From 72a48a9008377431656830cf61143b68f4c221ac Mon Sep 17 00:00:00 2001 From: Prakxo Date: Sat, 31 Aug 2024 22:49:16 +0200 Subject: [PATCH] match m_player_main_walk --- src/m_player_main_wait.c_inc | 2 +- src/m_player_main_walk.c_inc | 286 +++++++++++++++++++++++++++++++++++ 2 files changed, 287 insertions(+), 1 deletion(-) diff --git a/src/m_player_main_wait.c_inc b/src/m_player_main_wait.c_inc index 5aa0a8ad..c523a72d 100644 --- a/src/m_player_main_wait.c_inc +++ b/src/m_player_main_wait.c_inc @@ -37,7 +37,7 @@ static void Player_actor_setup_main_Wait(ACTOR* actor, GAME* game) { absspeed = ABS(speed); - Player_actor_SetupItem_Base1(actor, 0, -absspeed, &anim_idx, &part_table_idx); + Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_WAIT1, -absspeed, &anim_idx, &part_table_idx); Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, speed, part_table_idx); diff --git a/src/m_player_main_walk.c_inc b/src/m_player_main_walk.c_inc index e69de29b..97f90140 100644 --- a/src/m_player_main_walk.c_inc +++ b/src/m_player_main_walk.c_inc @@ -0,0 +1,286 @@ +static int Player_actor_request_main_walk_all(GAME* game, xyz_t* pos, f32 speed, int flags, int priority) { + PLAYER_ACTOR* player; + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WALK, priority)) { + player = GET_PLAYER_ACTOR_GAME(game); + + if (flags & 2) { + if (pos != NULL) { + player->requested_main_index_data.walk.pos = *pos; + } else { + player->requested_main_index_data.walk.pos.x = 0.0f; + player->requested_main_index_data.walk.pos.y = 0.0f; + player->requested_main_index_data.walk.pos.z = 0.0f; + } + } + + player->requested_main_index_data.walk.morph_speed = speed; + player->requested_main_index_data.walk.flags = flags; + + Player_actor_request_main_index(game, mPlayer_INDEX_WALK, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Walk_common(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int flags = player->requested_main_index_data.walk.flags; + int anim_idx; + int part_table_idx; + f32 speed = player->requested_main_index_data.walk.morph_speed; + f32 absspeed; + f32 frame; + + if (flags & 2) { + actor->world.position = player->requested_main_index_data.walk.pos; + } + + if (player->requested_main_index_data.walk.flags & 4) { + frame = 1.0f; + } else { + frame = player->keyframe0.frame_control.current_frame; + } + + absspeed = ABS(speed); + + Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_WALK1, -absspeed, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WALK1, anim_idx, frame, 1.0f, 0.5f, speed, + part_table_idx); + + if (flags & 1) { + Player_actor_SetEffect_forTakeout_item(actor, game); + } + + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_setup_main_Walk(ACTOR* actor, GAME* game) { + Player_actor_setup_main_Walk_common(actor, game); +} + +static void Player_actor_settle_main_Walk(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + switch (player->requested_main_index) { + case mPlayer_INDEX_WAIT: + + if (2.0f < player->keyframe0.frame_control.current_frame && + player->keyframe0.frame_control.current_frame < 9.0f || + 10.0f < player->keyframe0.frame_control.current_frame) { + Player_actor_sound_FootStep2(actor); + } + break; + } +} + +static void Player_actor_CulcAnimation_Walk(ACTOR* actor, f32* frame_calc, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 sp = (actor->speed * frame) / 7.5f; + + sp = sqrtf(sp); + sp = 0.6f * sp; + + if (actor->bg_collision_check.result.hit_wall_count == 2) { + if (!(actor->bg_collision_check.result.hit_wall & mCoBG_HIT_WALL_RIGHT) || + !(actor->bg_collision_check.result.hit_wall & mCoBG_HIT_WALL_LEFT)) + 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_SetEffect_Walk(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_FrameControl_c* fc = &player->keyframe0.frame_control; + + if (Player_actor_Check_AnimationFrame(fc, left_target_frame) != FALSE) { + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_WALK_ASIMOTO, player->left_foot_pos, 2, + player->left_foot_angle.y, game, 0xFFFF, + actor->bg_collision_check.result.unit_attribute, 0); + + } else if (Player_actor_Check_AnimationFrame(fc, right_target_frame) != FALSE) { + Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_WALK_ASIMOTO, player->right_foot_pos, 2, + player->right_foot_angle.y, game, 0xFFFF, + actor->bg_collision_check.result.unit_attribute, 0); + } +} + +static void Player_actor_SearchAnimation_Walk(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, game, frame)) { + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + Player_actor_SetEffect_Walk(actor, game, 1.0f, 9.0f); + } +} + +static void Player_actor_Movement_Walk(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; + int 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); + + if (Player_actor_CheckController_forDush()) { + movePR = (7.5f * movePR) / over_norm; + } else { + movePR = (4.875f * 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; + } + + if (over_norm == 1.0f) { + xyz_t pos = actor->world.position; + f32 sp_norm; + f32 sin; + f32 cos; + s16 angle = actor->world.angle.y; + f32 mod; + + sin = 0.5f * old_speed * sin_s(angle); + cos = 0.5f * old_speed * cos_s(angle); + + pos.x += sin; + pos.z += cos; + + sp_norm = Player_actor_Culc_over_speed_normalize_NoneZero(actor, &pos); + + if (sp_norm != 1.0f) { + over_norm = sp_norm; + actor->speed /= sp_norm; + } + } + + *frame = over_norm; + Player_actor_Movement_Base(actor); +} + +static void Player_actor_ObjCheck_Walk(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Walk(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromWalk(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 speed; + f32 percent_x; + f32 percent_y; + + Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0); + + if (!actor->bg_collision_check.result.on_ground) { + Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1); + } + + Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4); + + if (Player_actor_CheckController_forNet(game) != 0) { + Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_4); + } + + if (Player_actor_CheckController_forRod(game) != 0) { + Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4); + } + + Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_shake_tree_all(game); + Player_actor_CheckAndRequest_main_pickup_all(game); + + speed = actor->speed; + + if ((player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f >= 3.525f) { + Player_actor_request_main_run_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + + 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_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Walk(ACTOR* actor, GAME* game) { + f32 frame; + f32 calc_frame; + + Player_actor_Movement_Walk(actor, game, &frame); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Walk(actor, &calc_frame, frame); + Player_actor_SearchAnimation_Walk(actor, game, calc_frame); + Player_actor_set_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Walk(actor, game); + Player_actor_BGcheck_Walk(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromWalk(actor, game); +}