#pragma once #include "common.hpp" #define SAVE_STATE 1 #define DEFAULT 2 #define CAMERA_MOVE 3 #define POS_MOVE 4 int save_state_player_state = DEFAULT; int save_state_cpu_state = DEFAULT; bool save_state_move_alert = false; float save_state_x_player = 0; float save_state_y_player = 0; float save_state_percent_player = 0; float save_state_lr_player = 1.0; int save_state_situation_kind_player = 0; float save_state_x_cpu = 0; float save_state_y_cpu = 0; float save_state_percent_cpu = 0; float save_state_lr_cpu = 1.0; int save_state_situation_kind_cpu = 0; void save_states(u64 module_accessor) { if (is_training_mode()) { float* save_state_x; float* save_state_y; float* save_state_percent; float* save_state_lr; int* save_state_situation_kind; int* save_state; if (is_operation_cpu(module_accessor)) { save_state_x = &save_state_x_cpu; save_state_y = &save_state_y_cpu; save_state_percent = &save_state_percent_cpu; save_state_lr = &save_state_lr_cpu; save_state_situation_kind = &save_state_situation_kind_cpu; save_state = &save_state_cpu_state; } else { save_state_x = &save_state_x_player; save_state_y = &save_state_y_player; save_state_percent = &save_state_percent_player; save_state_lr = &save_state_lr_player; save_state_situation_kind = &save_state_situation_kind_player; save_state = &save_state_player_state; } // Grab + Dpad up: reset state if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) && ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) { if (*save_state == DEFAULT) { save_state_player_state = CAMERA_MOVE; save_state_cpu_state = CAMERA_MOVE; } } // move to camera bounds if (*save_state == CAMERA_MOVE) { *save_state = POS_MOVE; float left_right = (*save_state_x > 0) - (*save_state_x < 0); float y_pos = 0; if (*save_state_situation_kind == SITUATION_KIND_GROUND) y_pos = -50; Vector3f pos = {.x = left_right * 50, .y = y_pos, .z = 0}; PostureModule::set_pos(module_accessor, &pos); StatusModule::set_situation_kind(module_accessor, SITUATION_KIND_AIR, 0); } // move to correct pos if (*save_state == POS_MOVE) { *save_state = DEFAULT; Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0}; PostureModule::set_pos(module_accessor, &pos); PostureModule::set_lr(module_accessor, *save_state_lr); DamageModule::add_damage( module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0); DamageModule::add_damage(module_accessor, *save_state_percent, 0); StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0); // Doesn't work, and I don't know why yet. /*if (*save_state_situation_kind == SITUATION_KIND_GROUND) StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_WAIT, 0); else if (*save_state_situation_kind == SITUATION_KIND_AIR) StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_FALL, 0); else if (*save_state_situation_kind == SITUATION_KIND_CLIFF) StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 0); */ } // Grab + Dpad down: Save state if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) && ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) { save_state_player_state = SAVE_STATE; save_state_cpu_state = SAVE_STATE; } if (*save_state == SAVE_STATE) { *save_state = DEFAULT; *save_state_x = PostureModule::pos_x(module_accessor); *save_state_y = PostureModule::pos_y(module_accessor); *save_state_lr = PostureModule::lr(module_accessor); *save_state_percent = DamageModule::damage(module_accessor, 0); *save_state_situation_kind = StatusModule::situation_kind(module_accessor); } } }