout.h" |
| 15 | #include "System/GameDataFunction.h" |
| 16 | #include "System/GameDataHolderAccessor.h" |
| 17 | |
| 18 | namespace { |
| 19 | NERVE_IMPL(Compass, Appear); |
| 20 | NERVE_IMPL(Compass, End); |
| 21 | NERVE_IMPL(Compass, Wait); |
| 22 | |
| 23 | NERVES_MAKE_NOSTRUCT(Compass, Appear, End, Wait); |
| 24 | } // namespace |
| 25 | |
| 26 | namespace { |
| 27 | bool isAreaMadness(al::AreaObj* area) { |
| 28 | bool isMadness = false; |
| 29 | return al::tryGetAreaObjArg(outArg: &isMadness, areaObj: area, key: "IsMadness" ) && isMadness; |
| 30 | } |
| 31 | } // namespace |
| 32 | |
| 33 | Compass::Compass(const char* name, const al::LayoutInitInfo& info, |
| 34 | const al::PlayerHolder* playerHolder) |
| 35 | : al::LayoutActor(name), mPlayerHolder(playerHolder) { |
| 36 | al::initLayoutActor(this, info, "TestCompass" , nullptr); |
| 37 | initNerve(&Appear, 0); |
| 38 | |
| 39 | mSceneCamInfo = getCameraDirector()->getSceneCameraInfo(); |
| 40 | kill(); |
| 41 | } |
| 42 | |
| 43 | void Compass::appear() { |
| 44 | if (GameDataFunction::isMainStage(accessor: this)) { |
| 45 | al::LayoutActor::appear(); |
| 46 | al::setNerve(user: this, nerve: &Appear); |
| 47 | field_14c = 0.0f; |
| 48 | |
| 49 | al::LiveActor* player = al::tryGetPlayerActor(mPlayerHolder, 0); |
| 50 | |
| 51 | if (player != nullptr) { |
| 52 | al::AreaObj* area = al::tryFindAreaObj(areaUser: player, name: "CompassArea" , position: al::getTrans(actor: player)); |
| 53 | |
| 54 | if (area != nullptr && isAreaMadness(area)) |
| 55 | return; |
| 56 | } |
| 57 | |
| 58 | sead::Vector3f camDir{0.0f, 0.0f, 0.0f}; |
| 59 | |
| 60 | if (!al::tryCalcCameraLookDirH(lookDirH: &camDir, info: mSceneCamInfo, upDir: sead::Vector3f::ey, viewIdx: 0)) |
| 61 | return; |
| 62 | |
| 63 | sead::Vector3f northDir{0.0f, 0.0f, 0.0f}; |
| 64 | |
| 65 | if (!rs::tryCalcMapNorthDir(&northDir, this)) |
| 66 | return; |
| 67 | |
| 68 | f32 angle = al::calcAngleOnPlaneDegree(a: northDir, b: camDir, vertical: -sead::Vector3f::ey); |
| 69 | angle = al::modf(a: angle + 360.0f, b: 360.0f) + 0.0f; |
| 70 | |
| 71 | f32 maxFrame = al::getActionFrameMax(layout: this, actionName: "Direction" , paneName: "State" ); |
| 72 | f32 frame = al::normalize(x: angle, min: 0.0f, max: maxFrame); |
| 73 | al::startFreezeAction(layout: this, actionName: "Direction" , frame, paneName: "State" ); |
| 74 | } else { |
| 75 | al::LiveActor* player = al::tryGetPlayerActor(mPlayerHolder, 0); |
| 76 | |
| 77 | if (player == nullptr || !al::isInAreaObj(areaUser: player, name: "CompassArea" , position: al::getTrans(actor: player))) |
| 78 | return; |
| 79 | |
| 80 | al::LayoutActor::appear(); |
| 81 | al::setNerve(user: this, nerve: &Appear); |
| 82 | field_14c = 0.0f; |
| 83 | } |
| 84 | } |
| 85 | |
| 86 | void Compass::end() { |
| 87 | if (!al::isNerve(user: this, nerve: &End)) |
| 88 | al::setNerve(user: this, nerve: &End); |
| 89 | } |
| 90 | |
| 91 | void Compass::exeAppear() { |
| 92 | if (al::isFirstStep(user: this)) |
| 93 | al::startAction(layout: this, actionName: "Appear" , paneName: nullptr); |
| 94 | |
| 95 | updateLayout(); |
| 96 | al::setNerveAtActionEnd(layout: this, nerve: &Wait); |
| 97 | } |
| 98 | |
| 99 | // void Compass::updateLayout(); |
| 100 | |
| 101 | void Compass::exeWait() { |
| 102 | if (al::isFirstStep(user: this)) |
| 103 | al::startAction(layout: this, actionName: "Wait" , paneName: nullptr); |
| 104 | |
| 105 | updateLayout(); |
| 106 | } |
| 107 | |
| 108 | void Compass::exeEnd() { |
| 109 | if (al::isFirstStep(user: this)) |
| 110 | al::startAction(layout: this, actionName: "End" , paneName: nullptr); |
| 111 | |
| 112 | updateLayout(); |
| 113 | |
| 114 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 115 | kill(); |
| 116 | } |
| 117 | |