Merge pull request #429 from Cuyler36:m_board_ovl

Link m_board_ovl, implement m_player_main_shock
This commit is contained in:
Cuyler36
2024-09-06 04:01:47 -04:00
committed by GitHub
4 changed files with 205 additions and 17 deletions
+13 -15
View File
@@ -757,7 +757,7 @@ static void mBD_roll_control(Submenu* submenu, mSM_MenuInfo_c* menu_info) {
menu_info->speed[1] = 1.0f;
} else if (dist > 2) {
board_ovl->center_line = line - 2;
menu_info->speed[1] = -1.0f;
menu_info->speed[1] = 1.0f;
}
pos = (f32)((board_ovl->center_line - 2) * 16);
@@ -1021,7 +1021,6 @@ static void mBD_set_point(Submenu* submenu, GAME* game, f32 x, f32 y) {
CLOSE_DISP(graph);
}
/* TODO: @nonmatching - float operation incorrectness in default switch case & cursol_draw call */
static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) {
mBD_Ovl_c* board_ovl = submenu->overlay->board_ovl;
@@ -1030,10 +1029,8 @@ static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) {
} else {
mED_Ovl_c* editor_ovl = submenu->overlay->editor_ovl;
f32 ofs_x;
f32 ofs_y;
f32 t_x;
f32 t_y;
f32 line;
f32 ofs_y;
switch (board_ovl->field) {
case mBD_FIELD_HEADER: {
@@ -1044,32 +1041,33 @@ static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) {
}
ofs_x = (f32)editor_ovl->_26 + (f32)ox + -7.0f;
ofs_y = 0.0f;
line = 0.0f;
ofs_y = 0.0f;
break;
}
case mBD_FIELD_BODY: {
ofs_x = (f32)editor_ovl->_26 + -7.0f;
ofs_y = 12.0f;
line = (f32)(editor_ovl->_24 + 1);
line = editor_ovl->_24 + 1;
break;
}
default: {
ofs_x = 192.0f - (f32)mFont_GetStringWidth(board_ovl->mail.content.footer,
board_ovl->lengths[mBD_FIELD_FOOTER], TRUE);
int width =
mFont_GetStringWidth(board_ovl->mail.content.footer, board_ovl->lengths[mBD_FIELD_FOOTER], TRUE);
ofs_x = 192.0f;
ofs_x -= width;
ofs_x += editor_ovl->_26 + -7.0f;
line = 7.0f;
ofs_x += (f32)editor_ovl->_26 + -7.0f;
// ofs_x = tmp + tmp2;
ofs_y = 24.0f;
break;
}
}
t_x = x + 64.0f + ofs_x;
t_y = (line * 16.0f);
(*submenu->overlay->editor_ovl->cursol_draw)(submenu, game, x + 64.0f + ofs_x, -y + 36.0f - t_y - ofs_y);
(*submenu->overlay->editor_ovl->cursol_draw)(submenu, game, 64.0f + x + ofs_x,
36.0f - ((y - line * 16.0f) - ofs_y));
}
}
@@ -1096,7 +1094,7 @@ static void mBD_set_writing_body(Submenu* submenu, mSM_MenuInfo_c* menu_info, GA
mBD_Ovl_c* board_ovl = submenu->overlay->board_ovl;
u8* str = board_ovl->mail.content.body;
u8* str_p;
u8* str_end_p = str + submenu->overlay->board_ovl->lengths[mBD_FIELD_BODY];
u8* str_end_p = str + board_ovl->lengths[mBD_FIELD_BODY];
int body_len;
int i;
int width = 0;
+174
View File
@@ -0,0 +1,174 @@
static int Player_actor_request_main_shock_all(GAME* game, f32 start_time, s16 target_angle_y, s8 bee_chase_bgm_flag,
int axe_flag, int prio) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SHOCK, prio)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
mPlayer_request_shock_c* req_shock_p = &player->requested_main_index_data.shock;
req_shock_p->start_time = start_time;
req_shock_p->target_angle_y = target_angle_y;
req_shock_p->bee_chase_bgm_flag = bee_chase_bgm_flag;
req_shock_p->axe_flag = axe_flag;
Player_actor_request_main_index(game, mPlayer_INDEX_SHOCK, prio);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Shock(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
mPlayer_request_shock_c* req_shock_p = &player->requested_main_index_data.shock;
mPlayer_main_shock_c* shock_p = &player->main_data.shock;
int anim1_idx;
int part_table_idx;
shock_p->start_time = req_shock_p->start_time;
shock_p->target_angle_y = req_shock_p->target_angle_y;
shock_p->timer = 0.0f;
shock_p->end_time = req_shock_p->start_time + 44.0f;
shock_p->bee_chase_bgm_flag = req_shock_p->bee_chase_bgm_flag;
shock_p->axe_flag = req_shock_p->axe_flag;
shock_p->bgm_stop_flag = FALSE;
Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_WAIT1, -5.0f, &anim1_idx, &part_table_idx);
Player_actor_InitAnimation_Base1(actorx, game, mPlayer_ANIM_WAIT1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f,
part_table_idx);
Player_actor_setup_main_Base(actorx, game);
}
static void Player_actor_settle_main_Shock(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
mPlayer_main_shock_c* shock_p = &player->main_data.shock;
if (shock_p->bee_chase_bgm_flag) {
player->bee_chase_bgm_flag = TRUE;
mBGMPsComp_delete_ps_quiet();
mBGMPsComp_make_ps_happening(BGM_BEE_CHASE, 0x168);
}
}
static void Player_actor_Movement_Shock(ACTOR* actorx) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
mPlayer_main_shock_c* shock_p = &player->main_data.shock;
Player_actor_Movement_Base_Braking(actorx);
add_calc_short_angle2(&actorx->shape_info.rotation.y, shock_p->target_angle_y, 1.0f - sqrtf(0.5f), 2500, 50);
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static int Player_actor_CulcAnimation_Shock(ACTOR* actorx, f32* last_anim0_cur_frame) {
return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame);
}
static void Player_actor_Set_FeelEffect_Shock(ACTOR* actorx) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int anim0_idx = player->animation0_idx;
if (anim0_idx == mPlayer_ANIM_GAAAN1) {
cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
cKF_FrameControl_c* fc0_p = &kf0_p->frame_control;
if (Player_actor_Check_AnimationFrame(fc0_p, 5.0f)) {
player->draw_effect_idx = eEC_EFFECT_SHOCK + 1;
}
}
}
static void Player_actor_SearchAnimation_Shock(ACTOR* actorx, f32 frame) {
if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) {
Player_actor_Set_FeelEffect_Shock(actorx);
}
}
static void Player_actor_ChangeAnimation_Shock(ACTOR* actorx, GAME* game, int end_flag) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int now_anim_idx = player->animation0_idx;
int anim0_idx;
int anim1_idx;
int mode;
int part_table_idx;
mPlayer_main_shock_c* shock_p = &player->main_data.shock;
if (now_anim_idx == mPlayer_ANIM_WAIT1) {
if (shock_p->timer >= shock_p->start_time) {
anim0_idx = mPlayer_ANIM_GAAAN1;
mode = cKF_FRAMECONTROL_STOP;
} else {
return;
}
} else if (now_anim_idx == mPlayer_ANIM_GAAAN1) {
if (end_flag) {
anim0_idx = mPlayer_ANIM_GAAAN2;
mode = cKF_FRAMECONTROL_REPEAT;
} else {
return;
}
} else {
return;
}
Player_actor_SetupItem_Base1(actorx, anim0_idx, -5.0f, &anim1_idx, &part_table_idx);
Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, mode, part_table_idx);
}
static void Player_actor_set_eye_pattern_Shock(ACTOR* actorx) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int now_anim_idx = player->animation0_idx;
if (now_anim_idx == mPlayer_ANIM_GAAAN1) {
Player_actor_set_tex_anime_pattern(actorx);
} else if (now_anim_idx == mPlayer_ANIM_GAAAN2) {
Player_actor_set_eye_pattern(actorx, 6);
Player_actor_set_mouth_pattern(actorx, 5);
} else {
Player_actor_set_eye_pattern_normal(actorx);
Player_actor_set_mouth_pattern(actorx, 0);
}
}
static void Player_actor_ObjCheck_Shock(ACTOR* actorx, GAME* game) {
Player_actor_Excute_Corect_forStand(actorx, game);
}
static void Player_actor_BGcheck_Shock(ACTOR* actorx) {
Player_actor_BGcheck_common_type1(actorx);
}
static void Player_actor_request_proc_index_fromShock(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
mPlayer_main_shock_c* shock_p = &player->main_data.shock;
f32* timer_p = &shock_p->timer;
if (*timer_p < shock_p->end_time) {
(*timer_p) += 1.0f;
if (shock_p->bee_chase_bgm_flag && shock_p->axe_flag && shock_p->bgm_stop_flag == FALSE) {
if (*timer_p >= 12.0f) {
mBGMPsComp_make_ps_quiet(0);
shock_p->bgm_stop_flag = TRUE;
}
}
} else {
Player_actor_SettleRequestMainIndexPriority(actorx);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
static void Player_actor_main_Shock(ACTOR* actorx, GAME* game) {
f32 last_anim0_cur_frame;
int end_flag;
Player_actor_Movement_Shock(actorx);
Player_actor_Reinput_force_position_angle(actorx, game);
end_flag = Player_actor_CulcAnimation_Shock(actorx, &last_anim0_cur_frame);
Player_actor_SearchAnimation_Shock(actorx, last_anim0_cur_frame);
Player_actor_ChangeAnimation_Shock(actorx, game, end_flag);
Player_actor_recover_lean_angle(actorx);
Player_actor_set_eye_pattern_Shock(actorx);
Player_actor_ObjCheck_Shock(actorx, game);
Player_actor_BGcheck_Shock(actorx);
Player_actor_Item_main(actorx, game);
Player_actor_request_proc_index_fromShock(actorx, game);
}