diff --git a/src/m_player_main_outdoor.c_inc b/src/m_player_main_outdoor.c_inc index e69de29b..912e211e 100644 --- a/src/m_player_main_outdoor.c_inc +++ b/src/m_player_main_outdoor.c_inc @@ -0,0 +1,104 @@ +static int Player_actor_request_main_outdoor(GAME* game, int type, int is_start_demo, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_OUTDOOR, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + player->requested_main_index_data.outdoor.type = type; + player->requested_main_index_data.outdoor.is_start_demo = is_start_demo; + + Player_actor_request_main_index(game, mPlayer_INDEX_OUTDOOR, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Outdoor(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int anim_idx; + f32 anim_frame; + int type = player->requested_main_index_data.outdoor.type; + int demo = player->requested_main_index_data.outdoor.is_start_demo; + + player->main_data.outdoor.is_demo = FALSE; + + if (!demo) { + anim_idx = mPlayer_ANIM_GO_OUT_O1; + if (type != 0) { + anim_frame = 1.0f; + } else { + anim_frame = 25.0f; + } + } else { + anim_idx = mPlayer_ANIM_GO_OUT_S1; + anim_frame = 1.0f; + } + + Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, anim_frame, anim_frame, 0.5f, 0.0f, 0, 0); + Player_actor_setup_main_Base(actor, game); +} + +void Player_actor_settle_main_Outdoor(ACTOR* actor, GAME* game) { + mDemo_End(actor); +} + +int Player_actor_CulcAnimation_Outdoor(ACTOR* actor, f32* calc_frame) { + return Player_actor_CulcAnimation_Base2(actor, calc_frame); +} + +int Player_actor_Movement_Outdoor(ACTOR* actor, int calc) { + Player_actor_Set_force_shadow_position_fromAnimePosition(actor); + Player_actor_Movement_Base_Stop(actor, FALSE); + return calc; +} + +void Player_actor_ObjCheck_Outdoor(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forOutdoor(actor, game); +} + +void Player_actor_request_proc_index_fromOutdoor(GAME* game, int arg1) { + if (arg1 != 0) { + if (Common_Get(complete_payment_type) != 0) { + Player_actor_request_main_complete_payment(game, mPlayer_REQUEST_PRIORITY_44); + } else { + Player_actor_request_main_return_outdoor_all(game, mPlayer_INDEX_WAIT, mPlayer_REQUEST_PRIORITY_45, 3.0f, + 0.0f); + } + } +} + +void Player_actor_Demo_Outdoor_Demo_ct(ACTOR* actor) { + +} + +int Player_actor_Request_Demo_Outdoor(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (player->main_data.outdoor.is_demo == FALSE) { + if (mDemo_Check(mDemo_TYPE_OUTDOOR, actor)) { + player->main_data.outdoor.is_demo = TRUE; + return 0; + } else { + mDemo_Request(mDemo_TYPE_OUTDOOR, actor, Player_actor_Demo_Outdoor_Demo_ct); + return 0; + } + } + + return 1; +} + +void Player_actor_main_Outdoor(ACTOR* actor, GAME* game) { + int arg1; + f32 frame_calc; + + if (Player_actor_Request_Demo_Outdoor(actor)) { + int calc = Player_actor_CulcAnimation_Outdoor(actor, &frame_calc); + arg1 = Player_actor_Movement_Outdoor(actor, calc); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_recover_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Outdoor(actor, game); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromOutdoor(game, arg1); + } +}