| 1 | #include "Player/PlayerStateHipDrop.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 4 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 5 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 6 | #include "Library/Math/MathUtil.h" |
| 7 | #include "Library/Nerve/NerveSetupUtil.h" |
| 8 | #include "Library/Nerve/NerveUtil.h" |
| 9 | |
| 10 | #include "Player/PlayerAnimator.h" |
| 11 | #include "Player/PlayerConst.h" |
| 12 | #include "Player/PlayerInput.h" |
| 13 | #include "Player/PlayerTrigger.h" |
| 14 | #include "Util/ObjUtil.h" |
| 15 | #include "Util/PlayerCollisionUtil.h" |
| 16 | |
| 17 | namespace { |
| 18 | NERVE_IMPL(PlayerStateHipDrop, Land); |
| 19 | NERVE_IMPL(PlayerStateHipDrop, Start); |
| 20 | NERVE_IMPL(PlayerStateHipDrop, Fall); |
| 21 | |
| 22 | NERVES_MAKE_NOSTRUCT(PlayerStateHipDrop, Land, Start, Fall); |
| 23 | } // namespace |
| 24 | |
| 25 | PlayerStateHipDrop::PlayerStateHipDrop(al::LiveActor* player, const PlayerConst* pConst, |
| 26 | const PlayerInput* input, |
| 27 | const IUsePlayerCollision* collider, |
| 28 | PlayerAnimator* animator, PlayerTrigger* trigger) |
| 29 | : al::ActorStateBase("ヒップドロップ" , player), mConst(pConst), mInput(input), |
| 30 | mCollision(collider), mAnimator(animator), mTrigger(trigger) { |
| 31 | initNerve(nerve: &Start, stateCount: 0); |
| 32 | } |
| 33 | |
| 34 | void PlayerStateHipDrop::appear() { |
| 35 | al::NerveStateBase::appear(); |
| 36 | if (mAnimator->isSubAnimPlaying()) |
| 37 | mAnimator->endSubAnim(); |
| 38 | mIsLandGround = false; |
| 39 | mLandPos = {0.0f, 0.0f, 0.0f}; |
| 40 | al::setNerve(user: this, nerve: &Start); |
| 41 | } |
| 42 | |
| 43 | bool PlayerStateHipDrop::attackHipDropKnockDown(al::HitSensor* sender, al::HitSensor* receiver) { |
| 44 | if (isDead()) |
| 45 | return false; |
| 46 | if (!al::isNerve(user: this, nerve: &Land) || !al::isFirstStep(user: this)) |
| 47 | return false; |
| 48 | return al::sendMsgPlayerHipDropKnockDown(receiver, sender); |
| 49 | } |
| 50 | |
| 51 | bool PlayerStateHipDrop::isEnableHeadSliding() const { |
| 52 | if (isDead()) |
| 53 | return false; |
| 54 | return al::isNerve(user: this, nerve: &Start) || al::isNerve(user: this, nerve: &Fall); |
| 55 | } |
| 56 | |
| 57 | bool PlayerStateHipDrop::isEnableHipDropAttack() const { |
| 58 | if (isDead()) |
| 59 | return false; |
| 60 | return al::isNerve(user: this, nerve: &Fall) && mHipDropMsgIntervalCounter == 0; |
| 61 | } |
| 62 | |
| 63 | bool PlayerStateHipDrop::isEnableLandCancel() const { |
| 64 | if (isDead()) |
| 65 | return false; |
| 66 | if (!al::isNerve(user: this, nerve: &Land)) |
| 67 | return false; |
| 68 | s32 nerveStep = al::getNerveStep(user: this); |
| 69 | return nerveStep >= mConst->getJumpHipDropPermitBeginFrame() && |
| 70 | nerveStep <= mConst->getJumpHipDropPermitEndFrame(); |
| 71 | } |
| 72 | |
| 73 | bool PlayerStateHipDrop::isEnableMove() const { |
| 74 | if (isDead()) |
| 75 | return false; |
| 76 | return al::isNerve(user: this, nerve: &Land) && |
| 77 | al::isGreaterEqualStep(user: this, step: mConst->getHipDropLandCancelFrame()); |
| 78 | } |
| 79 | |
| 80 | bool PlayerStateHipDrop::isEnableInWater() const { |
| 81 | if (isDead()) |
| 82 | return false; |
| 83 | if (al::isNerve(user: this, nerve: &Start)) |
| 84 | return false; |
| 85 | if (al::isNerve(user: this, nerve: &Fall)) |
| 86 | return al::isGreaterEqualStep(user: this, step: 1); |
| 87 | return true; |
| 88 | } |
| 89 | |
| 90 | bool PlayerStateHipDrop::isEnableIK() const { |
| 91 | if (isDead()) |
| 92 | return false; |
| 93 | return al::isNerve(user: this, nerve: &Land); |
| 94 | } |
| 95 | |
| 96 | bool PlayerStateHipDrop::isLandTrigger() const { |
| 97 | if (mTrigger->isOn(PlayerTrigger::ECollisionTrigger_val1)) |
| 98 | return true; |
| 99 | return al::isNerve(user: this, nerve: &Land) && al::isFirstStep(user: this); |
| 100 | } |
| 101 | |
| 102 | void PlayerStateHipDrop::exeStart() { |
| 103 | if (al::isFirstStep(user: this)) { |
| 104 | mAnimator->startAnim(animName: "HipDropStart" ); |
| 105 | al::setVelocityZero(mActor); |
| 106 | sead::Vector3f negGravity = -al::getGravity(actor: mActor); |
| 107 | sead::Vector3f up = {0.0f, 0.0f, 0.0f}; |
| 108 | al::calcUpDir(up: &up, actor: mActor); |
| 109 | |
| 110 | if (up.dot(t: negGravity) <= |
| 111 | sead::Mathf::cos(t: sead::Mathf::deg2rad(deg: mConst->getCollisionResetLimit()))) |
| 112 | mTrigger->set(PlayerTrigger::EActionTrigger_val3); |
| 113 | |
| 114 | sead::Quatf quat; |
| 115 | al::calcQuat(quat: &quat, actor: mActor); |
| 116 | al::turnQuatYDirRadian(&quat, quat, negGravity, sead::Mathf::deg2rad(deg: 180.0f)); |
| 117 | al::updatePoseQuat(actor: mActor, quat); |
| 118 | } |
| 119 | |
| 120 | if (mAnimator->isAnimEnd()) |
| 121 | al::setNerve(user: this, nerve: &Fall); |
| 122 | } |
| 123 | |
| 124 | void PlayerStateHipDrop::exeFall() { |
| 125 | if (al::isFirstStep(user: this)) { |
| 126 | mAnimator->startAnim(animName: "HipDrop" ); |
| 127 | al::addVelocityToGravityLimit(actor: mActor, force: mConst->getHipDropSpeed(), |
| 128 | limit: mConst->getHipDropSpeedMax()); |
| 129 | } |
| 130 | |
| 131 | al::addVelocityToGravityLimit(actor: mActor, force: mConst->getHipDropGravity(), |
| 132 | limit: mConst->getHipDropSpeedMax()); |
| 133 | if (mTrigger->isOn(PlayerTrigger::ECollisionTrigger_val1) && mInput->isHoldHipDrop()) { |
| 134 | mHipDropMsgIntervalCounter = mConst->getHipDropMsgInterval(); |
| 135 | mAnimator->startAnim(animName: "HipDropReaction" ); |
| 136 | mIsLandGround = false; |
| 137 | if (rs::isCollidedGround(mCollision)) { |
| 138 | mIsLandGround = true; |
| 139 | mLandPos = rs::getCollidedGroundPos(mCollision); |
| 140 | } |
| 141 | } |
| 142 | |
| 143 | if (mHipDropMsgIntervalCounter > 0) { |
| 144 | if (rs::convergeOnGroundCount(&mHipDropMsgIntervalCounter, mActor, mCollision, 0, 1)) |
| 145 | return; |
| 146 | mHipDropMsgIntervalCounter = 0; |
| 147 | } |
| 148 | |
| 149 | if (rs::isOnGroundRunAngle(mActor, mCollision, mConst)) |
| 150 | al::setNerve(user: this, nerve: &Land); |
| 151 | } |
| 152 | |
| 153 | void PlayerStateHipDrop::exeLand() { |
| 154 | if (al::isFirstStep(user: this)) { |
| 155 | mAnimator->startAnim(animName: "HipDropLand" ); |
| 156 | |
| 157 | al::LiveActor* actor = mActor; |
| 158 | bool isLandingWeak = false; |
| 159 | if (mIsLandGround) { |
| 160 | const IUsePlayerCollision* collision = mCollision; |
| 161 | if (rs::isCollidedGround(collision)) { |
| 162 | const sead::Vector3f& gravity = al::getGravity(actor); |
| 163 | isLandingWeak = |
| 164 | (rs::getCollidedGroundPos(collision) - mLandPos).dot(t: gravity) <= 10.0f; |
| 165 | } |
| 166 | } |
| 167 | rs::startHitReactionHipDropLand(actor, isLandingWeak); |
| 168 | } |
| 169 | |
| 170 | if (rs::isOnGroundRunAngle(mActor, mCollision, mConst)) { |
| 171 | rs::waitGround(mActor, mCollision, mConst->getGravityMove(), mConst->getFallSpeedMax(), |
| 172 | mConst->getSlerpQuatRateWait(), mConst->getWaitPoseDegreeMax()); |
| 173 | } else { |
| 174 | kill(); |
| 175 | } |
| 176 | |
| 177 | if (mAnimator->isAnimEnd()) |
| 178 | kill(); |
| 179 | } |
| 180 | |