SuperMarioOdysseyOnline/source/puppets/PuppetActor.cpp

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#include <cmath>
#include <cstddef>
#include "al/util/SensorUtil.h"
#include "rs/util/SensorUtil.h"
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#include "server/Client.hpp"
#include "al/LiveActor/LiveActor.h"
#include "al/layout/BalloonMessage.h"
#include "al/layout/LayoutInitInfo.h"
#include "al/string/StringTmp.h"
#include "al/util.hpp"
#include "al/util/LiveActorUtil.h"
#include "algorithms/CaptureTypes.h"
#include "logger.hpp"
#include "actors/PuppetActor.h"
#include "math/seadQuat.h"
#include "math/seadVector.h"
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#include "server/gamemode/GameModeManager.hpp"
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#include "server/gamemode/GameModeBase.hpp"
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#include "server/hns/HideAndSeekMode.hpp"
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static const char *subActorNames[] = {
"", // Face
"", // Eye
"", // Head
"左手", // Left Hand
"右手" // Right Hand
};
PuppetActor::PuppetActor(const char *name) : al::LiveActor(name) {
mPuppetCap = new PuppetCapActor(name);
mCaptures = new HackModelHolder();
mModelHolder = new PlayerModelHolder(3); // Regular Model, 2D Model, 2D Mini Model
}
void PuppetActor::init(al::ActorInitInfo const &initInfo) {
mPuppetCap->init(initInfo);
al::initActorWithArchiveName(this, initInfo, "PuppetActor", nullptr);
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const char *bodyName = "Mario";
const char *capName = "Mario";
if(mInfo) {
bodyName = tryGetPuppetBodyName(mInfo);
capName = tryGetPuppetCapName(mInfo);
mNameTag = new NameTag(this, *al::getLayoutInitInfo(initInfo), 4900.0f, 5000.0f,
mInfo->puppetName);
}
al::LiveActor *normalModel = new al::LiveActor("Normal");
mCostumeInfo = PlayerFunction::initMarioModelCommon(normalModel, initInfo, bodyName, capName, 0, false, nullptr, false, false);
normalModel->mActorActionKeeper->mPadAndCamCtrl->mRumbleCount = 0; // set rumble count to zero so that no rumble actions will run
mModelHolder->registerModel(normalModel, "Normal");
al::LiveActor *normal2DModel = new al::LiveActor("Normal2D");
PlayerFunction::initMarioModelActor2D(normal2DModel, initInfo, al::StringTmp<0x40>("%s2D", mCostumeInfo->mBodyInfo->costumeName).cstr(), PlayerFunction::isInvisibleCap(mCostumeInfo));
mModelHolder->registerModel(normal2DModel, "Normal2D");
al::setClippingInfo(normalModel, 50000.0f, 0);
al::setClippingNearDistance(normalModel, 50000.0f);
al::hideSilhouetteModelIfShow(normalModel);
// "頭" = Head
// "髪" = Hair
// "キャップの目" = Cap Eyes
// "[デモ用]キャップの目" = [Demo] Cap Eyes
al::LiveActor* headModel = al::getSubActor(normalModel, "");
al::getSubActor(headModel, "キャップの目")->kill();
al::startVisAnimForAction(headModel, "CapOn");
mModelHolder->changeModel("Normal");
startAction("Wait");
al::validateClipping(normalModel);
al::validateClipping(normal2DModel);
}
void PuppetActor::initAfterPlacement() { al::LiveActor::initAfterPlacement(); }
void PuppetActor::initOnline(PuppetInfo *pupInfo) {
mInfo = pupInfo;
mPuppetCap->initOnline(pupInfo);
}
void PuppetActor::movement() {
al::LiveActor::movement();
}
void PuppetActor::control() {
if(mInfo) {
al::LiveActor* curModel = getCurrentModel();
// Animation Updating
if(!al::isActionPlaying(curModel, mInfo->curSubAnimStr)) {
startAction(mInfo->curAnimStr);
}else if(al::isActionEnd(curModel)) {
startAction(mInfo->curAnimStr);
}
if(isNeedBlending()) {
for (size_t i = 0; i < 6; i++)
{
setBlendWeight(i, mInfo->blendWeights[i]);
}
}
// Position & Rotation Handling
sead::Vector3f* pPos = al::getTransPtr(this);
sead::Quatf *pQuat = al::getQuatPtr(this);
if (!mIs2DModel) {
mClosingSpeed = VisualUtils::SmoothMove({pPos, pQuat}, {&mInfo->playerPos, &mInfo->playerRot}, Time::deltaTime, mClosingSpeed, 1440.0f);
} else {
// do not linearly interpolate rotation if model is 2D, and use basic lerp instead of visual util's smooth move
if(*pPos != mInfo->playerPos)
{
al::lerpVec(pPos, *pPos, mInfo->playerPos, 0.25);
}
al::setQuat(this, mInfo->playerRot);
}
// Model Updating
if (!mIs2DModel && mInfo->is2D) {
changeModel("Normal2D");
mIs2DModel = true;
} else if (mIs2DModel && !mInfo->is2D) {
changeModel("Normal");
mIs2DModel = false;
}
// Capture Updating
if (mInfo->isCaptured && !mIsCaptureModel) {
getCurrentModel()->makeActorDead(); // sets previous model to dead so we can try to
// switch to capture model
setCapture(mInfo->curHack);
mIsCaptureModel = true;
getCurrentModel()->makeActorAlive(); // make new model alive
} else if (!mInfo->isCaptured && mIsCaptureModel) {
getCurrentModel()->makeActorDead(); // make capture model dead
mModelHolder->changeModel("Normal"); // set player model to normal
mIsCaptureModel = false;
getCurrentModel()->makeActorAlive(); // make player model alive
}
// Visibility Updating
if(mInfo->isCapThrow) {
if(al::isDead(mPuppetCap)) {
mPuppetCap->makeActorAlive();
al::setTrans(mPuppetCap, mInfo->capPos);
}
}else {
if(al::isAlive(mPuppetCap)) {
mPuppetCap->makeActorDead();
startAction(mInfo->curSubAnimStr);
al::LiveActor* headModel = al::getSubActor(curModel, "");
if (headModel) { al::startVisAnimForAction(headModel, "CapOn"); }
}
}
if (mNameTag) {
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if (GameModeManager::instance()->isModeAndActive(GameMode::HIDEANDSEEK)) {
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mNameTag->mIsAlive =
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GameModeManager::instance()->getMode<HideAndSeekMode>()->isPlayerIt() && mInfo->isIt;
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} else {
if(!mNameTag->mIsAlive)
mNameTag->appear();
}
}
// Sub-Actor Updating
mPuppetCap->update();
// Syncing
syncPose();
}
}
void PuppetActor::makeActorAlive() {
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al::LiveActor *curModel = getCurrentModel();
if (al::isDead(curModel)) {
curModel->makeActorAlive();
}
// update name tag when puppet becomes active again
if (mInfo) {
if (mNameTag) {
mNameTag->setText(mInfo->puppetName);
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}
}
al::LiveActor::makeActorAlive();
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}
void PuppetActor::makeActorDead() {
al::LiveActor *curModel = getCurrentModel();
if (!al::isDead(curModel)) {
curModel->makeActorDead();
}
mPuppetCap->makeActorDead();
al::LiveActor::makeActorDead();
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}
void PuppetActor::attackSensor(al::HitSensor* source, al::HitSensor* target) {
if (!al::sendMsgPush(target, source)) {
rs::sendMsgPushToPlayer(target, source);
}
}
bool PuppetActor::receiveMsg(const al::SensorMsg* msg, al::HitSensor* source,
al::HitSensor* target) {
if ((al::isMsgPlayerTrampleReflect(msg) || rs::isMsgPlayerAndCapObjHipDropReflectAll(msg)) && al::isSensorName(target, "Body"))
{
rs::requestHitReactionToAttacker(msg, target, source);
return true;
}
return false;
}
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// this is more or less how nintendo does it with marios demo puppet
void PuppetActor::startAction(const char *actName) {
al::LiveActor* curModel = getCurrentModel();
if(!actName) return;
if(al::tryStartActionIfNotPlaying(curModel, actName)) {
const char *curActName = al::getActionName(curModel);
if(curActName) {
if(al::isSklAnimExist(curModel, curActName)) {
al::clearSklAnimInterpole(curModel);
}
}
}
for (size_t i = 0; i < 5; i++)
{
al::LiveActor* subActor = al::getSubActor(curModel, subActorNames[i]);
const char *curActName = al::getActionName(curModel);
if(subActor && curActName) {
if (al::tryStartActionIfNotPlaying(subActor, curActName)) {
if(al::isSklAnimExist(curModel, curActName)) {
al::clearSklAnimInterpole(curModel);
}
}
}
}
al::LiveActor* faceActor = al::tryGetSubActor(curModel, "");
if (faceActor) {
al::StringTmp<0x80> faceAnim("%sFullFace", actName);
if (al::tryStartActionIfNotPlaying(faceActor, faceAnim.cstr())) {
if(al::isSklAnimExist(faceActor, faceAnim.cstr())) {
al::clearSklAnimInterpole(faceActor);
}
}
}
}
void PuppetActor::hairControl() {
al::LiveActor *curModel = getCurrentModel();
if (mCostumeInfo->isNeedSyncBodyHair())
{
PlayerFunction::syncBodyHairVisibility(al::getSubActor(curModel, ""), al::getSubActor(curModel, ""));
}
if (mCostumeInfo->isSyncFaceBeard())
{
PlayerFunction::syncMarioFaceBeardVisibility(al::getSubActor(curModel, ""), al::getSubActor(curModel, ""));
}
if (mCostumeInfo->isSyncStrap())
{
PlayerFunction::syncMarioHeadStrapVisibility(al::getSubActor(curModel, ""));
}
if (PlayerFunction::isNeedHairControl(mCostumeInfo->mBodyInfo, mCostumeInfo->mHeadInfo->costumeName))
{
PlayerFunction::hideHairVisibility(al::getSubActor(curModel, ""));
}
}
bool PuppetActor::isNeedBlending() {
const char *curActName = al::getActionName(getCurrentModel());
if(curActName) {
return al::isEqualSubString(curActName, "Move") || al::isEqualSubString(curActName, "Sand") || al::isEqualSubString(curActName, "MotorcycleRide");
}else {
return false;
}
}
bool PuppetActor::isInCaptureList(const char *hackName) {
return mCaptures->getCapture(hackName) != nullptr;
}
bool PuppetActor::addCapture(PuppetHackActor* capture, const char* hackType) {
if (mCaptures->addCapture(capture, hackType)) {
return true;
}
return false;
}
void PuppetActor::changeModel(const char* newModel) {
getCurrentModel()->makeActorDead();
mModelHolder->changeModel(newModel);
getCurrentModel()->makeActorAlive();
}
al::LiveActor* PuppetActor::getCurrentModel() {
if (mIsCaptureModel) {
al::LiveActor* curCapture = mCaptures->getCurrentActor();
if (curCapture) {
return curCapture;
}
}
return mModelHolder->currentModel->mLiveActor;
}
void PuppetActor::debugTeleportCaptures(const sead::Vector3f& pos) {
for (int i = 0; i < mCaptures->getEntryCount(); i++) {
al::LiveActor* capture = mCaptures->getCapture(i);
if (capture) {
al::setTrans(capture, al::getTrans(getCurrentModel()));
}
}
}
void PuppetActor::debugTeleportCapture(const sead::Vector3f& pos, int index) {
al::LiveActor* capture = mCaptures->getCapture(index);
if (capture) {
al::setTrans(capture, al::getTrans(getCurrentModel()));
}
}
bool PuppetActor::setCapture(const char* captureName) {
if (captureName && mCaptures->setCurrent(captureName)) {
mCurCapture = CaptureTypes::FindType(captureName);
return true;
} else {
mCurCapture = CaptureTypes::Type::Unknown;
return false;
}
}
void PuppetActor::syncPose() {
al::LiveActor* curModel = getCurrentModel();
curModel->mPoseKeeper->updatePoseQuat(al::getQuat(this)); // update pose using a quaternion instead of setting quaternion rotation
al::setTrans(curModel, al::getTrans(this));
}
void PuppetActor::emitJoinEffect() {
al::tryDeleteEffect(this, "Disappear"); // remove previous effect (if played previously)
al::tryEmitEffect(this, "Disappear", nullptr);
}