From 92c65bbc2d82900a2cb4b8d8a2b232a2ed8c6ef0 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Wed, 4 Sep 2024 22:16:37 +0200 Subject: [PATCH] match m_player_main_pull --- src/m_player_main_pull.c_inc | 137 +++++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) diff --git a/src/m_player_main_pull.c_inc b/src/m_player_main_pull.c_inc index e69de29b..098a6e78 100644 --- a/src/m_player_main_pull.c_inc +++ b/src/m_player_main_pull.c_inc @@ -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); +}