From 5606ebc27a55d6915abff3d51da64b462d688fe5 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Sat, 31 Aug 2024 23:06:09 +0200 Subject: [PATCH] match m_player_main_dash --- src/m_player_main_dash.c_inc | 207 +++++++++++++++++++++++++++++++++++ src/m_player_main_run.c_inc | 4 +- 2 files changed, 209 insertions(+), 2 deletions(-) diff --git a/src/m_player_main_dash.c_inc b/src/m_player_main_dash.c_inc index e69de29b..d7948a56 100644 --- a/src/m_player_main_dash.c_inc +++ b/src/m_player_main_dash.c_inc @@ -0,0 +1,207 @@ +static int Player_actor_request_main_dash_all(GAME* game, f32 speed, int flags, int priority) { + PLAYER_ACTOR* player; + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DASH, priority)) { + player = GET_PLAYER_ACTOR_GAME(game); + Player_actor_request_main_index(game, mPlayer_INDEX_DASH, priority); + + player->requested_main_index_data.dash.morph_speed = speed; + player->requested_main_index_data.dash.flags = flags; + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Dash(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int flags = player->requested_main_index_data.dash.flags; + int anim_idx; + int part_table_idx; + f32 speed = player->requested_main_index_data.dash.morph_speed; + f32 absspeed; + f32 frame = player->keyframe0.frame_control.current_frame; + + absspeed = ABS(speed); + + Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_DASH1, -absspeed, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_DASH1, anim_idx, frame, 1.0f, 0.5f, speed, + part_table_idx); + + if (flags & 1) { + Player_actor_SetEffect_forTakeout_item(actor, game); + } + + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_CulcAnimation_Dash(ACTOR* actor, f32* frame_calc, f32 frame) { + Player_actor_CulcAnimation_Run(actor, frame_calc, frame); +} + +static int Player_actor_SetEffectRemoveFlower_Dash(ACTOR* actor, GAME* game, s16 angle) { + if (RANDOM(4) == 0) { + xyz_t* actor_pos = &actor->world.position; + mActor_name_t* name_p = mFI_GetUnitFG(*actor_pos); + + if (name_p != NULL) { + mActor_name_t name = *name_p; + + if ((IS_ITEM_FLOWER(name) ? TRUE : FALSE)) { + xyz_t pos; + if (mFI_Wpos2UtCenterWpos(&pos, *actor_pos)) { + pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(pos, 0.0f); + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_HANATIRI, pos, 2, angle, game, 0xFFFF, + (s16)name, 0); + + if (Common_Get(clip).bg_item_clip != NULL) { + if (Common_Get(clip).bg_item_clip->fade_entry_proc != NULL) { + Common_Get(clip).bg_item_clip->fade_entry_proc(name, actor_pos); + } + } + mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_TRAMPLE_FLOWER); + mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_TRAMPLE_ALL_FLOWERS); + + return TRUE; + } + } + } + } + return FALSE; +} + +static void Player_actor_SetEffect_Dash(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + + if (Player_actor_Check_AnimationFrame(fc, left_target_frame) != FALSE) { + if (!Player_actor_SetEffectRemoveFlower_Dash(actor, game, player->left_foot_angle.y)) { + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DASH_ASIMOTO, player->left_foot_pos, 2, + player->left_foot_angle.y, game, 0xFFFF, + actor->bg_collision_check.result.unit_attribute, 0); + } + } else if (Player_actor_Check_AnimationFrame(fc, right_target_frame) != FALSE) { + if (!Player_actor_SetEffectRemoveFlower_Dash(actor, game, player->right_foot_angle.y)) { + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DASH_ASIMOTO, player->right_foot_pos, 2, + player->right_foot_angle.y, game, 0xFFFF, + actor->bg_collision_check.result.unit_attribute, 0); + } + } +} + +static void Player_actor_SearchAnimation_Dash(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, game, frame)) { + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + Player_actor_SetEffect_Dash(actor, game, 1.0f, 9.0f); + } +} + +static void Player_actor_Movement_Dash(ACTOR* actor, GAME* game, f32* frame) { + Player_actor_Movement_Run(actor, game, frame); +} + +static void Player_actor_ObjCheck_Dash(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Dash(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static int Player_actor_Check_FlatPlace(ACTOR* actor) { + static xy_t offset[] = { + {0.0f, 0.0f}, {20.0f, 0.0f}, {-20.0f, 0.0f}, {0.0f, 28.284271f}, + {20.0f, 28.284271f}, {-20.0f, 28.284271f}, {0.0f, 56.568542f}, {20.0f, 56.568542f}, + {-20, 56.568542f}, {0.0f, 84.85281f}, {20.0f, 84.85281f}, {-20.0f, 84.85281f}, + }; + xyz_t norm; + s16 angle = actor->shape_info.rotation.y; + xyz_t pos = actor->world.position; + f32 sin = sin_s(angle); + f32 cos = cos_s(angle); + int i; + + for (i = 0; i < 12; i++) { + f32 x = offset[i].x; + f32 y = offset[i].y; + + pos.x = actor->world.position.x + (y * sin) + (x * cos); + pos.z = actor->world.position.z + (y * cos) - (x * sin); + + mCoBG_GetBgNorm_FromWpos(&norm, pos); + + if (norm.x != 0.0f || norm.z != 0.0f) { + return 0; + } + } + + return 1; +} + +static void Player_actor_request_proc_index_fromDash_common(ACTOR* actor, GAME* game) { + f32 speed; + + GAME_PLAY* play; + PLAYER_ACTOR* player; + + player = (PLAYER_ACTOR*)actor; + play = (GAME_PLAY*)game; + Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0); + + if (!player->actor_class.bg_collision_check.result.on_ground) { + Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1); + } + + Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4); + + if (Player_actor_CheckController_forNet(game) != 0) { + Player_actor_request_main_slip_net(game, mPlayer_REQUEST_PRIORITY_4); + } + + if (Player_actor_CheckController_forRod(game) != 0) { + Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4); + } + + Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_shake_tree_all(game); + Player_actor_CheckAndRequest_main_pickup_all(game); + + speed = (player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f; + + if (Player_actor_Get_DiffWorldAngleToControllerAngle(actor) >= 18204) { + Player_actor_request_main_turn_dash_all(game, Player_actor_Get_ControllerAngle(game), mPlayer_REQUEST_PRIORITY_3); + } + + if (speed < 4.875f) { + Player_actor_request_main_run_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + + if (mEv_CheckTitleDemo() <= 0 && + (Common_Get(now_private)->destiny.type == 3 && Player_actor_Check_FlatPlace(actor))) { + if (player->actor_class.speed / 7.5f >= 0.75f && !((int)(RANDOM_F(32768) * 2.0f) % 600)) { + Player_actor_request_main_tumble(game, mPlayer_REQUEST_PRIORITY_6); + } + } +} + +static void Player_actor_request_proc_index_fromDash(ACTOR* actor, GAME* game) { + Player_actor_request_proc_index_fromDash_common(actor, game); +} + +static void Player_actor_main_Dash(ACTOR* actor, GAME* game) { + f32 frame; + f32 frame_calc; + + Player_actor_Movement_Dash(actor, game, &frame); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Dash(actor, &frame_calc, frame); + Player_actor_SearchAnimation_Dash(actor, game, frame_calc); + Player_actor_set_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Dash(actor, game); + Player_actor_BGcheck_Dash(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromDash(actor, game); +} diff --git a/src/m_player_main_run.c_inc b/src/m_player_main_run.c_inc index 9676f4f8..ca652cc8 100644 --- a/src/m_player_main_run.c_inc +++ b/src/m_player_main_run.c_inc @@ -53,8 +53,8 @@ static void Player_actor_SearchAnimation_Run(ACTOR* actor, GAME* game, f32 frame } } -static void Player_actor_Movement_Run(ACTOR* actor, GAME* game, f32*) { - Player_actor_Movement_Walk(actor, game); +static void Player_actor_Movement_Run(ACTOR* actor, GAME* game, f32* frame) { + Player_actor_Movement_Walk(actor, game, frame); } static void Player_actor_ObjCheck_Run(ACTOR* actor, GAME* game) {