2022-06-16 21:33:18 +00:00
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#include "layouts/NameTag.h"
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#include "actors/PuppetActor.h"
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#include "al/layout/LayoutActor.h"
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#include "al/util.hpp"
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#include "al/util/NerveUtil.h"
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#include "logger.hpp"
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#include "sead/math/seadVector.h"
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NameTag::NameTag(PuppetActor* pupActor, const al::LayoutInitInfo& initInfo, float startDist,
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float endDist, const char *playerName)
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: al::LayoutActor("PNameTag"), mPuppet(pupActor), mStartDist(startDist), mEndDist(endDist) {
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al::initLayoutActor(this, initInfo, "BalloonSpeak", 0);
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mPaneName = "TxtMessage";
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al::setPaneStringFormat(this, mPaneName, playerName);
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initNerve(&nrvNameTagWait, 0);
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end();
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}
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void NameTag::appear() {
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if (!al::isNerve(this, &nrvNameTagEnd) && !al::isNerve(this, &nrvNameTagHide) && mIsAlive) {
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LayoutActor::appear();
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al::startFreezeActionEnd(this, "End", 0);
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al::setNerve(this, &nrvNameTagHide);
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return;
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}
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if (!isNearPlayerActor(mStartDist)) {
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LayoutActor::appear();
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al::startFreezeActionEnd(this, "End", 0);
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al::setNerve(this, &nrvNameTagHide);
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return;
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}
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2022-07-08 08:02:28 +00:00
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setText(mPuppet->getName());
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2022-06-16 21:33:18 +00:00
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al::startAction(this, "Appear", 0);
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LayoutActor::appear();
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al::setActionFrameRate(this, 1.0, 0);
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al::setNerve(this, &nrvNameTagAppear);
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}
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void NameTag::control() {
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update();
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al::LiveActor *puppetModel = mPuppet->getCurrentModel();
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if (!al::isNerve(this, &nrvNameTagEnd) &&
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!al::isNerve(this, &nrvNameTagHide) &&
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(al::isClipped(puppetModel) || al::isDead(puppetModel))) {
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al::setNerve(this, &nrvNameTagEnd);
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} else {
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updateTrans();
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}
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}
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void NameTag::updateTrans() {
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sead::Vector2f newTrans = sead::Vector2f::zero;
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sead::Vector3f targetOffset(0, 130, 0);
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al::LiveActor *puppetModel = mPuppet->getCurrentModel();
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al::calcLayoutPosFromWorldPos(&newTrans, puppetModel, al::getTrans(puppetModel) + targetOffset);
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al::setLocalTrans(this, newTrans);
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mNormalizedDist =
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1 - al::normalize(al::calcDistance(puppetModel, al::getPlayerActor(puppetModel, 0)), 200.0f,
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mEndDist);
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al::setLocalScale(this, mNormalizedDist);
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}
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void NameTag::update() {
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if (al::isNerve(this, &nrvNameTagEnd) || al::isNerve(this, &nrvNameTagHide) || !mIsAlive) {
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if (isNearPlayerActor(mStartDist)) {
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appear();
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}
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}
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if (!al::isNerve(this, &nrvNameTagEnd) && !al::isNerve(this, &nrvNameTagHide) &&
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mIsAlive) {
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if (!isNearPlayerActor(mEndDist)) {
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al::setNerve(this, &nrvNameTagEnd);
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}
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}
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}
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void NameTag::end() {
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if (!al::isNerve(this, &nrvNameTagEnd) && !al::isNerve(this, &nrvNameTagHide)) {
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al::setNerve(this, &nrvNameTagEnd);
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}
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}
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void NameTag::setText(const char* text) {
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al::setPaneStringFormat(this, mPaneName, text);
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}
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bool NameTag::isNearPlayerActor(float dist) const {
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return al::isNearPlayer(mPuppet->getCurrentModel(), dist);
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}
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bool NameTag::isVisible() const {
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return isNearPlayerActor(mStartDist);
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}
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const char* NameTag::getCurrentState() {
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if (al::isNerve(this, &nrvNameTagAppear)) {
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return "Appear";
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}
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if (al::isNerve(this, &nrvNameTagWait)) {
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return "Wait";
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}
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if (al::isNerve(this, &nrvNameTagEnd)) {
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return "End";
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}
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if (al::isNerve(this, &nrvNameTagHide)) {
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return "Hide";
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}
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return "Unknown";
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}
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void NameTag::exeAppear(void) {
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if (al::isActionEnd(this, 0))
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al::setNerve(this, &nrvNameTagWait);
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}
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void NameTag::exeWait(void) {
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if (al::isFirstStep(this))
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al::startAction(this, "Wait", 0);
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}
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void NameTag::exeEnd(void) {
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if (al::isFirstStep(this))
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al::startAction(this, "End", 0);
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if (al::isActionEnd(this, 0))
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al::setNerve(this, &nrvNameTagHide);
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}
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void NameTag::exeHide(void) { }
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namespace {
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NERVE_IMPL(NameTag, Appear)
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NERVE_IMPL(NameTag, Wait)
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NERVE_IMPL(NameTag, End)
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NERVE_IMPL(NameTag, Hide)
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}
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