diff --git a/src/m_player_main_dig_scoop.c_inc b/src/m_player_main_dig_scoop.c_inc index 9f81539f..b7d79038 100644 --- a/src/m_player_main_dig_scoop.c_inc +++ b/src/m_player_main_dig_scoop.c_inc @@ -41,9 +41,9 @@ static void Player_actor_setup_main_Dig_scoop(ACTOR* actor, GAME* game) { static void Player_actor_Movement_Dig_scoop(ACTOR* actor) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; - mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe; + mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop; - Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos); + Player_actor_Movement_axe_common(actor, &main_scoop->target_pos); actor->world.angle.y = actor->shape_info.rotation.y; } diff --git a/src/m_player_main_fill_scoop.c_inc b/src/m_player_main_fill_scoop.c_inc index 49134a3a..25f52c1d 100644 --- a/src/m_player_main_fill_scoop.c_inc +++ b/src/m_player_main_fill_scoop.c_inc @@ -26,9 +26,9 @@ static void Player_actor_setup_main_Fill_scoop(ACTOR* actor, GAME* 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; + mPlayer_main_fill_scoop_c* main_scoop = &player->main_data.fill_scoop; - Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos); + Player_actor_Movement_axe_common(actor, &main_scoop->target_pos); actor->world.angle.y = actor->shape_info.rotation.y; } diff --git a/src/m_player_main_reflect_scoop.c_inc b/src/m_player_main_reflect_scoop.c_inc index e69de29b..642824b0 100644 --- a/src/m_player_main_reflect_scoop.c_inc +++ b/src/m_player_main_reflect_scoop.c_inc @@ -0,0 +1,290 @@ +static int Player_actor_request_main_reflect_scoop_all(GAME* game, const xyz_t* pos, mActor_name_t item, + ACTOR* hit_actor, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFLECT_SCOOP, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + player->requested_main_index_data.reflect_scoop.dig_pos = *pos; + player->requested_main_index_data.reflect_scoop.item = item; + player->requested_main_index_data.reflect_scoop.hit_actor = hit_actor; + + Player_actor_request_main_index(game, mPlayer_INDEX_REFLECT_SCOOP, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Reflect_scoop(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop; + mPlayer_request_reflect_scoop_c* req_scoop = &player->requested_main_index_data.reflect_scoop; + + main_scoop->target_pos = req_scoop->dig_pos; + main_scoop->item = req_scoop->item; + main_scoop->reflect_actor_p = req_scoop->hit_actor; + + Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_NOT_DIG1, mPlayer_ANIM_NOT_DIG1, 1.0f, 1.0f, 0.5f, -5.0f, + 0, 0); + Player_actor_setup_main_Base(actor, game); +} + +static Player_actor_settle_main_Reflect_scoop(ACTOR* actor, GAME* game) { + actor->speed = 0.0f; + actor->world.angle.y = actor->shape_info.rotation.y; +} + +static int Player_actor_Movement_Reflect_scoop(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_swing_axe_c* main_axe = &player->main_data.swing_axe; + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + f32 cur_frame = fc->current_frame; + + Player_actor_Movement_axe_common(actor, &main_axe->axe_common.target_pos); + + if (cur_frame < 13.0f) { + actor->world.angle.y = actor->shape_info.rotation.y; + } +} + +static int Player_actor_CulcAnimation_Reflect_scoop(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetEffectHit_Reflect_scoop(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + + if (Player_actor_Check_AnimationFrame(fc, 13.0f)) { + u32 item; + s16 attr; + f32 sin; + f32 cos; + xyz_t* pos; + int check; + s16 rot; + int stone; + xyz_t ac_pos; + mPlayer_main_reflect_scoop_c* main_scoop; + ACTOR* reflected; + int col_tree; + + main_scoop = &player->main_data.reflect_scoop; + pos = &main_scoop->target_pos; + item = main_scoop->item; + reflected = main_scoop->reflect_actor_p; + + attr = -1; + check = IS_ITEM_COLLIDEABLE_TREE(item); + + if (check) { + int ut_x; + int ut_z; + + if (mFI_Wpos2UtNum(&ut_x, &ut_z, *pos)) { + Player_actor_Set_EffectBgTree(game, item, 3, ut_x, ut_z); + } + + attr = 7; + } + + stone = FALSE; + + if (IS_ITEM_STONE_TC(item)) { + stone = TRUE; + } + + if (stone) { + Player_actor_Search_STONE_TC(actor, pos); + if (attr < 0) { + attr = 7; + } + } + + if (reflected) { + switch (reflected->id) { + case mAc_PROFILE_SNOWMAN: + ((SNOWMAN_ACTOR*)reflected)->unk_1F8 |= 2; + break; + + case mAc_PROFILE_BALL: + ((BALL_ACTOR*)reflected)->unk208 |= 4; + break; + } + } + + rot = actor->shape_info.rotation.y; + ac_pos = actor->world.position; + + sin = sin_s(rot); + cos = cos_s(rot); + + ac_pos.x += (37.0f * sin) + (2.0f * cos); + ac_pos.z += (37.0f * cos) - (2.0f * sin); + + if (attr < 0 && (ITEM_NAME_GET_TYPE((u16)item) >= 4 || ITEM_NAME_GET_TYPE((u16)item) < 1)) { + attr = mCoBG_Wpos2Attribute(ac_pos, NULL); + } + + if (attr >= 0) { + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_DIG_SCOOP, ac_pos, 2, rot, game, RSV_NO, attr, 1); + } + } +} + +static void Player_actor_SetEffect_Reflect_scoop(ACTOR* actor, GAME* game) { + Player_actor_SetEffectHit_Reflect_scoop(actor, game); +} + +static void Player_actor_SetAngleSpeedF_Reflect_scoop(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) { + actor->speed = 4.8f; + actor->world.angle.y = actor->shape_info.rotation.y + 0x8000; + } +} + +static void Player_actor_SetOrderNPC_Reflect_scoop(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) { + Player_actor_CheckAndSet_UZAI_forNpc(main_scoop->reflect_actor_p); + } +} + +static void Player_actor_SetSound_Reflect_scoop(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f)) { + mPlayer_main_reflect_scoop_c* main_scoop; + ACTOR* reflected; + u32 item; + xyz_t* pos; + int check; + + main_scoop = &player->main_data.reflect_scoop; + pos = &main_scoop->target_pos; + item = main_scoop->item; + reflected = main_scoop->reflect_actor_p; + + if (reflected == NULL) { + if (mCoBG_Wpos2Attribute(*pos, NULL) == mCoBG_ATTRIBUTE_BUSH) { + Player_actor_sound_scoop_shigemi(actor); + Player_actor_set_viblation_Reflect_scoop_soft(); + return; + } + } else { + Player_actor_set_viblation_Reflect_scoop_soft(); + switch (reflected->id) { + case mAc_PROFILE_SNOWMAN: + return; + + default: + Player_actor_sound_scoop_item_hit(actor); + break; + } + return; + } + check = IS_ITEM_COLLIDEABLE_TREE(item) ? TRUE : FALSE; + + if (check || item == DUMMY_RESERVE) { + Player_actor_sound_scoop_tree_hit(actor); + Player_actor_set_viblation_Reflect_scoop_hard(); + } else { + int type = ITEM_NAME_GET_TYPE(item); + switch (type) { + case NAME_TYPE_FTR0: + case NAME_TYPE_ITEM1: + case NAME_TYPE_FTR1: + Player_actor_sound_scoop_item_hit(actor); + Player_actor_set_viblation_Reflect_scoop_soft(); + + break; + default: + if (mCoBG_WoodSoundEffect(pos)) { + Player_actor_sound_scoop_tree_hit(actor); + Player_actor_set_viblation_Reflect_scoop_hard(); + } else { + Player_actor_sound_scoop_hit(actor); + Player_actor_set_viblation_Reflect_scoop_hard(); + } + break; + } + } + } +} + +static void Player_actor_informed_insects_Reflect_scoop(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 13.0f) && + Common_Get(clip).insect_clip != NULL && Common_Get(clip).insect_clip->set_pl_act_tim_proc != NULL) { + int ut_x; + int ut_z; + mPlayer_main_reflect_scoop_c* main_scoop = &player->main_data.reflect_scoop; + xyz_t pos = main_scoop->target_pos; + + mFI_Wpos2UtNum(&ut_x, &ut_z, pos); + Common_Get(clip).insect_clip->set_pl_act_tim_proc(2, ut_x, ut_z); + } +} + +static void Player_actor_SearchAnimation_Reflect_scoop(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetEffect_Reflect_scoop(actor, game); + Player_actor_SetAngleSpeedF_Reflect_scoop(actor); + Player_actor_SetOrderNPC_Reflect_scoop(actor); + Player_actor_SetSound_Reflect_scoop(actor); + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + Player_actor_informed_insects_Reflect_scoop(actor); + } +} + +static void Player_actor_ObjCheck_Reflect_scoop(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Reflect_scoop(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromReflect_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 { + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + + if (Player_actor_Check_AnimationFrame(fc, 29.0f)) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_Set_status_for_bee(actor, TRUE); + } else { + f32 cur_frame = fc->current_frame; + + if (cur_frame >= 30.0f && !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_Reflect_scoop(ACTOR* actor, GAME* game) { + f32 frame_calc; + int end_flag; + + Player_actor_Movement_Reflect_scoop(actor); + Player_actor_Reinput_force_position_angle(actor, game); + end_flag = Player_actor_CulcAnimation_Reflect_scoop(actor, &frame_calc); + Player_actor_SearchAnimation_Reflect_scoop(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_tex_anime_pattern(actor); + Player_actor_ObjCheck_Reflect_scoop(actor, game); + Player_actor_BGcheck_Reflect_scoop(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromReflect_scoop(actor, game, end_flag); +}