diff --git a/src/m_player_main_reflect_axe.c_inc b/src/m_player_main_reflect_axe.c_inc index e69de29b..2eb34bad 100644 --- a/src/m_player_main_reflect_axe.c_inc +++ b/src/m_player_main_reflect_axe.c_inc @@ -0,0 +1,228 @@ +static void Player_actor_request_main_reflect_axe_common(mPlayer_request_reflect_axe_c* req_axe, const xyz_t* pos, + mActor_name_t hit_item, u16 damage_no, ACTOR* hit_actor) { + req_axe->goal_pos = *pos; + req_axe->hit_item = hit_item; + req_axe->hit_actor = hit_actor; + req_axe->axe_damage_no = damage_no; +} + +static int Player_actor_request_main_reflect_axe_all(GAME* game, const xyz_t* pos, mActor_name_t hit_item, + u16 damage_no, ACTOR* hit_actor, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFLECT_AXE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + Player_actor_request_main_reflect_axe_common(&player->requested_main_index_data.reflect_axe, pos, hit_item, + damage_no, hit_actor); + Player_actor_request_main_index(game, mPlayer_INDEX_REFLECT_AXE, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Reflect_axe_common(mPlayer_request_reflect_axe_c* req_axe, + mPlayer_main_reflect_axe_c* main_axe) { + main_axe->target_pos = req_axe->goal_pos; + main_axe->reflect_actor_p = req_axe->hit_actor; + main_axe->item = req_axe->hit_item; + main_axe->axe_damage_no = req_axe->axe_damage_no; +} + +static void Player_actor_setup_main_Reflect_axe(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_reflect_axe_c* main_axe = &player->main_data.reflect_axe; + mPlayer_request_reflect_axe_c* req_axe = &player->requested_main_index_data.reflect_axe; + + Player_actor_setup_main_Reflect_axe_common(req_axe, main_axe); + + Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_HANE1, mPlayer_ANIM_AXE_HANE1, 1.0f, 1.0f, 0.5f, + -5.0f, 0, 0); + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_settle_main_Reflect_axe(ACTOR* actor) { + actor->speed = 0.0f; + actor->world.angle.y = actor->shape_info.rotation.y; +} + +static int Player_actor_Movement_Reflect_axe_common(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 cur; + cur = player->keyframe0.frame_control.current_frame; + + Player_actor_Movement_axe_common(actor, &main_axe->target_pos); + + if (cur < 15.0f) { + actor->world.angle.y = actor->shape_info.rotation.y; + } +} + +static void Player_actor_Movement_Reflect_axe(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int flag) { + Player_actor_Movement_Reflect_axe_common(actor, main_axe, flag); +} + +static int Player_actor_CulcAnimation_Reflect_axe(ACTOR* actor, f32* frame_calc, int) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetEffectHit_Reflect_axe(ACTOR* actor, GAME* game, s16 arg2, int) { + Player_actor_SetEffectHit_axe_common(actor, game, arg2); +} + +static void Player_actor_SetEffect_Reflect_axe(ACTOR* actor, GAME* game, int arg) { + Player_actor_SetEffectHit_Reflect_axe(actor, game, 2, arg); + Player_actor_SetEffectStart_axe_common(actor, game); +} + +static void Player_actor_SetAngleSpeedF_Reflect_axe(ACTOR* actor, int) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) { + actor->speed = 4.8f; + actor->world.angle.y = actor->shape_info.rotation.y + 0x8000; + } +} + +static void Player_actor_SetOrderNPC_Reflect_axe(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int rock; + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) { + ACTOR* reflect_actor = main_axe->reflect_actor_p; + mActor_name_t item = main_axe->item; + + if (reflect_actor != NULL) { + switch (reflect_actor->id) { + case mAc_PROFILE_SNOWMAN: + ((SNOWMAN_ACTOR*)reflect_actor)->unk_1F8 |= 2; + return; + + case mAc_PROFILE_BALL: + ((BALL_ACTOR*)reflect_actor)->unk208 |= 8; + return; + + default: + if (Player_actor_CheckAndSet_UZAI_forNpc(reflect_actor)) { + return; + } + } + } + + rock = FALSE; + + if (IS_ITEM_STONE_TC(item)) { + rock = TRUE; + } + + if (rock) { + if (Player_actor_Search_STONE_TC(actor, &main_axe->target_pos)) { + return; + }; + } + } +} + +static void Player_actor_SetSound_Reflect_axe(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + Player_actor_SetSound_AXE_FURI_axe_common(actor); + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) { + ACTOR* reflect_actor = main_axe->reflect_actor_p; + + if (reflect_actor != NULL) { + Player_actor_set_viblation_Axe_soft(); + + switch (reflect_actor->id) { + case mAc_PROFILE_SNOWMAN: + return; + default: + Player_actor_sound_axe_ball_hit(actor); + break; + } + } else { + Player_actor_sound_AXE_HIT(actor, &main_axe->target_pos); + Player_actor_set_viblation_Axe_hard(); + } + } +} + +static void Player_actor_ChangeItemNo_Reflect_axe(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int) { + Player_actor_ChangeItemNo_axe_common(actor, main_axe->axe_damage_no); +} + +static void Player_actor_informed_insects_Reflect_axe(ACTOR* actor, mPlayer_main_reflect_axe_c* main_axe, int) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 15.0f)) { + if (Common_Get(clip).insect_clip != NULL && Common_Get(clip).insect_clip->set_pl_act_tim_proc != NULL) { + int ut_x; + int ut_z; + + mFI_Wpos2UtNum(&ut_x, &ut_z, main_axe->target_pos); + Common_Get(clip).insect_clip->set_pl_act_tim_proc(1, ut_x, ut_z); + } + } +} + +static void Player_actor_SearchAnimation_Reflect_axe(ACTOR* actor, GAME* game, mPlayer_main_reflect_axe_c* main_axe, + int flag, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetEffect_Reflect_axe(actor, game, flag); + Player_actor_SetAngleSpeedF_Reflect_axe(actor, flag); + Player_actor_SetOrderNPC_Reflect_axe(actor, main_axe, flag); + Player_actor_SetSound_Reflect_axe(actor, main_axe, flag); + Player_actor_Set_FootMark_Base1(actor, game, 0, 0); + Player_actor_ChangeItemNo_Reflect_axe(actor, main_axe, flag); + Player_actor_informed_insects_Reflect_axe(actor, main_axe, flag); + } +} + +static void Player_actor_ObjCheck_Reflect_axe(ACTOR* actor, GAME* game, int) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Reflect_axe(ACTOR* actor, int) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromReflect_axe(ACTOR* actor, GAME* game, int arg, int arg2) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + mPlayer_main_reflect_axe_c* main_swing = &player->main_data.reflect_axe; + + if (arg2 == 0) { + if (arg != 0) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } else { + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + + if (Player_actor_Check_AnimationFrame(fc, 30.5f)) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_Set_status_for_bee(actor, 1); + + } else if ((fc->current_frame >= 31.0f) && (!Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_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_Reflect_axe(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 frame_calc; + mPlayer_main_reflect_axe_c* main_axe = &player->main_data.reflect_axe; + int arg; + + Player_actor_Movement_Reflect_axe(actor, main_axe, 0); + Player_actor_Reinput_force_position_angle(actor, game); + arg = Player_actor_CulcAnimation_Reflect_axe(actor, &frame_calc, 0); + Player_actor_SearchAnimation_Reflect_axe(actor, game, main_axe, 0, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_tex_anime_pattern(actor); + Player_actor_ObjCheck_Reflect_axe(actor, game, 0); + Player_actor_BGcheck_Reflect_axe(actor, 0); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromReflect_axe(actor, game, arg, 0); +}