From 41380f36c60461e4bf8ab034098f760ba10e96b2 Mon Sep 17 00:00:00 2001 From: Prakxo Date: Thu, 5 Sep 2024 16:38:09 +0200 Subject: [PATCH] match m_player_item --- include/m_player.h | 3 + src/m_player_item.c_inc | 151 +++++++++++++++++++++++++++++++ src/m_player_item_axe.c_inc | 4 +- src/m_player_item_balloon.c_inc | 20 ++-- src/m_player_item_fan.c_inc | 4 +- src/m_player_item_net.c_inc | 32 +++---- src/m_player_item_rod.c_inc | 62 ++++++------- src/m_player_item_scoop.c_inc | 4 +- src/m_player_item_umbrella.c_inc | 4 +- src/m_player_item_windmill.c_inc | 10 +- 10 files changed, 224 insertions(+), 70 deletions(-) diff --git a/include/m_player.h b/include/m_player.h index 6a29cd31..3ec02a54 100644 --- a/include/m_player.h +++ b/include/m_player.h @@ -471,6 +471,9 @@ enum { mPlayer_ITEM_MAIN_NUM, }; +#define mPlayer_ITEM_MAIN_VALID(main_index) ((main_index) >= (mPlayer_ITEM_MAIN_NONE) && (main_index) < (mPlayer_ITEM_MAIN_NUM)) + + enum { mPlayer_ITEM_KIND_AXE, mPlayer_ITEM_KIND_AXE_USE_1, diff --git a/src/m_player_item.c_inc b/src/m_player_item.c_inc index e69de29b..a37ddbf1 100644 --- a/src/m_player_item.c_inc +++ b/src/m_player_item.c_inc @@ -0,0 +1,151 @@ +typedef int (*mPlayer_item_proc)(ACTOR* actor, int, int); + +extern Gfx tol_sponge_1_model[]; + +static void Player_actor_Item_Setup_main(ACTOR* actor, int now, int last) { + static const mPlayer_item_proc proc[] = { + NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, NULL, + NULL, NULL, NULL, NULL, (mPlayer_item_proc)Player_actor_Item_Setup_main_balloon_normal, + NULL, NULL, + }; + + if (now != last) { + if (proc[now] != NULL) { + proc[now](actor, now, last); + } + } +} +typedef int (*mPlayer_item_main_proc)(ACTOR* actor, GAME*); + +static int Player_actor_Item_main(ACTOR* actor, GAME* game) { + static const mPlayer_item_main_proc proc[] = { + NULL, + Player_actor_Item_main_axe_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_stop, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_net_normal, + Player_actor_Item_main_umbrella_normal, + Player_actor_Item_main_rod_normal, + Player_actor_Item_main_rod_ready, + Player_actor_Item_main_rod_cast, + Player_actor_Item_main_rod_air, + Player_actor_Item_main_rod_relax, + Player_actor_Item_main_rod_collect, + Player_actor_Item_main_rod_vib, + Player_actor_Item_main_rod_fly, + Player_actor_Item_main_rod_putaway, + Player_actor_Item_main_scoop_normal, + Player_actor_Item_main_balloon_normal, + Player_actor_Item_main_windmill_normal, + Player_actor_Item_main_fan_normal, + }; + + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int now_index = player->now_item_main_index; + + if (mPlayer_ITEM_MAIN_VALID(now_index)) { + Player_actor_Item_main_other_func1(actor, game); + if (now_index == mPlayer_ITEM_MAIN_NONE) { + Player_actor_Item_Set_Command_forUki(actor, 0); + } else { + if (proc[now_index] != NULL) { + return proc[now_index](actor, game); + } + } + } + + return FALSE; +} + +typedef void (*mPlayer_item_draw_proc)(ACTOR* actor, GAME*); + +static void Player_actor_Item_draw(ACTOR* actor, GAME* game) { + static const mPlayer_item_draw_proc proc[] = { + NULL, + Player_actor_Item_draw_axe, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_net, + Player_actor_Item_draw_umbrella, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_rod, + Player_actor_Item_draw_scoop, + Player_actor_Item_draw_balloon, + Player_actor_Item_draw_windmill, + Player_actor_Item_draw_fan, + }; + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; + int now_index = player->now_item_main_index; + + if (mPlayer_ITEM_MAIN_VALID(now_index)) { + GRAPH* graph = game->graph; + + if (now_index == mPlayer_ITEM_MAIN_NONE) { + if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WASH_CAR) { + Mtx* mtx; + + _texture_z_light_fog_prim(graph); + Matrix_push(); + Matrix_put(&player->right_hand_mtx); + mtx = _Matrix_to_Mtx_new(game->graph); + + if (mtx != NULL) { + OPEN_POLY_OPA_DISP(graph); + + gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(__polyOpa++, tol_sponge_1_model); + + CLOSE_POLY_OPA_DISP(graph); + + Matrix_pull(); + } + } + player->item_rod_top_pos_set = 0; + player->balloon_start_pos_set_flag = 0; + } else { + if (proc[now_index] != NULL) { + f32 scale = player->item_scale; + Mtx* mtx; + + Matrix_push(); + Matrix_put(&player->right_hand_mtx); + + if (scale != 1.0f) { + Matrix_scale(scale, scale, scale, 1); + } + mtx = _Matrix_to_Mtx_new(game->graph); + + if (mtx != NULL) { + _texture_z_light_fog_prim(graph); + + OPEN_POLY_OPA_DISP(graph); + + gSPMatrix(__polyOpa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + + CLOSE_POLY_OPA_DISP(graph); + proc[now_index](actor, game); + } + Matrix_pull(); + } + } + } +} diff --git a/src/m_player_item_axe.c_inc b/src/m_player_item_axe.c_inc index 0b298c98..d1032182 100644 --- a/src/m_player_item_axe.c_inc +++ b/src/m_player_item_axe.c_inc @@ -1,8 +1,8 @@ -int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int shape_type; diff --git a/src/m_player_item_balloon.c_inc b/src/m_player_item_balloon.c_inc index 032effee..f88c8d55 100644 --- a/src/m_player_item_balloon.c_inc +++ b/src/m_player_item_balloon.c_inc @@ -1,8 +1,8 @@ -s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){ +static s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){ return -actor->shape_info.rotation.x; } -void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){ +static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int check = FALSE; @@ -27,13 +27,13 @@ void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int k } -void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){ +static void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; s16 angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor); add_calc_short_angle2(&player->balloon_lean_angle, angle, 1.0f - sqrtf(0.91f), 250, 0); } -void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){ +static void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 speed = player->item_keyframe.frame_control.speed; f32 cur = player->item_keyframe.frame_control.current_frame; @@ -54,7 +54,7 @@ void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){ } -void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) { +static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 max = player->item_keyframe.frame_control.max_frames; int index; @@ -165,7 +165,7 @@ void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) { } -void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){ +static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 cur = player->item_keyframe.frame_control.current_frame; f32 max = player->item_keyframe.frame_control.max_frames; @@ -191,13 +191,13 @@ void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){ } } -int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){ Player_actor_Item_set_balloon_lean_angle(actor); Player_actor_Item_CulcAnimation_balloon_normal(actor); return 0; } -int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, +static int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){ switch(joint_idx){ @@ -218,7 +218,7 @@ int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyf return 1; } -int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, +static int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){ switch(joint_idx){ case 1: @@ -238,7 +238,7 @@ int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyfr return 1; } -void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) { +static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Mtx* item_mtx; GAME_PLAY* play = (GAME_PLAY*)game; diff --git a/src/m_player_item_fan.c_inc b/src/m_player_item_fan.c_inc index b1110087..2fdda2a6 100644 --- a/src/m_player_item_fan.c_inc +++ b/src/m_player_item_fan.c_inc @@ -1,8 +1,8 @@ -int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int type; diff --git a/src/m_player_item_net.c_inc b/src/m_player_item_net.c_inc index 6496f835..e9c29c26 100644 --- a/src/m_player_item_net.c_inc +++ b/src/m_player_item_net.c_inc @@ -1,25 +1,25 @@ -void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){ add_calc_short_angle2(&angle->x, base->x, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1); add_calc_short_angle2(&angle->y, base->y, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1); add_calc_short_angle2(&angle->z, base->z, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1); } -void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){ static const s_xyz basic_angle = {0, 182, -7281}; PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f); } -void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){ static s_xyz basic_angle = {0, 364, -11832}; PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f); } -void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle, const xyz_t* arg2, const xyz_t* end_left_angle, const xyz_t* end_right_angle){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle, const xyz_t* arg2, const xyz_t* end_left_angle, const xyz_t* end_right_angle){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 sp = (player->keyframe0.frame_control.speed - 0.22f) / 0.38f; s_xyz base; @@ -73,7 +73,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const x Player_actor_Item_net_CulcJointAngle_dummy_net_base(net_angle, &base, 2730, 100, 0.2f); } -void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){ static const xyz_t basic_start_move_angle = {0, 182.0f, -7281.0f}; static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f}; static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f}; @@ -83,7 +83,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){ } -void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&ZeroSVec, 2730, 100, 0.2f); @@ -91,7 +91,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){ } -void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){ static const xyz_t basic_start_move_angle = { 0.0f, 364.0f, -11832.0f }; static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f}; static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f}; @@ -102,7 +102,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){ -void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){ static const xyz_t basic_angle = { 0.0f, -4551.0f, -4551.0f }; Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle); @@ -110,14 +110,14 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){ -void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){ static const xyz_t basic_angle = {0.0f, 0.0f, -11832.0f}; Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle); } -void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){ +static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; if(player->keyframe0.frame_control.current_frame >= 0.5f){ @@ -130,7 +130,7 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){ typedef void (*mPlayer_item_net_proc)(ACTOR*); -void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) { +static void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) { static mPlayer_item_net_proc proc[] = { Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset, @@ -210,20 +210,20 @@ void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) { } } -int Player_actor_Item_main_net_normal(ACTOR* actor){ +static int Player_actor_Item_main_net_normal(ACTOR* actor, GAME* game){ Player_actor_Item_CulcAnimation_Base(actor); Player_actor_Item_net_CulcJointAngle_dummy_net(actor); return 0; } -int Player_actor_Item_main_net_stop(ACTOR* actor){ +static int Player_actor_Item_main_net_stop(ACTOR* actor, GAME* game){ int ret = Player_actor_Item_CulcAnimation_Base2(actor); Player_actor_Item_net_CulcJointAngle_dummy_net(actor); return ret; } -void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){ +static void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Matrix_rotateXYZ(player->net_angle.x, player->net_angle.y, player->net_angle.z, 1); @@ -232,7 +232,7 @@ void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){ typedef void (*mPlayer_item_net_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos); -int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, +static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) { static const mPlayer_item_net_draw_proc proc[] = { NULL, NULL, (mPlayer_item_net_draw_proc)Player_actor_Item_draw_net_After_dummy_net, NULL, NULL, NULL, @@ -247,7 +247,7 @@ int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, return TRUE; } -void Player_actor_Item_draw_net(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_net(ACTOR* actor, GAME* game){ GAME_PLAY* play = (GAME_PLAY*)game; PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; diff --git a/src/m_player_item_rod.c_inc b/src/m_player_item_rod.c_inc index 3b63bcfc..1e939227 100644 --- a/src/m_player_item_rod.c_inc +++ b/src/m_player_item_rod.c_inc @@ -1,4 +1,4 @@ -void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) { +static void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; ACTOR* rod = player->fishing_rod_actor_p; f32 scale = 0.01f; @@ -14,7 +14,7 @@ void Player_actor_Item_Set_Scale_forUki_normal(ACTOR* actor, GAME* game) { } } -void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){ +static void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 1); @@ -25,7 +25,7 @@ void Player_actor_Item_Set_Value_forUki_normal(ACTOR* actor, GAME* game){ Player_actor_Item_Set_Scale_forUki_normal(actor, game); } -int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_CulcAnimation_Base(actor); @@ -33,7 +33,7 @@ int Player_actor_Item_main_rod_normal(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 2); @@ -44,7 +44,7 @@ void Player_actor_Item_Set_Value_forUki_ready(ACTOR* actor){ } -int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_CulcAnimation_Base(actor); @@ -52,7 +52,7 @@ int Player_actor_Item_main_rod_ready(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){ +static void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; if(index == mPlayer_INDEX_CAST_ROD){ @@ -65,7 +65,7 @@ void Player_actor_Item_Set_CastGoalPoint_forUki_cast(ACTOR* actor, int index){ } } -void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 3); @@ -76,7 +76,7 @@ void Player_actor_Item_Set_Value_forUki_cast(ACTOR* actor){ } -int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){ +static int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -91,7 +91,7 @@ int Player_actor_Item_Check_Status_forUki_cast(ACTOR* actor){ return 0; } -int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int status; @@ -102,7 +102,7 @@ int Player_actor_Item_main_rod_cast(ACTOR* actor, GAME* game){ return status; } -void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 4); @@ -112,7 +112,7 @@ void Player_actor_Item_Set_Value_forUki_air(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_CulcAnimation_Base(actor); @@ -120,7 +120,7 @@ int Player_actor_Item_main_rod_air(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){ +static void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -143,7 +143,7 @@ void Player_actor_Item_SetFrame_forUki_relax(ACTOR* actor, GAME* game){ } } -void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_RightHandPos_forUki(actor, player->now_main_index); @@ -152,7 +152,7 @@ void Player_actor_Item_Set_Value_forUki_relax(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){ +static int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -164,13 +164,13 @@ int Player_actor_Item_Check_Status_forUki_relax(ACTOR* actor){ } } -int Player_actor_Item_main_rod_relax(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_relax(ACTOR* actor, GAME* game){ Player_actor_Item_SetFrame_forUki_relax(actor,game); Player_actor_Item_Set_Value_forUki_relax(actor); return Player_actor_Item_Check_Status_forUki_relax(actor); } -void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 6); @@ -180,7 +180,7 @@ void Player_actor_Item_Set_Value_forUki_collect(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){ +static int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -194,13 +194,13 @@ int Player_actor_Item_Check_Status_forUki_collect(ACTOR* actor){ return 1; } -int Player_actor_Item_main_rod_collect(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_collect(ACTOR* actor, GAME* game){ Player_actor_Item_CulcAnimation_Base(actor); Player_actor_Item_Set_Value_forUki_collect(actor); return Player_actor_Item_Check_Status_forUki_collect(actor); } -void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){ +static void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -233,7 +233,7 @@ void Player_actor_Item_SetFrame_forUki_vib(ACTOR* actor){ } } -void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 6); @@ -244,7 +244,7 @@ void Player_actor_Item_Set_Value_forUki_vib(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){ +static int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -258,13 +258,13 @@ int Player_actor_Item_Check_Status_forUki_vib(ACTOR* actor){ return 0; } -int Player_actor_Item_main_rod_vib(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_vib(ACTOR* actor, GAME* game){ Player_actor_Item_SetFrame_forUki_vib(actor); Player_actor_Item_Set_Value_forUki_vib(actor); return Player_actor_Item_Check_Status_forUki_vib(actor); } -void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 6); @@ -275,7 +275,7 @@ void Player_actor_Item_Set_Value_forUki_fly(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){ +static int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; UKI_ACTOR* rod = (UKI_ACTOR*)player->fishing_rod_actor_p; @@ -289,13 +289,13 @@ int Player_actor_Item_Check_Status_forUki_fly(ACTOR* actor){ return 0; } -int Player_actor_Item_main_rod_fly(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_fly(ACTOR* actor, GAME* game){ Player_actor_Item_CulcAnimation_Base(actor); Player_actor_Item_Set_Value_forUki_fly(actor); return Player_actor_Item_Check_Status_forUki_fly(actor); } -void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){ +static void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; if(index == mPlayer_INDEX_PUTAWAY_ROD){ @@ -316,7 +316,7 @@ void Player_actor_Item_Set_GyoeiScale_forUki_putaway(ACTOR* actor, int index){ } } -void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){ +static void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_Set_Command_forUki(actor, 5); @@ -327,7 +327,7 @@ void Player_actor_Item_Set_Value_forUki_putaway(ACTOR* actor){ Player_actor_Item_Set_RodTopPos_forUki(actor); } -int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Item_CulcAnimation_Base(actor); @@ -336,7 +336,7 @@ int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){ +static void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Matrix_Position_VecX(&player->item_rod_top_pos, 1050.0f); @@ -345,7 +345,7 @@ void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor){ typedef void (*mPlayer_item_rod_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos); -int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, +static int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) { static const mPlayer_item_net_draw_proc proc[] = { NULL,NULL,NULL,NULL, (mPlayer_item_rod_draw_proc)Player_actor_Item_draw_net_After_main4_sao, @@ -360,7 +360,7 @@ int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, return 1; } -void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){ GAME_PLAY* play = (GAME_PLAY*)game; PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Mtx* mtx; diff --git a/src/m_player_item_scoop.c_inc b/src/m_player_item_scoop.c_inc index cff5449c..a526e5f4 100644 --- a/src/m_player_item_scoop.c_inc +++ b/src/m_player_item_scoop.c_inc @@ -1,8 +1,8 @@ -int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int type; diff --git a/src/m_player_item_umbrella.c_inc b/src/m_player_item_umbrella.c_inc index 07332ba5..1d039a71 100644 --- a/src/m_player_item_umbrella.c_inc +++ b/src/m_player_item_umbrella.c_inc @@ -1,9 +1,9 @@ -int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game){ Player_actor_Get_umbrella_p(actor,game); return 0; } -void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; TOOLS_ACTOR* umbrella = (TOOLS_ACTOR*)Player_actor_Get_umbrella_p(actor,game); diff --git a/src/m_player_item_windmill.c_inc b/src/m_player_item_windmill.c_inc index 81edb060..bfc3f753 100644 --- a/src/m_player_item_windmill.c_inc +++ b/src/m_player_item_windmill.c_inc @@ -1,4 +1,4 @@ -void Player_actor_Item_windmill_CulcParam(ACTOR* actor){ +static void Player_actor_Item_windmill_CulcParam(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; xyz_t pos; @@ -104,7 +104,7 @@ static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* gam } } -int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){ +static int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){ Player_actor_Item_windmill_CulcParam(actor); Player_actor_Item_windmill_CulcRotationSpeed(actor, game); Player_actor_Item_CulcAnimation_Base(actor); @@ -113,7 +113,7 @@ int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){ return 0; } -void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){ +static void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){ PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; s_xyz* angle = &player->windmill_angle; xyz_t* item_end = &player->other_item_end_pos; @@ -132,7 +132,7 @@ void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){ typedef void (*mPlayer_item_windmill_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos); -int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, +static int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) { static const mPlayer_item_windmill_draw_proc proc[] = { NULL,NULL, (mPlayer_item_windmill_draw_proc)Player_actor_Item_draw_windmill_After_kaza1_fan, @@ -147,7 +147,7 @@ int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyf return 1; } -void Player_actor_Item_draw_rod(ACTOR* actor, GAME* game){ +static void Player_actor_Item_draw_windmill(ACTOR* actor, GAME* game){ GAME_PLAY* play = (GAME_PLAY*)game; PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Mtx* mtx;