| 1 | #include "MapObj/ChurchDoor.h" |
| 2 | |
| 3 | #include "Library/Base/StringUtil.h" |
| 4 | #include "Library/Bgm/BgmLineFunction.h" |
| 5 | #include "Library/LiveActor/ActorActionFunction.h" |
| 6 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 7 | #include "Library/LiveActor/ActorInitUtil.h" |
| 8 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 9 | #include "Library/Nerve/NerveSetupUtil.h" |
| 10 | #include "Library/Nerve/NerveUtil.h" |
| 11 | |
| 12 | #include "System/GameDataFunction.h" |
| 13 | #include "System/GameDataUtil.h" |
| 14 | #include "Util/SensorMsgFunction.h" |
| 15 | |
| 16 | namespace { |
| 17 | NERVE_IMPL(ChurchDoor, DemoEnterChurch); |
| 18 | NERVE_IMPL(ChurchDoor, CloseWait1); |
| 19 | NERVE_IMPL(ChurchDoor, OpenWait); |
| 20 | NERVE_IMPL(ChurchDoor, Open1); |
| 21 | NERVE_IMPL(ChurchDoor, Open2); |
| 22 | NERVE_IMPL(ChurchDoor, CloseWait2); |
| 23 | NERVE_IMPL(ChurchDoor, CloseWait3); |
| 24 | NERVE_IMPL(ChurchDoor, Open3); |
| 25 | |
| 26 | NERVES_MAKE_NOSTRUCT(ChurchDoor, DemoEnterChurch, CloseWait1, OpenWait, Open1, Open2, CloseWait2, |
| 27 | CloseWait3, Open3); |
| 28 | } // namespace |
| 29 | |
| 30 | inline bool isCurrentStageMoonWeddingRoom(const al::LiveActor* actor) { |
| 31 | return al::isEqualString(str1: "MoonWorldWeddingRoomStage" , |
| 32 | str2: GameDataFunction::getCurrentStageName(accessor: actor)); |
| 33 | } |
| 34 | |
| 35 | ChurchDoor::ChurchDoor(const char* name) : al::LiveActor(name) {} |
| 36 | |
| 37 | void ChurchDoor::init(const al::ActorInitInfo& info) { |
| 38 | al::initActor(actor: this, initInfo: info); |
| 39 | al::initNerve(actor: this, nerve: &CloseWait1, maxStates: 0); |
| 40 | |
| 41 | if (isCurrentStageMoonWeddingRoom(actor: this)) { |
| 42 | mSaveObjInfo = rs::createSaveObjInfoWriteSaveData(actorInitInfo: info); |
| 43 | if (rs::isOnSaveObjInfo(saveObjInfo: mSaveObjInfo)) { |
| 44 | al::invalidateCollisionParts(this); |
| 45 | al::setNerve(user: this, nerve: &OpenWait); |
| 46 | makeActorAlive(); |
| 47 | return; |
| 48 | } |
| 49 | } |
| 50 | |
| 51 | al::startBgmSituation(this, "CloseChurchDoor" , true, true); |
| 52 | makeActorAlive(); |
| 53 | } |
| 54 | |
| 55 | bool ChurchDoor::receiveMsg(const al::SensorMsg* msg, al::HitSensor* other, al::HitSensor* self) { |
| 56 | if (rs::isMsgPlayerDisregardTargetMarker(msg)) |
| 57 | return true; |
| 58 | |
| 59 | if (rs::isMsgCapTouchWall(msg)) { |
| 60 | if ((al::isNerve(user: this, nerve: &Open1) || al::isNerve(user: this, nerve: &Open2)) && |
| 61 | al::isLessEqualStep(user: this, step: 10)) |
| 62 | return true; |
| 63 | |
| 64 | rs::requestHitReactionToAttacker(msg, other, al::getSensorPos(other)); |
| 65 | |
| 66 | if (al::isNerve(user: this, nerve: &CloseWait1)) { |
| 67 | al::startHitReaction(actor: this, name: "ヒット1回目" ); |
| 68 | al::setNerve(user: this, nerve: &Open1); |
| 69 | } else if (al::isNerve(user: this, nerve: &CloseWait2) || al::isNerve(user: this, nerve: &Open1)) { |
| 70 | al::startHitReaction(actor: this, name: "ヒット2回目" ); |
| 71 | al::setNerve(user: this, nerve: &Open2); |
| 72 | } else if (al::isNerve(user: this, nerve: &CloseWait3) || al::isNerve(user: this, nerve: &Open2)) { |
| 73 | al::startHitReaction(actor: this, name: "ヒット3回目" ); |
| 74 | al::setNerve(user: this, nerve: &Open3); |
| 75 | } |
| 76 | return true; |
| 77 | } |
| 78 | |
| 79 | return false; |
| 80 | } |
| 81 | |
| 82 | bool ChurchDoor::isOpenWait() const { |
| 83 | return al::isNerve(user: this, nerve: &OpenWait); |
| 84 | } |
| 85 | |
| 86 | bool ChurchDoor::isDemoEnterChurch() const { |
| 87 | return al::isNerve(user: this, nerve: &DemoEnterChurch); |
| 88 | } |
| 89 | |
| 90 | void ChurchDoor::startDemoEnterChurch() { |
| 91 | al::setNerve(user: this, nerve: &DemoEnterChurch); |
| 92 | } |
| 93 | |
| 94 | void ChurchDoor::endDemoEnterChurch() { |
| 95 | al::setNerve(user: this, nerve: &OpenWait); |
| 96 | } |
| 97 | |
| 98 | void ChurchDoor::exeCloseWait1() { |
| 99 | if (al::isFirstStep(user: this)) |
| 100 | al::startAction(actor: this, actionName: "CloseWait1" ); |
| 101 | } |
| 102 | |
| 103 | void ChurchDoor::exeOpen1() { |
| 104 | if (al::isFirstStep(user: this)) |
| 105 | al::startAction(actor: this, actionName: "Open1" ); |
| 106 | |
| 107 | al::setNerveAtActionEnd(actor: this, nerve: &CloseWait2); |
| 108 | } |
| 109 | |
| 110 | void ChurchDoor::exeCloseWait2() { |
| 111 | if (al::isFirstStep(user: this)) |
| 112 | al::startAction(actor: this, actionName: "CloseWait2" ); |
| 113 | } |
| 114 | |
| 115 | void ChurchDoor::exeOpen2() { |
| 116 | if (al::isFirstStep(user: this)) |
| 117 | al::startAction(actor: this, actionName: "Open2" ); |
| 118 | |
| 119 | al::setNerveAtActionEnd(actor: this, nerve: &CloseWait3); |
| 120 | } |
| 121 | |
| 122 | void ChurchDoor::exeCloseWait3() { |
| 123 | if (al::isFirstStep(user: this)) |
| 124 | al::startAction(actor: this, actionName: "CloseWait3" ); |
| 125 | } |
| 126 | |
| 127 | void ChurchDoor::exeOpen3() { |
| 128 | if (al::isFirstStep(user: this)) { |
| 129 | al::startAction(actor: this, actionName: "Open3" ); |
| 130 | al::invalidateCollisionParts(this); |
| 131 | } |
| 132 | |
| 133 | al::setNerveAtActionEnd(actor: this, nerve: &OpenWait); |
| 134 | } |
| 135 | |
| 136 | void ChurchDoor::exeOpenWait() { |
| 137 | if (al::isFirstStep(user: this)) { |
| 138 | al::startAction(actor: this, actionName: "OpenWait" ); |
| 139 | |
| 140 | if (isCurrentStageMoonWeddingRoom(actor: this)) |
| 141 | rs::onSaveObjInfo(saveObjInfo: mSaveObjInfo); |
| 142 | } |
| 143 | } |
| 144 | |
| 145 | void ChurchDoor::exeDemoEnterChurch() { |
| 146 | if (al::isFirstStep(user: this)) { |
| 147 | } |
| 148 | } |
| 149 | |