From b106c14826d966015683eb323e26358364e922e7 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Wed, 4 Sep 2024 23:47:21 +0200 Subject: [PATCH] match m_player_main_standup_bed --- src/m_player_main_standup_bed.c_inc | 210 ++++++++++++++++++++++++++++ 1 file changed, 210 insertions(+) diff --git a/src/m_player_main_standup_bed.c_inc b/src/m_player_main_standup_bed.c_inc index e69de29b..8be23c7c 100644 --- a/src/m_player_main_standup_bed.c_inc +++ b/src/m_player_main_standup_bed.c_inc @@ -0,0 +1,210 @@ +static int Player_actor_Check_able_request_main_standup_bed(GAME* game) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + int index = player->now_main_index; + + switch (index) { + case mPlayer_INDEX_WAIT_BED: + return TRUE; + default: + return FALSE; + } +} + +static int Player_actor_request_main_standup_bed(GAME* game, int move_direction, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_STANDUP_BED, priority) && + Player_actor_Check_able_request_main_standup_bed(game)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + xyz_t pos = player->actor_class.world.position; + s16 rot = player->actor_class.shape_info.rotation.y; + f32 x; + f32 z; + + if (move_direction == 1) { + if (rot == 0) { + x = 40.0f; + z = 5.0f; + } else { + x = 40.0f; + z = -5.0f; + } + } else if (move_direction == 2) { + if (rot == 0) { + x = -40.0f; + z = -5.0f; + } else { + x = -40.0f; + z = 5.0f; + } + } else if (move_direction == 3) { + if (rot == 0x4000) { + x = 5.0f; + z = -40.0f; + } else { + x = -5.0f; + z = -40.0f; + } + } else { + if (rot == 0x4000) { + x = 5.0f; + z = 40.0f; + } else { + x = -5.0f; + z = 40.0f; + } + } + + pos.x += x; + pos.z += z; + + if (!Player_actor_SearchPosition_npc_forStand(game, &pos)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + player->requested_main_index_data.standup_bed.move_dir = move_direction; + Player_actor_request_main_index(game, mPlayer_INDEX_STANDUP_BED, priority); + return TRUE; + } + } + return FALSE; +} + +static void Player_actor_settle_main_Standup_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); + actor->world.angle.y = actor->shape_info.rotation.y; + actor->shape_info.rotation.x = 0; + actor->world.angle.x = 0; + actor->shape_info.rotation.z = 0; + actor->world.angle.z = 0; + actor->shape_info.shadow_size_change_rate = 1.0f; + actor->shape_info.shadow_alpha_change_rate = 1.0f; +} + +static int Player_actor_Get_BasicPlayerAnimeIndex_Standup_bed(int direction, s16 angle) { + if (angle == 0) { + if (direction == 1) { + return mPlayer_ANIM_OUTBED_R1; + } + if (direction == 2) { + return mPlayer_ANIM_OUTBED_L1; + } + } else if (angle == 0x4000) { + if (direction == 3) { + return mPlayer_ANIM_OUTBED_R1; + } + if (direction == 4) { + return mPlayer_ANIM_OUTBED_L1; + } + } else if (angle == -0x8000) { + if (direction == 1) { + return mPlayer_ANIM_OUTBED_L1; + } + if (direction == 2) { + return mPlayer_ANIM_OUTBED_R1; + } + } else if (angle == -0x4000) { + if (direction == 3) { + return mPlayer_ANIM_OUTBED_L1; + } + if (direction == 4) { + return mPlayer_ANIM_OUTBED_R1; + } + } + + return mPlayer_ANIM_OUTBED_R1; +} + +static void Player_actor_setup_main_Standup_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_standup_bed_c* req_up = &player->requested_main_index_data.standup_bed; + int anim_idx; + s16 rot; + + keyf = &player->keyframe0; + anim_idx = Player_actor_Get_BasicPlayerAnimeIndex_Standup_bed(req_up->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); + rot = actor->shape_info.rotation.y; + + cKF_SkeletonInfo_R_AnimationMove_ct_base(3.0f, &actor->world.position, &actor->world.position, rot, rot, 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); +} + +static int Player_actor_CulcAnimation_Standup_bed(ACTOR* actor, f32* frame_calc) { + return Player_actor_CulcAnimation_Base2(actor, frame_calc); +} + +static void Player_actor_SetSound_Standup_bed(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) { + Player_actor_sound_LANDING(actor); + } +} + +static void Player_actor_SearchAnimation_Standup_bed(ACTOR* actor, f32 frame) { + f32 per; + f32 mod; + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + f32 cur; + s16 target_x; + s16 target_y; + int angle; + + Player_actor_AppearShadow_fromAnimationFrame(actor, 12.0f, 8.0f); + cur = fc0_p->current_frame; + per = get_percent_forAccelBrake(cur, 1.0f, 21.0f, 3.0f, 3.0f); + + target_x = (int)(-16384.0f * (1.0f - per)); + add_calc_short_angle2(&actor->shape_info.rotation.x, target_x, 1.0f - sqrtf(0.5), 1820, 50); + + per = get_percent_forAccelBrake(cur, 1.0f, 18.0f, 3.0f, 3.0f); + target_y = actor->world.angle.y; + + if (player->animation0_idx == mPlayer_ANIM_OUTBED_R1) { + mod = 16384.0f; + } else { + mod = -16384.0f; + } + + target_y += (s16)(int)(mod * per); + add_calc_short_angle2(&actor->shape_info.rotation.y, target_y, 1.0f - sqrtf(0.5), 1820, 50); + if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) { + Player_actor_SetSound_Standup_bed(actor); + } +} + +static void Player_actor_Movement_Standup_bed(ACTOR* actor) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_base(&actor->world.position, &actor->shape_info.rotation.y, &actor->scale, + actor->world.angle.y, &player->keyframe0); + Player_actor_Movement_Base_Stop(actor, FALSE); +} + +static void Player_actor_ObjCheck_Standup_bed(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); +} + +static void Player_actor_request_proc_index_fromStandup_bed(ACTOR* actor, GAME* game, int arg) { + if (arg != 0) { + Player_actor_SettleRequestMainIndexPriority(actor); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1); + } +} + +static void Player_actor_main_Standup_bed(ACTOR* actor, GAME* game) { + f32 frame_calc; + int arg = Player_actor_CulcAnimation_Standup_bed(actor, &frame_calc); + + Player_actor_SearchAnimation_Standup_bed(actor, frame_calc); + Player_actor_Movement_Standup_bed(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_ObjCheck_Standup_bed(actor, game); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromStandup_bed(actor, game, arg); +}