diff --git a/src/m_player_main_push.c_inc b/src/m_player_main_push.c_inc index e69de29b..ff459530 100644 --- a/src/m_player_main_push.c_inc +++ b/src/m_player_main_push.c_inc @@ -0,0 +1,102 @@ +static int Player_actor_request_main_push(GAME* game, int ftr_no, s16 angle_y, xyz_t* pos, int priority) { + if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_HOLD && + Player_actor_check_request_main_able(game, mPlayer_INDEX_PUSH, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + player->requested_main_index_data.push.ftrNo = ftr_no; + player->requested_main_index_data.push.angle_y = angle_y; + player->requested_main_index_data.push.player_pos = *pos; + + Player_actor_request_main_index(game, mPlayer_INDEX_PUSH, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_settle_main_Push(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); +} + +static void Player_actor_setup_main_Push(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + mPlayer_main_push_c* main_push = &player->main_data.push; + s16 angle; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_push_c* req_push = &player->requested_main_index_data.push; + f32 x; + f32 z; + + keyf = &player->keyframe0; + main_push->ftr_no = req_push->ftrNo; + angle = req_push->angle_y; + x = req_push->player_pos.x; + z = req_push->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, mPlayer_ANIM_PUSH1, mPlayer_ANIM_PUSH1, 1.0f, 1.0f, 0.5f, -5.0f, 0, + 0); + Player_actor_setup_main_Base(actor, game); +} + +static int Player_actor_CulcAnimation_Push(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_Movement_Push(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_Push(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_Push(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Push(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); +} + +static void Player_actor_request_proc_index_fromPush(ACTOR* actor, GAME* game, int arg) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (arg != 0) { + int ftr = player->main_data.push.ftr_no; + int angle = Player_actor_Get_Index_fromAngle(actor->world.angle.y); + Player_actor_request_main_hold(game, ftr, angle, &actor->world.position, -12.0f, 1, + mPlayer_REQUEST_PRIORITY_22); + } +} + +static void Player_actor_main_Push(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg = Player_actor_CulcAnimation_Push(actor, &frame_calc); + + Player_actor_Movement_Push(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_SearchAnimation_Push(actor, game, frame_calc); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Push(actor, game); + Player_actor_BGcheck_Push(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromPush(actor, game, arg); +}