OdysseyDecomp/lib/al/Library/MapObj/ClockMapParts.cpp
2026-04-22 20:18:01 +02:00

281 lines
7.3 KiB
C++

#include "Library/MapObj/ClockMapParts.h"
#include "Library/Fluid/RippleCtrl.h"
#include "Library/LiveActor/ActorActionFunction.h"
#include "Library/LiveActor/ActorAreaFunction.h"
#include "Library/LiveActor/ActorInitFunction.h"
#include "Library/LiveActor/ActorInitUtil.h"
#include "Library/LiveActor/ActorModelFunction.h"
#include "Library/LiveActor/ActorMovementFunction.h"
#include "Library/LiveActor/ActorPoseUtil.h"
#include "Library/LiveActor/ActorSensorUtil.h"
#include "Library/MapObj/ChildStep.h"
#include "Library/Math/MathUtil.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "Library/Placement/PlacementFunction.h"
#include "Library/Se/SeFunction.h"
#include "Library/Stage/StageSwitchUtil.h"
#include "Library/Thread/FunctorV0M.h"
#include "MapObj/SubActorLodFixPartsScenarioAction.h"
namespace {
using namespace al;
NERVE_ACTION_IMPL(ClockMapParts, StandBy)
NERVE_ACTION_IMPL(ClockMapParts, Delay)
NERVE_ACTION_IMPL(ClockMapParts, RotateSign)
NERVE_ACTION_IMPL(ClockMapParts, Rotate)
NERVE_ACTION_IMPL(ClockMapParts, Wait)
NERVE_ACTION_IMPL(ClockMapParts, AssistStop)
NERVE_ACTION_IMPL(ClockMapParts, AssistStopSync)
NERVE_ACTION_IMPL(ClockMapParts, AssistStopEndWait)
NERVE_ACTIONS_MAKE_STRUCT(ClockMapParts, StandBy, Delay, RotateSign, Rotate, Wait, AssistStop,
AssistStopSync, AssistStopEndWait)
} // namespace
namespace al {
ClockMapParts::ClockMapParts(const char* name) : LiveActor(name) {}
void ClockMapParts::init(const ActorInitInfo& info) {
using ClockMapPartsFunctor = FunctorV0M<ClockMapParts*, void (ClockMapParts::*)()>;
tryInitSubActorKeeperChildStep(this, info);
initNerveAction(this, "Rotate", &NrvClockMapParts.collector, 0);
initMapPartsActor(this, info, nullptr);
tryGetQuatPtr(this);
registerAreaHostMtx(this, info);
registSupportFreezeSyncGroup(this, info);
mQuat.set(getQuat(this));
tryGetArg(&mClockAngleDegree, info, "ClockAngleDegree");
if (mClockAngleDegree == 0) {
mTurnStepCount = 1;
} else {
s32 lcm = sead::Mathi::lcm(sead::Mathi::abs(mClockAngleDegree), 360);
s32 clockAngleDegree = sead::Mathi::abs(mClockAngleDegree);
mTurnStepCount = lcm / clockAngleDegree;
}
tryGetArg(&mRotateAxis, info, "RotateAxis");
createChildStep(info, this, true);
tryGetArg(&mDelayTime, info, "DelayTime");
tryGetArg(&mWaitTime, info, "WaitTime");
tryGetArg(&mRotateTime, info, "RotateTime");
initMaterialCode(this, info);
if (isExistAction(this, "MiddleSign")) {
mRotateSignTime = (s32)getActionFrameMax(this, "MiddleSign");
} else {
mRotateSignTime = 36;
tryGetArg(&mRotateSignTime, info, "RotateSignTime");
}
mRotateTimer = mRotateSignTime + mRotateTime + 1;
mActiveTimer = mRotateTimer + mWaitTime + 1;
if (mDelayTime >= 1) {
mTimer = 0;
startNerveAction(this, "Delay");
} else {
mTimer = mRotateSignTime;
}
if (listenStageSwitchOnStart(this, ClockMapPartsFunctor(this, &ClockMapParts::start)))
startNerveAction(this, "StandBy");
if (isExistModel(this)) {
mRippleCtrl = RippleCtrl::tryCreate(this);
if (mRippleCtrl)
mRippleCtrl->init(info);
}
listenStageSwitchOn(this, "SwitchStop", ClockMapPartsFunctor(this, &ClockMapParts::standBy));
trySyncStageSwitchAppear(this);
}
void ClockMapParts::start() {
if (!isNerve(this, NrvClockMapParts.StandBy.data()))
return;
if (mDelayTime >= 1) {
startNerveAction(this, "Delay");
return;
}
setRotateStartNerve();
}
void ClockMapParts::standBy() {
startNerveAction(this, "StandBy");
}
bool ClockMapParts::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) {
if (isNerve(this, NrvClockMapParts.StandBy.data()))
return false;
if (isMsgTouchAssist(message)) {
mAssistStopTimer = 45;
if (isNerve(this, NrvClockMapParts.AssistStop.data()))
return true;
if (isExistAction(this))
stopAction(this);
startNerveAction(this, "AssistStop");
return true;
}
if (isMsgShowModel(message)) {
showModelIfHide(this);
return true;
}
if (isMsgHideModel(message)) {
hideModelIfShow(this);
return true;
}
if (isMsgRestart(message)) {
appearAndSetStart();
return true;
}
if (isMsgIsNerveSupportFreeze(message))
return isNerve(this, NrvClockMapParts.AssistStop.data());
if (isMsgOnSyncSupportFreeze(message)) {
if (isNerve(this, NrvClockMapParts.AssistStop.data()))
return true;
if (isExistAction(this))
stopAction(this);
startNerveAction(this, "AssistStopSync");
return true;
}
if (isMsgOffSyncSupportFreeze(message)) {
if (!isNerve(this, NrvClockMapParts.AssistStopSync.data()))
return true;
setRestartNerve();
return true;
}
return false;
}
void ClockMapParts::appearAndSetStart() {
mCurrentStep = 0;
mTimer = 0;
mAssistStopTimer = 0;
setQuat(this, mQuat);
if (mDelayTime >= 1)
startNerveAction(this, "Delay");
else
setRotateStartNerve();
makeActorAlive();
}
void ClockMapParts::setRestartNerve() {
if (isExistAction(this))
restartAction(this);
if (mTimer >= mRotateTimer)
startNerveAction(this, "AssistStopEndWait");
else if (mTimer >= mRotateSignTime)
startNerveAction(this, "Rotate");
else
startNerveAction(this, "RotateSign");
}
void ClockMapParts::control() {
if (!mRippleCtrl)
return;
mRippleCtrl->update();
}
void ClockMapParts::setRotateStartNerve() {
if (mRotateSignTime > 0)
startNerveAction(this, "RotateSign");
else
startNerveAction(this, "Rotate");
}
void ClockMapParts::exeStandBy() {}
void ClockMapParts::exeDelay() {
if (isGreaterEqualStep(this, mDelayTime - 1))
setRotateStartNerve();
}
void ClockMapParts::exeRotateSign() {
if (isFirstStep(this))
tryStartAction(this, "MiddleSign");
f32 angle = wrapAngle(mCurrentStep * mClockAngleDegree);
rotateQuatLocalDirDegree(this, mQuat, mRotateAxis,
angle + sead::Mathf::sin((f32)mTimer * sead::Mathf::pi2() / 18.0f));
mTimer++;
if (mTimer >= mRotateSignTime)
startNerveAction(this, "Rotate");
}
void ClockMapParts::exeRotate() {
f32 time = (f32)(mTimer - mRotateSignTime) / (f32)(mRotateTimer + ~mRotateSignTime);
f32 angle = wrapAngle((time + mCurrentStep) * mClockAngleDegree);
rotateQuatLocalDirDegree(this, mQuat, mRotateAxis, angle);
mTimer++;
if (mTimer >= mRotateTimer) {
mCurrentStep = wrapValue(mCurrentStep + 1, mTurnStepCount);
startNerveAction(this, "Wait");
tryStartSe(this, "RotateEnd");
}
}
void ClockMapParts::exeWait() {
mTimer++;
if (mTimer >= mActiveTimer) {
mTimer -= mActiveTimer;
setRotateStartNerve();
}
}
void ClockMapParts::exeAssistStop() {
mAssistStopTimer--;
if (mAssistStopTimer <= 0) {
mAssistStopTimer = 0;
setRestartNerve();
}
}
void ClockMapParts::exeAssistStopSync() {}
void ClockMapParts::exeAssistStopEndWait() {
exeWait();
}
} // namespace al