diff --git a/src/m_player_main_wait_open_furniture.c_inc b/src/m_player_main_wait_open_furniture.c_inc index e69de29b..e74d5979 100644 --- a/src/m_player_main_wait_open_furniture.c_inc +++ b/src/m_player_main_wait_open_furniture.c_inc @@ -0,0 +1,69 @@ +static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT_OPEN_FURNITURE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + int anim_idx; + switch (player->animation0_idx) { + case mPlayer_ANIM_KAGU_OPEN_D1: + anim_idx = mPlayer_ANIM_KAGU_WAIT_D1; + break; + case mPlayer_ANIM_KAGU_OPEN_H1: + anim_idx = mPlayer_ANIM_KAGU_WAIT_H1; + break; + default: + anim_idx = mPlayer_ANIM_KAGU_WAIT_K1; + break; + } + + player->requested_main_index_data.wait_open_furniture.anim_idx = anim_idx; + Player_actor_request_main_index(game, mPlayer_INDEX_WAIT_OPEN_FURNITURE, priority); + + return TRUE; + } + return FALSE; +} + +static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_wait_open_furniture_c* req_open = &player->requested_main_index_data.wait_open_furniture; + int anim_idx; + + keyf = &player->keyframe0; + anim_idx = req_open->anim_idx; + + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000); + cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, &actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, keyf, 1); + Player_actor_InitAnimation_Base1(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0); + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_settle_main_Wait_open_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); +} + +static void Player_actor_Movement_Wait_open_furniture(ACTOR* actor) { + Player_actor_Movement_Base_Stop(actor, FALSE); +} + +static int Player_actor_CulcAnimation_Wait_open_furniture(ACTOR* actor) { + f32 frame_calc; + + return Player_actor_CulcAnimation_Base2(actor, &frame_calc); +} + +static void Player_actor_ObjCheck_Wait_open_furniture(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_main_Wait_open_furniture(ACTOR* actor, GAME* game) { + Player_actor_Movement_Wait_open_furniture(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Wait_open_furniture(actor); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Wait_open_furniture(actor, game); + Player_actor_Item_main(actor, game); +}