match m_player_main_wait_bed

This commit is contained in:
Prakxo
2024-09-04 23:46:13 +02:00
parent 20d0452c4c
commit c06afc5132
+106
View File
@@ -0,0 +1,106 @@
static int Player_actor_Check_able_request_main_wait_bed(GAME* game) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
int index = player->now_main_index;
switch (index) {
case mPlayer_INDEX_LIE_BED:
case mPlayer_INDEX_ROLL_BED:
return TRUE;
default:
return FALSE;
}
}
static int Player_actor_request_main_hold(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT_BED, priority) &&
Player_actor_Check_able_request_main_wait_bed(game)) {
Player_actor_request_main_index(game, mPlayer_INDEX_WAIT_BED, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Wait_bed(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_wait_bed_c* req_wait = &player->main_data.wait_bed;
req_wait->flags = 0;
actor->world.angle = actor->shape_info.rotation;
Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_BED_WAIT1, mPlayer_ANIM_BED_WAIT1, 1.0f, 1.0f, 0.5f,
0.0f, 0);
Player_actor_set_eye_pattern(actor, 2);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Wait_bed(ACTOR* actor) {
Player_actor_Movement_Base_Stop(actor, FALSE);
}
static int Player_actor_CulcAnimation_Wait_bed(ACTOR* actor) {
f32 frame_calc;
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_request_proc_index_fromWait_bed(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_GetController_move_percentR() > 0.5f) {
s16 angle = Player_actor_Get_ControllerAngle(game);
int dir = 0;
int dir_angle = Player_actor_Get_Direction_fromAngle(actor->world.angle.y);
int check1 = angle < DEG2SHORT_ANGLE2(-165.005f);
int check2 = angle > DEG2SHORT_ANGLE2(165.005f);
int check4 = angle < DEG2SHORT_ANGLE2(15.0f);
int check3 = angle > DEG2SHORT_ANGLE2(-15.0f);
int check6 = angle < DEG2SHORT_ANGLE2(105.0f);
int check5 = angle > DEG2SHORT_ANGLE2(75.005f);
int check8 = angle < DEG2SHORT_ANGLE2(-75.005f);
int check7 = angle > DEG2SHORT_ANGLE2(-105.0f);
if (dir_angle == 1 || dir_angle == 2) {
if (check1 || check2) {
dir = 3;
} else if (check3 && check4) {
dir = 4;
}
} else if (check5 && check6) {
dir = 1;
} else if (check7 && check8) {
dir = 2;
}
if (dir != 0) {
if (player->main_data.wait_bed.flags) {
int action = 1;
if (Common_Get(clip).my_room_clip != NULL) {
action = Common_Get(clip).my_room_clip->get_bed_action_proc(actor, dir);
}
if (action == 1) {
Player_actor_request_main_roll_bed(game, dir, mPlayer_REQUEST_PRIORITY_22);
} else if (action == 2) {
Player_actor_request_main_standup_bed(game, dir, mPlayer_REQUEST_PRIORITY_22);
}
}
} else {
player->main_data.wait_bed.flags = 1;
}
} else {
player->main_data.wait_bed.flags = 1;
}
}
static void Player_actor_main_Wait_bed(ACTOR* actor, GAME* game) {
Player_actor_Movement_Wait_bed(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Wait_bed(actor);
Player_actor_Item_main(actor, game);
Player_actor_request_proc_index_fromWait_bed(actor, game);
}