match m_player_main_door

This commit is contained in:
Prakxo
2024-09-01 20:40:06 +02:00
parent 33316e05b4
commit d2da1cf941
3 changed files with 70 additions and 4 deletions
+1 -1
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@@ -466,7 +466,7 @@ extern void cKF_SkeletonInfo_R_AnimationMove_dt(cKF_SkeletonInfo_R_c* keyframe);
* @param yidle Y-axis idle angle.
* @param keyframe Skeleton info structure containing animation data.
*/
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s_xyz* sbase, xyz_t* move, s16 yidle,
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle,
cKF_SkeletonInfo_R_c* keyframe);
/**
+3 -3
View File
@@ -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, s_xyz* sbase, xyz_t* move, s16 yidle,
extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s16* sbase, xyz_t* move, s16 yidle,
cKF_SkeletonInfo_R_c* keyframe) {
f32 fc = keyframe->fixed_counter;
f32 count = 1.0f + fc;
@@ -1162,14 +1162,14 @@ extern void cKF_SkeletonInfo_R_AnimationMove_base(xyz_t* base, s_xyz* sbase, xyz
Matrix_rotateXYZ(keyframe->current_joint[1].x, keyframe->current_joint[1].y, keyframe->current_joint[1].z, 0);
Matrix_to_rotate2_new(get_Matrix_now(), update_base, 0);
Matrix_pull();
sbase->x = angley + angle_c + (update_base->x - base_x);
*sbase = angley + angle_c + (update_base->x - base_x);
}
if (base != NULL) {
cur_joint = keyframe->current_joint;
sub = 0;
if (sbase != NULL) {
sub = sbase->x - yidle;
sub = *sbase - yidle;
}
if (an_flag & cKF_ANIMATION_TRANS_XZ) {
f32 move_x, move_z;
+66
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@@ -0,0 +1,66 @@
static int Player_actor_request_main_door(GAME* game, const xyz_t* pos, s16 angle_y, int type, u32 label,
int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DOOR, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
player->requested_main_index_data.door.player_pos = *pos;
player->requested_main_index_data.door.player_pos.y = player->actor_class.world.position.y;
player->requested_main_index_data.door.angle_y = angle_y;
player->requested_main_index_data.door.type = type;
player->requested_main_index_data.door.label = label;
Player_actor_request_main_index(game, mPlayer_INDEX_DOOR, priority);
return TRUE;
}
return FALSE;
}
static void Player_actor_setup_main_Door(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int anim_idx = mPlayer_ANIM_INTO_S1;
cKF_SkeletonInfo_R_c* keyf = &player->keyframe0;
if (player->requested_main_index_data.door.type == 0) {
anim_idx = mPlayer_ANIM_OPEN1;
}
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);
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);
}
static int Player_actor_CulcAnimation_Door(ACTOR* actor, f32* frame_calc) {
return Player_actor_CulcAnimation_Base2(actor, frame_calc);
}
static void Player_actor_Movement_Door(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, 0);
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 Player_actor_main_Door(ACTOR* actor, GAME* game) {
f32 frame_calc;
Player_actor_CulcAnimation_Door(actor, &frame_calc);
Player_actor_Movement_Door(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_recover_lean_angle(actor);
Player_actor_set_eye_pattern_normal(actor);
Player_actor_ObjCheck_Door(actor, game);
Player_actor_Item_main(actor, game);
}