From 20c4628c78949c042ff72eaf88acb8fd93e12ac5 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Sat, 7 Sep 2024 21:30:07 +0200 Subject: [PATCH] match m_player_main_broken_axe --- src/m_player_main_broken_axe.c_inc | 214 +++++++++++++++++++++++++++++ 1 file changed, 214 insertions(+) diff --git a/src/m_player_main_broken_axe.c_inc b/src/m_player_main_broken_axe.c_inc index e69de29b..d023c061 100644 --- a/src/m_player_main_broken_axe.c_inc +++ b/src/m_player_main_broken_axe.c_inc @@ -0,0 +1,214 @@ +static int Player_actor_request_main_broken_axe_type_reflect(GAME* game, const xyz_t* pos, mActor_name_t hit_item, + ACTOR* hit_actor, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_reflect_axe_c* main_axe = &player->requested_main_index_data.reflect_axe; + + main_axe->break_flag = TRUE; + Player_actor_request_main_reflect_axe_common(main_axe, pos, hit_item, 0, hit_actor); + Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority); + + return TRUE; + } + + return FALSE; +} +static int Player_actor_request_main_broken_axe_type_swing(GAME* game, const xyz_t* pos, mActor_name_t hit_item, + int hit_ut_x, int hit_ut_z, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_swing_axe_c* main_axe = &player->requested_main_index_data.swing_axe; + + main_axe->break_flag = FALSE; + Player_actor_request_main_swing_axe_common(main_axe, pos, hit_item, 0, hit_ut_x, hit_ut_z); + Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Broken_axe(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_request_reflect_axe_c* req_ref; + mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe; + mPlayer_request_swing_axe_c* req_swing; + + int break_type; + + req_swing = &player->requested_main_index_data.swing_axe; + req_ref = &player->requested_main_index_data.reflect_axe; + break_type = req_ref->break_flag; + + main_axe->break_type = req_swing->break_flag; + main_axe->_28 = 0.0f; + main_axe->_2C = 0; + + if (break_type != mPlayer_AXE_BREAK_FROM_SWING) { + Player_actor_setup_main_Reflect_axe_common(req_swing, &main_axe->axe.reflect_axe); + } else { + Player_actor_setup_main_Swing_axe_common(req_ref, &main_axe->axe.swing_axe); + } + + Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_BREAK1, mPlayer_ANIM_AXE_BREAK1, 1.0f, 1.0f, 0.5f, + -5.0f, 0, 0); + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_settle_main_Broken_axe(ACTOR* actor) { + mBGMPsComp_delete_ps_demo(125, 0x168); + actor->speed = 0.0f; +} + +static void Player_actor_Movement_Broken_axe(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 cur = player->keyframe0.frame_control.current_frame; + + if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1 && cur < 15.0f) { + mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe; + void* main_ref; + + switch (main_axe->break_type) { + default: + main_ref = &main_axe->axe.reflect_axe; + break; + case mPlayer_AXE_BREAK_FROM_SWING: + main_ref = &main_axe->axe.swing_axe; + break; + } + Player_actor_Movement_Reflect_axe_common(actor, main_ref, 1); + + } else { + add_calc_short_angle2(&actor->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5), 2500, 50); + + actor->world.angle.y = actor->shape_info.rotation.y; + } +} + +static int Player_actor_CulcAnimation_Broken_axe(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetEffect_Broken_axe(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + xyz_t pos; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) { + s16 rot = actor->world.angle.y; + + pos = actor->world.position; + + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_AXE, pos, 2, actor->shape_info.rotation.y, game, + RSV_NO, actor->bg_collision_check.result.unit_attribute, 3); + } +} + +static void Player_actor_SearchAnimation_Broken_axe(ACTOR* actor, GAME* game, int flag, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1) { + mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe; + + if (main_axe->break_type != mPlayer_AXE_BREAK_FROM_SWING) { + Player_actor_SearchAnimation_Reflect_axe(actor, game, &main_axe->axe.reflect_axe, 1, frame); + } else { + Player_actor_SetAngleSpeedF_Reflect_axe(actor, 1); + Player_actor_SearchAnimation_Swing_axe(actor, game, &main_axe->axe.swing_axe, 1, frame); + } + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetEffect_Broken_axe(actor, game); + } + if (flag != 0) { + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_AXE_BREAKWAIT1, mPlayer_ANIM_AXE_BREAKWAIT1, + 1.0f, 1.0f, 0.5f, 0.0f, 0); + } + } +} + +static void Player_actor_ObjCheck_Broken_axe(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Broken_axe(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_Broken_axe_demo_ct(ACTOR* actor) { + rgba_t color; + + mDemo_Set_msg_num(0x3067); + mDemo_Set_talk_display_name(FALSE); + mDemo_Set_camera(CAMERA2_PROCESS_ITEM); + mDemo_Set_ListenAble(); + + color.r = 225; + color.g = 165; + color.b = 255; + color.a = 255; + + mDemo_Set_talk_window_color(&color); + mBGMPsComp_make_ps_demo(125, 0x168); +} + +static int Player_actor_MessageControl_Broken_axe(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe; + + int* _2Cp = &main_axe->_2C; + + switch (main_axe->_2C) { + f32* _28p; + case 0: + _28p = &main_axe->_28; + if (*_28p < 80.0f) { + *_28p += 1.0f; + } else { + *_2Cp = 1; + } + break; + case 1: + if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) { + mDemo_Request(mDemo_TYPE_REPORT, actor, Player_actor_Broken_axe_demo_ct); + } else { + *_2Cp = 2; + } + break; + + case 2: + if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) { + *_2Cp = 3; + } + break; + + default: + return 1; + } + + return 0; +} + +static void Player_actor_request_proc_index_fromSwing_axe(ACTOR* actor, GAME* game, int arg) { + if (arg != 0) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Broken_axe(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg; + int cnt; + + Player_actor_Movement_Broken_axe(actor); + Player_actor_Reinput_force_position_angle(actor, game); + arg = Player_actor_CulcAnimation_Broken_axe(actor, &frame_calc); + Player_actor_SearchAnimation_Broken_axe(actor, game, arg, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_tex_anime_pattern(actor); + Player_actor_ObjCheck_Broken_axe(actor, game); + Player_actor_BGcheck_Broken_axe(actor); + Player_actor_Item_main(actor, game); + cnt = Player_actor_MessageControl_Broken_axe(actor); + Player_actor_request_proc_index_fromBroken_axe(actor, game, cnt); +}