match m_player_main_fill_scoop

This commit is contained in:
Prakxo
2024-09-11 22:59:13 +02:00
parent dfd6dae3be
commit 417fa87e77
+196
View File
@@ -0,0 +1,196 @@
static int Player_actor_request_main_fill_scoop_all(GAME* game, const xyz_t* pos, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FILL_SCOOP, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
player->requested_main_index_data.fill_scoop.dig_pos = *pos;
Player_actor_request_main_index(game, mPlayer_INDEX_FILL_SCOOP, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Fill_scoop(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
mPlayer_request_fill_scoop_c* req_scoop = &player->requested_main_index_data.fill_scoop;
main_scoop->target_pos = req_scoop->dig_pos;
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_FILL_UP1, mPlayer_ANIM_FILL_UP1, 1.0f, 1.0f, 0.5f, -5.0f,
0, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Fill_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos);
actor->world.angle.y = actor->shape_info.rotation.y;
}
static int Player_actor_CulcAnimation_Fill_scoop(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_Reset_Hole_Fill_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 mod = 0.0f;
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
mod = 7.0f;
} else {
mod = 0.0f;
}
if (Player_actor_Check_AnimationFrame(fc, 18.0f + mod) && Common_Get(clip).bg_item_clip != NULL) {
mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
xyz_t* pos = &main_scoop->target_pos;
Common_Get(clip).bg_item_clip->bury_hole_effect_entry_proc(EMPTY_NO, pos, 46);
}
}
static void Player_actor_SetEffectHit_Fill_scoop(ACTOR* actor, GAME* game, const xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
s16 arg;
f32 mod;
f32 c1;
f32 c2;
f32 c3;
f32 c4;
if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
mod = 7.0f;
} else {
mod = 0.0f;
}
c1 = 13.0f + mod;
c2 = 19.0f + mod;
c3 = 25.0f + mod;
c4 = 40.0f + mod;
if (Player_actor_Check_AnimationFrame(fc, c1)) {
arg = 3;
} else if (Player_actor_Check_AnimationFrame(fc, c2)) {
arg = 4;
} else if (Player_actor_Check_AnimationFrame(fc, c3)) {
arg = 5;
} else {
if (Player_actor_Check_AnimationFrame(fc, c4)) {
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_SCOOP, *pos, 2, actor->shape_info.rotation.y,
game, RSV_NO, mCoBG_Wpos2Attribute(*pos, NULL), 2);
return;
} else {
return;
}
}
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_HOLE, *pos, 2, actor->shape_info.rotation.y, game,
RSV_NO, mCoBG_Wpos2Attribute(*pos, NULL), arg);
}
static void Player_actor_SetEffect_Fill_scoop(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop;
Player_actor_SetEffectHit_Fill_scoop(actor, game, &main_scoop->target_pos);
}
static void Player_actor_SetSound_Fill_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 mod = 0.0f;
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
mod = 7.0f;
} else {
mod = 0.0f;
}
if (Player_actor_Check_AnimationFrame(fc, (18.0f + mod) - 7.0f)) {
Player_actor_sound_scoop_umeru(actor);
Player_actor_set_viblation_Fill_scoop();
}
}
static void Player_actor_SearchAnimation_Dig_scoop(ACTOR* actor, GAME* game, f32 frame) {
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_Reset_Hole_Fill_scoop(actor);
Player_actor_SetEffect_Fill_scoop(actor, game);
Player_actor_SetSound_Fill_scoop(actor);
Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE);
}
}
static void Player_actor_ObjCheck_Fill_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Fill_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static int Player_actor_lean_angle_scoop_common(ACTOR* actor, const xyz_t* pos, f32 frame) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 mod = 0.0f;
if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
mod = 7.0f;
} else {
mod = 0.0f;
}
Player_actor_lean_angle_scoop_common(actor, &player->main_data.fill_scoop.target_pos, 42.0f + mod);
}
static void Player_actor_request_proc_index_fromFill_scoop(ACTOR* actor, GAME* game, int end_flag) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (end_flag != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
} else {
f32 mod;
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
if (player->animation0_idx == mPlayer_ANIM_FILL_UP_I1) {
mod = 7.0f;
} else {
mod = 0.0f;
}
if (Player_actor_Check_AnimationFrame(fc, 44.5f + mod)) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_Set_status_for_bee(actor, TRUE);
} else {
f32 cur_frame = fc->current_frame;
if (cur_frame >= (45.0f + mod) && !Player_actor_CheckAndRequest_main_scoop_all(game, 4) &&
(Player_actor_GetController_move_percentX() || Player_actor_GetController_move_percentY())) {
Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
}
}
static void Player_actor_main_Fill_scoop(ACTOR* actor, GAME* game) {
f32 frame_calc;
int end_flag;
Player_actor_Movement_Fill_scoop(actor);
Player_actor_Reinput_force_position_angle(actor, game);
end_flag = Player_actor_CulcAnimation_Fill_scoop(actor, &frame_calc);
Player_actor_SearchAnimation_Fill_scoop(actor, game, frame_calc);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Fill_scoop(actor, game);
Player_actor_BGcheck_Fill_scoop(actor);
Player_actor_lean_angle_Fill_scoop(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromFill_scoop(actor, game, end_flag);
}