mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-22 11:15:15 +00:00
408 lines
No EOL
12 KiB
C++
408 lines
No EOL
12 KiB
C++
#include <cmath>
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#include <cstddef>
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#include "al/util/SensorUtil.h"
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#include "rs/util/SensorUtil.h"
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#include "server/Client.hpp"
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#include "al/LiveActor/LiveActor.h"
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#include "al/layout/BalloonMessage.h"
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#include "al/layout/LayoutInitInfo.h"
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#include "al/string/StringTmp.h"
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#include "al/util.hpp"
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#include "al/util/LiveActorUtil.h"
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#include "algorithms/CaptureTypes.h"
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#include "logger.hpp"
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#include "actors/PuppetActor.h"
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#include "math/seadQuat.h"
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#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[] = {
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"顔", // Face
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"目", // Eye
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"頭", // Head
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"左手", // Left Hand
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"右手" // Right Hand
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};
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PuppetActor::PuppetActor(const char *name) : al::LiveActor(name) {
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mPuppetCap = new PuppetCapActor(name);
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mCaptures = new HackModelHolder();
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mModelHolder = new PlayerModelHolder(3); // Regular Model, 2D Model, 2D Mini Model
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}
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void PuppetActor::init(al::ActorInitInfo const &initInfo) {
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mPuppetCap->init(initInfo);
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al::initActorWithArchiveName(this, initInfo, "PuppetActor", nullptr);
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const char *bodyName = "Mario";
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const char *capName = "Mario";
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if(mInfo) {
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bodyName = tryGetPuppetBodyName(mInfo);
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capName = tryGetPuppetCapName(mInfo);
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mNameTag = new NameTag(this, *al::getLayoutInitInfo(initInfo), 4900.0f, 5000.0f,
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mInfo->puppetName);
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}
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al::LiveActor *normalModel = new al::LiveActor("Normal");
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mCostumeInfo = PlayerFunction::initMarioModelCommon(normalModel, initInfo, bodyName, capName, 0, false, nullptr, false, false);
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normalModel->mActorActionKeeper->mPadAndCamCtrl->mRumbleCount = 0; // set rumble count to zero so that no rumble actions will run
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mModelHolder->registerModel(normalModel, "Normal");
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al::LiveActor *normal2DModel = new al::LiveActor("Normal2D");
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PlayerFunction::initMarioModelActor2D(normal2DModel, initInfo, al::StringTmp<0x40>("%s2D", mCostumeInfo->mBodyInfo->costumeName).cstr(), PlayerFunction::isInvisibleCap(mCostumeInfo));
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mModelHolder->registerModel(normal2DModel, "Normal2D");
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al::setClippingInfo(normalModel, 50000.0f, 0);
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al::setClippingNearDistance(normalModel, 50000.0f);
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al::hideSilhouetteModelIfShow(normalModel);
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// "頭" = Head
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// "髪" = Hair
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// "キャップの目" = Cap Eyes
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// "[デモ用]キャップの目" = [Demo] Cap Eyes
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al::LiveActor* headModel = al::getSubActor(normalModel, "頭");
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al::getSubActor(headModel, "キャップの目")->kill();
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al::startVisAnimForAction(headModel, "CapOn");
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mModelHolder->changeModel("Normal");
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startAction("Wait");
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al::validateClipping(normalModel);
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al::validateClipping(normal2DModel);
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}
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void PuppetActor::initAfterPlacement() { al::LiveActor::initAfterPlacement(); }
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void PuppetActor::initOnline(PuppetInfo *pupInfo) {
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mInfo = pupInfo;
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mPuppetCap->initOnline(pupInfo);
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}
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void PuppetActor::movement() {
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al::LiveActor::movement();
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}
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void PuppetActor::control() {
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if(mInfo) {
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al::LiveActor* curModel = getCurrentModel();
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// Animation Updating
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if(!al::isActionPlaying(curModel, mInfo->curSubAnimStr)) {
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startAction(mInfo->curAnimStr);
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}else if(al::isActionEnd(curModel)) {
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startAction(mInfo->curAnimStr);
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}
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if(isNeedBlending()) {
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for (size_t i = 0; i < 6; i++)
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{
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setBlendWeight(i, mInfo->blendWeights[i]);
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}
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}
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// Position & Rotation Handling
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sead::Vector3f* pPos = al::getTransPtr(this);
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sead::Quatf *pQuat = al::getQuatPtr(this);
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if (!mIs2DModel) {
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mClosingSpeed = VisualUtils::SmoothMove({pPos, pQuat}, {&mInfo->playerPos, &mInfo->playerRot}, Time::deltaTime, mClosingSpeed, 1440.0f);
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} else {
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// do not linearly interpolate rotation if model is 2D, and use basic lerp instead of visual util's smooth move
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if(*pPos != mInfo->playerPos)
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{
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al::lerpVec(pPos, *pPos, mInfo->playerPos, 0.25);
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}
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al::setQuat(this, mInfo->playerRot);
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}
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// Model Updating
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if (!mIs2DModel && mInfo->is2D) {
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changeModel("Normal2D");
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mIs2DModel = true;
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} else if (mIs2DModel && !mInfo->is2D) {
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changeModel("Normal");
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mIs2DModel = false;
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}
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// Capture Updating
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if (mInfo->isCaptured && !mIsCaptureModel) {
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getCurrentModel()->makeActorDead(); // sets previous model to dead so we can try to
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// switch to capture model
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setCapture(mInfo->curHack);
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mIsCaptureModel = true;
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getCurrentModel()->makeActorAlive(); // make new model alive
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} else if (!mInfo->isCaptured && mIsCaptureModel) {
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getCurrentModel()->makeActorDead(); // make capture model dead
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mModelHolder->changeModel("Normal"); // set player model to normal
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mIsCaptureModel = false;
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getCurrentModel()->makeActorAlive(); // make player model alive
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}
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// Visibility Updating
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if(mInfo->isCapThrow) {
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if(al::isDead(mPuppetCap)) {
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mPuppetCap->makeActorAlive();
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al::setTrans(mPuppetCap, mInfo->capPos);
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}
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}else {
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if(al::isAlive(mPuppetCap)) {
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mPuppetCap->makeActorDead();
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startAction(mInfo->curSubAnimStr);
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al::LiveActor* headModel = al::getSubActor(curModel, "頭");
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if (headModel) { al::startVisAnimForAction(headModel, "CapOn"); }
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}
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}
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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 {
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if(!mNameTag->mIsAlive)
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mNameTag->appear();
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}
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}
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// Sub-Actor Updating
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mPuppetCap->update();
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// Syncing
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syncPose();
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}
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}
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void PuppetActor::makeActorAlive() {
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al::LiveActor *curModel = getCurrentModel();
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if (al::isDead(curModel)) {
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curModel->makeActorAlive();
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}
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// update name tag when puppet becomes active again
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if (mInfo) {
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if (mNameTag) {
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mNameTag->setText(mInfo->puppetName);
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}
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}
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al::LiveActor::makeActorAlive();
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}
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void PuppetActor::makeActorDead() {
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al::LiveActor *curModel = getCurrentModel();
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if (!al::isDead(curModel)) {
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curModel->makeActorDead();
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}
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mPuppetCap->makeActorDead();
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al::LiveActor::makeActorDead();
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}
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void PuppetActor::attackSensor(al::HitSensor* source, al::HitSensor* target) {
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if (!al::sendMsgPush(target, source)) {
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rs::sendMsgPushToPlayer(target, source);
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}
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}
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bool PuppetActor::receiveMsg(const al::SensorMsg* msg, al::HitSensor* source,
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al::HitSensor* target) {
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if ((al::isMsgPlayerTrampleReflect(msg) || rs::isMsgPlayerAndCapObjHipDropReflectAll(msg)) && al::isSensorName(target, "Body"))
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{
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rs::requestHitReactionToAttacker(msg, target, source);
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return true;
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}
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return false;
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}
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// this is more or less how nintendo does it with marios demo puppet
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void PuppetActor::startAction(const char *actName) {
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al::LiveActor* curModel = getCurrentModel();
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if(!actName) return;
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if(al::tryStartActionIfNotPlaying(curModel, actName)) {
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const char *curActName = al::getActionName(curModel);
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if(curActName) {
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if(al::isSklAnimExist(curModel, curActName)) {
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al::clearSklAnimInterpole(curModel);
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}
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}
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}
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for (size_t i = 0; i < 5; i++)
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{
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al::LiveActor* subActor = al::getSubActor(curModel, subActorNames[i]);
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const char *curActName = al::getActionName(curModel);
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if(subActor && curActName) {
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if (al::tryStartActionIfNotPlaying(subActor, curActName)) {
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if(al::isSklAnimExist(curModel, curActName)) {
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al::clearSklAnimInterpole(curModel);
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}
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}
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}
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}
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al::LiveActor* faceActor = al::tryGetSubActor(curModel, "顔");
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if (faceActor) {
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al::StringTmp<0x80> faceAnim("%sFullFace", actName);
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if (al::tryStartActionIfNotPlaying(faceActor, faceAnim.cstr())) {
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if(al::isSklAnimExist(faceActor, faceAnim.cstr())) {
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al::clearSklAnimInterpole(faceActor);
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}
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}
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}
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}
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void PuppetActor::hairControl() {
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al::LiveActor *curModel = getCurrentModel();
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if (mCostumeInfo->isNeedSyncBodyHair())
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{
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PlayerFunction::syncBodyHairVisibility(al::getSubActor(curModel, "髪"), al::getSubActor(curModel, "頭"));
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}
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if (mCostumeInfo->isSyncFaceBeard())
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{
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PlayerFunction::syncMarioFaceBeardVisibility(al::getSubActor(curModel, "顔"), al::getSubActor(curModel, "頭"));
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}
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if (mCostumeInfo->isSyncStrap())
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{
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PlayerFunction::syncMarioHeadStrapVisibility(al::getSubActor(curModel, "頭"));
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}
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if (PlayerFunction::isNeedHairControl(mCostumeInfo->mBodyInfo, mCostumeInfo->mHeadInfo->costumeName))
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{
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PlayerFunction::hideHairVisibility(al::getSubActor(curModel, "頭"));
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}
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}
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bool PuppetActor::isNeedBlending() {
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const char *curActName = al::getActionName(getCurrentModel());
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if(curActName) {
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return al::isEqualSubString(curActName, "Move") || al::isEqualSubString(curActName, "Sand") || al::isEqualSubString(curActName, "MotorcycleRide");
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}else {
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return false;
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}
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}
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bool PuppetActor::isInCaptureList(const char *hackName) {
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return mCaptures->getCapture(hackName) != nullptr;
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}
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bool PuppetActor::addCapture(PuppetHackActor* capture, const char* hackType) {
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if (mCaptures->addCapture(capture, hackType)) {
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return true;
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}
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return false;
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}
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void PuppetActor::changeModel(const char* newModel) {
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getCurrentModel()->makeActorDead();
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mModelHolder->changeModel(newModel);
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getCurrentModel()->makeActorAlive();
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}
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al::LiveActor* PuppetActor::getCurrentModel() {
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if (mIsCaptureModel) {
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al::LiveActor* curCapture = mCaptures->getCurrentActor();
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if (curCapture) {
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return curCapture;
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}
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}
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return mModelHolder->currentModel->mLiveActor;
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}
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void PuppetActor::debugTeleportCaptures(const sead::Vector3f& pos) {
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for (int i = 0; i < mCaptures->getEntryCount(); i++) {
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al::LiveActor* capture = mCaptures->getCapture(i);
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if (capture) {
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al::setTrans(capture, al::getTrans(getCurrentModel()));
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}
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}
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}
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void PuppetActor::debugTeleportCapture(const sead::Vector3f& pos, int index) {
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al::LiveActor* capture = mCaptures->getCapture(index);
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if (capture) {
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al::setTrans(capture, al::getTrans(getCurrentModel()));
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}
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}
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bool PuppetActor::setCapture(const char* captureName) {
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if (captureName && mCaptures->setCurrent(captureName)) {
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mCurCapture = CaptureTypes::FindType(captureName);
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return true;
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} else {
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mCurCapture = CaptureTypes::Type::Unknown;
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return false;
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}
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}
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void PuppetActor::syncPose() {
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al::LiveActor* curModel = getCurrentModel();
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curModel->mPoseKeeper->updatePoseQuat(al::getQuat(this)); // update pose using a quaternion instead of setting quaternion rotation
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al::setTrans(curModel, al::getTrans(this));
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}
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void PuppetActor::emitJoinEffect() {
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al::tryDeleteEffect(this, "Disappear"); // remove previous effect (if played previously)
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al::tryEmitEffect(this, "Disappear", nullptr);
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} |