diff --git a/src/m_player_main_run.c_inc b/src/m_player_main_run.c_inc index e69de29b..9676f4f8 100644 --- a/src/m_player_main_run.c_inc +++ b/src/m_player_main_run.c_inc @@ -0,0 +1,123 @@ +static int Player_actor_request_main_run_all(GAME* game, f32 speed, int flags, int priority) { + PLAYER_ACTOR* player; + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RUN, priority)) { + player = GET_PLAYER_ACTOR_GAME(game); + Player_actor_request_main_index(game, mPlayer_INDEX_RUN, priority); + + player->requested_main_index_data.run.morph_speed = speed; + player->requested_main_index_data.run.flags = flags; + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Run_common(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int flags = player->requested_main_index_data.run.flags; + int anim_idx; + int part_table_idx; + f32 speed = player->requested_main_index_data.run.morph_speed; + f32 absspeed; + f32 frame = player->keyframe0.frame_control.current_frame; + + absspeed = ABS(speed); + + Player_actor_SetupItem_Base3(actor, mPlayer_ANIM_RUN1, -absspeed, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_RUN1, anim_idx, frame, 1.0f, 0.5f, speed, part_table_idx); + + if (flags & 1) { + Player_actor_SetEffect_forTakeout_item(actor, game); + } + + Player_actor_setup_main_Base(actor, game); +} + +static void Player_actor_setup_main_Run(ACTOR* actor, GAME* game) { + Player_actor_setup_main_Run_common(actor, game); +} + +static void Player_actor_CulcAnimation_Run(ACTOR* actor, f32* frame_calc, f32 frame) { + Player_actor_CulcAnimation_Walk(actor, frame_calc, frame); +} + +static void Player_actor_SetEffect_Run(ACTOR* actor, GAME* game, f32 left_target_frame, f32 right_target_frame) { + Player_actor_SetEffect_Walk(actor, game, left_target_frame, right_target_frame); +} + +static void Player_actor_SearchAnimation_Run(ACTOR* actor, GAME* game, f32 frame) { + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, game, frame)) { + Player_actor_Set_FootMark_Base1(actor, game, FALSE, FALSE); + Player_actor_SetEffect_Walk(actor, game, 1.0f, 9.0f); + } +} + +static void Player_actor_Movement_Run(ACTOR* actor, GAME* game, f32*) { + Player_actor_Movement_Walk(actor, game); +} + +static void Player_actor_ObjCheck_Run(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_BGcheck_Run(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); +} + +static void Player_actor_request_proc_index_fromRun_common(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + f32 speed; + + Player_actor_Set_ScrollDemo_forWade(actor, game, mEv_CheckTitleDemo() <= 0); + + if (!actor->bg_collision_check.result.on_ground) { + Player_actor_request_main_fall_all(game, -5.0f, 1, mPlayer_REQUEST_PRIORITY_1); + } + + Player_actor_CheckAndRequest_main_axe_all(game, mPlayer_REQUEST_PRIORITY_4); + + if (Player_actor_CheckController_forNet(game) != 0) { + Player_actor_request_main_ready_net(game, mPlayer_REQUEST_PRIORITY_4); + } + + if (Player_actor_CheckController_forRod(game) != 0) { + Player_actor_request_main_ready_rod(game, mPlayer_REQUEST_PRIORITY_4); + } + + Player_actor_CheckAndRequest_main_scoop_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_umbrella_all(game, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, mPlayer_REQUEST_PRIORITY_4); + Player_actor_CheckAndRequest_main_shake_tree_all(game); + Player_actor_CheckAndRequest_main_pickup_all(game); + + speed = (player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f; + + if (speed < 3.525f) { + Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + + if (speed >= 4.875f) { + Player_actor_request_main_dash_all(game, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_request_proc_index_fromRun(ACTOR* actor, GAME* game) { + Player_actor_request_proc_index_fromRun_common(actor, game); +} + +static void Player_actor_main_Run(ACTOR* actor, GAME* game) { + f32 frame; + f32 frame_calc; + + Player_actor_Movement_Run(actor, game, &frame); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_CulcAnimation_Run(actor, &frame_calc, frame); + Player_actor_SearchAnimation_Run(actor, game, frame_calc); + Player_actor_set_lean_angle(actor); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Run(actor, game); + Player_actor_BGcheck_Run(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromRun(actor, game); +}