Match m_player_draw.c_inc, fix player actor types

This commit is contained in:
Cuyler36
2024-08-17 16:59:13 -04:00
parent f45a947f7c
commit 4f903baa6b
4 changed files with 885 additions and 384 deletions
+121 -6
View File
@@ -28,7 +28,36 @@ typedef struct player_actor_s PLAYER_ACTOR;
#define mPlayer_FORCE_POSITION_ANGLE_ROTY (1 << 5)
#define mPlayer_FORCE_POSITION_ANGLE_ROTZ (1 << 6)
#define mPlayer_JOINT_NUM 26
enum {
mPlayer_JOINT_ROOT,
mPlayer_JOINT_BASE,
mPlayer_JOINT_LFOOT_BASE,
mPlayer_JOINT_LFOOT1,
mPlayer_JOINT_LFOOT2,
mPlayer_JOINT_LFOOT3,
mPlayer_JOINT_RFOOT_BASE,
mPlayer_JOINT_RFOOT1,
mPlayer_JOINT_RFOOT2,
mPlayer_JOINT_RFOOT3,
mPlayer_JOINT_TAIL_BASE,
mPlayer_JOINT_TAIL1,
mPlayer_JOINT_TAIL2,
mPlayer_JOINT_CHEST,
mPlayer_JOINT_LARM_BASE,
mPlayer_JOINT_LARM1,
mPlayer_JOINT_LARM2,
mPlayer_JOINT_RARM_BASE,
mPlayer_JOINT_RARM1,
mPlayer_JOINT_RARM2,
mPlayer_JOINT_HAND,
mPlayer_JOINT_HEAD_BASE,
mPlayer_JOINT_MOUTH_BASE,
mPlayer_JOINT_MOUTH,
mPlayer_JOINT_HEAD,
mPlayer_JOINT_FEEL,
mPlayer_JOINT_NUM
};
enum {
mPlayer_ADDRESSABLE_TRUE,
@@ -1236,11 +1265,76 @@ typedef struct player_main_return_outdoor2_s {
int prev_main_index;
} mPlayer_main_return_outdoor2_c;
typedef struct player_main_pickup_s {
xyz_t target_pos;
xyz_t item_pos;
xyz_t item_offset;
f32 scale;
f32 timer;
mActor_name_t item;
int ftr_flag;
int exchange_flag;
} mPlayer_main_pickup_c;
typedef struct player_main_pickup_jump_s {
xyz_t target_pos;
xyz_t item_pos;
xyz_t item_offset;
f32 scale;
mActor_name_t item;
int exchange_flag;
} mPlayer_main_pickup_jump_c;
typedef struct player_main_get_scoop_s {
xyz_t target_pos;
mActor_name_t item;
f32 scale;
int success_flag;
f32 timer;
int msg_mode;
int submenu_flag;
} mPlayer_main_get_scoop_c;
typedef struct player_main_putaway_scoop_s {
xyz_t target_pos;
mActor_name_t item;
f32 scale;
int submenu_flag;
} mPlayer_main_putaway_scoop_c;
typedef struct player_main_wash_car_s {
int anime_idx;
int change_anime_idx;
int counter;
xyz_t ret_pos;
s16 ret_angle_y;
ACTOR* control_actor;
int ret_order;
int effect_flag;
} mPlayer_main_wash_car_c;
typedef struct player_main_demo_geton_boat_sitdown_s {
s16 angle_z;
} mPlayer_main_demo_geton_boat_sitdown_c;
typedef struct player_main_demo_getoff_boat_standup_s {
xyz_t pos;
s16 angle_y;
s16 angle_z;
} mPlayer_main_demo_getoff_boat_standup_c;
typedef union {
mPlayer_main_intro_c intro;
mPlayer_main_return_demo_c return_demo;
mPlayer_main_return_outdoor_c return_outdoor;
mPlayer_main_return_outdoor2_c return_outdoor2;
mPlayer_main_pickup_c pickup;
mPlayer_main_pickup_jump_c pickup_jump;
mPlayer_main_get_scoop_c get_scoop;
mPlayer_main_putaway_scoop_c putaway_scoop;
mPlayer_main_wash_car_c wash_car;
mPlayer_main_demo_geton_boat_sitdown_c demo_geton_boat_sitdown;
mPlayer_main_demo_getoff_boat_standup_c demo_getoff_boat_standup;
u8 force_size[72]; // TEMP
} mPlayer_main_data;
@@ -1255,8 +1349,8 @@ struct player_actor_s {
/* 0x0000 */ ACTOR actor_class;
/* 0x0174 */ cKF_SkeletonInfo_R_c keyframe0;
/* 0x01E4 */ cKF_SkeletonInfo_R_c keyframe1;
/* 0x0252 */ s_xyz joint_data[27];
/* 0x02F4 */ s_xyz morph_data[27];
/* 0x0252 */ s_xyz joint_data[mPlayer_JOINT_NUM + 1];
/* 0x02F4 */ s_xyz morph_data[mPlayer_JOINT_NUM + 1];
/* 0x0398 */ Mtx work_mtx[2][13]; /* swapped between frames */
/* 0x0A18 */ cKF_SkeletonInfo_R_c item_keyframe; /* for item animations */
/* 0x0A88 */ s_xyz item_joint_data[8];
@@ -1297,7 +1391,8 @@ struct player_actor_s {
/* 0x0E50 */ xyz_t net_bot_col_pos;
/* 0x0E5C */ s_xyz net_angle;
/* 0x0E64 */ ACTOR* umbrella_actor;
/* 0x0E68 */ u8 _0E68[0x1010 - 0x0E68]; // TODO
/* 0x0E68 */ u8 _0E68[0x1004 - 0x0E68]; // TODO
/* 0x1004 */ xyz_t scoop_pos;
/* 0x1010 */ ClObjPipe_c col_pipe;
/* 0x102C */ xyz_t head_pos;
/* 0x1038 */ xyz_t feel_pos;
@@ -1306,9 +1401,29 @@ struct player_actor_s {
/* 0x105C */ xyz_t left_hand_pos;
/* 0x1068 */ MtxF right_hand_mtx;
/* 0x10A8 */ MtxF left_hand_mtx;
/* 0x10E8 */ u8 _10E8[0x1174 - 0x10E8]; // TODO
/* 0x10E8 */ xyz_t right_foot_pos;
/* 0x10F4 */ xyz_t left_foot_pos;
/* 0x1100 */ s_xyz right_foot_angle;
/* 0x1106 */ s_xyz left_foot_angle;
/* 0x110C */ int draw_effect_idx; // subtract 1 for the effect id
/* 0x1110 */ s8 part_table[mPlayer_JOINT_NUM + 1];
/* 0x112B */ s8 item_kind;
/* 0x112C */ int item_matrix_set;
/* 0x1130 */ xyz_t net_start_pos;
/* 0x113C */ xyz_t net_end_pos;
/* 0x1148 */ xyz_t other_item_start_pos;
/* 0x1154 */ xyz_t other_item_end_pos;
/* 0x1160 */ f32 other_item_move_dist;
/* 0x1164 */ s_xyz windmill_param;
/* 0x116A */ s_xyz windmill_angle;
/* 0x1170 */ int balloon_start_pos_set_flag;
/* 0x1174 */ ACTOR* balloon_actor;
/* 0x1178 */ u8 _1178[0x11B4 - 0x1178]; // TODO
/* 0x1178 */ u8 _1178[0x1198 - 0x1178]; // TODO
/* 0x1198 */ s8 _1198;
/* 0x119A */ s_xyz head_angle;
/* 0x11A0 */ xyz_t force_position;
/* 0x11AC */ s_xyz force_angle;
/* 0x11B2 */ u8 force_position_angle_flag;
/* 0x11B4 */ f32 shake_tree_timer[3];
/* 0x11C0 */ int shake_tree_ut_x[3];
/* 0x11CC */ int shake_tree_ut_z[3];
+379 -368
View File
@@ -4,6 +4,9 @@
#include "m_common_data.h"
#include "m_actor_shadow.h"
#include "m_bgm.h"
#include "sys_matrix.h"
#include "ac_tools.h"
#include "m_rcp.h"
/* Common */
#include "../src/m_player_controller.c_inc"
@@ -152,11 +155,11 @@
/* TODO: looks like all the c_inc files are included before the player funcs in this file based on rodata ordering */
static void Player_actor_ct_forCorect(PLAYER_ACTOR* player, GAME* game);
static void Player_actor_set_eye_pattern(PLAYER_ACTOR* player, int idx);
static void Player_actor_set_mouth_pattern(PLAYER_ACTOR* player, int idx);
static void Player_actor_Set_old_sound_frame_counter(PLAYER_ACTOR* player);
static void Player_actor_change_proc_index(PLAYER_ACTOR* player, GAME* game);
static void Player_actor_ct_forCorect(ACTOR* actorx, GAME* game);
static void Player_actor_set_eye_pattern(ACTOR* actorx, int idx);
static void Player_actor_set_mouth_pattern(ACTOR* actorx, int idx);
static void Player_actor_Set_old_sound_frame_counter(ACTOR* actorx);
static void Player_actor_change_proc_index(ACTOR* actorx, GAME* game);
static int Player_actor_request_main_invade_all(GAME*, int);
static int Player_actor_request_main_refuse(GAME*, int);
@@ -234,7 +237,8 @@ static int Player_actor_request_main_walk_all(GAME*, xyz_t*, f32, int, int);
static int Player_actor_request_main_run_all(GAME*, f32, int, int);
static int Player_actor_request_main_dash_all(GAME*, f32, int, int);
static void Player_actor_init_value(PLAYER_ACTOR* player, GAME* game) {
static void Player_actor_init_value(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
int* shake_tree_table_ut_x_p;
int* shake_tree_table_ut_z_p;
@@ -246,10 +250,9 @@ static void Player_actor_init_value(PLAYER_ACTOR* player, GAME* game) {
player->actor_class.scale.x = 0.01f;
player->actor_class.scale.y = 0.01f;
player->actor_class.scale.z = 0.01f;
player->balloon_actor =
Actor_info_make_actor(&play->actor_info, game, mAc_PROFILE_BALLOON, player->actor_class.world.position.x,
player->actor_class.world.position.y, player->actor_class.world.position.z, 0, 0, 0, -1,
-1, -1, EMPTY_NO, -1, -1, -1);
player->balloon_actor = Actor_info_make_actor(&play->actor_info, game, mAc_PROFILE_BALLOON,
actorx->world.position.x, actorx->world.position.y,
actorx->world.position.z, 0, 0, 0, -1, -1, -1, EMPTY_NO, -1, -1, -1);
player->animation0_idx = -1;
player->animation1_idx = -1;
player->_0DBC = -1;
@@ -258,9 +261,9 @@ static void Player_actor_init_value(PLAYER_ACTOR* player, GAME* game) {
player->item_shape_type[2] = -1;
player->item_shape_type[3] = -1;
Player_actor_ct_forCorect(player, game);
Player_actor_set_eye_pattern(player, 0);
Player_actor_set_mouth_pattern(player, 0);
Player_actor_ct_forCorect(actorx, game);
Player_actor_set_eye_pattern(actorx, 0);
Player_actor_set_mouth_pattern(actorx, 0);
player->request_main_invade_all_proc = &Player_actor_request_main_invade_all;
player->request_main_refuse_all_proc = &Player_actor_request_main_refuse;
@@ -346,38 +349,40 @@ static void Player_actor_init_value(PLAYER_ACTOR* player, GAME* game) {
*radio_exercise_command_ring_buffer_p++ = -1;
}
Player_actor_Set_old_sound_frame_counter(player);
Player_actor_Set_old_sound_frame_counter(actorx);
}
static void Player_actor_ct(PLAYER_ACTOR* player, GAME* game) {
extern void Player_actor_ct(ACTOR* actorx, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
if (mEv_CheckTitleDemo() > 0) {
player->actor_class.status_data.weight = 255;
actorx->status_data.weight = 255;
} else {
player->actor_class.status_data.weight = 50;
actorx->status_data.weight = 50;
}
Player_actor_init_value(player, game);
Player_actor_init_value(actorx, game);
Common_Set(player_actor_exists, TRUE);
Player_actor_Check_player_sunburn_for_ct(player); //
Player_actor_Check_player_sunburn_for_ct(actorx); //
mPlib_change_player_face(game); //
Player_actor_ct_other_func1(player, game); //
Player_actor_set_eye_PositionAndAngle(player); //
Player_actor_ct_other_func1(actorx, game); //
Player_actor_set_eye_PositionAndAngle(actorx); //
Camera2_request_main_normal(play, 1, 1);
Shape_Info_init(&player->actor_class, 0.0f, &mAc_ActorShadowCircle, 18.0f, 18.0f);
player->actor_class.shape_info.ofs_y = 200.0f;
Shape_Info_init(actorx, 0.0f, &mAc_ActorShadowCircle, 18.0f, 18.0f);
actorx->shape_info.ofs_y = 200.0f;
mPlib_Clear_change_data_from_submenu(); //
Player_actor_request_main_dma(game, 41); //
Player_actor_change_proc_index(player, game); //
Player_actor_change_proc_index(actorx, game); //
}
static void Player_actor_dt(PLAYER_ACTOR* player, GAME* game) {
Player_actor_dt_forCorect(player, game); //
extern void Player_actor_dt(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
Player_actor_dt_forCorect(actorx, game); //
Common_Set(player_actor_exists, FALSE);
mPlib_cancel_player_warp_forEvent(); //
Player_actor_Reset_bee_chase(player); //
Player_actor_Check_player_sunburn_for_dt(player); //
Player_actor_Reset_bee_chase(actorx); //
Player_actor_Check_player_sunburn_for_dt(actorx); //
if (mEv_CheckTitleDemo() <= 0 && player->bgm_volume_mode != mPlayer_BGM_VOLUME_MODE_NORMAL) {
switch (player->bgm_volume_mode) {
@@ -391,17 +396,17 @@ static void Player_actor_dt(PLAYER_ACTOR* player, GAME* game) {
}
}
typedef void (*mPlayer_REQUEST_MAIN_CHANGE_FROM_SUBMENU_PROC)(PLAYER_ACTOR*, GAME*);
typedef void (*mPlayer_REQUEST_MAIN_CHANGE_FROM_SUBMENU_PROC)(ACTOR*, GAME*);
static void Player_actor_request_main_wait_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_putin_scoop_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_give_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_demo_wait_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_release_creature_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_mail_land_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_demo_get_golden_item_from_submenu(PLAYER_ACTOR*, GAME*);
static void Player_actor_request_main_wait_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_putin_scoop_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_give_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_demo_wait_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_release_creature_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_mail_land_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_demo_get_golden_item_from_submenu(ACTOR*, GAME*);
static void Player_actor_request_main_change_from_submenu(PLAYER_ACTOR* player, GAME* game) {
static void Player_actor_request_main_change_from_submenu(ACTOR* actorx, GAME* game) {
static const mPlayer_REQUEST_MAIN_CHANGE_FROM_SUBMENU_PROC proc[] = {
NULL,
NULL,
@@ -534,7 +539,7 @@ static void Player_actor_request_main_change_from_submenu(PLAYER_ACTOR* player,
return;
}
(*proc[idx])(player, game);
(*proc[idx])(actorx, game);
}
mPlib_Clear_change_data_from_submenu();
@@ -559,70 +564,70 @@ static void Player_actor_request_change_item(GAME* game) {
}
}
typedef void (*mPlayer_SETTLE_MAIN_PROC)(PLAYER_ACTOR*, GAME*);
typedef void (*mPlayer_SETTLE_MAIN_PROC)(ACTOR*, GAME*);
static void Player_actor_settle_main_Walk(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Turn_dash(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Outdoor(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Push(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Pull(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Wait_open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Close_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Lie_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Roll_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Standup_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_exchange(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Sitdown(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Reflect_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Broken_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Slip_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Swing_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Collect_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Fly_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Reflect_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Get_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Talk(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Recieve_putaway(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Give_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Takeout_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Release_creature(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Wash_car(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Rotate_octagon(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Throw_money(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Pray(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Mail_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Ready_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Fall_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Struggle_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Climbup_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_bee(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Shock(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Knock_door(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Wade_snowball(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Complete_payment(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Fail_emu(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_mosquito(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Switch_on_lighthouse(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Radio_exercise(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_boat_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_boat_standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_get_golden_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_get_golden_item2(PLAYER_ACTOR*, GAME*);
static void Player_actor_settle_main_Walk(ACTOR*, GAME*);
static void Player_actor_settle_main_Turn_dash(ACTOR*, GAME*);
static void Player_actor_settle_main_Wade(ACTOR*, GAME*);
static void Player_actor_settle_main_Outdoor(ACTOR*, GAME*);
static void Player_actor_settle_main_Push(ACTOR*, GAME*);
static void Player_actor_settle_main_Pull(ACTOR*, GAME*);
static void Player_actor_settle_main_Open_furniture(ACTOR*, GAME*);
static void Player_actor_settle_main_Wait_open_furniture(ACTOR*, GAME*);
static void Player_actor_settle_main_Close_furniture(ACTOR*, GAME*);
static void Player_actor_settle_main_Lie_bed(ACTOR*, GAME*);
static void Player_actor_settle_main_Roll_bed(ACTOR*, GAME*);
static void Player_actor_settle_main_Standup_bed(ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_jump(ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_furniture(ACTOR*, GAME*);
static void Player_actor_settle_main_Pickup_exchange(ACTOR*, GAME*);
static void Player_actor_settle_main_Sitdown(ACTOR*, GAME*);
static void Player_actor_settle_main_Standup(ACTOR*, GAME*);
static void Player_actor_settle_main_Reflect_axe(ACTOR*, GAME*);
static void Player_actor_settle_main_Broken_axe(ACTOR*, GAME*);
static void Player_actor_settle_main_Slip_net(ACTOR*, GAME*);
static void Player_actor_settle_main_Swing_net(ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_net(ACTOR*, GAME*);
static void Player_actor_settle_main_Collect_rod(ACTOR*, GAME*);
static void Player_actor_settle_main_Fly_rod(ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_rod(ACTOR*, GAME*);
static void Player_actor_settle_main_Reflect_scoop(ACTOR*, GAME*);
static void Player_actor_settle_main_Get_scoop(ACTOR*, GAME*);
static void Player_actor_settle_main_Talk(ACTOR*, GAME*);
static void Player_actor_settle_main_Recieve_putaway(ACTOR*, GAME*);
static void Player_actor_settle_main_Give_wait(ACTOR*, GAME*);
static void Player_actor_settle_main_Takeout_item(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_wait(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_train(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_train(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_wade(ACTOR*, GAME*);
static void Player_actor_settle_main_Release_creature(ACTOR*, GAME*);
static void Player_actor_settle_main_Wash_car(ACTOR*, GAME*);
static void Player_actor_settle_main_Rotate_octagon(ACTOR*, GAME*);
static void Player_actor_settle_main_Throw_money(ACTOR*, GAME*);
static void Player_actor_settle_main_Pray(ACTOR*, GAME*);
static void Player_actor_settle_main_Mail_jump(ACTOR*, GAME*);
static void Player_actor_settle_main_Ready_pitfall(ACTOR*, GAME*);
static void Player_actor_settle_main_Fall_pitfall(ACTOR*, GAME*);
static void Player_actor_settle_main_Struggle_pitfall(ACTOR*, GAME*);
static void Player_actor_settle_main_Climbup_pitfall(ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_bee(ACTOR*, GAME*);
static void Player_actor_settle_main_Shock(ACTOR*, GAME*);
static void Player_actor_settle_main_Knock_door(ACTOR*, GAME*);
static void Player_actor_settle_main_Wade_snowball(ACTOR*, GAME*);
static void Player_actor_settle_main_Complete_payment(ACTOR*, GAME*);
static void Player_actor_settle_main_Fail_emu(ACTOR*, GAME*);
static void Player_actor_settle_main_Notice_mosquito(ACTOR*, GAME*);
static void Player_actor_settle_main_Switch_on_lighthouse(ACTOR*, GAME*);
static void Player_actor_settle_main_Radio_exercise(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_boat(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_geton_boat_wade(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_boat_standup(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_getoff_boat(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_get_golden_item(ACTOR*, GAME*);
static void Player_actor_settle_main_Demo_get_golden_item2(ACTOR*, GAME*);
static void Player_actor_settle_main(PLAYER_ACTOR* player, GAME* game) {
static void Player_actor_settle_main(ACTOR* actorx, GAME* game) {
static const mPlayer_SETTLE_MAIN_PROC proc[] = {
NULL,
NULL,
@@ -747,142 +752,143 @@ static void Player_actor_settle_main(PLAYER_ACTOR* player, GAME* game) {
NULL,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int idx = player->now_main_index;
if (mPlayer_MAIN_INDEX_VALID(idx) != FALSE) {
if (proc[idx] != NULL) {
(*proc[idx])(player, game);
(*proc[idx])(actorx, game);
}
Player_actor_settle_main_other_func2(player, game); //
Player_actor_settle_main_other_func2(actorx, game); //
}
}
typedef void (*mPlayer_SETUP_MAIN_PROC)(PLAYER_ACTOR*, GAME*);
typedef void (*mPlayer_SETUP_MAIN_PROC)(ACTOR*, GAME*);
static void Player_actor_setup_main_Dma(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Intro(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Refuse(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Refuse_pickup(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Return_demo(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Return_outdoor(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Return_outdoor2(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Walk(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Run(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Dash(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Tumble(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Tumble_getup(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Turn_dash(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Fall(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Door(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Outdoor(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Invade(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Hold(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Push(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pull(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wait_open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Close_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Lie_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wait_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Roll_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Standup_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_exchange(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Sitdown(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Sitdown_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Air_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Reflect_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Broken_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Slip_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_walk_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pull_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Stop_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Cast_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Air_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Relax_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Collect_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Vib_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Fly_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Dig_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Fill_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Reflect_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Air_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Get_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Putin_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Talk(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_stretch(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_putaway(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Give(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Give_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Takeout_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Putin_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_walk(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_train_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_standing_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Hide(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Groundhog(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Release_creature(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wash_car(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Tired(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_octagon(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Throw_money(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Pray(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Shake_tree(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Mail_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Mail_land(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Fall_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Struggle_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Climbup_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Stung_bee(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_bee(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Remove_grass(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Shock(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Knock_door(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Change_cloth(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Push_snowball(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_umbrella(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Wade_snowball(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Complete_payment(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Fail_emu(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Stung_mosquito(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_mosquito(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_fan(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Switch_on_lighthouse(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Radio_exercise(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_sitdown(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_boat_standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_item2(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_axe_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_setup_main_Dma(ACTOR*, GAME*);
static void Player_actor_setup_main_Intro(ACTOR*, GAME*);
static void Player_actor_setup_main_Refuse(ACTOR*, GAME*);
static void Player_actor_setup_main_Refuse_pickup(ACTOR*, GAME*);
static void Player_actor_setup_main_Return_demo(ACTOR*, GAME*);
static void Player_actor_setup_main_Return_outdoor(ACTOR*, GAME*);
static void Player_actor_setup_main_Return_outdoor2(ACTOR*, GAME*);
static void Player_actor_setup_main_Wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Walk(ACTOR*, GAME*);
static void Player_actor_setup_main_Run(ACTOR*, GAME*);
static void Player_actor_setup_main_Dash(ACTOR*, GAME*);
static void Player_actor_setup_main_Tumble(ACTOR*, GAME*);
static void Player_actor_setup_main_Tumble_getup(ACTOR*, GAME*);
static void Player_actor_setup_main_Turn_dash(ACTOR*, GAME*);
static void Player_actor_setup_main_Fall(ACTOR*, GAME*);
static void Player_actor_setup_main_Wade(ACTOR*, GAME*);
static void Player_actor_setup_main_Door(ACTOR*, GAME*);
static void Player_actor_setup_main_Outdoor(ACTOR*, GAME*);
static void Player_actor_setup_main_Invade(ACTOR*, GAME*);
static void Player_actor_setup_main_Hold(ACTOR*, GAME*);
static void Player_actor_setup_main_Push(ACTOR*, GAME*);
static void Player_actor_setup_main_Pull(ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_furniture(ACTOR*, GAME*);
static void Player_actor_setup_main_Open_furniture(ACTOR*, GAME*);
static void Player_actor_setup_main_Wait_open_furniture(ACTOR*, GAME*);
static void Player_actor_setup_main_Close_furniture(ACTOR*, GAME*);
static void Player_actor_setup_main_Lie_bed(ACTOR*, GAME*);
static void Player_actor_setup_main_Wait_bed(ACTOR*, GAME*);
static void Player_actor_setup_main_Roll_bed(ACTOR*, GAME*);
static void Player_actor_setup_main_Standup_bed(ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup(ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_jump(ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_furniture(ACTOR*, GAME*);
static void Player_actor_setup_main_Pickup_exchange(ACTOR*, GAME*);
static void Player_actor_setup_main_Sitdown(ACTOR*, GAME*);
static void Player_actor_setup_main_Sitdown_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Standup(ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_axe(ACTOR*, GAME*);
static void Player_actor_setup_main_Air_axe(ACTOR*, GAME*);
static void Player_actor_setup_main_Reflect_axe(ACTOR*, GAME*);
static void Player_actor_setup_main_Broken_axe(ACTOR*, GAME*);
static void Player_actor_setup_main_Slip_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_walk_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Pull_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Stop_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_net(ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Cast_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Air_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Relax_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Collect_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Vib_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Fly_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_rod(ACTOR*, GAME*);
static void Player_actor_setup_main_Dig_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Fill_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Reflect_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Air_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Get_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Putaway_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Putin_scoop(ACTOR*, GAME*);
static void Player_actor_setup_main_Talk(ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_stretch(ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve(ACTOR*, GAME*);
static void Player_actor_setup_main_Recieve_putaway(ACTOR*, GAME*);
static void Player_actor_setup_main_Give(ACTOR*, GAME*);
static void Player_actor_setup_main_Give_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Takeout_item(ACTOR*, GAME*);
static void Player_actor_setup_main_Putin_item(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_walk(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_train(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_train_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_train(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_standing_train(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_wade(ACTOR*, GAME*);
static void Player_actor_setup_main_Hide(ACTOR*, GAME*);
static void Player_actor_setup_main_Groundhog(ACTOR*, GAME*);
static void Player_actor_setup_main_Release_creature(ACTOR*, GAME*);
static void Player_actor_setup_main_Wash_car(ACTOR*, GAME*);
static void Player_actor_setup_main_Tired(ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_octagon(ACTOR*, GAME*);
static void Player_actor_setup_main_Throw_money(ACTOR*, GAME*);
static void Player_actor_setup_main_Pray(ACTOR*, GAME*);
static void Player_actor_setup_main_Shake_tree(ACTOR*, GAME*);
static void Player_actor_setup_main_Mail_jump(ACTOR*, GAME*);
static void Player_actor_setup_main_Mail_land(ACTOR*, GAME*);
static void Player_actor_setup_main_Ready_pitfall(ACTOR*, GAME*);
static void Player_actor_setup_main_Fall_pitfall(ACTOR*, GAME*);
static void Player_actor_setup_main_Struggle_pitfall(ACTOR*, GAME*);
static void Player_actor_setup_main_Climbup_pitfall(ACTOR*, GAME*);
static void Player_actor_setup_main_Stung_bee(ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_bee(ACTOR*, GAME*);
static void Player_actor_setup_main_Remove_grass(ACTOR*, GAME*);
static void Player_actor_setup_main_Shock(ACTOR*, GAME*);
static void Player_actor_setup_main_Knock_door(ACTOR*, GAME*);
static void Player_actor_setup_main_Change_cloth(ACTOR*, GAME*);
static void Player_actor_setup_main_Push_snowball(ACTOR*, GAME*);
static void Player_actor_setup_main_Rotate_umbrella(ACTOR*, GAME*);
static void Player_actor_setup_main_Wade_snowball(ACTOR*, GAME*);
static void Player_actor_setup_main_Complete_payment(ACTOR*, GAME*);
static void Player_actor_setup_main_Fail_emu(ACTOR*, GAME*);
static void Player_actor_setup_main_Stung_mosquito(ACTOR*, GAME*);
static void Player_actor_setup_main_Notice_mosquito(ACTOR*, GAME*);
static void Player_actor_setup_main_Swing_fan(ACTOR*, GAME*);
static void Player_actor_setup_main_Switch_on_lighthouse(ACTOR*, GAME*);
static void Player_actor_setup_main_Radio_exercise(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_sitdown(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_wait(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_geton_boat_wade(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_boat_standup(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_getoff_boat(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_item(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_item2(ACTOR*, GAME*);
static void Player_actor_setup_main_Demo_get_golden_axe_wait(ACTOR*, GAME*);
static int Player_actor_change_main_index(PLAYER_ACTOR* player, GAME* game) {
static int Player_actor_change_main_index(ACTOR* actorx, GAME* game) {
static const mPlayer_SETUP_MAIN_PROC proc[] = {
&Player_actor_setup_main_Dma,
&Player_actor_setup_main_Intro,
@@ -1006,6 +1012,7 @@ static int Player_actor_change_main_index(PLAYER_ACTOR* player, GAME* game) {
&Player_actor_setup_main_Demo_get_golden_item2,
&Player_actor_setup_main_Demo_get_golden_axe_wait,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
if (player->requested_main_index_changed) {
int idx = player->requested_main_index;
@@ -1014,151 +1021,153 @@ static int Player_actor_change_main_index(PLAYER_ACTOR* player, GAME* game) {
return FALSE;
}
idx = Player_actor_CheckAndRequest_KnockDoor(player, game,
Player_actor_CheckAndRequest_ItemInOut(player, game, idx)); //
Player_actor_Set_bgm_volume(player, idx); //
Player_actor_settle_main(player, game);
Player_actor_Reset_unable_hand_item_in_demo(player, idx); //
Player_actor_Reset_able_hand_all_item_in_demo(player, idx); //
Player_actor_Reset_able_force_speak_label(player, idx); //
Player_actor_change_main_index_other_func1(player, game); //
(*proc[idx])(player, game);
Player_actor_change_main_index_other_func2(player, game); //
idx = Player_actor_CheckAndRequest_KnockDoor(actorx, game,
Player_actor_CheckAndRequest_ItemInOut(actorx, game, idx)); //
Player_actor_Set_bgm_volume(actorx, idx); //
Player_actor_settle_main(actorx, game);
Player_actor_Reset_unable_hand_item_in_demo(actorx, idx); //
Player_actor_Reset_able_hand_all_item_in_demo(actorx, idx); //
Player_actor_Reset_able_force_speak_label(actorx, idx); //
Player_actor_change_main_index_other_func1(actorx, game); //
(*proc[idx])(actorx, game);
Player_actor_change_main_index_other_func2(actorx, game); //
return TRUE;
}
return FALSE;
}
static void Player_actor_change_proc_index(PLAYER_ACTOR* player, GAME* game) {
player->changed_main_index = Player_actor_change_main_index(player, game);
static void Player_actor_change_proc_index(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
player->changed_main_index = Player_actor_change_main_index(actorx, game);
}
typedef void (*mPlayer_MAIN_PROC)(PLAYER_ACTOR*, GAME*);
typedef void (*mPlayer_MAIN_PROC)(ACTOR*, GAME*);
static void Player_actor_main_Dma(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Intro(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Refuse(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Refuse_pickup(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Return_demo(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Return_outdoor(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Return_outdoor2(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Walk(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Run(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Dash(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Tumble(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Tumble_getup(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Turn_dash(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Fall(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Door(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Outdoor(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Invade(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Hold(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Push(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pull(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Rotate_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wait_open_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Close_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Lie_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wait_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Roll_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Standup_bed(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pickup(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pickup_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pickup_furniture(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pickup_exchange(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Sitdown(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Sitdown_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Swing_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Air_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Reflect_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Broken_axe(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Slip_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Ready_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Ready_walk_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Swing_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pull_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Stop_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Notice_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Putaway_net(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Ready_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Cast_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Air_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Relax_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Collect_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Vib_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Fly_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Notice_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Putaway_rod(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Dig_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Fill_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Reflect_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Air_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Get_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Putaway_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Putin_scoop(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Talk(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Recieve_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Recieve_stretch(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Recieve(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Recieve_putaway(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Give(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Give_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Takeout_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Putin_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_walk(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_train_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_standing_train(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Hide(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Groundhog(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Release_creature(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wash_car(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Tired(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Rotate_octagon(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Throw_money(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Pray(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Shake_tree(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Mail_jump(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Mail_land(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Ready_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Fall_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Struggle_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Climbup_pitfall(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Stung_bee(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Notice_bee(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Remove_grass(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Shock(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Knock_door(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Change_cloth(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Push_snowball(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Rotate_umbrella(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Wade_snowball(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Complete_payment(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Fail_emu(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Stung_mosquito(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Notice_mosquito(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Swing_fan(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Switch_on_lighthouse(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Radio_exercise(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_sitdown(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_wade(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_boat_standup(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_boat(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_item(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_item2(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_axe_wait(PLAYER_ACTOR*, GAME*);
static void Player_actor_main_Dma(ACTOR*, GAME*);
static void Player_actor_main_Intro(ACTOR*, GAME*);
static void Player_actor_main_Refuse(ACTOR*, GAME*);
static void Player_actor_main_Refuse_pickup(ACTOR*, GAME*);
static void Player_actor_main_Return_demo(ACTOR*, GAME*);
static void Player_actor_main_Return_outdoor(ACTOR*, GAME*);
static void Player_actor_main_Return_outdoor2(ACTOR*, GAME*);
static void Player_actor_main_Wait(ACTOR*, GAME*);
static void Player_actor_main_Walk(ACTOR*, GAME*);
static void Player_actor_main_Run(ACTOR*, GAME*);
static void Player_actor_main_Dash(ACTOR*, GAME*);
static void Player_actor_main_Tumble(ACTOR*, GAME*);
static void Player_actor_main_Tumble_getup(ACTOR*, GAME*);
static void Player_actor_main_Turn_dash(ACTOR*, GAME*);
static void Player_actor_main_Fall(ACTOR*, GAME*);
static void Player_actor_main_Wade(ACTOR*, GAME*);
static void Player_actor_main_Door(ACTOR*, GAME*);
static void Player_actor_main_Outdoor(ACTOR*, GAME*);
static void Player_actor_main_Invade(ACTOR*, GAME*);
static void Player_actor_main_Hold(ACTOR*, GAME*);
static void Player_actor_main_Push(ACTOR*, GAME*);
static void Player_actor_main_Pull(ACTOR*, GAME*);
static void Player_actor_main_Rotate_furniture(ACTOR*, GAME*);
static void Player_actor_main_Open_furniture(ACTOR*, GAME*);
static void Player_actor_main_Wait_open_furniture(ACTOR*, GAME*);
static void Player_actor_main_Close_furniture(ACTOR*, GAME*);
static void Player_actor_main_Lie_bed(ACTOR*, GAME*);
static void Player_actor_main_Wait_bed(ACTOR*, GAME*);
static void Player_actor_main_Roll_bed(ACTOR*, GAME*);
static void Player_actor_main_Standup_bed(ACTOR*, GAME*);
static void Player_actor_main_Pickup(ACTOR*, GAME*);
static void Player_actor_main_Pickup_jump(ACTOR*, GAME*);
static void Player_actor_main_Pickup_furniture(ACTOR*, GAME*);
static void Player_actor_main_Pickup_exchange(ACTOR*, GAME*);
static void Player_actor_main_Sitdown(ACTOR*, GAME*);
static void Player_actor_main_Sitdown_wait(ACTOR*, GAME*);
static void Player_actor_main_Standup(ACTOR*, GAME*);
static void Player_actor_main_Swing_axe(ACTOR*, GAME*);
static void Player_actor_main_Air_axe(ACTOR*, GAME*);
static void Player_actor_main_Reflect_axe(ACTOR*, GAME*);
static void Player_actor_main_Broken_axe(ACTOR*, GAME*);
static void Player_actor_main_Slip_net(ACTOR*, GAME*);
static void Player_actor_main_Ready_net(ACTOR*, GAME*);
static void Player_actor_main_Ready_walk_net(ACTOR*, GAME*);
static void Player_actor_main_Swing_net(ACTOR*, GAME*);
static void Player_actor_main_Pull_net(ACTOR*, GAME*);
static void Player_actor_main_Stop_net(ACTOR*, GAME*);
static void Player_actor_main_Notice_net(ACTOR*, GAME*);
static void Player_actor_main_Putaway_net(ACTOR*, GAME*);
static void Player_actor_main_Ready_rod(ACTOR*, GAME*);
static void Player_actor_main_Cast_rod(ACTOR*, GAME*);
static void Player_actor_main_Air_rod(ACTOR*, GAME*);
static void Player_actor_main_Relax_rod(ACTOR*, GAME*);
static void Player_actor_main_Collect_rod(ACTOR*, GAME*);
static void Player_actor_main_Vib_rod(ACTOR*, GAME*);
static void Player_actor_main_Fly_rod(ACTOR*, GAME*);
static void Player_actor_main_Notice_rod(ACTOR*, GAME*);
static void Player_actor_main_Putaway_rod(ACTOR*, GAME*);
static void Player_actor_main_Dig_scoop(ACTOR*, GAME*);
static void Player_actor_main_Fill_scoop(ACTOR*, GAME*);
static void Player_actor_main_Reflect_scoop(ACTOR*, GAME*);
static void Player_actor_main_Air_scoop(ACTOR*, GAME*);
static void Player_actor_main_Get_scoop(ACTOR*, GAME*);
static void Player_actor_main_Putaway_scoop(ACTOR*, GAME*);
static void Player_actor_main_Putin_scoop(ACTOR*, GAME*);
static void Player_actor_main_Talk(ACTOR*, GAME*);
static void Player_actor_main_Recieve_wait(ACTOR*, GAME*);
static void Player_actor_main_Recieve_stretch(ACTOR*, GAME*);
static void Player_actor_main_Recieve(ACTOR*, GAME*);
static void Player_actor_main_Recieve_putaway(ACTOR*, GAME*);
static void Player_actor_main_Give(ACTOR*, GAME*);
static void Player_actor_main_Give_wait(ACTOR*, GAME*);
static void Player_actor_main_Takeout_item(ACTOR*, GAME*);
static void Player_actor_main_Putin_item(ACTOR*, GAME*);
static void Player_actor_main_Demo_wait(ACTOR*, GAME*);
static void Player_actor_main_Demo_walk(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_train(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_train_wait(ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_train(ACTOR*, GAME*);
static void Player_actor_main_Demo_standing_train(ACTOR*, GAME*);
static void Player_actor_main_Demo_wade(ACTOR*, GAME*);
static void Player_actor_main_Hide(ACTOR*, GAME*);
static void Player_actor_main_Groundhog(ACTOR*, GAME*);
static void Player_actor_main_Release_creature(ACTOR*, GAME*);
static void Player_actor_main_Wash_car(ACTOR*, GAME*);
static void Player_actor_main_Tired(ACTOR*, GAME*);
static void Player_actor_main_Rotate_octagon(ACTOR*, GAME*);
static void Player_actor_main_Throw_money(ACTOR*, GAME*);
static void Player_actor_main_Pray(ACTOR*, GAME*);
static void Player_actor_main_Shake_tree(ACTOR*, GAME*);
static void Player_actor_main_Mail_jump(ACTOR*, GAME*);
static void Player_actor_main_Mail_land(ACTOR*, GAME*);
static void Player_actor_main_Ready_pitfall(ACTOR*, GAME*);
static void Player_actor_main_Fall_pitfall(ACTOR*, GAME*);
static void Player_actor_main_Struggle_pitfall(ACTOR*, GAME*);
static void Player_actor_main_Climbup_pitfall(ACTOR*, GAME*);
static void Player_actor_main_Stung_bee(ACTOR*, GAME*);
static void Player_actor_main_Notice_bee(ACTOR*, GAME*);
static void Player_actor_main_Remove_grass(ACTOR*, GAME*);
static void Player_actor_main_Shock(ACTOR*, GAME*);
static void Player_actor_main_Knock_door(ACTOR*, GAME*);
static void Player_actor_main_Change_cloth(ACTOR*, GAME*);
static void Player_actor_main_Push_snowball(ACTOR*, GAME*);
static void Player_actor_main_Rotate_umbrella(ACTOR*, GAME*);
static void Player_actor_main_Wade_snowball(ACTOR*, GAME*);
static void Player_actor_main_Complete_payment(ACTOR*, GAME*);
static void Player_actor_main_Fail_emu(ACTOR*, GAME*);
static void Player_actor_main_Stung_mosquito(ACTOR*, GAME*);
static void Player_actor_main_Notice_mosquito(ACTOR*, GAME*);
static void Player_actor_main_Swing_fan(ACTOR*, GAME*);
static void Player_actor_main_Switch_on_lighthouse(ACTOR*, GAME*);
static void Player_actor_main_Radio_exercise(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_sitdown(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_wait(ACTOR*, GAME*);
static void Player_actor_main_Demo_geton_boat_wade(ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_boat_standup(ACTOR*, GAME*);
static void Player_actor_main_Demo_getoff_boat(ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_item(ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_item2(ACTOR*, GAME*);
static void Player_actor_main_Demo_get_golden_axe_wait(ACTOR*, GAME*);
static void Player_actor_move(PLAYER_ACTOR* player, GAME* game) {
extern void Player_actor_move(ACTOR* actorx, GAME* game) {
static const mPlayer_MAIN_PROC proc[] = {
&Player_actor_main_Dma,
&Player_actor_main_Intro,
@@ -1282,23 +1291,24 @@ static void Player_actor_move(PLAYER_ACTOR* player, GAME* game) {
&Player_actor_main_Demo_get_golden_item2,
&Player_actor_main_Demo_get_golden_axe_wait,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int idx;
Player_actor_move_other_func1(player, game); //
Player_actor_move_other_func1(actorx, game); //
idx = player->now_main_index;
if (mPlayer_MAIN_INDEX_VALID(idx) == FALSE || proc[idx] == NULL) {
return;
}
(*proc[idx])(player, game);
Player_actor_move_other_func2(player, game); //
(*proc[idx])(actorx, game);
Player_actor_move_other_func2(actorx, game); //
}
typedef void (*mPlayer_DRAW_PROC)(PLAYER_ACTOR*, GAME*);
typedef void (*mPlayer_DRAW_PROC)(ACTOR*, GAME*);
static void Player_actor_draw_Normal(PLAYER_ACTOR*, GAME*);
static void Player_actor_draw_Normal(ACTOR*, GAME*);
static void Player_actor_draw(PLAYER_ACTOR* player, GAME* game) {
extern void Player_actor_draw(ACTOR* actorx, GAME* game) {
static const s8 data[] = {
mPlayer_DRAW_TYPE_NONE, mPlayer_DRAW_TYPE_NORMAL, mPlayer_DRAW_TYPE_NORMAL, mPlayer_DRAW_TYPE_NORMAL,
mPlayer_DRAW_TYPE_NORMAL, mPlayer_DRAW_TYPE_NORMAL, mPlayer_DRAW_TYPE_NORMAL, mPlayer_DRAW_TYPE_NORMAL,
@@ -1338,14 +1348,15 @@ static void Player_actor_draw(PLAYER_ACTOR* player, GAME* game) {
&Player_actor_draw_Normal,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int main_idx = player->now_main_index;
if (mPlayer_MAIN_INDEX_VALID(main_idx) != FALSE) {
int draw_idx = data[main_idx];
if (draw_idx >= 0 && draw_idx < mPlayer_DRAW_TYPE_NUM && proc[draw_idx] != NULL) {
(*proc[draw_idx])(player, game);
Player_actor_draw_other_func2(player, game); //
(*proc[draw_idx])(actorx, game);
Player_actor_draw_other_func2(actorx, game); //
}
}
}
+8 -10
View File
@@ -4,12 +4,10 @@
#include "m_name_table.h"
#include "m_play.h"
typedef void (*PLAYER_ACTOR_PROC)(PLAYER_ACTOR*, GAME*);
PLAYER_ACTOR_PROC Player_actor_ct_func;
PLAYER_ACTOR_PROC Player_actor_dt_func;
PLAYER_ACTOR_PROC Player_actor_move_func;
PLAYER_ACTOR_PROC Player_actor_draw_func;
static mActor_proc Player_actor_ct_func;
static mActor_proc Player_actor_dt_func;
static mActor_proc Player_actor_move_func;
static mActor_proc Player_actor_draw_func;
void Player_actor_ct_call(ACTOR* actor, GAME* game);
void Player_actor_dt_call(ACTOR* actor, GAME* game);
@@ -45,26 +43,26 @@ static void Player_actor_ct_call(ACTOR* actor, GAME* game) {
load_player(&play->submenu);
initfunc(play);
Player_actor_ct_func((PLAYER_ACTOR*)actor, game);
Player_actor_ct_func(actor, game);
}
static void Player_actor_dt_call(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
load_player(&play->submenu);
Player_actor_dt_func((PLAYER_ACTOR*)actor, game);
Player_actor_dt_func(actor, game);
}
static void Player_actor_move_call(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
load_player(&play->submenu);
Player_actor_move_func((PLAYER_ACTOR*)actor, game);
Player_actor_move_func(actor, game);
}
static void Player_actor_draw_call(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
load_player(&play->submenu);
Player_actor_draw_func((PLAYER_ACTOR*)actor, game);
Player_actor_draw_func(actor, game);
}
+377
View File
@@ -0,0 +1,377 @@
static void Player_actor_draw_Before_head(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
s_xyz* head_angle = &player->head_angle;
if (head_angle->x != 0 || head_angle->y != 0 || head_angle->z != 0) {
Matrix_push();
Matrix_mult(&MtxF_clear, 0);
Matrix_softcv3_mult(&ZeroVec, rot);
Matrix_RotateX(head_angle->x, 1);
Matrix_RotateY(head_angle->y, 1);
Matrix_to_rotate2_new(get_Matrix_now(), rot, 0);
Matrix_pull();
}
}
typedef void (*mPlayer_DRAW_BEFORE_PROC)(ACTOR*, GAME*, cKF_SkeletonInfo_R_c*, Gfx**, u8*, s_xyz*, xyz_t*);
static int Player_actor_draw_Before(GAME* game, cKF_SkeletonInfo_R_c* kf, int joint_no, Gfx** gfx_pp, u8* work_flag,
void* arg, s_xyz* rot, xyz_t* pos) {
// clang-format off
static mPlayer_DRAW_BEFORE_PROC proc[] = {
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&Player_actor_draw_Before_head,
NULL,
};
// clang-format on
ACTOR* actorx = (ACTOR*)arg;
if (joint_no >= 0 && joint_no < mPlayer_JOINT_NUM && proc[joint_no] != NULL) {
(*proc[joint_no])(actorx, game, kf, gfx_pp, work_flag, rot, pos);
}
return TRUE;
}
static void Player_actor_draw_After_Culc_FootMarkPos(xyz_t* pos, s_xyz* rot) {
Matrix_Position_Zero(pos);
Matrix_to_rotate_new(get_Matrix_now(), rot, 0);
}
static void Player_actor_draw_After_head(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
Matrix_Position_Zero(&player->head_pos);
}
static void Player_actor_draw_After_Lfoot3(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
Player_actor_draw_After_Culc_FootMarkPos(&player->left_foot_pos, &player->left_foot_angle);
}
static void Player_actor_draw_After_Larm2(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
if (player->item_matrix_set) {
HANDOVERITEM_ACTOR* hoi_actor = Common_Get(clip).handOverItem_clip->handOverItem_p;
if (hoi_actor != NULL) {
Matrix_get(&hoi_actor->tools_class.matrix_work);
hoi_actor->tools_class.init_matrix = TRUE;
}
player->item_matrix_set = FALSE;
}
Matrix_Position_VecX(&player->left_hand_pos, 1100.0f);
Matrix_get(&player->left_hand_mtx);
}
static void Player_actor_draw_After_Rfoot3(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
Player_actor_draw_After_Culc_FootMarkPos(&player->right_foot_pos, &player->right_foot_angle);
}
static void Player_actor_draw_After_feel(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
xyz_t* feel_pos = &player->feel_pos;
Matrix_Position_Zero(feel_pos);
if (player->draw_effect_idx > 0) {
Common_Get(clip).effect_clip->effect_make_proc(player->draw_effect_idx - 1, *feel_pos, 2,
player->actor_class.shape_info.rotation.y, game, RSV_NO, 0, 0);
player->draw_effect_idx = 0;
}
if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_WASH_CAR) {
mPlayer_main_wash_car_c* wash_car = &player->main_data.wash_car;
if (wash_car->effect_flag) {
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_ASE2, *feel_pos, 2, 0, game, RSV_NO, 0, 0);
wash_car->effect_flag = FALSE;
}
}
}
static void Player_actor_draw_After_hand(ACTOR* actorx, GAME* game, cKF_SkeletonInfo_R_c* kf, Gfx** gfx_pp, u8* flag,
s_xyz* rot, xyz_t* pos) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
xyz_t last_hand_pos = player->right_hand_pos;
Matrix_Position_Zero(&player->right_hand_pos);
player->right_hand_move.x = player->right_hand_pos.x - last_hand_pos.x;
player->right_hand_move.y = player->right_hand_pos.y - last_hand_pos.y;
player->right_hand_move.z = player->right_hand_pos.z - last_hand_pos.z;
Matrix_get(&player->right_hand_mtx);
}
typedef void (*mPlayer_DRAW_AFTER_PROC)(ACTOR*, GAME*, cKF_SkeletonInfo_R_c*, Gfx**, u8*, s_xyz*, xyz_t*);
static int Player_actor_draw_After(GAME* game, cKF_SkeletonInfo_R_c* kf, int joint_no, Gfx** gfx_pp, u8* work_flag,
void* arg, s_xyz* rot, xyz_t* pos) {
// clang-format off
static mPlayer_DRAW_AFTER_PROC proc[] = {
NULL,
NULL,
NULL,
NULL,
NULL,
&Player_actor_draw_After_Lfoot3,
NULL,
NULL,
NULL,
&Player_actor_draw_After_Rfoot3,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&Player_actor_draw_After_Larm2,
NULL,
NULL,
NULL,
&Player_actor_draw_After_hand,
NULL,
NULL,
NULL,
&Player_actor_draw_After_head,
&Player_actor_draw_After_feel,
};
// clang-format on
ACTOR* actorx = (ACTOR*)arg;
if (joint_no >= 0 && joint_no < mPlayer_JOINT_NUM && proc[joint_no] != NULL) {
(*proc[joint_no])(actorx, game, kf, gfx_pp, work_flag, rot, pos);
}
return TRUE;
}
static void Player_actor_draw_Normal(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int buf_idx = game->frame_counter % 2;
int now_main_index = player->now_main_index;
cKF_SkeletonInfo_R_c* kf = &player->keyframe0;
Mtx* mtx = player->work_mtx[buf_idx];
u8* eye_tex_p;
u8* mouth_tex_p;
GRAPH* graph;
int moving_in_boat;
GAME_PLAY* play = (GAME_PLAY*)game;
eye_tex_p = Player_actor_Get_eye_tex_p(player);
mouth_tex_p = Player_actor_Get_mouth_tex_p(player);
graph = game->graph;
moving_in_boat = FALSE;
_texture_z_light_fog_prim(graph);
OPEN_POLY_OPA_DISP(graph);
if (now_main_index == mPlayer_INDEX_DEMO_GETON_BOAT_SITDOWN ||
now_main_index == mPlayer_INDEX_DEMO_GETON_BOAT_WAIT || now_main_index == mPlayer_INDEX_DEMO_GETON_BOAT_WADE ||
now_main_index == mPlayer_INDEX_DEMO_GETOFF_BOAT_STANDUP) {
moving_in_boat = TRUE;
}
if (moving_in_boat) {
s16 boat_angle_z;
if (now_main_index == mPlayer_INDEX_DEMO_GETON_BOAT_SITDOWN) {
boat_angle_z = -player->main_data.demo_geton_boat_sitdown.angle_z;
} else if (now_main_index == mPlayer_INDEX_DEMO_GETOFF_BOAT_STANDUP) {
boat_angle_z = -player->main_data.demo_getoff_boat_standup.angle_z;
} else {
boat_angle_z = -player->boat_angleZ;
}
Matrix_push();
Matrix_RotateZ(boat_angle_z, 1);
}
gSPSegment(POLY_OPA_DISP++, ANIME_1_TXT_SEG, eye_tex_p);
gSPSegment(POLY_OPA_DISP++, ANIME_2_TXT_SEG, mouth_tex_p);
gSPSegment(POLY_OPA_DISP++, ANIME_3_TXT_SEG, mPlib_get_player_tex_p(game));
gSPSegment(POLY_OPA_DISP++, ANIME_4_TXT_SEG, mPlib_get_player_pallet_p(game));
gSPSegment(POLY_OPA_DISP++, ANIME_5_TXT_SEG, mPlib_get_player_face_pallet_p(game));
CLOSE_POLY_OPA_DISP(graph);
if (player->change_color_flag) {
int color_frame = (int)(player->change_color_timer / 9.96f);
if ((color_frame & 1)) {
player->change_color_near = 1;
player->change_color_far = 1;
} else {
static const int color_data[4][3] = {
{ 255, 255, 100 }, // r
{ 100, 255, 100 }, // g
{ 255, 255, 100 }, // b
{ 255, 100, 100 }, // a?
};
int color_idx = color_frame / 2;
if (color_idx >= 0 && color_idx < 4) {
xyz_t diff;
f32 diff_len;
View* v = &play->view;
xyz_t* eye_p = &v->eye;
player->change_color_rgb[0] = color_data[0][color_idx];
player->change_color_rgb[1] = color_data[1][color_idx];
player->change_color_rgb[2] = color_data[2][color_idx];
diff.x = v->center.x - eye_p->x;
diff.y = v->center.y - eye_p->y;
diff.z = v->center.z - eye_p->z;
diff_len = Math3DVecLength(&diff);
if (diff_len > 0.0f) {
f32 dx = player->actor_class.world.position.x - eye_p->x;
f32 dy = player->actor_class.world.position.y - eye_p->y;
f32 dz = player->actor_class.world.position.z - eye_p->z;
f32 percent = (dx * diff.x + dy * diff.y + dz * diff.z) / diff_len;
f32 t0;
f32 t1;
f32 t2;
t0 = diff_len - 352.0f;
t1 = diff_len * 0.25f;
t2 = 2.0f / 14.1f;
player->change_color_near = (int)(210.0f + (diff_len - percent) / diff_len);
player->change_color_far =
player->change_color_near + (int)(780.0f + t0 * (t2 / 2.0f) + t1 * (t2 / 2.0f));
} else {
player->change_color_near = 1;
player->change_color_far = 1;
}
} else {
player->change_color_near = 1;
player->change_color_far = 1;
}
}
OPEN_DISP(graph);
SET_POLY_OPA_DISP(gfx_set_fog_nosync(NOW_POLY_OPA_DISP, player->change_color_rgb[0],
player->change_color_rgb[1], player->change_color_rgb[2], 255,
player->change_color_near, player->change_color_far));
CLOSE_DISP(graph);
}
cKF_Si3_draw_R_SV(game, kf, mtx, &Player_actor_draw_Before, &Player_actor_draw_After, player);
if (player->change_color_flag) {
/* Revert to standard fog color */
OPEN_DISP(graph);
SET_POLY_OPA_DISP(gfx_set_fog_nosync(NOW_POLY_OPA_DISP, play->global_light.fogColor[0],
play->global_light.fogColor[1], play->global_light.fogColor[2], 0,
play->global_light.fogNear, play->global_light.fogFar));
CLOSE_DISP(graph);
}
Player_actor_Item_draw(player, game);
{
mActor_name_t item = EMPTY_NO;
f32 item_scale = 0.0f;
xyz_t* item_pos_p = NULL;
int flag = FALSE;
mPlayer_main_pickup_jump_c* main_pickup_jump = NULL;
if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_PICKUP) {
if (player->main_data.pickup.exchange_flag == FALSE) {
item = player->main_data.pickup.item;
item_scale = player->main_data.pickup.scale;
item_pos_p = &player->main_data.pickup.item_pos;
}
} else if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_PICKUP_JUMP) {
mPlayer_main_pickup_jump_c* main_pickup_jump2 = &player->main_data.pickup_jump;
if (main_pickup_jump2->exchange_flag == FALSE) {
main_pickup_jump = main_pickup_jump2;
item = main_pickup_jump2->item;
item_scale = main_pickup_jump2->scale;
item_pos_p = &main_pickup_jump2->item_pos;
flag = TRUE;
}
} else if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_GET_SCOOP) {
item = player->main_data.get_scoop.item;
item_scale = player->main_data.get_scoop.scale;
if (player->keyframe0.frame_control.current_frame <= 42.0f) {
item_pos_p = &player->scoop_pos;
} else {
item_pos_p = &player->left_hand_pos;
}
} else if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_PUTAWAY_SCOOP) {
item = player->main_data.putaway_scoop.item;
item_scale = player->main_data.putaway_scoop.scale;
item_pos_p = &player->left_hand_pos;
}
if (item_scale > 0.0f && item != EMPTY_NO && item_pos_p != NULL) {
if (mFI_GET_TYPE(mFI_GetFieldId()) == mFI_FIELD_FG) {
if (Common_Get(clip).bg_item_clip != NULL && Common_Get(clip).bg_item_clip->single_draw_proc != NULL) {
Common_Get(clip).bg_item_clip->single_draw_proc(game, item, item_pos_p, item_scale, NULL, NULL,
NULL);
}
} else {
if (Common_Get(clip).shop_goods_clip != NULL &&
Common_Get(clip).shop_goods_clip->single_draw_proc != NULL) {
s16 item_angle_y;
int uz;
int ux;
if (main_pickup_jump != NULL && mFI_Wpos2UtNum(&ux, &uz, main_pickup_jump->target_pos)) {
item_angle_y = Common_Get(clip).shop_goods_clip->single_get_angle_y_proc(uz, ux, flag);
} else {
item_angle_y = 0;
}
Common_Get(clip).shop_goods_clip->single_draw_proc(game, item, item_pos_p, item_scale, item_angle_y,
flag);
}
}
}
}
if (moving_in_boat) {
Matrix_pull();
}
}