diff --git a/src/m_player_main_lie_bed.c_inc b/src/m_player_main_lie_bed.c_inc index e69de29b..134c7031 100644 --- a/src/m_player_main_lie_bed.c_inc +++ b/src/m_player_main_lie_bed.c_inc @@ -0,0 +1,176 @@ +static int Player_actor_Check_able_request_main_lie_bed(GAME* game) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + int index = player->now_main_index; + + switch (index) { + case mPlayer_INDEX_WAIT: + case mPlayer_INDEX_WALK: + case mPlayer_INDEX_RUN: + case mPlayer_INDEX_DASH: + return TRUE; + + default: + return FALSE; + } +} + +static int Player_actor_request_main_lie_bed(GAME* game, int direction, const xyz_t* pos, int dir, int flags, + int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_LIE_BED, priority) && + Player_actor_Check_able_request_main_lie_bed(game)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + player->requested_main_index_data.lie_bed.direction = dir; + player->requested_main_index_data.lie_bed.angle = Player_actor_Get_Angle_fromDirection(direction); + player->requested_main_index_data.lie_bed.wpos = *pos; + player->requested_main_index_data.lie_bed.wpos.y = player->actor_class.world.position.y; + player->requested_main_index_data.lie_bed.flags = flags; + + Player_actor_request_main_index(game, mPlayer_INDEX_LIE_BED, priority); + + return TRUE; + } + + return FALSE; +} + +static int Player_actor_Get_BasicPlayerAnimeIndex_Lie_bed(int direction, s16 angle) { + if (angle == 0) { + if (direction == 1) { + return mPlayer_ANIM_INBED_L1; + } + if (direction == 2) { + return mPlayer_ANIM_INBED_R1; + } + } else if (angle == 0x4000) { + if (direction == 3) { + return mPlayer_ANIM_INBED_L1; + } + if (direction == 4) { + return mPlayer_ANIM_INBED_R1; + } + } else if (angle == -0x8000) { + if (direction == 1) { + return mPlayer_ANIM_INBED_R1; + } + if (direction == 2) { + return mPlayer_ANIM_INBED_L1; + } + } else if (angle == -0x4000) { + if (direction == 3) { + return mPlayer_ANIM_INBED_R1; + } + if (direction == 4) { + return mPlayer_ANIM_INBED_L1; + } + } + + return mPlayer_ANIM_INBED_R1; +} + +static void Player_actor_setup_main_Lie_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_main_lie_bed_c* main_lie = &player->main_data.lie_bed; + mPlayer_request_lie_bed_c* req_lie = &player->requested_main_index_data.lie_bed; + int anim_idx; + s16 angle; + + keyf = &player->keyframe0; + anim_idx = Player_actor_Get_BasicPlayerAnimeIndex_Lie_bed(req_lie->direction, req_lie->angle); + + main_lie->flags = req_lie->flags; + angle = req_lie->angle; + + actor->world.angle.y = angle; + + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); + cKF_SkeletonInfo_R_AnimationMove_ct_base(17.0f, &actor->world.position, &req_lie->wpos, + actor->shape_info.rotation.y, req_lie->angle, keyf, 3); + Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); + Player_actor_setup_main_Base(actor, game); + Player_actor_sound_JUMP(actor); +} + +static void Player_actor_settle_main_Lie_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); + actor->shape_info.rotation.x = -0x4000; + actor->world.angle.y = actor->shape_info.rotation.y; + actor->shape_info.shadow_size_change_rate = 0.0f; + actor->shape_info.shadow_alpha_change_rate = 0.0f; +} + +static int Player_actor_CulcAnimation_Lie_bed(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetSound_Lie_bed(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) { + Player_actor_sound_BED_IN(actor); + } +} + +static void Player_actor_SearchAnimation_Lie_bed(ACTOR* actor, f32 frame) { + f32 per; + f32 mod; + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + f32 cur; + s16 target_x; + s16 target_y; + int angle; + + Player_actor_DisappearShadow_fromAnimationFrame(actor, 0.0f, 15.0f); + cur = fc0_p->current_frame; + per = sqrtf(get_percent_forAccelBrake(cur, 4.0f, 19.0f, 0.0f, 0.0f)); + + target_x = (int)(-16384.0f * per); + add_calc_short_angle2(&actor->shape_info.rotation.x, target_x, 1.0f - sqrtf(0.5), 1820, 50); + per = (get_percent_forAccelBrake(cur, 4.0f, 19.0f, 0.0f, 0.0f)); + per = sqrtf(per); + target_y = actor->world.angle.y; + + if (player->animation0_idx == mPlayer_ANIM_INBED_R1) { + mod = 16384.0f; + } else { + mod = -16384.0f; + } + + angle = (s16)(mod * per); + target_y += angle; + add_calc_short_angle2(&actor->shape_info.rotation.y, target_y, 1.0f - sqrtf(0.5), 1820, 50); + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetSound_Lie_bed(actor); + } +} + +static void Player_actor_Movement_Lie_bed(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale, + actor->world.angle.y, &player->keyframe0); + Player_actor_Movement_Base_Stop(actor, FALSE); +} + +static void Player_actor_request_proc_index_fromLie_bed(GAME* game, int arg) { + if (arg != 0) { + Player_actor_request_main_wait_bed(game, mPlayer_REQUEST_PRIORITY_21); + } +} + +static void Player_actor_main_Lie_bed(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg = Player_actor_CulcAnimation_Lie_bed(actor, &frame_calc); + + Player_actor_SearchAnimation_Lie_bed(actor, frame_calc); + Player_actor_Movement_Lie_bed(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromLie_bed(game, arg); +}