diff --git a/config/rel_slices.yml b/config/rel_slices.yml index 950a14fb..73748f76 100644 --- a/config/rel_slices.yml +++ b/config/rel_slices.yml @@ -1015,6 +1015,11 @@ m_birthday_ovl.c: .rodata: [0x8064AE90, 0x8064AEB8] .data: [0x806C7BE0, 0x806C7C60] .bss: [0x8133E0C0, 0x8133E0C8] +m_board_ovl.c: + .text: [0x805C4E94, 0x805C67DC] + .rodata: [0x8064AEB8, 0x8064AF28] + .data: [0x806C7C60, 0x806C8880] + .bss: [0x8133E0C8, 0x8133E210] m_catalog_ovl.c: .text: [0x805C9254, 0x805CC1F4] .rodata: [0x8064AF90, 0x8064B090] diff --git a/include/m_player.h b/include/m_player.h index 6a29cd31..742ca66b 100644 --- a/include/m_player.h +++ b/include/m_player.h @@ -882,10 +882,10 @@ typedef struct player_request_mail_jump_s { } mPlayer_request_mail_jump_c; typedef struct player_request_shock_s { - f32 timer; + f32 start_time; s16 target_angle_y; u8 bee_chase_bgm_flag; - int axe_broke_flag; + int axe_flag; } mPlayer_request_shock_c; typedef struct player_request_push_snowball_s { @@ -1746,6 +1746,16 @@ typedef struct player_main_remove_grass_s { xyz_t target_pos; } mPlayer_main_remove_grass_c; +typedef struct player_main_shock_s { + f32 start_time; + s16 target_angle_y; + f32 timer; + f32 end_time; + u8 bee_chase_bgm_flag; + int axe_flag; + int bgm_stop_flag; +} mPlayer_main_shock_c; + typedef struct player_main_push_snowball_s { u32 label; } mPlayer_main_push_snowball_c; @@ -1844,6 +1854,7 @@ typedef union { mPlayer_main_stung_bee_c stung_bee; mPlayer_main_notice_bee_c notice_bee; mPlayer_main_remove_grass_c remove_grass; + mPlayer_main_shock_c shock; mPlayer_main_push_snowball_c push_snowball; mPlayer_main_wade_snowball_c wade_snowball; mPlayer_main_demo_geton_boat_wade_c demo_geton_boat_wade; diff --git a/src/m_board_ovl.c b/src/m_board_ovl.c index fdaa41c3..5e9df567 100644 --- a/src/m_board_ovl.c +++ b/src/m_board_ovl.c @@ -757,7 +757,7 @@ static void mBD_roll_control(Submenu* submenu, mSM_MenuInfo_c* menu_info) { menu_info->speed[1] = 1.0f; } else if (dist > 2) { board_ovl->center_line = line - 2; - menu_info->speed[1] = -1.0f; + menu_info->speed[1] = 1.0f; } pos = (f32)((board_ovl->center_line - 2) * 16); @@ -1021,7 +1021,6 @@ static void mBD_set_point(Submenu* submenu, GAME* game, f32 x, f32 y) { CLOSE_DISP(graph); } -/* TODO: @nonmatching - float operation incorrectness in default switch case & cursol_draw call */ static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) { mBD_Ovl_c* board_ovl = submenu->overlay->board_ovl; @@ -1030,10 +1029,8 @@ static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) { } else { mED_Ovl_c* editor_ovl = submenu->overlay->editor_ovl; f32 ofs_x; - f32 ofs_y; - f32 t_x; - f32 t_y; f32 line; + f32 ofs_y; switch (board_ovl->field) { case mBD_FIELD_HEADER: { @@ -1044,32 +1041,33 @@ static void mBD_set_cursol(Submenu* submenu, GAME* game, f32 x, f32 y) { } ofs_x = (f32)editor_ovl->_26 + (f32)ox + -7.0f; - ofs_y = 0.0f; line = 0.0f; + ofs_y = 0.0f; break; } case mBD_FIELD_BODY: { ofs_x = (f32)editor_ovl->_26 + -7.0f; ofs_y = 12.0f; - line = (f32)(editor_ovl->_24 + 1); + line = editor_ovl->_24 + 1; break; } default: { - ofs_x = 192.0f - (f32)mFont_GetStringWidth(board_ovl->mail.content.footer, - board_ovl->lengths[mBD_FIELD_FOOTER], TRUE); + int width = + mFont_GetStringWidth(board_ovl->mail.content.footer, board_ovl->lengths[mBD_FIELD_FOOTER], TRUE); + + ofs_x = 192.0f; + ofs_x -= width; + ofs_x += editor_ovl->_26 + -7.0f; line = 7.0f; - ofs_x += (f32)editor_ovl->_26 + -7.0f; - // ofs_x = tmp + tmp2; ofs_y = 24.0f; break; } } - t_x = x + 64.0f + ofs_x; - t_y = (line * 16.0f); - (*submenu->overlay->editor_ovl->cursol_draw)(submenu, game, x + 64.0f + ofs_x, -y + 36.0f - t_y - ofs_y); + (*submenu->overlay->editor_ovl->cursol_draw)(submenu, game, 64.0f + x + ofs_x, + 36.0f - ((y - line * 16.0f) - ofs_y)); } } @@ -1096,7 +1094,7 @@ static void mBD_set_writing_body(Submenu* submenu, mSM_MenuInfo_c* menu_info, GA mBD_Ovl_c* board_ovl = submenu->overlay->board_ovl; u8* str = board_ovl->mail.content.body; u8* str_p; - u8* str_end_p = str + submenu->overlay->board_ovl->lengths[mBD_FIELD_BODY]; + u8* str_end_p = str + board_ovl->lengths[mBD_FIELD_BODY]; int body_len; int i; int width = 0; diff --git a/src/m_player_main_shock.c_inc b/src/m_player_main_shock.c_inc index e69de29b..43d6ea56 100644 --- a/src/m_player_main_shock.c_inc +++ b/src/m_player_main_shock.c_inc @@ -0,0 +1,174 @@ +static int Player_actor_request_main_shock_all(GAME* game, f32 start_time, s16 target_angle_y, s8 bee_chase_bgm_flag, + int axe_flag, int prio) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SHOCK, prio)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_shock_c* req_shock_p = &player->requested_main_index_data.shock; + + req_shock_p->start_time = start_time; + req_shock_p->target_angle_y = target_angle_y; + req_shock_p->bee_chase_bgm_flag = bee_chase_bgm_flag; + req_shock_p->axe_flag = axe_flag; + + Player_actor_request_main_index(game, mPlayer_INDEX_SHOCK, prio); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Shock(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_shock_c* req_shock_p = &player->requested_main_index_data.shock; + mPlayer_main_shock_c* shock_p = &player->main_data.shock; + int anim1_idx; + int part_table_idx; + + shock_p->start_time = req_shock_p->start_time; + shock_p->target_angle_y = req_shock_p->target_angle_y; + shock_p->timer = 0.0f; + shock_p->end_time = req_shock_p->start_time + 44.0f; + shock_p->bee_chase_bgm_flag = req_shock_p->bee_chase_bgm_flag; + shock_p->axe_flag = req_shock_p->axe_flag; + shock_p->bgm_stop_flag = FALSE; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_WAIT1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actorx, game, mPlayer_ANIM_WAIT1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Shock(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shock_c* shock_p = &player->main_data.shock; + + if (shock_p->bee_chase_bgm_flag) { + player->bee_chase_bgm_flag = TRUE; + mBGMPsComp_delete_ps_quiet(); + mBGMPsComp_make_ps_happening(BGM_BEE_CHASE, 0x168); + } +} + +static void Player_actor_Movement_Shock(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shock_c* shock_p = &player->main_data.shock; + + Player_actor_Movement_Base_Braking(actorx); + add_calc_short_angle2(&actorx->shape_info.rotation.y, shock_p->target_angle_y, 1.0f - sqrtf(0.5f), 2500, 50); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static int Player_actor_CulcAnimation_Shock(ACTOR* actorx, f32* last_anim0_cur_frame) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame); +} + +static void Player_actor_Set_FeelEffect_Shock(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + int anim0_idx = player->animation0_idx; + + if (anim0_idx == mPlayer_ANIM_GAAAN1) { + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 5.0f)) { + player->draw_effect_idx = eEC_EFFECT_SHOCK + 1; + } + } +} + +static void Player_actor_SearchAnimation_Shock(ACTOR* actorx, f32 frame) { + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_Set_FeelEffect_Shock(actorx); + } +} + +static void Player_actor_ChangeAnimation_Shock(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + int now_anim_idx = player->animation0_idx; + int anim0_idx; + int anim1_idx; + int mode; + int part_table_idx; + mPlayer_main_shock_c* shock_p = &player->main_data.shock; + + if (now_anim_idx == mPlayer_ANIM_WAIT1) { + if (shock_p->timer >= shock_p->start_time) { + anim0_idx = mPlayer_ANIM_GAAAN1; + mode = cKF_FRAMECONTROL_STOP; + } else { + return; + } + + } else if (now_anim_idx == mPlayer_ANIM_GAAAN1) { + if (end_flag) { + anim0_idx = mPlayer_ANIM_GAAAN2; + mode = cKF_FRAMECONTROL_REPEAT; + } else { + return; + } + + } else { + return; + } + + Player_actor_SetupItem_Base1(actorx, anim0_idx, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, mode, part_table_idx); +} + +static void Player_actor_set_eye_pattern_Shock(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + int now_anim_idx = player->animation0_idx; + + if (now_anim_idx == mPlayer_ANIM_GAAAN1) { + Player_actor_set_tex_anime_pattern(actorx); + } else if (now_anim_idx == mPlayer_ANIM_GAAAN2) { + Player_actor_set_eye_pattern(actorx, 6); + Player_actor_set_mouth_pattern(actorx, 5); + } else { + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_set_mouth_pattern(actorx, 0); + } +} + +static void Player_actor_ObjCheck_Shock(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Shock(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_request_proc_index_fromShock(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shock_c* shock_p = &player->main_data.shock; + f32* timer_p = &shock_p->timer; + + if (*timer_p < shock_p->end_time) { + (*timer_p) += 1.0f; + if (shock_p->bee_chase_bgm_flag && shock_p->axe_flag && shock_p->bgm_stop_flag == FALSE) { + if (*timer_p >= 12.0f) { + mBGMPsComp_make_ps_quiet(0); + shock_p->bgm_stop_flag = TRUE; + } + } + } else { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Shock(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Shock(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Shock(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Shock(actorx, last_anim0_cur_frame); + Player_actor_ChangeAnimation_Shock(actorx, game, end_flag); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_Shock(actorx); + Player_actor_ObjCheck_Shock(actorx, game); + Player_actor_BGcheck_Shock(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromShock(actorx, game); +}