From 7ea65ea3eb5538394f396f2c2f4b84f2b084a1bd Mon Sep 17 00:00:00 2001 From: Prakxo Date: Wed, 4 Sep 2024 22:24:21 +0200 Subject: [PATCH] match m_player_main_open_furniture --- src/m_player_main_open_furniture.c_inc | 102 +++++++++++++++++++++++++ 1 file changed, 102 insertions(+) diff --git a/src/m_player_main_open_furniture.c_inc b/src/m_player_main_open_furniture.c_inc index e69de29b..be81afa7 100644 --- a/src/m_player_main_open_furniture.c_inc +++ b/src/m_player_main_open_furniture.c_inc @@ -0,0 +1,102 @@ +static int Player_actor_request_main_open_furniture(GAME* game, s16 angle, xyz_t* pos, int anim_idx, int priority) { + if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_HOLD && + Player_actor_check_request_main_able(game, mPlayer_INDEX_OPEN_FURNITURE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + player->requested_main_index_data.open_furniture.angle_y = angle; + player->requested_main_index_data.open_furniture.player_pos = *pos; + player->requested_main_index_data.open_furniture.anim_idx = anim_idx; + + Player_actor_request_main_index(game, mPlayer_INDEX_OPEN_FURNITURE, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_settle_main_Open_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); +} + +static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + s16 angle; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_open_furniture_c* req_open = &player->requested_main_index_data.open_furniture; + f32 x; + f32 z; + int anim_idx; + + keyf = &player->keyframe0; + anim_idx = req_open->anim_idx; + angle = req_open->angle_y; + x = req_open->player_pos.x; + z = req_open->player_pos.z; + + actor->world.angle.y = angle; + actor->shape_info.rotation.y = angle; + actor->world.position.x = x; + actor->world.position.z = z; + + 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_Open_furniture(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_Movement_Open_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); + Player_actor_Movement_Base_Stop(actor, TRUE); +} + +static void Player_actor_SearchAnimation_Open_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_Open_furniture(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Open_furniture(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); +} + +static void Player_actor_request_proc_index_fromOpen_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_request_main_wait_open_furniture(game, mPlayer_REQUEST_PRIORITY_22); + } 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_Open_furniture(actor, &frame_calc); + + Player_actor_Movement_Open_furniture(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_SearchAnimation_Open_furniture(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Open_furniture(actor, game); + Player_actor_BGcheck_Open_furniture(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromOpen_furniture(actor, game, arg); +}