diff --git a/src/m_player_main_close_furniture.c_inc b/src/m_player_main_close_furniture.c_inc index e69de29b..fe4d617d 100644 --- a/src/m_player_main_close_furniture.c_inc +++ b/src/m_player_main_close_furniture.c_inc @@ -0,0 +1,100 @@ +static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority) { + if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WAIT_OPEN_FURNITURE && + Player_actor_check_request_main_able(game, mPlayer_INDEX_CLOSE_FURNITURE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + int anim_idx; + switch (player->animation0_idx) { + case mPlayer_ANIM_KAGU_WAIT_D1: + anim_idx = mPlayer_ANIM_KAGU_CLOSE_D1; + break; + case mPlayer_ANIM_KAGU_WAIT_H1: + anim_idx = mPlayer_ANIM_KAGU_CLOSE_H1; + break; + default: + anim_idx = mPlayer_ANIM_KAGU_CLOSE_K1; + break; + } + + player->requested_main_index_data.close_furniture.anim_idx = anim_idx; + Player_actor_request_main_index(game, mPlayer_INDEX_CLOSE_FURNITURE, priority); + + return TRUE; + } + return FALSE; +} + +static void Player_actor_settle_main_Close_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); +} + +static void Player_actor_setup_main_Close_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_close_furniture_c* req_close = &player->requested_main_index_data.close_furniture; + int anim_idx; + + keyf = &player->keyframe0; + anim_idx = req_close->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_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); + Player_actor_setup_main_Base(actor, game); +} +static int Player_actor_CulcAnimation_Close_furniture(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_Movement_Close_furniture(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); + Actor_position_moveF(actor); +} + +static void Player_actor_SearchAnimation_Close_furniture(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + } +} + +static void Player_actor_ObjCheck_Close_furniture(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Close_furniture(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); +} + +static void Player_actor_request_proc_index_fromClose_furniture(ACTOR* actor, GAME* game, int arg) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (arg != 0) { + if (player->keyframe0.frame_control.speed == 0.0f) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -10.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } else { + player->keyframe0.frame_control.speed = 0.0f; + player->keyframe1.frame_control.speed = 0.0f; + } + } +} + +static void Player_actor_main_Open_furniture(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg = Player_actor_CulcAnimation_Close_furniture(actor, &frame_calc); + + Player_actor_Movement_Close_furniture(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_SearchAnimation_Close_furniture(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Close_furniture(actor, game); + Player_actor_BGcheck_Close_furniture(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromClose_furniture(actor, game, arg); +}