match m_player_main_pull

This commit is contained in:
Prakxo
2024-09-04 22:16:37 +02:00
parent 8f7e274fa8
commit 92c65bbc2d
+137
View File
@@ -0,0 +1,137 @@
static int Player_actor_request_main_pull(GAME* game, int ftr_no, s16 angle, xyz_t* start_pos, xyz_t* end_pos,
xyz_t* ofs, int priority) {
if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_HOLD &&
Player_actor_check_request_main_able(game, mPlayer_INDEX_PULL, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
player->requested_main_index_data.pull.ftrNo = ftr_no;
player->requested_main_index_data.pull.angle_y = angle;
player->requested_main_index_data.pull.start_pos = *start_pos;
player->requested_main_index_data.pull.end_pos = *end_pos;
player->requested_main_index_data.pull.ofs = *ofs;
Player_actor_request_main_index(game, mPlayer_INDEX_PULL, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_settle_main_Pull(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0);
actor->world.position.x = player->main_data.pull.start_pos.x;
actor->world.position.z = player->main_data.pull.start_pos.z;
}
static void Player_actor_setup_main_Pull(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_pull_c* main_pull = &player->main_data.pull;
s16 angle;
cKF_SkeletonInfo_R_c* keyf;
mPlayer_request_pull_c* req_pull = &player->requested_main_index_data.pull;
f32 x;
f32 z;
keyf = &player->keyframe0;
main_pull->ftr_no = req_pull->ftrNo;
main_pull->start_pos = req_pull->end_pos;
main_pull->ofs = req_pull->ofs;
main_pull->timer = 0.0f;
angle = req_pull->angle_y;
x = req_pull->start_pos.x;
z = req_pull->start_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_PULL1, mPlayer_ANIM_PULL1, 1.0f, 1.0f, 0.5f, -5.0f, 0,
0);
Player_actor_setup_main_Base(actor, game);
}
static int Player_actor_CulcAnimation_Pull(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_Movement_Pull(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
xyz_t* ofs;
f32* timer_p;
mPlayer_main_pull_c* main_pull = &player->main_data.pull;
cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale,
actor->world.angle.y, &player->keyframe0);
timer_p = &main_pull->timer;
ofs = &main_pull->ofs;
*timer_p += 1.0f;
if (*timer_p >= 6.0f) {
f32 dis;
if (*timer_p > 34.0f) {
*timer_p = 34.0f;
}
dis = (*timer_p - 6.0f) / 28.0f;
if (dis >= 1.0f) {
actor->world.position.x += ofs->x;
actor->world.position.z += ofs->z;
} else if (dis > 0.0f) {
actor->world.position.x += ofs->x * dis;
actor->world.position.z += ofs->z * dis;
}
}
Actor_position_moveF(actor);
}
static void Player_actor_SearchAnimation_Pull(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_Pull(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Pull(ACTOR* actor) {
Player_actor_BGcheck_common_type3(actor);
}
static void Player_actor_request_proc_index_fromPull(ACTOR* actor, GAME* game, int arg) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (arg != 0) {
int ftr = player->main_data.pull.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_Pull(ACTOR* actor, GAME* game) {
f32 frame_calc;
int arg = Player_actor_CulcAnimation_Pull(actor, &frame_calc);
Player_actor_Movement_Pull(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_SearchAnimation_Pull(actor, game, frame_calc);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Pull(actor, game);
Player_actor_BGcheck_Pull(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromPull(actor, game, arg);
}