diff --git a/src/m_player_main_cast_rod.c_inc b/src/m_player_main_cast_rod.c_inc index e69de29b..4bf19f0e 100644 --- a/src/m_player_main_cast_rod.c_inc +++ b/src/m_player_main_cast_rod.c_inc @@ -0,0 +1,82 @@ +static int Player_actor_request_main_cast_rod(GAME* game, const xyz_t* pos, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_CAST_ROD, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + player->requested_main_index_data.cast_rod.bobber_target_pos = *pos; + Player_actor_request_main_index(game, mPlayer_INDEX_CAST_ROD, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Cast_rod(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + f32 frame = player->item_keyframe.frame_control.current_frame; + mPlayer_request_cast_rod_c* req_cast = &player->requested_main_index_data.cast_rod; + mPlayer_main_cast_rod_c* main_cast = &player->main_data.cast_rod; + int kind = Player_actor_Get_ItemKind_from_submenu(); + + main_cast->bobber_target_pos = req_cast->bobber_target_pos; + + Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMBRELLA1, mPlayer_INDEX_TURN_DASH, -5.0f, frame, 0); + Player_actor_setup_main_Base(actor, game); + + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_ROD, actor->world.position, 2, + actor->shape_info.rotation.y, game, RSV_NO, + actor->bg_collision_check.result.unit_attribute, 0); +} + +static void Player_actor_Movement_Cast_rod(ACTOR* actor) { + Player_actor_Movement_Base_Braking_common(actor, 0.32625f); +} + +static int Player_actor_CulcAnimation_Cast_rod(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetSound_Cast_rod(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) { + Player_actor_sound_ROD_STROKE(actor); + } +} + +static void Player_actor_SearchAnimation_Cast_rod(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetSound_Cast_rod(actor); + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + } +} + +static void Player_actor_ObjCheck_Cast_rod(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Cast_rod(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromCast_rod(GAME* game, int ready) { + if (ready) { + Player_actor_request_main_relax_rod(game, mPlayer_REQUEST_PRIORITY_22); + } +} + +static void Player_actor_main_Cast_rod(ACTOR* actor, GAME* game) { + f32 frame_calc; + int end_flag; + + Player_actor_Movement_Cast_rod(actor); + Player_actor_Reinput_force_position_angle(actor, game); + end_flag = Player_actor_CulcAnimation_Cast_rod(actor, &frame_calc); + Player_actor_SearchAnimation_Cast_rod(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Cast_rod(actor, game); + Player_actor_BGcheck_Cast_rod(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromCast_rod(game, end_flag); +}