| 1 | #include "MapObj/MapObjStatePlayerHold.h" |
| 2 | |
| 3 | #include <math/seadMatrix.h> |
| 4 | |
| 5 | #include "Library/Collision/Collider.h" |
| 6 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 7 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 8 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 9 | #include "Library/LiveActor/ActorModelFunction.h" |
| 10 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 11 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 12 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 13 | #include "Library/LiveActor/LiveActor.h" |
| 14 | #include "Library/Math/MathUtil.h" |
| 15 | #include "Library/Matrix/MatrixUtil.h" |
| 16 | #include "Library/Nerve/NerveSetupUtil.h" |
| 17 | #include "Library/Nerve/NerveUtil.h" |
| 18 | #include "Library/Shadow/ActorShadowUtil.h" |
| 19 | |
| 20 | #include "Util/DemoUtil.h" |
| 21 | #include "Util/PlayerUtil.h" |
| 22 | #include "Util/SensorMsgFunction.h" |
| 23 | |
| 24 | namespace { |
| 25 | NERVE_IMPL(MapObjStatePlayerHold, Hold) |
| 26 | |
| 27 | NERVES_MAKE_STRUCT(MapObjStatePlayerHold, Hold) |
| 28 | } // namespace |
| 29 | |
| 30 | MapObjStatePlayerHold::MapObjStatePlayerHold(al::LiveActor* actor, |
| 31 | const sead::Vector3f& localOffset, |
| 32 | const sead::Vector3f& localRotate) |
| 33 | : al::ActorStateBase("プレイヤーに持たれるステート" , actor), mLocalOffset(localOffset), |
| 34 | mLocalRotate(localRotate) { |
| 35 | initNerve(nerve: &NrvMapObjStatePlayerHold.Hold, stateCount: 0); |
| 36 | } |
| 37 | |
| 38 | void MapObjStatePlayerHold::initUseColliderPush(f32 pushForce) { |
| 39 | mIsUseColliderPush = true; |
| 40 | mColliderRadius = al::getColliderRadius(mActor); |
| 41 | mColliderPushForce = pushForce; |
| 42 | } |
| 43 | |
| 44 | void MapObjStatePlayerHold::initShadowMaskDropLengthCtrl(const char* shadowMaskName) { |
| 45 | mShadowMaskName = shadowMaskName; |
| 46 | mShadowMaskDropLength = al::getShadowMaskDropLength(actor: mActor, maskName: shadowMaskName); |
| 47 | } |
| 48 | |
| 49 | void MapObjStatePlayerHold::appear() { |
| 50 | al::NerveStateBase::appear(); |
| 51 | mTotalPush = {0.0f, 0.0f, 0.0f}; |
| 52 | al::invalidateClipping(actor: mActor); |
| 53 | |
| 54 | if (mIsUseColliderPush) { |
| 55 | mColliderUpOffset = 0; |
| 56 | al::setColliderRadius(mActor, |
| 57 | sead::Mathf::clampMax(val: mColliderRadius * mColliderPushForce, max_: 40.0f)); |
| 58 | al::getActorCollider(mActor)->onInvalidate(); |
| 59 | al::onCollide(actor: mActor); |
| 60 | if (mIsCarryUp) |
| 61 | mColliderUpOffset = 1000; |
| 62 | } else { |
| 63 | al::offCollide(actor: mActor); |
| 64 | } |
| 65 | |
| 66 | al::stopDitherAnimAutoCtrl(actor: mActor); |
| 67 | al::invalidateOcclusionQuery(actor: mActor); |
| 68 | mIsResetPositionNeeded = false; |
| 69 | al::setNerve(user: this, nerve: &NrvMapObjStatePlayerHold.Hold); |
| 70 | } |
| 71 | |
| 72 | void MapObjStatePlayerHold::kill() { |
| 73 | mPlayerHitSensor = nullptr; |
| 74 | al::validateClipping(actor: mActor); |
| 75 | |
| 76 | if (mIsUseColliderPush) |
| 77 | al::setColliderRadius(mActor, mColliderRadius); |
| 78 | else |
| 79 | al::onCollide(actor: mActor); |
| 80 | |
| 81 | if (mShadowMaskName) |
| 82 | al::setShadowMaskDropLength(actor: mActor, dropLength: mShadowMaskDropLength, maskName: mShadowMaskName); |
| 83 | |
| 84 | al::restartDitherAnimAutoCtrl(actor: mActor); |
| 85 | al::setModelAlphaMask(actor: mActor, 1.0f); |
| 86 | al::validateOcclusionQuery(actor: mActor); |
| 87 | mTotalPush = {0.0f, 0.0f, 0.0f}; |
| 88 | al::NerveStateBase::kill(); |
| 89 | } |
| 90 | |
| 91 | void MapObjStatePlayerHold::attackSensor(al::HitSensor* self, al::HitSensor* other) { |
| 92 | al::sendMsgPlayerItemGet(receiver: other, sender: self); |
| 93 | } |
| 94 | |
| 95 | bool MapObjStatePlayerHold::receiveMsgNoRelease(const al::SensorMsg* message, al::HitSensor* other, |
| 96 | al::HitSensor* self) { |
| 97 | if (al::isMsgPlayerDisregard(msg: message)) |
| 98 | return al::isNerve(user: this, nerve: &NrvMapObjStatePlayerHold.Hold); |
| 99 | |
| 100 | sead::Vector3f pushPos = {0.0f, 0.0f, 0.0f}; |
| 101 | if (al::tryReceiveMsgPushAndCalcPushTrans(&pushPos, message, mActor, other, self, 15.0f)) { |
| 102 | al::sendMsgCollidePush(mPlayerHitSensor, self, pushPos); |
| 103 | return true; |
| 104 | } |
| 105 | |
| 106 | if (al::isMsgPlayerCarryKeepDemo(msg: message)) { |
| 107 | rs::addDemoActor(mActor, false); |
| 108 | return true; |
| 109 | } |
| 110 | |
| 111 | if (rs::isMsgPlayerCarryShineGetStart(message)) { |
| 112 | al::hideModelIfShow(actor: mActor); |
| 113 | rs::addDemoActor(mActor, false); |
| 114 | return true; |
| 115 | } |
| 116 | |
| 117 | if (rs::isMsgPlayerCarryShineGetEnd(message)) { |
| 118 | al::showModelIfHide(actor: mActor); |
| 119 | return true; |
| 120 | } |
| 121 | |
| 122 | if (rs::isMsgPlayerCarryCameraSubjectiveStart(message)) { |
| 123 | al::hideModelIfShow(actor: mActor); |
| 124 | return true; |
| 125 | } |
| 126 | |
| 127 | if (rs::isMsgPlayerCarryCameraSubjectiveEnd(message)) { |
| 128 | al::showModelIfHide(actor: mActor); |
| 129 | return true; |
| 130 | } |
| 131 | |
| 132 | if (al::isMsgPlayerCarryWarp(msg: message)) { |
| 133 | mIsResetPositionNeeded = true; |
| 134 | return true; |
| 135 | } |
| 136 | return false; |
| 137 | } |
| 138 | |
| 139 | bool MapObjStatePlayerHold::receiveMsgRelease(const al::SensorMsg* message, al::HitSensor* other, |
| 140 | al::HitSensor* self) { |
| 141 | if (al::isMsgHoldReleaseAll(msg: message)) { |
| 142 | al::LiveActor* actor = mActor; |
| 143 | sead::Vector3f frontDir = {0.0f, 0.0f, 0.0f}; |
| 144 | rs::calcPlayerFrontDir(&frontDir, actor); |
| 145 | al::makeQuatFrontUp(outQuat: al::getQuatPtr(actor), front: frontDir, up: sead::Vector3f::ey); |
| 146 | |
| 147 | if (mIsUseColliderPush) |
| 148 | prepareThrowCollide(); |
| 149 | kill(); |
| 150 | return true; |
| 151 | } |
| 152 | return false; |
| 153 | } |
| 154 | |
| 155 | void MapObjStatePlayerHold::prepareThrowCollide() { |
| 156 | al::LiveActor* actor = mActor; |
| 157 | sead::Vector3f direction = {0.0f, 0.0f, 0.0f}; |
| 158 | al::Collider* collider = actor->getCollider(); |
| 159 | |
| 160 | collider->setRadius(sead::Mathf::clampMax(val: mColliderRadius * mColliderPushForce, max_: 40.0f)); |
| 161 | collider->onInvalidate(); |
| 162 | collider->setRadius(mColliderRadius); |
| 163 | |
| 164 | al::setTrans(actor, trans: collider->collide(direction) + al::getTrans(actor)); |
| 165 | } |
| 166 | |
| 167 | bool MapObjStatePlayerHold::receiveMsgCancel(const al::SensorMsg* message, al::HitSensor* other, |
| 168 | al::HitSensor* self) { |
| 169 | if (al::isMsgHoldCancel(msg: message)) { |
| 170 | if (mIsUseColliderPush) |
| 171 | prepareThrowCollide(); |
| 172 | kill(); |
| 173 | return true; |
| 174 | } |
| 175 | return false; |
| 176 | } |
| 177 | |
| 178 | bool MapObjStatePlayerHold::tryStartCarryFront(const al::SensorMsg* message, |
| 179 | al::HitSensor* sensor) { |
| 180 | if (al::isMsgPlayerCarryFront(msg: message)) { |
| 181 | mIsCarryUp = false; |
| 182 | mPlayerHitSensor = sensor; |
| 183 | return true; |
| 184 | } |
| 185 | return false; |
| 186 | } |
| 187 | |
| 188 | bool MapObjStatePlayerHold::tryStartCarryFrontWallKeep(const al::SensorMsg* message, |
| 189 | al::HitSensor* sensor) { |
| 190 | if (al::isMsgPlayerCarryFrontWallKeep(msg: message)) { |
| 191 | mIsCarryUp = false; |
| 192 | mPlayerHitSensor = sensor; |
| 193 | return true; |
| 194 | } |
| 195 | return false; |
| 196 | } |
| 197 | |
| 198 | bool MapObjStatePlayerHold::tryStartCarryUp(const al::SensorMsg* message, al::HitSensor* sensor) { |
| 199 | if (al::isMsgPlayerCarryUp(msg: message)) { |
| 200 | mIsCarryUp = true; |
| 201 | mPlayerHitSensor = sensor; |
| 202 | return true; |
| 203 | } |
| 204 | return false; |
| 205 | } |
| 206 | |
| 207 | void MapObjStatePlayerHold::tryCancelHold(al::HitSensor* sensor) { |
| 208 | al::sendMsgHoldCancel(receiver: mPlayerHitSensor, sender: sensor); |
| 209 | } |
| 210 | |
| 211 | void MapObjStatePlayerHold::updateCollider(al::HitSensor* sensor) { |
| 212 | al::LiveActor* actor = mActor; |
| 213 | al::Collider* collider = actor->getCollider(); |
| 214 | |
| 215 | if (al::isNoCollide(actor)) { |
| 216 | collider->onInvalidate(); |
| 217 | return; |
| 218 | } |
| 219 | |
| 220 | s32 nextOffset = sead::Mathi::clampMin(val: mColliderUpOffset - 3, min_: 0); |
| 221 | f32 maxColliderRadius = mColliderRadius * mColliderPushForce; |
| 222 | f32 colliderRadius = nextOffset * 10.0f + 40.0f; |
| 223 | |
| 224 | collider->setRadius(sead::Mathf::min(a: colliderRadius, b: maxColliderRadius)); |
| 225 | sead::Vector3f pushPos = collider->collide(sead::Vector3f::zero); |
| 226 | |
| 227 | if (al::isOnGround(actor, 0)) { |
| 228 | if (rs::isPlayerOnGround(actor)) { |
| 229 | al::verticalizeVec(out: &pushPos, vertical: al::getGravity(actor), vec: pushPos); |
| 230 | } else { |
| 231 | sead::Vector3f groundPos = al::getCollidedGroundPos(actor); |
| 232 | sead::Vector3f normal = al::getActorTrans(mPlayerHitSensor) - groundPos; |
| 233 | al::verticalizeVec(out: &normal, vertical: al::getGravity(actor), vec: normal); |
| 234 | if (!al::tryNormalizeOrZero(out: &normal)) { |
| 235 | rs::calcPlayerFrontDir(&normal, actor); |
| 236 | normal.negate(); |
| 237 | } |
| 238 | pushPos += mColliderRadius * normal * mColliderPushForce * 0.5f; |
| 239 | } |
| 240 | } else if (mIsCarryUp && al::isLessStep(user: this, step: 3) && al::isCollidedCeiling(actor)) { |
| 241 | sead::Vector3f ceilingPos = al::getCollidedCeilingPos(actor); |
| 242 | sead::Vector3f normal = al::getActorTrans(mPlayerHitSensor) - ceilingPos; |
| 243 | al::verticalizeVec(out: &normal, vertical: al::getGravity(actor), vec: normal); |
| 244 | if (!al::tryNormalizeOrZero(out: &normal)) { |
| 245 | rs::calcPlayerFrontDir(&normal, actor); |
| 246 | normal.negate(); |
| 247 | } |
| 248 | pushPos += mColliderRadius * normal * mColliderPushForce; |
| 249 | } |
| 250 | mTotalPush = pushPos; |
| 251 | al::sendMsgCollidePush(mPlayerHitSensor, sensor, pushPos); |
| 252 | mColliderUpOffset = al::converge(mColliderUpOffset, 1000, 1); |
| 253 | } |
| 254 | |
| 255 | void MapObjStatePlayerHold::exeHold() { |
| 256 | rs::syncPlayerModelAlpha(mActor); |
| 257 | sead::Matrix34f poseMtx = sead::Matrix34f::ident; |
| 258 | rs::calcPlayerHoldMtx(&poseMtx, mPlayerHitSensor); |
| 259 | |
| 260 | sead::Vector3f position = {0.0f, 0.0f, 0.0f}; |
| 261 | al::calcTransLocalOffsetByMtx(&position, poseMtx, mLocalOffset); |
| 262 | |
| 263 | sead::Matrix34f rotationMatrix; |
| 264 | sead::Vector3f rotate(sead::Mathf::deg2rad(deg: mLocalRotate.x), |
| 265 | sead::Mathf::deg2rad(deg: mLocalRotate.y), |
| 266 | sead::Mathf::deg2rad(deg: mLocalRotate.z)); |
| 267 | rotationMatrix.makeR(r: rotate); |
| 268 | |
| 269 | poseMtx = poseMtx * rotationMatrix; |
| 270 | poseMtx.setBase(axis: 3, v: position); |
| 271 | al::updatePoseMtx(actor: mActor, mtx: &poseMtx); |
| 272 | |
| 273 | if (mIsResetPositionNeeded) { |
| 274 | al::resetPosition(actor: mActor); |
| 275 | mIsResetPositionNeeded = false; |
| 276 | } |
| 277 | |
| 278 | if (mShadowMaskName) { |
| 279 | al::setShadowMaskDropLength( |
| 280 | actor: mActor, dropLength: mShadowMaskDropLength + rs::getPlayerShadowDropLength(mActor), maskName: mShadowMaskName); |
| 281 | } |
| 282 | } |
| 283 | |