diff --git a/include/c_keyframe.h b/include/c_keyframe.h index 1f5b9b42..34aa8f49 100644 --- a/include/c_keyframe.h +++ b/include/c_keyframe.h @@ -24,7 +24,7 @@ extern "C" { #define cKF_ANIMATION_TRANS_XZ (1 << 0) // Translation on XZ #define cKF_ANIMATION_TRANS_Y (1 << 1) // Translation on Y -#define cKF_ANIMATION_ROT_X (1 << 2) // Rotation on the X axis +#define cKF_ANIMATION_ROT_Y (1 << 2) // Rotation on the X axis enum { cKF_STATE_NONE, @@ -439,16 +439,16 @@ extern void cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(cKF_SkeletonInfo_R_c /** * Adjusts the base position and correction for a skeleton info structure based on animation flags. * - * @param counter Animation counter to determine the phase of movement. * @param basepos Original base position of the model. * @param correctpos Corrected base position of the model. * @param ybase Base Y angle for rotation. * @param yidle Idle Y angle for rotation. + * @param counter Animation counter to determine the phase of movement. * @param keyframe Skeleton info structure to modify. * @param an_flag Animation flags to determine which corrections to apply. */ -extern void cKF_SkeletonInfo_R_AnimationMove_ct_base(f32 counter, xyz_t* basepos, xyz_t* correctpos, s16 ybase, - s16 yidle, cKF_SkeletonInfo_R_c* keyframe, int animation_flag); +extern void cKF_SkeletonInfo_R_AnimationMove_ct_base(xyz_t* basepos, xyz_t* correctpos, s16 ybase, s16 yidle, + f32 counter, cKF_SkeletonInfo_R_c* keyframe, int animation_flag); /** * Resets animation movement and flags for a skeleton info structure. @@ -462,11 +462,11 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe); * * @param base Base position to modify. * @param sbase Base rotation to modify. - * @param move Movement amount to apply. + * @param scale Scaling amount to apply. * @param yidle Y-axis idle angle. * @param keyframe Skeleton info structure containing animation data. */ -extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle, +extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* scale, s16 yidle, cKF_SkeletonInfo_R_c* keyframe); /** diff --git a/include/m_player.h b/include/m_player.h index 90a2aead..6a29cd31 100644 --- a/include/m_player.h +++ b/include/m_player.h @@ -811,13 +811,12 @@ typedef struct player_request_close_funriture_s { } mPlayer_request_close_furniture_c; typedef struct player_request_lie_bed_s { - int direction; + int direction; s16 angle; xyz_t wpos; int flags; } mPlayer_request_lie_bed_c; - typedef struct player_request_door_s { s16 angle_y; xyz_t player_pos; @@ -1496,14 +1495,14 @@ typedef struct player_main_pull_s { int ftr_no; xyz_t start_pos; xyz_t ofs; - f32 timer; + f32 timer; } mPlayer_main_pull_c; typedef struct player_main_rotate_furniture_s { int ftr_no; xyz_t pos; int _10; - int rotate_type; + int rotate_type; } mPlayer_main_rotate_furniture_c; typedef struct player_main_open_furniture_s { @@ -1592,6 +1591,10 @@ typedef struct player_main_broken_axe_s { int _2C; } mPlayer_main_broken_axe_c; +typedef struct player_main_relax_rod_s { + int bee_flag; +} mPlayer_main_relax_rod_c; + typedef struct player_main_dig_scoop_s { xyz_t target_pos; mActor_name_t item; @@ -1724,10 +1727,20 @@ typedef struct player_main_shake_tree_s { int bee_spawn_timer; } mPlayer_main_shake_tree_c; +typedef struct player_main_struggle_pitfall_s { + f32 button_presses; + f32 target_anim_speed; +} mPlayer_main_struggle_pitfall_c; + typedef struct player_main_stung_bee_s { f32 timer; } mPlayer_main_stung_bee_c; +typedef struct player_main_notice_bee_s { + f32 timer; + int msg_mode; +} mPlayer_main_notice_bee_c; + typedef struct player_main_remove_grass_s { xyz_t grass_pos; xyz_t target_pos; @@ -1808,6 +1821,7 @@ typedef union { mPlayer_main_reflect_axe_c reflect_axe; mPlayer_main_broken_axe_c broken_axe; mPlayer_main_swing_net_c swing_net; + mPlayer_main_relax_rod_c relax_rod; mPlayer_main_dig_scoop_c dig_scoop; mPlayer_main_fill_scoop_c fill_scoop; mPlayer_main_reflect_scoop_c reflect_scoop; @@ -1826,7 +1840,9 @@ typedef union { mPlayer_main_putin_item_c putin_item; mPlayer_main_wash_car_c wash_car; mPlayer_main_shake_tree_c shake_tree; + mPlayer_main_struggle_pitfall_c struggle_pitfall; mPlayer_main_stung_bee_c stung_bee; + mPlayer_main_notice_bee_c notice_bee; mPlayer_main_remove_grass_c remove_grass; mPlayer_main_push_snowball_c push_snowball; mPlayer_main_wade_snowball_c wade_snowball; diff --git a/include/m_player_lib.h b/include/m_player_lib.h index 7635d94c..08666df5 100644 --- a/include/m_player_lib.h +++ b/include/m_player_lib.h @@ -110,6 +110,7 @@ extern int mPlib_strength_request_main_wade_priority(GAME* game); extern int mPlib_strength_request_main_demo_wade_priority(GAME* game); extern int mPlib_strength_request_main_demo_geton_boat_wade_priority(GAME* game); extern int mPlib_strength_request_main_wade_snowball_priority(GAME* game); +extern void mPlib_change_player_face(GAME* game); extern mPlayer_change_data_from_submenu_c* mPlib_Get_change_data_from_submenu_p(); diff --git a/src/ac_my_room_move.c_inc b/src/ac_my_room_move.c_inc index a71def25..c15c7d25 100644 --- a/src/ac_my_room_move.c_inc +++ b/src/ac_my_room_move.c_inc @@ -741,7 +741,7 @@ static void aMR_SetPullMoveAnime(FTR_ACTOR* ftr_actor, GAME* game, MY_ROOM_ACTOR cKF_SkeletonInfo_R_init_standard_stop(keyframe, &cKF_ba_r_furniture_stop, NULL); cKF_SkeletonInfo_R_play(keyframe); cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyframe, 0.0f, 0.0f, 0.0f, 0, 0, 0); - cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, pos, pos, 0, 0, keyframe, TRUE); + cKF_SkeletonInfo_R_AnimationMove_ct_base(pos, pos, 0, 0, 0.0f, keyframe, TRUE); cKF_SkeletonInfo_R_init_standard_stop_morph(keyframe, &cKF_ba_r_furniture_pull, NULL, -3.0f); cKF_SkeletonInfo_R_play(keyframe); } @@ -763,7 +763,7 @@ static void aMR_SetPushMoveAnime(FTR_ACTOR* ftr_actor, GAME* game, MY_ROOM_ACTOR cKF_SkeletonInfo_R_init_standard_stop(keyframe, &cKF_ba_r_furniture_stop, NULL); cKF_SkeletonInfo_R_play(keyframe); cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyframe, 0.0f, 0.0f, 0.0f, 0, 0, 0); - cKF_SkeletonInfo_R_AnimationMove_ct_base(0.0f, pos, pos, 0, 0, keyframe, TRUE); + cKF_SkeletonInfo_R_AnimationMove_ct_base(pos, pos, 0, 0, 0.0f, keyframe, TRUE); cKF_SkeletonInfo_R_init_standard_stop(keyframe, &cKF_ba_r_furniture_push, NULL); cKF_SkeletonInfo_R_play(keyframe); } diff --git a/src/c_keyframe.c b/src/c_keyframe.c index badeeb8e..7036c087 100644 --- a/src/c_keyframe.c +++ b/src/c_keyframe.c @@ -617,7 +617,7 @@ extern void cKF_Si3_draw_SV_R_child(GAME* game, cKF_SkeletonInfo_R_c* keyframe, joint1 = cur_joint[1]; - if ((joint_num[0] == 0) && (keyframe->animation_enabled & cKF_ANIMATION_ROT_X)) { + if ((joint_num[0] == 0) && (keyframe->animation_enabled & cKF_ANIMATION_ROT_Y)) { joint1.x = keyframe->base_model_rotation.x; joint1.y = keyframe->updated_base_model_rotation.y; joint1.z = keyframe->updated_base_model_rotation.z; @@ -1030,8 +1030,8 @@ extern void cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(cKF_SkeletonInfo_R_c keyframe->updated_base_model_rotation.z = anglez; } -extern void cKF_SkeletonInfo_R_AnimationMove_ct_base(f32 counter, xyz_t* basepos, xyz_t* correctpos, s16 ybase, - s16 yidle, cKF_SkeletonInfo_R_c* keyframe, int an_flag) { +extern void cKF_SkeletonInfo_R_AnimationMove_ct_base(xyz_t* basepos, xyz_t* correctpos, s16 ybase, s16 yidle, + f32 counter, cKF_SkeletonInfo_R_c* keyframe, int an_flag) { int sub; keyframe->animation_enabled = an_flag; @@ -1059,7 +1059,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_ct_base(f32 counter, xyz_t* basepos keyframe->base_angle_y = yidle; keyframe->model_angle_correction = 0; - if (an_flag & cKF_ANIMATION_ROT_X) { + if (an_flag & cKF_ANIMATION_ROT_Y) { sub = ybase - yidle; if (sub > 0x8000) { sub = -(0x10000 - sub); @@ -1082,7 +1082,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe) if (an_flag & cKF_ANIMATION_TRANS_Y) { cur_joint->y = keyframe->base_model_translation.y; } - if (an_flag & cKF_ANIMATION_ROT_X) { + if (an_flag & cKF_ANIMATION_ROT_Y) { cur_joint = keyframe->current_joint; cur_joint[1].x = keyframe->base_model_rotation.x; cur_joint[1].y = keyframe->base_model_rotation.y; @@ -1091,7 +1091,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe) keyframe->animation_enabled = 0; } -extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle, +extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* scale, s16 yidle, cKF_SkeletonInfo_R_c* keyframe) { f32 fc = keyframe->fixed_counter; f32 count = 1.0f + fc; @@ -1117,7 +1117,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t correct_y = 0.0f; } - if (an_flag & cKF_ANIMATION_ROT_X) { + if (an_flag & cKF_ANIMATION_ROT_Y) { mangle_y = keyframe->model_angle_correction; if (count > 0.5f) { keyframe->model_angle_correction -= (s16)(int)(mangle_y * correct_y); @@ -1153,7 +1153,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t keyframe->model_world_position_correction.z = 0.0f; } - if ((sbase != NULL) && (an_flag & cKF_ANIMATION_ROT_X)) { + if ((sbase != NULL) && (an_flag & cKF_ANIMATION_ROT_Y)) { angley = keyframe->base_angle_y; angle_c = keyframe->model_angle_correction; base_x = keyframe->base_model_rotation.x; @@ -1184,9 +1184,9 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t cos = cos_s(sub); temp1 = (trans_x * cos) + (trans_z * sin); - move_x = move->x * (cur_joint->x - temp1); + move_x = scale->x * (cur_joint->x - temp1); temp1 = (-trans_x * sin) + (trans_z * cos); - move_z = move->z * (cur_joint->z - temp1); + move_z = scale->z * (cur_joint->z - temp1); sin = sin_s(yidle); cos = cos_s(yidle); @@ -1199,7 +1199,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t base->z = temp2 + (keyframe->base_world_position.z + base_z); } if (an_flag & cKF_ANIMATION_TRANS_Y) { - base->y = move->y * (cur_joint->y - keyframe->base_model_translation.y) + + base->y = scale->y * (cur_joint->y - keyframe->base_model_translation.y) + (keyframe->base_world_position.y + keyframe->model_world_position_correction.y); } } diff --git a/src/m_player.c b/src/m_player.c index 08c6527b..d2b50d6d 100644 --- a/src/m_player.c +++ b/src/m_player.c @@ -320,7 +320,7 @@ static int Player_actor_request_main_close_furniture(GAME*, int); static int Player_actor_request_main_lie_bed(GAME*, int, const xyz_t*, int, int, int); static int Player_actor_request_main_hide(GAME*, int); static int Player_actor_request_main_groundhog(GAME*, int); -static int Player_actor_request_main_door(GAME*, const xyz_t*, s16, int, void*, int); +static int Player_actor_request_main_door(GAME*, const xyz_t*, s16, int, u32, int); static int Player_actor_request_main_outdoor(GAME*, int, int, int); static int Player_actor_request_main_wash_car_all(GAME*, const xyz_t*, const xyz_t*, s16, ACTOR*, int); static int Player_actor_request_main_rotate_octagon_all(GAME*, ACTOR*, int, int, const xyz_t*, s16, int); diff --git a/src/m_player_main_climbup_pitfall.c_inc b/src/m_player_main_climbup_pitfall.c_inc index e69de29b..8d28c107 100644 --- a/src/m_player_main_climbup_pitfall.c_inc +++ b/src/m_player_main_climbup_pitfall.c_inc @@ -0,0 +1,103 @@ +static int Player_actor_request_main_climbup_pitfall_all(GAME* game, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_CLIMBUP_PITFALL, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_CLIMBUP_PITFALL, prio); + return TRUE; + } + + return FALSE; +} + +static int Player_actor_Get_PlayerAnimeIndex_fromItemKind_Climbup_pitfall(int item_kind) { + if (mPlayer_ITEM_IS_UMBRELLA(item_kind) != FALSE) { + return mPlayer_ANIM_DERU2; + } else { + return mPlayer_ANIM_DERU1; + } +} + +static void Player_actor_setup_main_Climbup_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + int item_kind = Player_actor_Get_ItemKind(actorx, player->requested_main_index); + int anim0_idx = Player_actor_Get_PlayerAnimeIndex_fromItemKind_Climbup_pitfall(item_kind); + int anim1_idx; + int part_table_idx; + + if (Common_Get(clip).bg_item_clip != NULL && Common_Get(clip).bg_item_clip->pit_exit_proc != NULL) { + xyz_t* player_pos_p = &actorx->world.position; + int ut_x; + int ut_z; + + if (mFI_Wpos2UtNum(&ut_x, &ut_z, *player_pos_p)) { + mActor_name_t* fg_p = mFI_GetUnitFG(*player_pos_p); + + if (fg_p != NULL) { + Common_Get(clip).bg_item_clip->pit_exit_proc(*fg_p, ut_x, ut_z, EMPTY_NO); + } + } + } + + Player_actor_SetupItem_Base1(actorx, anim0_idx, -5.0f, &anim1_idx, &part_table_idx); + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(kf0_p, 0.0f, 1000.0f, 0.0f, 0, 0, DEG2SHORT_ANGLE2(90.0f)); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actorx->world.position, &actorx->world.position, + actorx->shape_info.rotation.y, actorx->shape_info.rotation.y, 5.0f, kf0_p, + cKF_ANIMATION_TRANS_XZ | cKF_ANIMATION_TRANS_Y); + Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim0_idx, 1.0f, 1.0f, 1.0f, -5.0f, cKF_FRAMECONTROL_STOP, + mPlayer_PART_TABLE_NORMAL); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Climbup_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_dt(kf0_p); +} + +static int Player_actor_CulcAnimation_Climbup_pitfall(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_Movement_Climbup_pitfall(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_base(&actorx->world.position, &actorx->shape_info.rotation.y, &actorx->scale, + actorx->world.angle.y, kf0_p); + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static void Player_actor_SearchAnimation_Climbup_pitfall(ACTOR* actorx) { + Player_actor_AppearShadow_fromAnimationFrame(actorx, 12.0f, 44.0f); +} + +static void Player_actor_set_eye_pattern_Climbup_pitfall(ACTOR* actorx) { + Player_actor_set_tex_anime_pattern(actorx); +} + +static void Player_actor_ObjCheck_Climbup_pitfall(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_request_proc_index_fromClimbup_pitfall(ACTOR* actorx, GAME* game, int end_flag) { + + if (end_flag) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Climbup_pitfall(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + end_flag = Player_actor_CulcAnimation_Climbup_pitfall(actorx, &last_anim0_cur_frame); + Player_actor_Movement_Climbup_pitfall(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_SearchAnimation_Climbup_pitfall(actorx); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Climbup_pitfall(actorx); + Player_actor_ObjCheck_Climbup_pitfall(actorx, game); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromClimbup_pitfall(actorx, game, end_flag); +} diff --git a/src/m_player_main_close_furniture.c_inc b/src/m_player_main_close_furniture.c_inc index 7cc5d649..7324d9d7 100644 --- a/src/m_player_main_close_furniture.c_inc +++ b/src/m_player_main_close_furniture.c_inc @@ -1,4 +1,4 @@ -static int Player_actor_request_main_close_furniture(GAME* game, int priority) { +static int Player_actor_request_main_close_furniture(GAME* game, int priority) { if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WAIT_OPEN_FURNITURE && Player_actor_check_request_main_able(game, mPlayer_INDEX_CLOSE_FURNITURE, priority)) { PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); @@ -39,8 +39,8 @@ static void Player_actor_setup_main_Close_furniture(ACTOR* actor, GAME* game) { anim_idx = req_close->anim_idx; 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); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, keyf, 1); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); Player_actor_setup_main_Base(actor, game); } @@ -66,7 +66,7 @@ static void Player_actor_ObjCheck_Close_furniture(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } -static void Player_actor_BGcheck_Close_furniture(ACTOR* actor) { +static void Player_actor_BGcheck_Close_furniture(ACTOR* actor) { Player_actor_BGcheck_common_type3(actor); } diff --git a/src/m_player_main_door.c_inc b/src/m_player_main_door.c_inc index 90aa0218..f874e546 100644 --- a/src/m_player_main_door.c_inc +++ b/src/m_player_main_door.c_inc @@ -28,9 +28,9 @@ static void Player_actor_setup_main_Door(ACTOR* actor, GAME* game) { player->main_data.door.label = player->requested_main_index_data.door.label; actor->world.angle.y = player->requested_main_index_data.door.angle_y; cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); - cKF_SkeletonInfo_R_AnimationMove_ct_base( - 9.0f, &actor->world.position, &player->requested_main_index_data.door.player_pos, actor->shape_info.rotation.y, - player->requested_main_index_data.door.angle_y, keyf, 5); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &player->requested_main_index_data.door.player_pos, + actor->shape_info.rotation.y, + player->requested_main_index_data.door.angle_y, 9.0f, keyf, 5); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -9.0f, 0, 0); Player_actor_setup_main_Base(actor, game); mBGMPsComp_scene_mode(0xC); @@ -49,11 +49,11 @@ static void Player_actor_Movement_Door(ACTOR* actor) { Player_actor_Set_force_shadow_position_fromWorldPosition(actor); } -static void Player_actor_ObjCheck_Door(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor, game); +static void Player_actor_ObjCheck_Door(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -static Player_actor_main_Door(ACTOR* actor, GAME* game) { +static void Player_actor_main_Door(ACTOR* actor, GAME* game) { f32 frame_calc; Player_actor_CulcAnimation_Door(actor, &frame_calc); diff --git a/src/m_player_main_fall_pitfall.c_inc b/src/m_player_main_fall_pitfall.c_inc index e69de29b..2a179446 100644 --- a/src/m_player_main_fall_pitfall.c_inc +++ b/src/m_player_main_fall_pitfall.c_inc @@ -0,0 +1,84 @@ +static int Player_actor_request_main_fall_pitfall_all(GAME* game, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FALL_PITFALL, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_FALL_PITFALL, prio); + return TRUE; + } + + return FALSE; +} + +static int Player_actor_Get_PlayerAnimeIndex_fromItemKind_Fall_pitfall(int item_kind) { + if (mPlayer_ITEM_IS_UMBRELLA(item_kind) != FALSE) { + return mPlayer_ANIM_OTIRU2; + } else { + return mPlayer_ANIM_OTIRU1; + } +} + +static void Player_actor_setup_main_Fall_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + int item_kind = Player_actor_Get_ItemKind(actorx, player->requested_main_index); + int anim0_idx = Player_actor_Get_PlayerAnimeIndex_fromItemKind_Fall_pitfall(item_kind); + int anim1_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actorx, anim0_idx, -5.0f, &anim1_idx, &part_table_idx); + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(kf0_p, 0.0f, 1000.0f, 0.0f, 0, 0, DEG2SHORT_ANGLE2(90.0f)); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actorx->world.position, &actorx->world.position, + actorx->shape_info.rotation.y, actorx->shape_info.rotation.y, 5.0f, kf0_p, + cKF_ANIMATION_TRANS_XZ | cKF_ANIMATION_TRANS_Y); + Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim0_idx, 1.0f, 1.0f, 0.5f, -5.0f, cKF_FRAMECONTROL_STOP, + mPlayer_PART_TABLE_NORMAL); + Player_actor_setup_main_Base(actorx, game); + mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_FALL_PITFALL); +} + +static void Player_actor_settle_main_Fall_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_dt(kf0_p); +} + +static int Player_actor_CulcAnimation_Fall_pitfall(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_Movement_Fall_pitfall(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_base(&actorx->world.position, &actorx->shape_info.rotation.y, &actorx->scale, + actorx->world.angle.y, kf0_p); + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static void Player_actor_set_eye_pattern_Fall_pitfall(ACTOR* actorx) { + Player_actor_set_tex_anime_pattern(actorx); +} + +static void Player_actor_ObjCheck_Fall_pitfall(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_request_proc_index_fromFall_pitfall(GAME* game, int end_flag) { + + if (end_flag) { + Player_actor_request_main_struggle_pitfall_all(game, mPlayer_REQUEST_PRIORITY_28); + } +} + +static void Player_actor_main_Fall_pitfall(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + end_flag = Player_actor_CulcAnimation_Fall_pitfall(actorx, &last_anim0_cur_frame); + Player_actor_Movement_Fall_pitfall(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Fall_pitfall(actorx); + Player_actor_ObjCheck_Fall_pitfall(actorx, game); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromFall_pitfall(game, end_flag); +} diff --git a/src/m_player_main_lie_bed.c_inc b/src/m_player_main_lie_bed.c_inc index 134c7031..121cf051 100644 --- a/src/m_player_main_lie_bed.c_inc +++ b/src/m_player_main_lie_bed.c_inc @@ -85,8 +85,8 @@ static void Player_actor_setup_main_Lie_bed(ACTOR* actor, GAME* game) { actor->world.angle.y = angle; cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); - cKF_SkeletonInfo_R_AnimationMove_ct_base(17.0f, &actor->world.position, &req_lie->wpos, - actor->shape_info.rotation.y, req_lie->angle, keyf, 3); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &req_lie->wpos, actor->shape_info.rotation.y, + req_lie->angle, 17.0f, keyf, 3); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); Player_actor_setup_main_Base(actor, game); Player_actor_sound_JUMP(actor); diff --git a/src/m_player_main_mail_jump.c_inc b/src/m_player_main_mail_jump.c_inc index e69de29b..b945d9c7 100644 --- a/src/m_player_main_mail_jump.c_inc +++ b/src/m_player_main_mail_jump.c_inc @@ -0,0 +1,78 @@ +static int Player_actor_request_main_mail_jump_all(GAME* game, const xyz_t* pos_p, s16 angle_y, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_MAIL_JUMP, prio)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_mail_jump_c* req_mail_jump_p = &player->requested_main_index_data.mail_jump; + + Player_actor_request_main_index(game, mPlayer_INDEX_MAIL_JUMP, prio); + req_mail_jump_p->pos = *pos_p; + req_mail_jump_p->angle_y = angle_y; + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Mail_jump(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + mPlayer_request_mail_jump_c* req_mail_jump_p = &player->requested_main_index_data.mail_jump; + int anim1_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_CONFIRM1, -6.0f, &anim1_idx, &part_table_idx); + + if (part_table_idx != mPlayer_PART_TABLE_NORMAL) { + part_table_idx = mPlayer_PART_TABLE_NET; + } + + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(kf0_p, 0.0f, 1000.0f, 0.0f, 0, 0, DEG2SHORT_ANGLE2(90.0f)); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actorx->world.position, &req_mail_jump_p->pos, + actorx->shape_info.rotation.y, req_mail_jump_p->angle_y, 8.0f, kf0_p, + cKF_ANIMATION_ROT_Y | cKF_ANIMATION_TRANS_XZ); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_CONFIRM1, anim1_idx, 1.0f, 1.0f, 0.5f, -8.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Mail_jump(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_dt(kf0_p); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static int Player_actor_CulcAnimation_Mail_jump(ACTOR* actorx) { + f32 dummy; + + return Player_actor_CulcAnimation_Base2(actorx, &dummy); +} + +static void Player_actor_Movement_Mail_jump(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_base(&actorx->world.position, &actorx->shape_info.rotation.y, &actorx->scale, + actorx->world.angle.y, kf0_p); + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static void Player_actor_ObjCheck_Mail_jump(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Mail_jump(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_main_Mail_jump(ACTOR* actorx, GAME* game) { + Player_actor_CulcAnimation_Mail_jump(actorx); + Player_actor_Movement_Mail_jump(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Mail_jump(actorx, game); + Player_actor_BGcheck_Mail_jump(actorx); + Player_actor_Item_main(actorx, game); +} diff --git a/src/m_player_main_mail_land.c_inc b/src/m_player_main_mail_land.c_inc index e69de29b..096b8deb 100644 --- a/src/m_player_main_mail_land.c_inc +++ b/src/m_player_main_mail_land.c_inc @@ -0,0 +1,74 @@ +static int Player_actor_request_main_mail_land_all(GAME* game, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_MAIL_LAND, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_MAIL_LAND, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_request_main_mail_land_from_submenu(ACTOR* actorx, GAME* game) { + Player_actor_request_main_mail_land_all(game, mPlayer_REQUEST_PRIORITY_31); +} + +static void Player_actor_setup_main_Mail_land(ACTOR* actorx, GAME* game) { + int anim1_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_CONFIRM1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base3(actorx, game, mPlayer_ANIM_CONFIRM1, anim1_idx, 0.5f, -5.0f, cKF_FRAMECONTROL_STOP, + part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_Movement_Mail_land(ACTOR* actorx) { + Player_actor_Movement_Base_Braking_common(actorx, 0.23925f); +} + +static int Player_actor_CulcAnimation_Mail_land(ACTOR* actorx) { + f32 dummy; + + return Player_actor_CulcAnimation_Base2(actorx, &dummy); +} + +static void Player_actor_ObjCheck_Mail_land(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Mail_land(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_request_proc_index_fromMail_land(ACTOR* actorx, GAME* game, int end_flag) { + + if (end_flag) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } else { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 16.5f)) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_Set_status_for_bee(actorx, TRUE); + } else if (fc0_p->current_frame <= 16.0f && + (Player_actor_GetController_move_percentX() || Player_actor_GetController_move_percentY())) { + Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } +} + +static void Player_actor_main_Mail_land(ACTOR* actorx, GAME* game) { + int end_flag; + + Player_actor_Movement_Mail_land(actorx); + end_flag = Player_actor_CulcAnimation_Mail_land(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Mail_land(actorx, game); + Player_actor_BGcheck_Mail_land(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromMail_land(actorx, game, end_flag); +} diff --git a/src/m_player_main_notice_bee.c_inc b/src/m_player_main_notice_bee.c_inc index e69de29b..05b75b20 100644 --- a/src/m_player_main_notice_bee.c_inc +++ b/src/m_player_main_notice_bee.c_inc @@ -0,0 +1,148 @@ +static int Player_actor_request_main_notice_bee_all(GAME* game, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_NOTICE_BEE, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_NOTICE_BEE, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Notice_bee(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_notice_bee_c* notice_bee_p = &player->main_data.notice_bee; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + int anim1_idx; + int part_table_idx; + + notice_bee_p->timer = 0.0f; + notice_bee_p->msg_mode = 0; + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_HATI3, -5.0f, &anim1_idx, &part_table_idx); + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(kf0_p, 0.0f, 1000.0f, 0.0f, 0, 0, DEG2SHORT_ANGLE2(90.0f)); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actorx->world.position, &actorx->world.position, + actorx->shape_info.rotation.y, actorx->shape_info.rotation.y, 5.0f, kf0_p, + cKF_ANIMATION_ROT_Y); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_HATI3, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Notice_bee(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_dt(kf0_p); + actorx->world.angle.y = actorx->shape_info.rotation.y; + mBGMPsComp_delete_ps_demo(BGM_BEE_STUNG, 0x168); +} + +static int Player_actor_CulcAnimation_Notice_bee(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_Movement_Notice_bee(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_base(&actorx->world.position, &actorx->shape_info.rotation.y, &actorx->scale, + actorx->world.angle.y, kf0_p); + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static void Player_actor_set_eye_pattern_Notice_bee(ACTOR* actorx, int end_flag) { + if (end_flag) { + if (Common_Get(player_decoy_flag) == FALSE) { + Player_actor_set_eye_pattern_normal(actorx); + } + } else { + Player_actor_set_tex_anime_pattern(actorx); + } +} + +static void Player_actor_ObjCheck_Notice_bee(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Notice_bee(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_Notice_bee_demo_ct(ACTOR* actorx) { + rgba_t window_color; + + mDemo_Set_msg_num(0x17B4); + mDemo_Set_talk_display_name(FALSE); + mDemo_Set_camera(CAMERA2_PROCESS_ITEM); + mDemo_Set_ListenAble(); + window_color.r = 225; + window_color.g = 165; + window_color.b = 255; + window_color.a = 255; + mDemo_Set_talk_window_color(&window_color); + mBGMPsComp_make_ps_demo(BGM_BEE_STUNG, 0x168); + mBGMPsComp_delete_ps_quiet(); +} + +static int Player_actor_MessageControl_Notice_bee(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_notice_bee_c* notice_bee_p = &player->main_data.notice_bee; + int* msg_mode_p = ¬ice_bee_p->msg_mode; + f32* timer_p = ¬ice_bee_p->timer; + + switch (*msg_mode_p) { + case 0: { + if (*timer_p < 0.0f) { + (*timer_p) += 1.0f; + } else { + *msg_mode_p = 1; + } + break; + } + + case 1: { + if (mDemo_Check(mDemo_TYPE_REPORT, actorx) == FALSE) { + mDemo_Request(mDemo_TYPE_REPORT, actorx, &Player_actor_Notice_bee_demo_ct); + } else { + *msg_mode_p = 2; + } + break; + } + + case 2: { + if (mDemo_Check(mDemo_TYPE_REPORT, actorx) == FALSE) { + *msg_mode_p = 3; + } + break; + } + + default: { + return TRUE; + } + } + + return FALSE; +} + +static void Player_actor_request_proc_index_fromNotice_bee(ACTOR* actorx, GAME* game, int anim_end_flag, + int msg_end_flag) { + if (anim_end_flag && msg_end_flag) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Notice_bee(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int anim_end_flag; + int msg_end_flag; + + anim_end_flag = Player_actor_CulcAnimation_Notice_bee(actorx, &last_anim0_cur_frame); + Player_actor_Movement_Notice_bee(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Notice_bee(actorx, anim_end_flag); + Player_actor_ObjCheck_Notice_bee(actorx, game); + Player_actor_BGcheck_Notice_bee(actorx); + Player_actor_Item_main(actorx, game); + msg_end_flag = Player_actor_MessageControl_Notice_bee(actorx); + Player_actor_request_proc_index_fromNotice_bee(actorx, game, anim_end_flag, msg_end_flag); +} diff --git a/src/m_player_main_open_furniture.c_inc b/src/m_player_main_open_furniture.c_inc index be81afa7..d8cf090f 100644 --- a/src/m_player_main_open_furniture.c_inc +++ b/src/m_player_main_open_furniture.c_inc @@ -41,8 +41,8 @@ static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) { 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); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, keyf, 1); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); Player_actor_setup_main_Base(actor, game); } @@ -69,8 +69,8 @@ static void Player_actor_ObjCheck_Open_furniture(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } -static void Player_actor_BGcheck_Open_furniture(ACTOR* actor) { - Player_actor_BGcheck_common_type3(actor); +static void Player_actor_BGcheck_Open_furniture(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); } static void Player_actor_request_proc_index_fromOpen_furniture(ACTOR* actor, GAME* game, int arg) { diff --git a/src/m_player_main_outdoor.c_inc b/src/m_player_main_outdoor.c_inc index 912e211e..7151d0bf 100644 --- a/src/m_player_main_outdoor.c_inc +++ b/src/m_player_main_outdoor.c_inc @@ -38,25 +38,25 @@ static void Player_actor_setup_main_Outdoor(ACTOR* actor, GAME* game) { Player_actor_setup_main_Base(actor, game); } -void Player_actor_settle_main_Outdoor(ACTOR* actor, GAME* game) { - mDemo_End(actor); +static void Player_actor_settle_main_Outdoor(ACTOR* actor, GAME* game) { + mDemo_End(actor); } -int Player_actor_CulcAnimation_Outdoor(ACTOR* actor, f32* calc_frame) { +static 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) { +static 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); +static 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) { +static 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); @@ -67,27 +67,26 @@ void Player_actor_request_proc_index_fromOutdoor(GAME* game, int arg1) { } } -void Player_actor_Demo_Outdoor_Demo_ct(ACTOR* actor) { - +static void Player_actor_Demo_Outdoor_Demo_ct(ACTOR* actor) { } -int Player_actor_Request_Demo_Outdoor(ACTOR* actor) { +static 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; + return FALSE; } else { mDemo_Request(mDemo_TYPE_OUTDOOR, actor, Player_actor_Demo_Outdoor_Demo_ct); - return 0; + return FALSE; } } - return 1; + return TRUE; } -void Player_actor_main_Outdoor(ACTOR* actor, GAME* game) { +static void Player_actor_main_Outdoor(ACTOR* actor, GAME* game) { int arg1; f32 frame_calc; diff --git a/src/m_player_main_pull.c_inc b/src/m_player_main_pull.c_inc index 098a6e78..62cc6531 100644 --- a/src/m_player_main_pull.c_inc +++ b/src/m_player_main_pull.c_inc @@ -51,8 +51,8 @@ static void Player_actor_setup_main_Pull(ACTOR* actor, GAME* game) { 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); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, 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); @@ -102,12 +102,12 @@ static void Player_actor_SearchAnimation_Pull(ACTOR* actor, GAME* game, f32 fram } } -static void Player_actor_ObjCheck_Pull(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor, game); +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_BGcheck_Pull(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); } static void Player_actor_request_proc_index_fromPull(ACTOR* actor, GAME* game, int arg) { diff --git a/src/m_player_main_push.c_inc b/src/m_player_main_push.c_inc index ff459530..a68e6de4 100644 --- a/src/m_player_main_push.c_inc +++ b/src/m_player_main_push.c_inc @@ -42,8 +42,8 @@ static void Player_actor_setup_main_Push(ACTOR* actor, GAME* game) { 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); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, 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); @@ -67,12 +67,12 @@ static void Player_actor_SearchAnimation_Push(ACTOR* actor, GAME* game, f32 fram } } -static void Player_actor_ObjCheck_Push(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor, game); +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_BGcheck_Push(ACTOR* actor) { + Player_actor_BGcheck_common_type3(actor); } static void Player_actor_request_proc_index_fromPush(ACTOR* actor, GAME* game, int arg) { diff --git a/src/m_player_main_ready_pitfall.c_inc b/src/m_player_main_ready_pitfall.c_inc index e69de29b..aaf170e7 100644 --- a/src/m_player_main_ready_pitfall.c_inc +++ b/src/m_player_main_ready_pitfall.c_inc @@ -0,0 +1,97 @@ +static int Player_actor_request_main_ready_pitfall_all(GAME* game, const xyz_t* pos_p, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_READY_PITFALL, prio)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_ready_pitfall_c* req_ready_pifall_p = &player->requested_main_index_data.ready_pitfall; + + req_ready_pifall_p->pos = *pos_p; + Player_actor_request_main_index(game, mPlayer_INDEX_READY_PITFALL, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Ready_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + mPlayer_request_ready_pitfall_c* req_ready_pifall_p = &player->requested_main_index_data.ready_pitfall; + int anim1_idx; + int part_table_idx; + + player->pitfall_flag = FALSE; + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_GURATUKU1, -5.0f, &anim1_idx, &part_table_idx); + cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(kf0_p, 0.0f, 1000.0f, 0.0f, 0, 0, DEG2SHORT_ANGLE2(90.0f)); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actorx->world.position, &req_ready_pifall_p->pos, + actorx->shape_info.rotation.y, actorx->shape_info.rotation.y, 5.0f, kf0_p, + cKF_ANIMATION_TRANS_XZ | cKF_ANIMATION_TRANS_Y); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_GURATUKU1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Ready_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_dt(kf0_p); + eEC_CLIP->effect_kill_proc(eEC_EFFECT_ASE2, RSV_NO); +} + +static int Player_actor_CulcAnimation_Ready_pitfall(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_Movement_Ready_pitfall(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + + cKF_SkeletonInfo_R_AnimationMove_base(&actorx->world.position, &actorx->shape_info.rotation.y, &actorx->scale, + actorx->world.angle.y, kf0_p); + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static void Player_actor_SetEffect_Ready_pitfall(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 5.0f)) { + player->draw_effect_idx = eEC_EFFECT_ASE2 + 1; + } +} + +static void Player_actor_SearchAnimation_Ready_pitfall(ACTOR* actorx, f32 frame) { + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_SetEffect_Ready_pitfall(actorx); + } +} + +static void Player_actor_set_eye_pattern_Ready_pitfall(ACTOR* actorx) { + Player_actor_set_tex_anime_pattern(actorx); +} + +static void Player_actor_ObjCheck_Ready_pitfall(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_request_proc_index_fromReady_pitfall(GAME* game, int end_flag) { + + if (end_flag) { + Player_actor_request_main_fall_pitfall_all(game, mPlayer_REQUEST_PRIORITY_28); + } +} + +static void Player_actor_main_Ready_pitfall(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + end_flag = Player_actor_CulcAnimation_Ready_pitfall(actorx, &last_anim0_cur_frame); + Player_actor_Movement_Ready_pitfall(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_SearchAnimation_Ready_pitfall(actorx, last_anim0_cur_frame); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Ready_pitfall(actorx); + Player_actor_ObjCheck_Ready_pitfall(actorx, game); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromReady_pitfall(game, end_flag); +} diff --git a/src/m_player_main_roll_bed.c_inc b/src/m_player_main_roll_bed.c_inc index 38daea80..b8605a87 100644 --- a/src/m_player_main_roll_bed.c_inc +++ b/src/m_player_main_roll_bed.c_inc @@ -73,8 +73,8 @@ static void Player_actor_setup_main_Roll_bed(ACTOR* actor, GAME* game) { anim_idx = Player_actor_Get_BasicPlayerAnimeIndex_Roll_bed(req_roll->move_dir, actor->shape_info.rotation.y); cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); - cKF_SkeletonInfo_R_AnimationMove_ct_base(17.0f, &actor->world.position, &actor->world.position, - actor->shape_info.rotation.y, 0, keyf, 1); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 17.0f, keyf, 1); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0); Player_actor_setup_main_Base(actor, game); Player_actor_sound_BED_NEGAERI(actor); diff --git a/src/m_player_main_standup_bed.c_inc b/src/m_player_main_standup_bed.c_inc index 8be23c7c..50f034a4 100644 --- a/src/m_player_main_standup_bed.c_inc +++ b/src/m_player_main_standup_bed.c_inc @@ -125,7 +125,7 @@ static void Player_actor_setup_main_Standup_bed(ACTOR* actor, GAME* game) { cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000); rot = actor->shape_info.rotation.y; - cKF_SkeletonInfo_R_AnimationMove_ct_base(3.0f, &actor->world.position, &actor->world.position, rot, rot, keyf, 3); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, rot, rot, 3.0f, keyf, 3); Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -3.0f, 0, 0); Player_actor_setup_main_Base(actor, game); Player_actor_sound_BED_OUT(actor); diff --git a/src/m_player_main_struggle_pitfall.c_inc b/src/m_player_main_struggle_pitfall.c_inc index e69de29b..39bce6d9 100644 --- a/src/m_player_main_struggle_pitfall.c_inc +++ b/src/m_player_main_struggle_pitfall.c_inc @@ -0,0 +1,123 @@ +static int Player_actor_request_main_struggle_pitfall_all(GAME* game, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_STRUGGLE_PITFALL, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_STRUGGLE_PITFALL, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Struggle_pitfall(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + mPlayer_main_struggle_pitfall_c* struggle_pitfall_p = &player->main_data.struggle_pitfall; + int anim1_idx; + int part_table_idx; + + struggle_pitfall_p->button_presses = 0.0f; + struggle_pitfall_p->target_anim_speed = 0.5f; + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_MOGAKU1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actorx, game, mPlayer_ANIM_MOGAKU1, mPlayer_ANIM_MOGAKU1, 1.0f, 1.0f, 0.5f, -5.0f, + mPlayer_PART_TABLE_NORMAL); + player->draw_effect_idx = eEC_EFFECT_ASE2 + 1; + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Struggle_pitfall(ACTOR* actorx, GAME* game) { + eEC_CLIP->effect_kill_proc(eEC_EFFECT_ASE2, RSV_NO); +} + +static void Player_actor_Movement_Struggle_pitfall(ACTOR* actorx) { + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static int Player_actor_ControlAnimationSpeed_Struggle_pitfall(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_struggle_pitfall_c* struggle_pitfall_p = &player->main_data.struggle_pitfall; + f32 add_button_push_amt; + f32 old_recognize_percentR; + f32 now_recognize_percentR; + f32 d_recognize_percentR; + f32 abs_d_recognize_percentR; + + if (struggle_pitfall_p->button_presses >= 20.0f) { + return TRUE; + } + + add_button_push_amt = 0.0f; + add_button_push_amt += Player_actor_CheckController_forStruggle_pitfall(); + old_recognize_percentR = Player_actor_GetController_old_recognize_percentR(); + now_recognize_percentR = Player_actor_GetController_recognize_percentR(); + d_recognize_percentR = old_recognize_percentR - now_recognize_percentR; + abs_d_recognize_percentR = ABS(d_recognize_percentR); + add_button_push_amt += abs_d_recognize_percentR * 0.5f; + + if (old_recognize_percentR > 0.0f && now_recognize_percentR > 0.0f) { + int now_move_angle = Player_actor_GetController_move_angle(); + int old_move_angle = Player_actor_GetController_old_move_angle(); + int d_move_angle = (s16)(old_move_angle - now_move_angle); + int abs_d_move_angle = ABS(d_move_angle); + + add_button_push_amt += (f32)abs_d_move_angle * 0.00002f; + } + + { + f32* target_anim_speed_p = &struggle_pitfall_p->target_anim_speed; + + struggle_pitfall_p->button_presses += add_button_push_amt; + (*target_anim_speed_p) += add_button_push_amt * 0.25f; + (*target_anim_speed_p) -= 0.00435f; + + if (*target_anim_speed_p > 1.0f) { + *target_anim_speed_p = 1.0f; + } else if (*target_anim_speed_p < 0.5f) { + *target_anim_speed_p = 0.5f; + } + + { + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + f32* speed_p = &fc0_p->speed; + + (*speed_p) += (*target_anim_speed_p - *speed_p) * 0.10875f; + } + } + + return FALSE; +} + +static int Player_actor_CulcAnimation_Struggle_pitfall(ACTOR* actorx) { + f32 dummy; + + return Player_actor_CulcAnimation_Base2(actorx, &dummy); +} + +static void Player_actor_set_eye_pattern_Struggle_pitfall(ACTOR* actorx) { + Player_actor_set_tex_anime_pattern(actorx); + Player_actor_set_eye_pattern(actorx, 6); +} + +static void Player_actor_ObjCheck_Struggle_pitfall(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_request_proc_index_fromStruggle_pitfall(GAME* game, int end_flag) { + + if (end_flag) { + Player_actor_request_main_climbup_pitfall_all(game, mPlayer_REQUEST_PRIORITY_29); + } +} + +static void Player_actor_main_Struggle_pitfall(ACTOR* actorx, GAME* game) { + int end_flag; + + Player_actor_Movement_Struggle_pitfall(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_ControlAnimationSpeed_Struggle_pitfall(actorx); + Player_actor_CulcAnimation_Struggle_pitfall(actorx); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Struggle_pitfall(actorx); + Player_actor_ObjCheck_Struggle_pitfall(actorx, game); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromStruggle_pitfall(game, end_flag); +} diff --git a/src/m_player_main_stung_bee.c_inc b/src/m_player_main_stung_bee.c_inc index e69de29b..935df971 100644 --- a/src/m_player_main_stung_bee.c_inc +++ b/src/m_player_main_stung_bee.c_inc @@ -0,0 +1,125 @@ +static int Player_actor_request_main_stung_bee_all(GAME* game, int prio) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + int main_index = player->now_main_index; + + if (main_index == mPlayer_INDEX_RELAX_ROD) { + mPlayer_main_relax_rod_c* relax_rod_p = &player->main_data.relax_rod; + + relax_rod_p->bee_flag = TRUE; + return FALSE; + } else if (Player_actor_Check_is_demo_mode(main_index)) { + return FALSE; + } else if (Player_actor_check_request_main_able(game, mPlayer_INDEX_STUNG_BEE, prio)) { + Player_actor_request_main_index(game, mPlayer_INDEX_STUNG_BEE, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Stung_bee(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_stung_bee_c* stung_bee_p = &player->main_data.stung_bee; + int anim1_idx; + int part_table_idx; + + stung_bee_p->timer = 0.0f; + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_HATI1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_HATI1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + Player_actor_setup_main_Base(actorx, game); + mBGMPsComp_make_ps_quiet(0x168); + if (player->bee_chase_bgm_flag) { + player->bee_chase_bgm_flag = FALSE; + mBGMPsComp_delete_ps_happening(BGM_BEE_CHASE, 0); + } + + Player_actor_sound_hachi_sasareru(actorx); +} + +static void Player_actor_Movement_Stung_bee(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_stung_bee_c* stung_bee_p = &player->main_data.stung_bee; + f32* timer_p = &stung_bee_p->timer; + + Player_actor_Movement_Base_Braking(actorx); + if (*timer_p > 94.0f) { + add_calc_short_angle2(&actorx->shape_info.rotation.y, DEG2SHORT_ANGLE2(180.0f), 1.0f - sqrtf(0.5f), 2500, 50); + actorx->world.angle.y = actorx->shape_info.rotation.y; + } +} + +static int Player_actor_CulcAnimation_Stung_bee(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_ChangeAnimation_Stung_bee(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (end_flag && player->animation0_idx == mPlayer_ANIM_HATI1) { + int anim1_idx; + int part_table_idx; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_HATI2, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_HATI2, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + } +} + +static void Player_actor_SearchAnimation_Stung_bee(ACTOR* actorx, GAME* game, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE && + player->animation0_idx == mPlayer_ANIM_HATI2) { + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 21.0f)) { + mNpc_SetTalkBee(); + Common_Set(player_bee_swell_flag, TRUE); + Common_Set(player_bee_chase_flag, FALSE); + mPlib_change_player_face(game); + } + } +} + +static void Player_actor_set_eye_pattern_Stung_bee(ACTOR* actorx) { + Player_actor_set_tex_anime_pattern(actorx); +} + +static void Player_actor_ObjCheck_Stung_bee(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Stung_bee(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_request_proc_index_fromStung_bee(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_stung_bee_c* stung_bee_p = &player->main_data.stung_bee; + f32* timer_p = &stung_bee_p->timer; + + if (*timer_p > 252.0f) { + Player_actor_request_main_notice_bee_all(game, mPlayer_REQUEST_PRIORITY_26); + } else { + (*timer_p) += 1.0f; + } +} + +static void Player_actor_main_Stung_bee(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Stung_bee(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Stung_bee(actorx, &last_anim0_cur_frame); + Player_actor_ChangeAnimation_Stung_bee(actorx, game, end_flag); + Player_actor_SearchAnimation_Stung_bee(actorx, game, last_anim0_cur_frame); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_tex_anime_Stung_bee(actorx); + Player_actor_ObjCheck_Stung_bee(actorx, game); + Player_actor_BGcheck_Stung_bee(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromStung_bee(actorx, game); +} diff --git a/src/m_player_main_wait_open_furniture.c_inc b/src/m_player_main_wait_open_furniture.c_inc index 4baf5dc9..bf37c46c 100644 --- a/src/m_player_main_wait_open_furniture.c_inc +++ b/src/m_player_main_wait_open_furniture.c_inc @@ -32,8 +32,8 @@ static void Player_actor_setup_main_Wait_open_furniture(ACTOR* actor, GAME* game anim_idx = req_open->anim_idx; 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); + cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position, + actor->shape_info.rotation.y, 0, 0.0f, keyf, 1); Player_actor_InitAnimation_Base1(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0); Player_actor_setup_main_Base(actor, game); } @@ -44,8 +44,8 @@ static void Player_actor_settle_main_Wait_open_furniture(ACTOR* actor, GAME* gam cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); } -static void Player_actor_Movement_Wait_open_furniture(ACTOR* actor) { - Player_actor_Movement_Base_Stop(actor, FALSE); +static void Player_actor_Movement_Wait_open_furniture(ACTOR* actor) { + Player_actor_Movement_Base_Stop(actor, FALSE); } static int Player_actor_CulcAnimation_Wait_open_furniture(ACTOR* actor) { diff --git a/src/m_player_main_walk.c_inc b/src/m_player_main_walk.c_inc index 84a3e578..1bac0fb0 100644 --- a/src/m_player_main_walk.c_inc +++ b/src/m_player_main_walk.c_inc @@ -56,11 +56,11 @@ static void Player_actor_setup_main_Walk_common(ACTOR* actor, GAME* game) { Player_actor_setup_main_Base(actor, game); } -static void Player_actor_setup_main_Walk(ACTOR* actor, GAME* game) { - Player_actor_setup_main_Walk_common(actor, game); +static void Player_actor_setup_main_Walk(ACTOR* actor, GAME* game) { + Player_actor_setup_main_Walk_common(actor, game); } -static void Player_actor_settle_main_Walk(ACTOR* actor) { +static void Player_actor_settle_main_Walk(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; switch (player->requested_main_index) { @@ -219,12 +219,12 @@ static void Player_actor_Movement_Walk(ACTOR* actor, GAME* game, f32* frame) { Player_actor_Movement_Base(actor); } -static void Player_actor_ObjCheck_Walk(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor, game); +static void Player_actor_ObjCheck_Walk(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -static void Player_actor_BGcheck_Walk(ACTOR* actor) { - Player_actor_BGcheck_common_type1(actor); +static void Player_actor_BGcheck_Walk(ACTOR* actor) { + Player_actor_BGcheck_common_type1(actor); } static void Player_actor_request_proc_index_fromWalk(ACTOR* actor, GAME* game) {