From 4a26ebefba22e3fb10b9485219cc5ed29d60ad39 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Thu, 5 Sep 2024 19:05:14 +0200 Subject: [PATCH] match m_player_main_standup --- src/m_player_main_standup.c_inc | 104 ++++++++++++++++++++++++++++++++ 1 file changed, 104 insertions(+) diff --git a/src/m_player_main_standup.c_inc b/src/m_player_main_standup.c_inc index e69de29b..6048f12f 100644 --- a/src/m_player_main_standup.c_inc +++ b/src/m_player_main_standup.c_inc @@ -0,0 +1,104 @@ +static int Player_actor_request_main_standup(GAME* game, int ftr_no, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_STANDUP, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + xyz_t player_pos = player->actor_class.world.position; + s16 rot = player->actor_class.shape_info.rotation.y; + + player_pos.x += 35.0f * sin_s(rot); + player_pos.z += 35.0f * cos_s(rot); + + if (!Player_actor_SearchPosition_npc_forStand(game, &player_pos)) { + player->requested_main_index_data.standup.ftrID = ftr_no; + Player_actor_request_main_index(game, mPlayer_INDEX_STANDUP, priority); + + return TRUE; + } + } + + return FALSE; +} + +static void Player_actor_setup_main_Standup(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_standup_c* req_standup = &player->requested_main_index_data.standup; + int ftr_no; + + keyf = &player->keyframe0; + + ftr_no = req_standup->ftrID; + + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, keyf, 1); + Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_STANDUP1, mPlayer_ANIM_STANDUP1, 1.0f, 1.0f, 0.5f, -5.0f, + 0, 0); + Player_actor_setup_main_Base(actor, game); + Player_actor_sound_STANDUP(actor, ftr_no); +} + +static void Player_actor_settle_main_Standup(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); + actor->shape_info.shadow_size_change_rate = 1.0f; + actor->shape_info.shadow_alpha_change_rate = 1.0f; +} + +static int Player_actor_CulcAnimation_Standup(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_ControlShadow_Standup(ACTOR* actor) { + Player_actor_AppearShadow_fromAnimationFrame(actor, 12.0f, 8.0f); +} + +static void Player_actor_SetSound_Standup(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) { + Player_actor_sound_LANDING(actor); + } +} + +static void Player_actor_SearchAnimation_Standup(ACTOR* actor, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetSound_Standup(actor); + } + Player_actor_ControlShadow_Standup(actor); +} + +static void Player_actor_Movement_Standup(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_ObjCheck_Standup(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_request_proc_index_fromStandup(ACTOR* actor, GAME* game, int arg) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (arg != 0) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Standup(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg = Player_actor_CulcAnimation_Standup(actor, &frame_calc); + + Player_actor_SearchAnimation_Standup(actor, frame_calc); + Player_actor_Movement_Standup(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Standup(actor, game); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromStandup(actor, game, arg); +}