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https://github.com/ACreTeam/ac-decomp
synced 2026-06-03 10:01:10 -04:00
match m_player_main_swing_axe
This commit is contained in:
@@ -0,0 +1,314 @@
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static void Player_actor_request_main_swing_axe_common(mPlayer_request_swing_axe_c* req_axe, const xyz_t* pos,
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mActor_name_t hit_item, u16 damage_no, int hit_ut_x,
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int hit_ut_z) {
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req_axe->goal_pos = *pos;
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req_axe->hit_item = hit_item;
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req_axe->hit_ut_x = hit_ut_x;
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req_axe->hit_ut_z = hit_ut_z;
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req_axe->axe_damage_no = damage_no;
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}
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static int Player_actor_request_main_swing_axe_all(GAME* game, const xyz_t* pos, mActor_name_t hit_item, u16 damage_no,
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int hit_ut_x, int hit_ut_z, int priority) {
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if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SWING_AXE, priority)) {
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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Player_actor_request_main_swing_axe_common(&player->requested_main_index_data.swing_axe, pos, hit_item,
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damage_no, hit_ut_x, hit_ut_z);
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Player_actor_request_main_index(game, mPlayer_INDEX_SWING_AXE, priority);
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return TRUE;
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}
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return FALSE;
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}
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static void Player_actor_setup_main_Swing_axe_common(mPlayer_request_swing_axe_c* req_axe,
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mPlayer_main_swing_axe_c* main_axe) {
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main_axe->target_pos = req_axe->goal_pos;
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main_axe->item = req_axe->hit_item;
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main_axe->tree_ut_x = req_axe->hit_ut_x;
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main_axe->tree_ut_z = req_axe->hit_ut_z;
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main_axe->axe_damage_no = req_axe->axe_damage_no;
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main_axe->bee_flag = FALSE;
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main_axe->bee_angle_y = 0;
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main_axe->bee_counter = 0;
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}
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static void Player_actor_setup_main_Swing_axe(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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mPlayer_request_swing_axe_c* req_axe = &player->requested_main_index_data.swing_axe;
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Player_actor_setup_main_Swing_axe_common(req_axe, main_axe);
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Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_SWING1, mPlayer_ANIM_AXE_SWING1, 1.0f, 1.0f, 0.5f,
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-5.0f, 0, 0);
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Player_actor_setup_main_Base(actor, game);
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}
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static void Player_actor_Movement_axe_common(ACTOR* actor, xyz_t* axe_pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 z;
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f32 x;
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x = axe_pos->x - actor->world.position.x;
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z = axe_pos->z - actor->world.position.z;
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if (x != 0.0f || z != 0.0f) {
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s16 target = atans_table(z, x);
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add_calc_short_angle2(&actor->shape_info.rotation.y, target, 1.0f - sqrtf(0.5), 2500, 50);
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}
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Player_actor_Movement_Base_Braking_common(actor, 0.32625002f);
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}
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static void Player_actor_Movement_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main_axe, int) {
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Player_actor_Movement_axe_common(actor, &main_axe->target_pos);
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actor->world.angle.y = actor->shape_info.rotation.y;
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}
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static int Player_actor_CulcAnimation_Swing_axe(ACTOR* actor, f32* frame_calc, int) {
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return Player_actor_CulcAnimation_Base2(actor, frame_calc);
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}
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static void Player_actor_SetEffectHit_axe_common(ACTOR* actor, GAME* game, s16 arg2) {
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static xyz_t offset = {-7.0f, 20.0f, 24.0f};
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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xyz_t pos;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
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s16 rot = actor->world.angle.y;
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f32 sin = sin_s(rot);
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f32 cos = cos_s(rot);
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pos = actor->world.position;
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pos.y += offset.y;
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pos.z += (offset.z * cos) - (offset.x * sin);
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pos.x += (offset.z * sin) + (offset.x * cos);
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Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_AXE, pos, 2, actor->shape_info.rotation.y, game,
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RSV_NO, actor->bg_collision_check.result.unit_attribute, arg2);
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}
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}
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static void Player_actor_SetEffectHit_Swing_axe(ACTOR* actor, GAME* game, s16 arg2, int arg3) {
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Player_actor_SetEffectHit_axe_common(actor, game, arg2);
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}
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static void Player_actor_SetEffectStart_Swing_axe(ACTOR* actor, GAME* game, int arg2) {
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Player_actor_SetEffectStart_axe_common(actor, game, arg2);
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}
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static void Player_actor_SetEffect_Swing_axe(ACTOR* actor, GAME* game, int arg2) {
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Player_actor_SetEffectHit_Swing_axe(actor, game, 0, arg2);
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Player_actor_SetEffectStart_Swing_axe(actor, game, arg2);
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}
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static mActor_name_t Player_actor_Get_TreeNoToStumpNo(ACTOR* actor, GAME* game, mActor_name_t item, int ut_x, int ut_z,
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mPlayer_main_swing_axe_c* main_axe, int flag) {
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if (Common_Get(clip).bg_item_clip != NULL) {
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if (Common_Get(clip).bg_item_clip->tree_cutcount_check_proc != NULL) {
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xyz_t pos;
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int check = Common_Get(clip).bg_item_clip->tree_cutcount_check_proc(game, ut_x, ut_z);
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if (!IS_ITEM_BEE_TREE(item)) {
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Common_Get(clip).bg_item_clip->item_tree_fruit_drop_proc(item, ut_x, ut_z, &pos);
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} else if (mPlib_able_birth_bee() && flag == FALSE) {
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main_axe->bee_counter = 5;
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}
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if (check <= 0) {
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int palm;
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mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_TREE);
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palm = FALSE;
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if (IS_ITEM_PALM_TREE(item)) {
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palm = TRUE;
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}
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if (palm != FALSE) {
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mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_PALM_TREE);
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}
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return bg_item_fg_sub(item, 0);
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}
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}
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}
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return item;
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}
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static void Player_actor_CutTree_Swing_axe(ACTOR* actor, GAME* game, mPlayer_main_swing_axe_c* main_axe, int flag) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
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int ut_x;
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int ut_z;
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mActor_name_t item = main_axe->item;
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if (mFI_Wpos2UtNum(&ut_x, &ut_z, main_axe->target_pos)) {
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mActor_name_t tree = Player_actor_Get_TreeNoToStumpNo(actor, game, item, ut_x, ut_z, main_axe, flag);
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int check = FALSE;
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if (IS_ITEM_TREE_STUMP(tree)) {
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check = TRUE;
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}
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if (check != FALSE) {
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mNT_offset_table_c* ofs_tbl = obj_hight_table_item0_nogrow(tree);
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mCoBG_SetPlussOffset(main_axe->target_pos, ofs_tbl->table.centerRight_offset,
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ofs_tbl->table.unit_attribute);
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mFI_SetFG_common(tree, main_axe->target_pos, TRUE);
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if (main_axe->target_pos.x > actor->world.position.x) {
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flag = 1;
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} else {
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flag = 2;
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}
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Player_actor_set_viblation_Axe_cut();
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} else {
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flag = 0;
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Player_actor_set_viblation_Axe_hard();
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}
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Player_actor_Set_EffectBgTree(game, item, flag, ut_x, ut_z);
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}
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}
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}
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static void Player_actor_SetSound_AXE_FURI_axe_common(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 10.0f)) {
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Player_actor_sound_AXE_FURI(actor);
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}
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}
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static void Player_actor_SetSound_AXE_FURI_Swing_axe(ACTOR* actor, int) {
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Player_actor_SetSound_AXE_FURI_axe_common(actor);
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}
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static void Player_actor_SetSound_Swing_axe(ACTOR* actor, xyz_t* pos, int arg2) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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Player_actor_SetSound_AXE_FURI_Swing_axe(actor, arg2);
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
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Player_actor_sound_AXE_CUT(actor, pos);
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}
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}
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static void Player_actor_ChangeItemNo_axe_common(ACTOR* actor, mActor_name_t item) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
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mActor_name_t sub = Player_actor_Get_ItemNoSubmenu();
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if (sub != item) {
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int anim_idx;
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int part_table_idx;
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Player_actor_Set_ItemNoSubmenu(item);
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Common_Set(axe_damage, 0);
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Player_actor_SetupItem_Base1(actor, player->animation1_idx, 0.0f, &anim_idx, &part_table_idx);
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switch ((u16)item) {
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case ITM_AXE_USE_2:
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Player_actor_sound_axe_broken1(actor);
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break;
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case ITM_AXE_USE_5:
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Player_actor_sound_axe_broken2(actor);
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break;
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case EMPTY_NO:
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Player_actor_sound_axe_broken3(actor);
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break;
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default:
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break;
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}
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}
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}
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}
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static void Player_actor_ChangeItemNo_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main, int flag) {
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Player_actor_ChangeItemNo_axe_common(actor, main->axe_damage_no);
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}
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static void Player_actor_SearchAnimation_Swing_axe(ACTOR* actor, GAME* game, mPlayer_main_swing_axe_c* main_axe,
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int flag, f32 frame) {
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if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
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Player_actor_SetEffect_Swing_axe(actor, game, flag);
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Player_actor_CutTree_Swing_axe(actor, game, main_axe, flag);
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Player_actor_SetSound_Swing_axe(actor, &main_axe->target_pos, flag);
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Player_actor_ChangeItemNo_Swing_axe(actor, main_axe, flag);
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Player_actor_Set_FootMark_Base1(actor, game, 0, 0);
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}
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}
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static void Player_actor_Check_BirthBee_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main_axe, int arg) {
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if (arg == 0 && main_axe->bee_counter > 0) {
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if (Player_actor_Check_BirthBee_common(actor, main_axe->item, main_axe->tree_ut_x, main_axe->tree_ut_z,
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&main_axe->bee_angle_y)) {
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main_axe->bee_counter = 0;
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main_axe->bee_flag = 1;
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} else {
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main_axe->bee_counter--;
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}
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}
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}
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static void Player_actor_ObjCheck_Swing_axe(ACTOR* actor, GAME* game, int) {
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Player_actor_Excute_Corect_forStand(actor, game);
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}
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static void Player_actor_BGcheck_Swing_axe(ACTOR* actor, int) { Player_actor_BGcheck_common_type1(actor); }
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static void Player_actor_request_proc_index_fromSwing_axe(ACTOR* actor, GAME* game, int arg, int arg2) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_swing_axe_c* main_swing = &player->main_data.swing_axe;
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if (arg2 == 0) {
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if (arg != 0) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
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} else {
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cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
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f32 current = fc->current_frame;
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if (main_swing->bee_flag != 0) {
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if (current >= 17.0f) {
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Player_actor_request_main_shock_all(game, 60.0f, main_swing->bee_angle_y, 1, 1,
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mPlayer_REQUEST_PRIORITY_21);
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}
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} else if (Player_actor_Check_AnimationFrame(fc, 16.5f)) {
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Player_actor_SettleRequestMainIndexPriority(actor);
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Player_actor_Set_status_for_bee(actor, 1);
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} else if ((current >= 17.0f) && (!Player_actor_CheckAndRequest_main_axe_all(game, 4)) &&
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((Player_actor_GetController_move_percentX()) || (Player_actor_GetController_move_percentY()))) {
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Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
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}
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}
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}
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}
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static void Player_actor_main_Swing_axe(ACTOR* actor, GAME* game) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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f32 frame_calc;
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mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
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int arg;
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Player_actor_Movement_Swing_axe(actor, main_axe, 0);
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Player_actor_Reinput_force_position_angle(actor, game);
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arg = Player_actor_CulcAnimation_Swing_axe(actor, &frame_calc, 0);
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Player_actor_SearchAnimation_Swing_axe(actor, game, main_axe, 0, frame_calc);
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Player_actor_Check_BirthBee_Swing_axe(actor, main_axe, 0);
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Player_actor_recover_lean_angle(actor);
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Player_actor_set_tex_anime_pattern(actor);
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Player_actor_ObjCheck_Swing_axe(actor, game, 0);
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Player_actor_BGcheck_Swing_axe(actor, 0);
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Player_actor_Item_main(actor, game);
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Player_actor_request_proc_index_fromSwing_axe(actor, game, arg, 0);
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}
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