mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 17:30:13 +00:00
113 lines
No EOL
4.7 KiB
C
113 lines
No EOL
4.7 KiB
C
#pragma once
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#include "common.h"
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#define SAVE_STATE 1
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#define DEFAULT 2
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#define CAMERA_MOVE 3
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#define POS_MOVE 4
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int save_state_player_state = DEFAULT;
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int save_state_cpu_state = DEFAULT;
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bool save_state_move_alert = false;
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float save_state_x_player = 0;
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float save_state_y_player = 0;
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float save_state_percent_player = 0;
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float save_state_lr_player = 1.0;
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int save_state_situation_kind_player = 0;
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float save_state_x_cpu = 0;
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float save_state_y_cpu = 0;
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float save_state_percent_cpu = 0;
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float save_state_lr_cpu = 1.0;
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int save_state_situation_kind_cpu = 0;
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void save_states(u64 module_accessor) {
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int status = StatusModule::status_kind(module_accessor);
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if (is_training_mode()) {
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float* save_state_x;
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float* save_state_y;
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float* save_state_percent;
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float* save_state_lr;
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int* save_state_situation_kind;
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int* save_state;
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if (is_operation_cpu(module_accessor)) {
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save_state_x = &save_state_x_cpu;
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save_state_y = &save_state_y_cpu;
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save_state_percent = &save_state_percent_cpu;
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save_state_lr = &save_state_lr_cpu;
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save_state_situation_kind = &save_state_situation_kind_cpu;
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save_state = &save_state_cpu_state;
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} else {
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save_state_x = &save_state_x_player;
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save_state_y = &save_state_y_player;
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save_state_percent = &save_state_percent_player;
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save_state_lr = &save_state_lr_player;
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save_state_situation_kind = &save_state_situation_kind_player;
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save_state = &save_state_player_state;
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}
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// Grab + Dpad up: reset state
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) {
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if (*save_state == DEFAULT) {
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save_state_player_state = CAMERA_MOVE;
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save_state_cpu_state = CAMERA_MOVE;
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}
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}
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// move to camera bounds
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if (*save_state == CAMERA_MOVE) {
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*save_state = POS_MOVE;
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float left_right = (*save_state_x > 0) - (*save_state_x < 0);
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float y_pos = 0;
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if (*save_state_situation_kind == SITUATION_KIND_GROUND)
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y_pos = -50;
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Vector3f pos = {.x = left_right * 50, .y = y_pos, .z = 0};
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PostureModule::set_pos(module_accessor, &pos);
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StatusModule::set_situation_kind(module_accessor, SITUATION_KIND_AIR, 0);
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}
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// move to correct pos
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if (*save_state == POS_MOVE) {
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Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
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PostureModule::set_pos(module_accessor, &pos);
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PostureModule::set_lr(module_accessor, *save_state_lr);
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DamageModule::add_damage(
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module_accessor,
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-1.0 * DamageModule::damage(module_accessor, 0), 0);
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DamageModule::add_damage(module_accessor, *save_state_percent, 0);
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StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0);
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// Doesn't work, and I don't know why yet.
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if (*save_state_situation_kind == SITUATION_KIND_GROUND && status != FIGHTER_STATUS_KIND_WAIT)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_WAIT, 0);
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else if (*save_state_situation_kind == SITUATION_KIND_AIR && status != FIGHTER_STATUS_KIND_FALL)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_FALL, 0);
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else if (*save_state_situation_kind == SITUATION_KIND_CLIFF && status != FIGHTER_STATUS_KIND_CLIFF_CATCH)
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StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 0);
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*save_state = DEFAULT;
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}
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// Grab + Dpad down: Save state
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) {
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save_state_player_state = SAVE_STATE;
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save_state_cpu_state = SAVE_STATE;
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}
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if (*save_state == SAVE_STATE) {
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*save_state = DEFAULT;
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*save_state_x = PostureModule::pos_x(module_accessor);
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*save_state_y = PostureModule::pos_y(module_accessor);
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*save_state_lr = PostureModule::lr(module_accessor);
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*save_state_percent = DamageModule::damage(module_accessor, 0);
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*save_state_situation_kind = StatusModule::situation_kind(module_accessor);
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}
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}
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} |