diff --git a/src/m_player_main_roll_bed.c_inc b/src/m_player_main_roll_bed.c_inc index e69de29b..38daea80 100644 --- a/src/m_player_main_roll_bed.c_inc +++ b/src/m_player_main_roll_bed.c_inc @@ -0,0 +1,111 @@ +static int Player_actor_Check_able_request_main_roll_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_roll_bed(GAME* game, int direction, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_ROLL_BED, priority) && + Player_actor_Check_able_request_main_roll_bed(game)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + player->requested_main_index_data.roll_bed.move_dir = direction; + Player_actor_request_main_index(game, mPlayer_INDEX_ROLL_BED, priority); + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_settle_main_Roll_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + + cKF_SkeletonInfo_R_AnimationMove_dt(&player->keyframe0); +} + +static int Player_actor_Get_BasicPlayerAnimeIndex_Roll_bed(int direction, s16 angle) { + if (angle == 0) { + if (direction == 1) { + return mPlayer_ANIM_NEGAERI_R1; + } + if (direction == 2) { + return mPlayer_ANIM_NEGAERI_L1; + } + } else if (angle == 0x4000) { + if (direction == 3) { + return mPlayer_ANIM_NEGAERI_R1; + } + if (direction == 4) { + return mPlayer_ANIM_NEGAERI_L1; + } + } else if (angle == -0x8000) { + if (direction == 1) { + return mPlayer_ANIM_NEGAERI_L1; + } + if (direction == 2) { + return mPlayer_ANIM_NEGAERI_R1; + } + } else if (angle == -0x4000) { + if (direction == 3) { + return mPlayer_ANIM_NEGAERI_L1; + } + if (direction == 4) { + return mPlayer_ANIM_NEGAERI_R1; + } + } + + return mPlayer_ANIM_NEGAERI_R1; +} + +static void Player_actor_setup_main_Roll_bed(ACTOR* actor, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + cKF_SkeletonInfo_R_c* keyf; + mPlayer_request_roll_bed_c* req_roll = &player->requested_main_index_data.roll_bed; + int anim_idx; + + keyf = &player->keyframe0; + 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); + 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); +} + +static int Player_actor_CulcAnimation_Roll_bed(ACTOR* actor) { + f32 frame_calc; + + return Player_actor_CulcAnimation_Base2(actor, &frame_calc); +} + +static void Player_actor_Movement_Roll_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_request_proc_index_fromRoll_bed(GAME* game, int arg) { + if (arg != 0) { + Player_actor_request_main_wait_bed(game, mPlayer_REQUEST_PRIORITY_26); + } +} + +static void Player_actor_main_Roll_bed(ACTOR* actor, GAME* game) { + int arg = Player_actor_CulcAnimation_Roll_bed(actor); + + Player_actor_Movement_Roll_bed(actor); + Player_actor_Reinput_force_position_angle(actor, game); + Player_actor_set_eye_pattern_normal(actor); + Player_actor_Item_main(actor, game); + Player_actor_request_proc_index_fromRoll_bed(game, arg); +}