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LEFTONE/core/locharacter/big_warder.c
falsycat 84c3a02b9a [RELEASE] u22-v03
This version is submitted to U22 breau.
2020-09-14 00:00:00 +00:00

788 lines
22 KiB
C

#include "./big_warder.h"
#include <assert.h>
#include <stdbool.h>
#include <stddef.h>
#include "util/math/algorithm.h"
#include "util/math/vector.h"
#include "util/mpkutil/get.h"
#include "util/mpkutil/pack.h"
#include "core/lobullet/base.h"
#include "core/lobullet/bomb.h"
#include "core/lobullet/linear.h"
#include "core/lobullet/pool.h"
#include "core/locommon/easing.h"
#include "core/locommon/msgpack.h"
#include "core/loentity/entity.h"
#include "core/loplayer/combat.h"
#include "core/loplayer/event.h"
#include "core/loplayer/player.h"
#include "core/loresource/music.h"
#include "core/loresource/text.h"
#include "core/loshader/character.h"
#include "./base.h"
#include "./misc.h"
#include "./util.h"
typedef struct {
locharacter_event_holder_t event;
int32_t phase;
vec2_t from;
vec2_t to;
} locharacter_big_warder_param_t;
_Static_assert(
sizeof(locharacter_big_warder_param_t) <= LOCHARACTER_BASE_DATA_MAX_SIZE);
#define LOCHARACTER_BIG_WARDER_PARAM_TO_PACK_EACH_(PROC) do { \
PROC("event-start-time", event.start_time); \
PROC("phase", phase); \
PROC("from", from); \
PROC("to", to); \
} while (0)
#define LOCHARACTER_BIG_WARDER_PARAM_TO_PACK_COUNT 4
static const vec2_t locharacter_big_warder_size_ = vec2(.04f, .07f);
static const loeffect_recipient_status_t
locharacter_big_warder_base_status_ = {
.attack = .1f,
.defence = .85f,
.speed = .1f,
.jump = .1f,
};
#define LOCHARACTER_BIG_WARDER_BEAT (60000/80.f) /* 80 BPM */
#define LOCHARACTER_BIG_WARDER_MUSIC_DURATION \
((uint64_t) LOCHARACTER_BIG_WARDER_BEAT*144)
#define LOCHARACTER_BIG_WARDER_MELODY_B_BEAT 80
#include "./big_warder.private.h"
static void
locharacter_big_warder_start_wait_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_walk_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_shoot_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_combo_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_thrust_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_cooldown_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_stunned_state_(
locharacter_base_t* c
);
static void
locharacter_big_warder_start_dead_state_(
locharacter_base_t* c
);
static void locharacter_big_warder_finalize_event_(locharacter_base_t* c) {
assert(c != NULL);
/* This function must start next state. */
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
assert(p != NULL);
locharacter_event_holder_release_control(&p->event);
if (c->recipient.madness > 0) {
loentity_character_apply_effect(
&c->player->entity.super, &loeffect_curse_trigger());
locharacter_big_warder_start_wait_state_(c);
} else {
loplayer_gain_stance(c->player, LOEFFECT_STANCE_ID_UNFINISHER);
locharacter_big_warder_start_dead_state_(c);
}
}
static bool locharacter_big_warder_reset_if_player_left_(
locharacter_base_t* c) {
assert(c != NULL);
if (MATH_ABS(c->cache.player_pos.x) < 1 &&
0 < c->cache.player_pos.y && c->cache.player_pos.y < 1) {
return false;
}
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
locharacter_event_holder_release_control(&p->event);
locharacter_big_warder_start_wait_state_(c);
return true;
}
static void locharacter_big_warder_update_wait_state_(locharacter_base_t* c) {
assert(c != NULL);
static const uint64_t period = 1000;
c->cache.gravity = true;
/* ---- motion ---- */
float t = (c->cache.time - c->since)%period*1.f/period;
t = (t*2) - 1;
t = MATH_ABS(t);
loshader_character_drawer_instance_t* instance = &c->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->motion_time = t*t*(3-2*t);
/* ---- state transition ---- */
if (MATH_ABS(c->cache.player_pos.x) < 1 &&
0 < c->cache.player_pos.y && c->cache.player_pos.y < 1) {
vec2_t diff;
vec2_sub(&diff, &c->cache.player_pos, &c->pos);
if (vec2_pow_length(&diff) < .5f*.5f) {
locharacter_big_warder_start_walk_state_(c);
return;
}
}
}
static void locharacter_big_warder_start_wait_state_(locharacter_base_t* c) {
assert(c != NULL);
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_WAIT;
}
static void locharacter_big_warder_update_walk_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const float linedur = beat*4;
static const uint64_t period = 800;
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
const bool event = locharacter_event_holder_has_control(&p->event);
const uint64_t min_duration = event? LOCHARACTER_BIG_WARDER_BEAT*16: 0;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &c->cache.instance;
if (c->pos.x != 0) {
float t = (c->cache.time - c->since)%period*1.f/period;
t = (t*2) - 1;
t = MATH_ABS(t);
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_WALK;
instance->motion_time = t;
} else {
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
}
/* ---- position ---- */
if (c->pos.x != 0) c->direction = -MATH_SIGN(c->pos.x);
c->pos.y = 0;
locommon_easing_linear_float(&c->pos.x, 0, c->ticker->delta_f/5);
/* ---- event ---- */
if (event) {
p->event.param->cinescope = true;
p->event.param->hide_hud = true;
if (c->since+(p->phase+1)*linedur < c->cache.time) {
static const char* text[] = {
"boss_big_warder_line0",
"boss_big_warder_line1",
};
if (p->phase < (int32_t) (sizeof(text)/sizeof(text[0]))) {
const char* v = loresource_text_get(
c->res->lang, text[(size_t) p->phase]);
loplayer_event_param_set_line(p->event.param, v, strlen(v));
} else {
loplayer_event_param_set_line(p->event.param, "", 0);
}
++p->phase;
}
}
/* ---- state transition ---- */
if (locharacter_big_warder_reset_if_player_left_(c)) return;
if (c->pos.x == 0 && c->since + min_duration <= c->cache.time) {
if (event) {
p->event.param->hide_hud = false;
p->event.param->cinescope = false;
loplayer_event_param_set_line(p->event.param, "", 0);
}
locharacter_big_warder_start_shoot_state_(c);
return;
}
}
static void locharacter_big_warder_start_walk_state_(
locharacter_base_t* c) {
assert(c != NULL);
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_WALK;
p->phase = 0;
loeffect_recipient_reset(&c->recipient);
if (!loeffect_stance_set_has(
&c->player->status.stances, LOEFFECT_STANCE_ID_UNFINISHER)) {
locharacter_event_holder_take_control(&p->event);
}
}
static void locharacter_big_warder_update_shoot_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t duration = beat*3;
const uint64_t t = c->cache.time - c->since;
c->cache.bullet_hittest = true;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &c->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->motion_time = t;
/* ---- shooting ---- */
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
if (p->phase < 4 && p->phase*beat/2 <= c->cache.time - c->since) {
++p->phase;
lobullet_base_t* b = lobullet_pool_create(c->bullets);
lobullet_linear_light_build(b, (&(lobullet_linear_param_t) {
.owner = c->super.super.id,
.pos = c->super.super.pos,
.size = vec2(.04f, .04f),
.velocity = vec2(c->direction*.5f, 0),
.color = vec4(.6f, .6f, .6f, .8f),
.acceleration = vec2(0, 0),
.duration = 2000,
.knockback = .4f,
.effect = loeffect_immediate_damage(
c->recipient.status.attack/2),
}));
loentity_store_add(c->entities, &b->super.super);
}
/* ---- state transition ---- */
if (locharacter_big_warder_reset_if_player_left_(c)) return;
if (c->since + duration <= c->cache.time) {
locharacter_big_warder_start_combo_state_(c);
return;
}
}
static void locharacter_big_warder_start_shoot_state_(locharacter_base_t* c) {
assert(c != NULL);
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_SHOOT;
c->direction = c->cache.player_pos.x - c->pos.x;
c->direction = c->direction > 0? 1: -1;
p->phase = 0;
}
static void locharacter_big_warder_update_combo_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t step_dur = beat;
static const uint64_t attack_dur = beat*2;
const locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->cache.bullet_hittest = true;
loshader_character_drawer_instance_t* instance = &c->cache.instance;
if (c->since + step_dur > c->cache.time) {
const float t = (c->cache.time - c->since)*1.f/step_dur;
/* ---- position ---- */
vec2_t dist;
vec2_sub(&dist, &p->to, &p->from);
vec2_muleq(&dist, t*t*(3-2*t));
c->pos = p->from;
vec2_addeq(&c->pos, &dist);
/* ---- motion ---- */
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_WALK;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
instance->motion_time = 1-powf(2*t-1, 4);
} else {
float t = (c->cache.time - c->since - step_dur)*1.f/attack_dur;
t *= 4;
t -= (uint64_t) t;
/* ---- motion ---- */
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
instance->motion_time = t*t;
}
/* ---- state transition ---- */
if (locharacter_big_warder_reset_if_player_left_(c)) return;
if (c->since + step_dur + attack_dur <= c->cache.time) {
locharacter_big_warder_start_thrust_state_(c);
return;
}
}
static void locharacter_big_warder_start_combo_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t parry = 400;
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
if (c->last_knockback_time+parry > c->cache.time) {
locharacter_big_warder_start_stunned_state_(c);
return;
}
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_COMBO;
c->direction = c->cache.player_pos.x - c->pos.x;
c->direction = c->direction > 0? 1: -1;
c->gravity = 0;
p->from = c->pos;
p->to = c->cache.player_pos;
p->to.x -= c->direction * locharacter_big_warder_size_.x;
p->to.y -= locharacter_big_warder_size_.y*.2f;
for (size_t i = 0; i < 4; ++i) {
loplayer_attack(c->player, &(loplayer_combat_attack_t) {
.attacker = c->super.super.id,
.start = c->ticker->time + (uint64_t) (beat*(i/2.f+1)),
.duration = beat/4,
.knockback = vec2(c->direction*.1f, 0),
.effect = loeffect_immediate_damage(c->recipient.status.attack),
});
}
}
static void locharacter_big_warder_update_thrust_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t duration = beat;
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->cache.bullet_hittest = true;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &c->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
const uint64_t ti = c->cache.time - c->since;
if (p->phase <= 0) {
/* ---- disappear ---- */
instance->color.w *= 1 - ti/beat/4;
if (ti > beat/4) {
c->pos = p->to;
if (p->phase < 0) { /* backattack */
c->direction *= -1;
p->phase = 0;
}
++p->phase;
}
} else if (p->phase == 1) {
/* ---- appear ---- */
float t = (ti/beat/2 - .5f)*2;
if (t > 1) t = 1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
instance->motion_time = t;
instance->color.w *= t;
if (ti > beat/2) ++p->phase;
} else {
/* ---- attack ---- */
float t = (ti/beat - .5f)*2;
if (t > 1) t = 1;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
instance->motion_time = t;
}
/* ---- state transition ---- */
if (locharacter_big_warder_reset_if_player_left_(c)) return;
if (c->since + duration < c->cache.time) {
locharacter_big_warder_start_cooldown_state_(c);
return;
}
}
static void locharacter_big_warder_start_thrust_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const float bmelo = LOCHARACTER_BIG_WARDER_MELODY_B_BEAT;
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_THRUST;
c->direction = c->cache.player_pos.x - c->pos.x;
c->direction = c->direction > 0? 1: -1;
c->gravity = 0;
const bool backattack =
locharacter_event_holder_has_control(&p->event) &&
(c->cache.time - p->event.start_time >= beat*bmelo);
const float backattack_f = backattack? 1: -1;
p->to = c->cache.player_pos;
p->to.x += c->direction*locharacter_big_warder_size_.x*backattack_f;
p->to.y -= locharacter_big_warder_size_.y*.2f;
p->phase = backattack? -1: 0;
loplayer_attack(c->player, &(loplayer_combat_attack_t) {
.attacker = c->super.super.id,
.start = c->ticker->time + (uint64_t) (beat/2),
.duration = beat/2,
.knockback = vec2(-backattack_f*c->direction*.1f, 0),
.effect = loeffect_immediate_damage(c->recipient.status.attack),
});
}
static void locharacter_big_warder_update_cooldown_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t duration = beat*4;
const uint64_t ti = c->cache.time - c->since;
const locharacter_big_warder_param_t* p = (typeof(p)) c->data;
c->cache.bullet_hittest = true;
c->cache.gravity = true;
/* ---- motion ---- */
float t = ti*1.f/duration;
if (t > 1) t = 1;
loshader_character_drawer_instance_t* instance = &c->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->motion_time = t;
/* ---- position ---- */
if (ti < beat*2) {
t = ti/beat/2;
vec2_sub(&c->pos, &p->to, &p->from);
vec2_muleq(&c->pos, t*t*(3-2*t));
vec2_addeq(&c->pos, &p->from);
t = t*2-1;
t = 1-powf(MATH_ABS(t), 2);
c->pos.y += t*c->recipient.status.jump/2;
} else {
c->pos = vec2(0, 0);
}
/* ---- state transition ---- */
if (locharacter_big_warder_reset_if_player_left_(c)) return;
if (c->since + duration <= c->cache.time) {
locharacter_big_warder_start_shoot_state_(c);
return;
}
}
static void locharacter_big_warder_start_cooldown_state_(
locharacter_base_t* c) {
assert(c != NULL);
locharacter_big_warder_param_t* p = (typeof(p)) c->data;
if (locharacter_event_holder_has_control(&p->event)) {
static const uint64_t dur = LOCHARACTER_BIG_WARDER_MUSIC_DURATION;
if (p->event.start_time+dur < c->cache.time) {
locharacter_big_warder_finalize_event_(c);
return;
}
} else {
if (c->recipient.madness <= 0) {
locharacter_big_warder_start_dead_state_(c);
return;
}
}
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_COOLDOWN;
p->from = c->pos;
p->to = vec2(0, 0);
}
static void locharacter_big_warder_update_stunned_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const float beat = LOCHARACTER_BIG_WARDER_BEAT;
static const uint64_t duration = beat*4;
c->cache.gravity = true;
/* ---- motion ---- */
float t = (c->cache.time - c->since)*1.f/duration;
t *= 6;
loshader_character_drawer_instance_t* instance = &c->cache.instance;
if (t < 1) {
t = 1-powf(1-t, 6);
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->motion_time = t;
} else {
t = (t-1)/5;
if (t > 1) t = 1;
t = t*t*(3-2*t);
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->motion_time = t;
}
/* ---- state transition ---- */
if (c->since + duration <= c->cache.time) {
locharacter_big_warder_start_cooldown_state_(c);
return;
}
}
static void locharacter_big_warder_start_stunned_state_(
locharacter_base_t* c) {
assert(c != NULL);
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_STUNNED;
loeffect_recipient_apply_effect(
&c->recipient, &loeffect_immediate_damage(1.f));
}
static void locharacter_big_warder_update_dead_state_(
locharacter_base_t* c) {
assert(c != NULL);
static const uint64_t anime_duration = 4000;
static const uint64_t duration = 30000;
c->cache.gravity = true;
/* ---- motion ---- */
float t = (c->cache.time - c->since)*1.f/anime_duration;
if (t > 1) t = 1;
loshader_character_drawer_instance_t* instance = &c->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->motion_time = t*t;
instance->color.w *= 1-t;
/* ---- state transition ---- */
if (c->since+duration < c->cache.time) {
locharacter_big_warder_start_wait_state_(c);
return;
}
}
static void locharacter_big_warder_start_dead_state_(
locharacter_base_t* c) {
assert(c != NULL);
c->since = c->cache.time;
c->state = LOCHARACTER_STATE_DEAD;
loplayer_gain_faith(c->player, .8f);
}
bool locharacter_big_warder_update(locharacter_base_t* base) {
assert(base != NULL);
static const vec2_t size = locharacter_big_warder_size_;
static const float height = size.y * 1.4f;
static const float drawsz = MATH_MAX(size.x, size.y);
locharacter_big_warder_param_t* p = (typeof(p)) base->data;
loeffect_recipient_update(
&base->recipient, &locharacter_big_warder_base_status_);
if (!locharacter_event_holder_update(&p->event)) {
locharacter_big_warder_start_wait_state_(base);
}
base->cache.instance = (loshader_character_drawer_instance_t) {
.character_id = LOSHADER_CHARACTER_ID_WARDER,
.marker_offset = vec2(0, height - drawsz),
.pos = vec2(0, drawsz - height),
.size = vec2(drawsz, drawsz),
.color = vec4(.2f, 0, 0, 1),
};
switch (base->state) {
case LOCHARACTER_STATE_WAIT:
locharacter_big_warder_update_wait_state_(base);
break;
case LOCHARACTER_STATE_WALK:
locharacter_big_warder_update_walk_state_(base);
break;
case LOCHARACTER_STATE_SHOOT:
locharacter_big_warder_update_shoot_state_(base);
break;
case LOCHARACTER_STATE_COMBO:
locharacter_big_warder_update_combo_state_(base);
break;
case LOCHARACTER_STATE_THRUST:
locharacter_big_warder_update_thrust_state_(base);
break;
case LOCHARACTER_STATE_COOLDOWN:
locharacter_big_warder_update_cooldown_state_(base);
break;
case LOCHARACTER_STATE_STUNNED:
locharacter_big_warder_update_stunned_state_(base);
break;
case LOCHARACTER_STATE_DEAD:
locharacter_big_warder_update_dead_state_(base);
break;
default:
locharacter_big_warder_start_wait_state_(base);
}
locharacter_big_warder_update_passive_action_(base);
base->cache.height = height;
base->cache.instance.marker = !!base->cache.bullet_hittest;
base->cache.instance.size.x *= base->direction;
return true;
}
void locharacter_big_warder_build(
locharacter_base_t* base, loentity_id_t ground) {
assert(base != NULL);
base->type = LOCHARACTER_TYPE_BIG_WARDER;
base->ground = ground;
base->pos = vec2(.7f, 0);
base->direction = 1;
base->state = LOCHARACTER_STATE_WAIT;
base->since = base->cache.time;
locharacter_big_warder_param_t* p = (typeof(p)) base->data;
*p = (typeof(*p)) {0};
locharacter_event_holder_initialize(
&p->event,
&base->res->music.boss_big_warder,
base,
LOCHARACTER_BIG_WARDER_MUSIC_DURATION,
0);
}
void locharacter_big_warder_tear_down(locharacter_base_t* base) {
assert(base != NULL);
locharacter_big_warder_param_t* p = (typeof(p)) base->data;
locharacter_event_holder_deinitialize(&p->event);
}
void locharacter_big_warder_pack_data(
const locharacter_base_t* base, msgpack_packer* packer) {
assert(base != NULL);
assert(packer != NULL);
const locharacter_big_warder_param_t* p = (typeof(p)) base->data;
msgpack_pack_map(packer, LOCHARACTER_BIG_WARDER_PARAM_TO_PACK_COUNT);
# define pack_(name, var) do { \
mpkutil_pack_str(packer, name); \
LOCOMMON_MSGPACK_PACK_ANY(packer, &p->var); \
} while (0)
LOCHARACTER_BIG_WARDER_PARAM_TO_PACK_EACH_(pack_);
# undef pack_
}
bool locharacter_big_warder_unpack_data(
locharacter_base_t* base, const msgpack_object* obj) {
assert(base != NULL);
locharacter_big_warder_param_t* p = (typeof(p)) base->data;
const msgpack_object_map* root = mpkutil_get_map(obj);
# define item_(v) mpkutil_get_map_item_by_str(root, v)
# define unpack_(name, var) do { \
if (!LOCOMMON_MSGPACK_UNPACK_ANY(item_(name), &p->var)) { \
return false; \
} \
} while (0)
LOCHARACTER_BIG_WARDER_PARAM_TO_PACK_EACH_(unpack_);
# undef unpack_
# undef item_
locharacter_event_holder_initialize(
&p->event,
&base->res->music.boss_big_warder,
base,
LOCHARACTER_BIG_WARDER_MUSIC_DURATION,
p->event.start_time);
return true;
}