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UltimateTrainingModpack/source/training/save_states.h
2019-11-28 10:02:29 -08:00

113 lines
No EOL
4.7 KiB
C

#pragma once
#include "common.h"
#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) {
int status = StatusModule::status_kind(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) {
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 && status != FIGHTER_STATUS_KIND_WAIT)
StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_WAIT, 0);
else if (*save_state_situation_kind == SITUATION_KIND_AIR && status != FIGHTER_STATUS_KIND_FALL)
StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_FALL, 0);
else if (*save_state_situation_kind == SITUATION_KIND_CLIFF && status != FIGHTER_STATUS_KIND_CLIFF_CATCH)
StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 0);
*save_state = DEFAULT;
}
// 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);
}
}
}