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ac-decomp/src/game/m_player_main_broken_axe.c_inc
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Luke Street 1b0b96665a Migrate to dtk-template
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
2024-10-28 19:18:21 -06:00

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static int Player_actor_request_main_broken_axe_type_reflect(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
ACTOR* hit_actor, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
mPlayer_request_reflect_axe_c* main_axe = &player->requested_main_index_data.reflect_axe;
main_axe->break_flag = TRUE;
Player_actor_request_main_reflect_axe_common(main_axe, pos, hit_item, 0, hit_actor);
Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority);
return TRUE;
}
return FALSE;
}
static int Player_actor_request_main_broken_axe_type_swing(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
int hit_ut_x, int hit_ut_z, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_BROKEN_AXE, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
mPlayer_request_swing_axe_c* main_axe = &player->requested_main_index_data.swing_axe;
main_axe->break_flag = FALSE;
Player_actor_request_main_swing_axe_common(main_axe, pos, hit_item, 0, hit_ut_x, hit_ut_z);
Player_actor_request_main_index(game, mPlayer_INDEX_BROKEN_AXE, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Broken_axe(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_request_reflect_axe_c* req_ref;
mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
mPlayer_request_swing_axe_c* req_swing;
int break_type;
req_swing = &player->requested_main_index_data.swing_axe;
req_ref = &player->requested_main_index_data.reflect_axe;
break_type = req_ref->break_flag;
main_axe->break_type = req_swing->break_flag;
main_axe->_28 = 0.0f;
main_axe->_2C = 0;
if (break_type != mPlayer_AXE_BREAK_FROM_SWING) {
Player_actor_setup_main_Reflect_axe_common(req_ref, &main_axe->axe.reflect_axe);
} else {
Player_actor_setup_main_Swing_axe_common(req_swing, &main_axe->axe.swing_axe);
}
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_BREAK1, mPlayer_ANIM_AXE_BREAK1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_settle_main_Broken_axe(ACTOR* actor, GAME* game) {
mBGMPsComp_delete_ps_demo(125, 0x168);
actor->speed = 0.0f;
}
static void Player_actor_Movement_Broken_axe(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 cur = player->keyframe0.frame_control.current_frame;
if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1 && cur < 15.0f) {
mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
mPlayer_main_axe_common_c* axe_data_p;
switch (main_axe->break_type) {
default:
axe_data_p = &main_axe->axe.reflect_axe.axe_common;
break;
case mPlayer_AXE_BREAK_FROM_SWING:
axe_data_p = &main_axe->axe.swing_axe.axe_common;
break;
}
Player_actor_Movement_Reflect_axe_common(actor, axe_data_p, mPlayer_REQUEST_PRIORITY_1);
} else {
add_calc_short_angle2(&actor->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5), 2500, 50);
actor->world.angle.y = actor->shape_info.rotation.y;
}
}
static int Player_actor_CulcAnimation_Broken_axe(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_SetEffect_Broken_axe(ACTOR* actor, GAME* game) {
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;
pos = actor->world.position;
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, 3);
}
}
static void Player_actor_SearchAnimation_Broken_axe(ACTOR* actor, GAME* game, int flag, f32 frame) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (player->animation0_idx == mPlayer_ANIM_AXE_BREAK1) {
mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
if (main_axe->break_type != mPlayer_AXE_BREAK_FROM_SWING) {
Player_actor_SearchAnimation_Reflect_axe(actor, game, &main_axe->axe.reflect_axe, 1, frame);
} else {
Player_actor_SetAngleSpeedF_Reflect_axe(actor, 1);
Player_actor_SearchAnimation_Swing_axe(actor, game, &main_axe->axe.swing_axe, 1, frame);
}
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_SetEffect_Broken_axe(actor, game);
}
if (flag != 0) {
Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_AXE_BREAKWAIT1, mPlayer_ANIM_AXE_BREAKWAIT1,
1.0f, 1.0f, 0.5f, 0.0f, 0);
}
}
}
static void Player_actor_ObjCheck_Broken_axe(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Broken_axe(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_Broken_axe_demo_ct(ACTOR* actor) {
rgba_t color;
mDemo_Set_msg_num(0x3067);
mDemo_Set_talk_display_name(FALSE);
mDemo_Set_camera(CAMERA2_PROCESS_ITEM);
mDemo_Set_ListenAble();
color.r = 225;
color.g = 165;
color.b = 255;
color.a = 255;
mDemo_Set_talk_window_color(&color);
mBGMPsComp_make_ps_demo(125, 0x168);
}
static int Player_actor_MessageControl_Broken_axe(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_broken_axe_c* main_axe = &player->main_data.broken_axe;
int* _2Cp = &main_axe->_2C;
switch (main_axe->_2C) {
f32* _28p;
case 0:
_28p = &main_axe->_28;
if (*_28p < 80.0f) {
*_28p += 1.0f;
} else {
*_2Cp = 1;
}
break;
case 1:
if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) {
mDemo_Request(mDemo_TYPE_REPORT, actor, Player_actor_Broken_axe_demo_ct);
} else {
*_2Cp = 2;
}
break;
case 2:
if (!mDemo_Check(mDemo_TYPE_REPORT, actor)) {
*_2Cp = 3;
}
break;
default:
return 1;
}
return 0;
}
static void Player_actor_request_proc_index_fromBroken_axe(ACTOR* actor, GAME* game, int arg) {
if (arg != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
static void Player_actor_main_Broken_axe(ACTOR* actor, GAME* game) {
f32 frame_calc;
int arg;
int cnt;
Player_actor_Movement_Broken_axe(actor);
Player_actor_Reinput_force_position_angle(actor, game);
arg = Player_actor_CulcAnimation_Broken_axe(actor, &frame_calc);
Player_actor_SearchAnimation_Broken_axe(actor, game, arg, frame_calc);
Player_actor_recover_lean_angle(actor);
Player_actor_set_tex_anime_pattern(actor);
Player_actor_ObjCheck_Broken_axe(actor, game);
Player_actor_BGcheck_Broken_axe(actor);
Player_actor_Item_main(actor, game);
cnt = Player_actor_MessageControl_Broken_axe(actor);
Player_actor_request_proc_index_fromBroken_axe(actor, game, cnt);
}