diff --git a/src/m_player_main_fall.c_inc b/src/m_player_main_fall.c_inc index a6081a4d..76c0cebc 100644 --- a/src/m_player_main_fall.c_inc +++ b/src/m_player_main_fall.c_inc @@ -1,4 +1,4 @@ -static int Player_actor_request_main_fall_all(GAME* game, int flags, int prio, f32 speed) { +static int Player_actor_request_main_fall_all(GAME* game, f32 speed, int flags, int prio) { PLAYER_ACTOR* player; if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FALL, prio)) { player = GET_PLAYER_ACTOR_GAME(game); diff --git a/src/m_player_main_ready_walk_net.c_inc b/src/m_player_main_ready_walk_net.c_inc index e69de29b..0d8f922c 100644 --- a/src/m_player_main_ready_walk_net.c_inc +++ b/src/m_player_main_ready_walk_net.c_inc @@ -0,0 +1,180 @@ +static int Player_actor_request_main_ready_walk_net(GAME* game, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_READY_WALK_NET, priority)) { + Player_actor_request_main_index(game, mPlayer_INDEX_READY_WALK_NET, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Ready_walk_net(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int anim_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_KAMAE_MOVE_M1, -5.0f, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_KAMAE_MOVE_M1, mPlayer_ANIM_KAMAE_MOVE_M1, 1.0f, 1.0f, + 0.5f, -5.0f, 0); + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_CulcAnimation_Ready_walk_net(ACTOR* actor, f32* frame_calc, f32 speed) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 sp = (actor->speed * speed) / 1.8f; + + sp = sqrtf(sp); + sp = 0.6f * sp; + + if (actor->bg_collision_check.result.hit_wall_count == 2) { + sp = 0.22f; + } else { + if (actor->bg_collision_check.result.hit_wall_count == 1) { + f32 mod = sin_s(actor->bg_collision_check.wall_info[0].angleY - actor->world.angle.y); + + mod = ABS(mod); + + sp *= sqrtf(mod); + } + + if (sp < 0.22f) { + sp = 0.22f; + } + } + + player->keyframe0.frame_control.speed = sp; + player->keyframe1.frame_control.speed = sp; + Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SearchAnimation_Ready_walk_net(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + Player_actor_SetEffect_Walk(actor, game, 6.0f, 9.0f); + } +} + +static void Player_actor_Movement_Ready_walk_net(ACTOR* actor, GAME* game, f32* frame) { + f32 movePR = Player_actor_GetController_move_percentR(); + s16 angle = Player_actor_Get_ControllerAngle(game); + f32 mod; + s16 target = actor->world.angle.y; + f32 over_norm; + f32 cos; + f32 old_speed; + int angle2; + s16 angle3; + + if (movePR >= 1.0f) { + mod = 0.5f; + } else { + if (movePR <= 0.05f) { + mod = 0.1f; + } else { + mod = 0.1f + (0.5157895f * (movePR - 0.05f)); + } + } + + add_calc_short_angle2(&target, angle, 1.0f - sqrtf(1.0f - mod), 2500, 50); + + actor->world.angle.y = actor->shape_info.rotation.y = target; + + over_norm = Player_actor_Culc_over_speed_normalize_NoneZero(actor, &actor->world.position); + movePR = (1.8f * movePR) / over_norm; + + angle3 = Player_actor_Get_ControllerAngle(game) - actor->world.angle.y; + + angle2 = ABS(angle3); + + if (angle2 > 0x8000) { + angle2 = 0x10000 - angle2; + } + + cos = cos_s(angle2); + + if (cos <= 0.0f) { + movePR = 0.0f; + } else { + movePR *= cos; + } + + old_speed = actor->speed; + if (old_speed != movePR) { + if (old_speed < movePR) { + old_speed += 0.60899997f; + if (old_speed > movePR) { + old_speed = movePR; + } + } else if (old_speed > movePR) { + old_speed -= 0.32625002f; + if (old_speed < movePR) { + old_speed = movePR; + } + } + actor->speed = old_speed; + } + + *frame = over_norm; + Player_actor_Movement_Base(actor); +} + +static void Player_actor_ObjCheck_Ready_walk_net(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Ready_walk_net(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromReady_walk_net(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 speed; + f32 percent_x; + f32 percent_y; + s8 kind; + s8 getkind; + + if (mPlib_check_player_warp_forEvent()) { + Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_22); + + } else { + if (!actor->bg_collision_check.result.on_ground) { + Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1); + } + + if (!Player_actor_CheckController_forNet(game) != 0) { + Player_actor_request_main_swing_net(game, mPlayer_REQUEST_PRIORITY_22); + } + + speed = actor->speed; + + percent_x = Player_actor_GetController_move_percentX(); + percent_y = Player_actor_GetController_move_percentY(); + + if (speed == 0.0f && percent_x == 0.0f && percent_y == 0.0f) { + Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_13); + } + + kind = player->item_kind; + getkind = Player_actor_Get_ItemKind(actor, player->now_main_index); + if (kind != getkind) { + Player_actor_request_main_walk_all(game, NULL, 0.0f, 0, mPlayer_REQUEST_PRIORITY_22); + } + } +} + +static void Player_actor_main_Ready_walk_net(ACTOR* actor, GAME* game) { + f32 frame; + f32 calc_frame; + + Player_actor_Movement_Ready_walk_net(actor, game, &frame); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Ready_walk_net(actor, &calc_frame, frame); + Player_actor_SearchAnimation_Ready_walk_net(actor, game, calc_frame); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Ready_walk_net(actor, game); + Player_actor_BGcheck_Ready_walk_net(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromReady_walk_net(actor, game); +}