match m_player_main_swing_axe

This commit is contained in:
Prakxo
2024-09-07 00:27:32 +02:00
parent 9fb6343e17
commit 8136cd0bfc
+314
View File
@@ -0,0 +1,314 @@
static void Player_actor_request_main_swing_axe_common(mPlayer_request_swing_axe_c* req_axe, const xyz_t* pos,
mActor_name_t hit_item, u16 damage_no, int hit_ut_x,
int hit_ut_z) {
req_axe->goal_pos = *pos;
req_axe->hit_item = hit_item;
req_axe->hit_ut_x = hit_ut_x;
req_axe->hit_ut_z = hit_ut_z;
req_axe->axe_damage_no = damage_no;
}
static int Player_actor_request_main_swing_axe_all(GAME* game, const xyz_t* pos, mActor_name_t hit_item, u16 damage_no,
int hit_ut_x, int hit_ut_z, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SWING_AXE, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
Player_actor_request_main_swing_axe_common(&player->requested_main_index_data.swing_axe, pos, hit_item,
damage_no, hit_ut_x, hit_ut_z);
Player_actor_request_main_index(game, mPlayer_INDEX_SWING_AXE, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Swing_axe_common(mPlayer_request_swing_axe_c* req_axe,
mPlayer_main_swing_axe_c* main_axe) {
main_axe->target_pos = req_axe->goal_pos;
main_axe->item = req_axe->hit_item;
main_axe->tree_ut_x = req_axe->hit_ut_x;
main_axe->tree_ut_z = req_axe->hit_ut_z;
main_axe->axe_damage_no = req_axe->axe_damage_no;
main_axe->bee_flag = FALSE;
main_axe->bee_angle_y = 0;
main_axe->bee_counter = 0;
}
static void Player_actor_setup_main_Swing_axe(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
mPlayer_request_swing_axe_c* req_axe = &player->requested_main_index_data.swing_axe;
Player_actor_setup_main_Swing_axe_common(req_axe, main_axe);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_SWING1, mPlayer_ANIM_AXE_SWING1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_axe_common(ACTOR* actor, xyz_t* axe_pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 z;
f32 x;
x = axe_pos->x - actor->world.position.x;
z = axe_pos->z - actor->world.position.z;
if (x != 0.0f || z != 0.0f) {
s16 target = atans_table(z, x);
add_calc_short_angle2(&actor->shape_info.rotation.y, target, 1.0f - sqrtf(0.5), 2500, 50);
}
Player_actor_Movement_Base_Braking_common(actor, 0.32625002f);
}
static void Player_actor_Movement_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main_axe, int) {
Player_actor_Movement_axe_common(actor, &main_axe->target_pos);
actor->world.angle.y = actor->shape_info.rotation.y;
}
static int Player_actor_CulcAnimation_Swing_axe(ACTOR* actor, f32* frame_calc, int) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_SetEffectHit_axe_common(ACTOR* actor, GAME* game, s16 arg2) {
static xyz_t offset = {-7.0f, 20.0f, 24.0f};
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;
f32 sin = sin_s(rot);
f32 cos = cos_s(rot);
pos = actor->world.position;
pos.y += offset.y;
pos.z += (offset.z * cos) - (offset.x * sin);
pos.x += (offset.z * sin) + (offset.x * cos);
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, arg2);
}
}
static void Player_actor_SetEffectHit_Swing_axe(ACTOR* actor, GAME* game, s16 arg2, int arg3) {
Player_actor_SetEffectHit_axe_common(actor, game, arg2);
}
static void Player_actor_SetEffectStart_Swing_axe(ACTOR* actor, GAME* game, int arg2) {
Player_actor_SetEffectStart_axe_common(actor, game, arg2);
}
static void Player_actor_SetEffect_Swing_axe(ACTOR* actor, GAME* game, int arg2) {
Player_actor_SetEffectHit_Swing_axe(actor, game, 0, arg2);
Player_actor_SetEffectStart_Swing_axe(actor, game, arg2);
}
static mActor_name_t Player_actor_Get_TreeNoToStumpNo(ACTOR* actor, GAME* game, mActor_name_t item, int ut_x, int ut_z,
mPlayer_main_swing_axe_c* main_axe, int flag) {
if (Common_Get(clip).bg_item_clip != NULL) {
if (Common_Get(clip).bg_item_clip->tree_cutcount_check_proc != NULL) {
xyz_t pos;
int check = Common_Get(clip).bg_item_clip->tree_cutcount_check_proc(game, ut_x, ut_z);
if (!IS_ITEM_BEE_TREE(item)) {
Common_Get(clip).bg_item_clip->item_tree_fruit_drop_proc(item, ut_x, ut_z, &pos);
} else if (mPlib_able_birth_bee() && flag == FALSE) {
main_axe->bee_counter = 5;
}
if (check <= 0) {
int palm;
mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_TREE);
palm = FALSE;
if (IS_ITEM_PALM_TREE(item)) {
palm = TRUE;
}
if (palm != FALSE) {
mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_PALM_TREE);
}
return bg_item_fg_sub(item, 0);
}
}
}
return item;
}
static void Player_actor_CutTree_Swing_axe(ACTOR* actor, GAME* game, mPlayer_main_swing_axe_c* main_axe, int flag) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
int ut_x;
int ut_z;
mActor_name_t item = main_axe->item;
if (mFI_Wpos2UtNum(&ut_x, &ut_z, main_axe->target_pos)) {
mActor_name_t tree = Player_actor_Get_TreeNoToStumpNo(actor, game, item, ut_x, ut_z, main_axe, flag);
int check = FALSE;
if (IS_ITEM_TREE_STUMP(tree)) {
check = TRUE;
}
if (check != FALSE) {
mNT_offset_table_c* ofs_tbl = obj_hight_table_item0_nogrow(tree);
mCoBG_SetPlussOffset(main_axe->target_pos, ofs_tbl->table.centerRight_offset,
ofs_tbl->table.unit_attribute);
mFI_SetFG_common(tree, main_axe->target_pos, TRUE);
if (main_axe->target_pos.x > actor->world.position.x) {
flag = 1;
} else {
flag = 2;
}
Player_actor_set_viblation_Axe_cut();
} else {
flag = 0;
Player_actor_set_viblation_Axe_hard();
}
Player_actor_Set_EffectBgTree(game, item, flag, ut_x, ut_z);
}
}
}
static void Player_actor_SetSound_AXE_FURI_axe_common(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 10.0f)) {
Player_actor_sound_AXE_FURI(actor);
}
}
static void Player_actor_SetSound_AXE_FURI_Swing_axe(ACTOR* actor, int) {
Player_actor_SetSound_AXE_FURI_axe_common(actor);
}
static void Player_actor_SetSound_Swing_axe(ACTOR* actor, xyz_t* pos, int arg2) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_SetSound_AXE_FURI_Swing_axe(actor, arg2);
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
Player_actor_sound_AXE_CUT(actor, pos);
}
}
static void Player_actor_ChangeItemNo_axe_common(ACTOR* actor, mActor_name_t item) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) {
mActor_name_t sub = Player_actor_Get_ItemNoSubmenu();
if (sub != item) {
int anim_idx;
int part_table_idx;
Player_actor_Set_ItemNoSubmenu(item);
Common_Set(axe_damage, 0);
Player_actor_SetupItem_Base1(actor, player->animation1_idx, 0.0f, &anim_idx, &part_table_idx);
switch ((u16)item) {
case ITM_AXE_USE_2:
Player_actor_sound_axe_broken1(actor);
break;
case ITM_AXE_USE_5:
Player_actor_sound_axe_broken2(actor);
break;
case EMPTY_NO:
Player_actor_sound_axe_broken3(actor);
break;
default:
break;
}
}
}
}
static void Player_actor_ChangeItemNo_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main, int flag) {
Player_actor_ChangeItemNo_axe_common(actor, main->axe_damage_no);
}
static void Player_actor_SearchAnimation_Swing_axe(ACTOR* actor, GAME* game, mPlayer_main_swing_axe_c* main_axe,
int flag, f32 frame) {
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_SetEffect_Swing_axe(actor, game, flag);
Player_actor_CutTree_Swing_axe(actor, game, main_axe, flag);
Player_actor_SetSound_Swing_axe(actor, &main_axe->target_pos, flag);
Player_actor_ChangeItemNo_Swing_axe(actor, main_axe, flag);
Player_actor_Set_FootMark_Base1(actor, game, 0, 0);
}
}
static void Player_actor_Check_BirthBee_Swing_axe(ACTOR* actor, mPlayer_main_swing_axe_c* main_axe, int arg) {
if (arg == 0 && main_axe->bee_counter > 0) {
if (Player_actor_Check_BirthBee_common(actor, main_axe->item, main_axe->tree_ut_x, main_axe->tree_ut_z,
&main_axe->bee_angle_y)) {
main_axe->bee_counter = 0;
main_axe->bee_flag = 1;
} else {
main_axe->bee_counter--;
}
}
}
static void Player_actor_ObjCheck_Swing_axe(ACTOR* actor, GAME* game, int) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Swing_axe(ACTOR* actor, int) { Player_actor_BGcheck_common_type1(actor); }
static void Player_actor_request_proc_index_fromSwing_axe(ACTOR* actor, GAME* game, int arg, int arg2) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_swing_axe_c* main_swing = &player->main_data.swing_axe;
if (arg2 == 0) {
if (arg != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
} else {
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
f32 current = fc->current_frame;
if (main_swing->bee_flag != 0) {
if (current >= 17.0f) {
Player_actor_request_main_shock_all(game, 60.0f, main_swing->bee_angle_y, 1, 1,
mPlayer_REQUEST_PRIORITY_21);
}
} else if (Player_actor_Check_AnimationFrame(fc, 16.5f)) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_Set_status_for_bee(actor, 1);
} else if ((current >= 17.0f) && (!Player_actor_CheckAndRequest_main_axe_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_Swing_axe(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 frame_calc;
mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe;
int arg;
Player_actor_Movement_Swing_axe(actor, main_axe, 0);
Player_actor_Reinput_force_position_angle(actor, game);
arg = Player_actor_CulcAnimation_Swing_axe(actor, &frame_calc, 0);
Player_actor_SearchAnimation_Swing_axe(actor, game, main_axe, 0, frame_calc);
Player_actor_Check_BirthBee_Swing_axe(actor, main_axe, 0);
Player_actor_recover_lean_angle(actor);
Player_actor_set_tex_anime_pattern(actor);
Player_actor_ObjCheck_Swing_axe(actor, game, 0);
Player_actor_BGcheck_Swing_axe(actor, 0);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromSwing_axe(actor, game, arg, 0);
}