diff --git a/src/m_player_main_fill_scoop.c_inc b/src/m_player_main_fill_scoop.c_inc index e69de29b..49134a3a 100644 --- a/src/m_player_main_fill_scoop.c_inc +++ b/src/m_player_main_fill_scoop.c_inc @@ -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); +}