From 6be3b1885f5804f83e6c1a44e70a5f8ea1ccfb2f Mon Sep 17 00:00:00 2001 From: Cuyler36 <24523422+Cuyler36@users.noreply.github.com> Date: Fri, 30 Aug 2024 01:45:57 -0400 Subject: [PATCH] More player states --- include/ac_sign.h | 4 +- include/m_player.h | 44 ++++- src/m_player.c | 99 ++++++++++- src/m_player_controller.c_inc | 189 +++++++++----------- src/m_player_draw.c_inc | 2 +- src/m_player_main_dma.c_inc | 11 +- src/m_player_main_give_wait.c_inc | 2 +- src/m_player_main_intro.c_inc | 31 ++-- src/m_player_main_pickup.c_inc | 183 ++++++++++++++++++++ src/m_player_main_pickup_exchange.c_inc | 170 ++++++++++++++++++ src/m_player_main_pickup_furniture.c_inc | 198 +++++++++++++++++++++ src/m_player_main_pickup_jump.c_inc | 209 +++++++++++++++++++++++ src/m_player_main_recieve_putaway.c_inc | 2 +- src/m_player_main_refuse.c_inc | 24 ++- src/m_player_main_refuse_pickup.c_inc | 36 ++-- src/m_player_main_remove_grass.c_inc | 104 +++++++++++ src/m_player_main_return_demo.c_inc | 49 +++--- src/m_player_main_return_outdoor.c_inc | 40 +++-- src/m_player_main_return_outdoor2.c_inc | 49 +++--- src/m_player_main_shake_tree.c_inc | 172 +++++++++++++++++++ src/m_player_main_wait.c_inc | 69 ++++---- src/m_player_vibration.c_inc | 32 ++-- 22 files changed, 1414 insertions(+), 305 deletions(-) diff --git a/include/ac_sign.h b/include/ac_sign.h index 3f3231ad..59278feb 100644 --- a/include/ac_sign.h +++ b/include/ac_sign.h @@ -8,6 +8,9 @@ extern "C" { #endif +extern int aSIGN_set_white_sign(GAME* game, const xyz_t* pos_p); +extern int aSIGN_erase_white_sign(GAME* game, const xyz_t* pos_p); + extern ACTOR_PROFILE Ac_Sign_Profile; #ifdef __cplusplus @@ -15,4 +18,3 @@ extern ACTOR_PROFILE Ac_Sign_Profile; #endif #endif - diff --git a/include/m_player.h b/include/m_player.h index 11df061c..dd19096a 100644 --- a/include/m_player.h +++ b/include/m_player.h @@ -995,26 +995,27 @@ typedef struct player_request_standup_bed_s { typedef struct player_request_pickup_s { int inv_slot; mActor_name_t item; - xyz_t end_pos; - xyz_t start_pos; + xyz_t target_pos; + xyz_t item_pos; int flag; } mPlayer_request_pickup_c; typedef struct player_request_pickup_jump_s { int inv_slot; mActor_name_t item; - xyz_t start_pos; - int flag; + xyz_t item_pos; + int ftr_flag; + int knife_and_fork_flag; } mPlayer_request_pickup_jump_c; typedef struct player_request_pickup_furniture_s { int inv_slot; mActor_name_t item; - xyz_t start_pos; + xyz_t item_pos; } mPlayer_request_pickup_furniture_c; typedef struct player_request_pickup_exchange_s { - xyz_t end_pos; + xyz_t target_pos; mActor_name_t item; } mPlayer_request_pickup_exchange_c; @@ -1171,8 +1172,8 @@ typedef struct player_request_ready_pitfall_s { } mPlayer_request_ready_pitfall_c; typedef struct player_request_remove_grass_s { - xyz_t start_pos; - xyz_t end_pos; + xyz_t grass_pos; + xyz_t target_pos; } mPlayer_request_remove_grass_c; typedef struct player_request_change_cloth_s { @@ -1481,8 +1482,8 @@ typedef struct player_main_pickup_s { f32 scale; f32 timer; mActor_name_t item; - int ftr_flag; int exchange_flag; + int signboard_flag; } mPlayer_main_pickup_c; typedef struct player_main_pickup_jump_s { @@ -1491,9 +1492,26 @@ typedef struct player_main_pickup_jump_s { xyz_t item_offset; f32 scale; mActor_name_t item; + int ftr_flag; int exchange_flag; } mPlayer_main_pickup_jump_c; +typedef struct player_main_pickup_furniture_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_furniture_c; + +typedef struct player_main_pickup_exchange_s { + xyz_t target_pos; + mActor_name_t item; + int msg_mode; + int submenu_flag; +} mPlayer_main_pickup_exchange_c; + typedef struct player_main_swing_axe_s { /* 0x00 */ xyz_t target_pos; /* 0x0C */ mActor_name_t item; @@ -1658,6 +1676,11 @@ typedef struct player_main_stung_bee_s { f32 timer; } mPlayer_main_stung_bee_c; +typedef struct player_main_remove_grass_s { + xyz_t grass_pos; + xyz_t target_pos; +} mPlayer_main_remove_grass_c; + typedef struct player_main_push_snowball_s { u32 label; } mPlayer_main_push_snowball_c; @@ -1706,6 +1729,8 @@ typedef union { mPlayer_main_wade_c wade; mPlayer_main_pickup_c pickup; mPlayer_main_pickup_jump_c pickup_jump; + mPlayer_main_pickup_furniture_c pickup_furniture; + mPlayer_main_pickup_exchange_c pickup_exchange; mPlayer_main_swing_axe_c swing_axe; mPlayer_main_reflect_axe_c reflect_axe; mPlayer_main_broken_axe_c broken_axe; @@ -1729,6 +1754,7 @@ typedef union { mPlayer_main_wash_car_c wash_car; mPlayer_main_shake_tree_c shake_tree; mPlayer_main_stung_bee_c stung_bee; + mPlayer_main_remove_grass_c remove_grass; mPlayer_main_push_snowball_c push_snowball; mPlayer_main_wade_snowball_c wade_snowball; mPlayer_main_demo_geton_boat_wade_c demo_geton_boat_wade; diff --git a/src/m_player.c b/src/m_player.c index 59bc17da..08c6527b 100644 --- a/src/m_player.c +++ b/src/m_player.c @@ -12,6 +12,9 @@ #include "ac_insect.h" #include "ac_set_ovl_insect.h" #include "m_house.h" +#include "ac_sign.h" +#include "m_msg.h" +#include "m_choice.h" /* Static function declarations, add as needed for intellisense */ static int Player_actor_check_request_main_able(GAME* game, int request_main_index, int priority); @@ -59,12 +62,98 @@ static void Player_actor_Set_now_item_main_index(ACTOR* actorx, int item_main_in static void Player_actor_SetEffect_forTakeout_item(ACTOR* actorx, GAME* game); static void Player_actor_Set_FootMark_Base1(ACTOR* actorx, GAME* game, int disable_effect, int disable_sound); static s8 Player_actor_Get_ItemKind_from_submenu(void); +static int Player_actor_Set_shake_tree_table(ACTOR* actorx, GAME* game, mActor_name_t item, int tree_ut_x, + int tree_ut_z, int little_flag); +static int Player_actor_Check_BirthBee_common(ACTOR* actorx, mActor_name_t item, int tree_ut_x, int tree_ut_z, + s16* angle_y_p); +static void Player_actor_Set_status_for_bee(ACTOR* actorx, s8 v); +static int Player_actor_check_able_request_main_index_for_reset(int request_main_index); +static void Player_actor_putin_item(int slot, mActor_name_t item, xyz_t* pos_p); +static void Player_actor_putin_item_layer2(int slot, mActor_name_t item, xyz_t* pos_p); +static void Player_actor_putin_furniture(GAME* game, int slot, mActor_name_t item); + +static void Player_actor_sound_SetStatus(ACTOR* actor); +static void Player_actor_set_sound_common1(xyz_t* pos, u16 id); +static void Player_actor_set_sound_common2(ACTOR* actor, u16 id); +static void Player_actor_sound_FootStep1(ACTOR* actor, u16 id); +static void Player_actor_sound_FootStep2(ACTOR* actor); +static void Player_actor_sound_Tumble(ACTOR* actor); +static void Player_actor_sound_AMI_FURI(ACTOR* actor); +static void Player_actor_sound_AMI_HIT(ACTOR* actor); +static void Player_actor_sound_AMI_GET(ACTOR* actor); +static void Player_actor_sound_GASAGOSO(ACTOR* actor); +static void Player_actor_sound_AXE_FURI(ACTOR* actor); +static void Player_actor_sound_AXE_HIT(ACTOR* actor, xyz_t* pos); +static void Player_actor_sound_AXE_CUT(ACTOR* actor, xyz_t* pos); +static void Player_actor_sound_SIT(ACTOR* actor, int ftr_idx); +static void Player_actor_sound_STANDUP(ACTOR* actor, int ftr_idx); +static void Player_actor_sound_JUMP(ACTOR* actor); +static void Player_actor_sound_LANDING(ACTOR* actor); +static void Player_actor_sound_ITEM_GET(ACTOR* actor); +static void Player_actor_sound_BED_IN(ACTOR* actor); +static void Player_actor_sound_BED_NEGAERI(ACTOR* actor); +static void Player_actor_sound_BED_OUT(ACTOR* actor); +static void Player_actor_sound_ROD_STROKE(ACTOR* actor); +static void Player_actor_sound_ROD_STROKE_small(ACTOR* actor); +static void Player_actor_sound_ROD_BACK(ACTOR* actor); +static void Player_actor_sound_scoop1(ACTOR* actor); +static void Player_actor_sound_scoop_umeru(ACTOR* actor); +static void Player_actor_sound_scoop_hit(ACTOR* actor); +static void Player_actor_sound_scoop_shigemi(ACTOR* actor); +static void Player_actor_sound_ITEM_HORIDASHI(ACTOR* actor); +static void Player_actor_sound_slip(ACTOR* actor); +static void Player_actor_sound_tree_touch(xyz_t* pos); +static void Player_actor_sound_tree_yurasu(xyz_t* pos); +static void Player_actor_sound_kirikabu_scoop(ACTOR* actor); +static void Player_actor_sound_kirikabu_out(ACTOR* actor); +static void Player_actor_sound_knock(ACTOR* actor); +static void Player_actor_sound_coin_gasagoso(ACTOR* actor); +static void Player_actor_sound_araiiki(ACTOR* actor); +static void Player_actor_sound_zassou_nuku(xyz_t* pos); +static void Player_actor_sound_hachi_sasareru(ACTOR* actor); +static void Player_actor_sound_wear(ACTOR* actor); +static void Player_actor_sound_dai_ue_kakunou(ACTOR* actor); +static void Player_actor_sound_umbrella_rotate(ACTOR* actor); +static u16 Player_actor_sound_Get_bgm_num_forCompletePayment(); +static u16 Player_actor_sound_Get_bgm_num_forDemoGetGoldenItem(int type); +static void Player_actor_sound_camera_move1(void); +static void Player_actor_sound_camera_move2(); +static void Player_actor_sound_karaburi(ACTOR* actor); +static void Player_actor_sound_scoop_tree_hit(ACTOR* actor); +static void Player_actor_sound_scoop_item_hit(ACTOR* actor); +static void Player_actor_sound_axe_ball_hit(ACTOR* actor); +static void Player_actor_sound_axe_broken1(ACTOR* actor); +static void Player_actor_sound_axe_broken2(ACTOR* actor); +static void Player_actor_sound_axe_broken3(ACTOR* actor); +static void Player_actor_sound_uchiwa(ACTOR* actor); +static void Player_actor_sound_move_temochi_kazaguruma(ACTOR* actor); + +static void Player_actor_set_viblation_Shake_tree(void); static int Player_actor_Item_main(ACTOR* actorx, GAME* game); static void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, int mode, f32 speed, f32 morph_speed, f32 frame); static int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind); +static int Player_actor_CheckController_forPickup(GAME* game); +static int Player_actor_CheckController_forAxe(GAME* game); +static int Player_actor_CheckController_forNet(GAME* game); +static int Player_actor_CheckController_forRod(GAME* game); +static int Player_actor_CheckController_forScoop(GAME* game); +static int Player_actor_CheckController_forUmbrella(GAME* game); +static int Player_actor_CheckController_forFan(GAME* game, int type); +static int Player_actor_CheckController_forShake_tree(GAME* game); +static f32 Player_actor_CheckController_forStruggle_pitfall(void); +static int Player_actor_CheckController_forDush(void); +static f32 Player_actor_GetController_move_percentX(void); +static f32 Player_actor_GetController_move_percentY(void); +static f32 Player_actor_GetController_move_percentR(void); +static s16 Player_actor_GetController_move_angle(void); +static s16 Player_actor_GetController_old_move_angle(void); +static f32 Player_actor_GetController_recognize_percentR(void); +static f32 Player_actor_GetController_old_recognize_percentR(void); +static int Player_actor_CheckController_forRadio_exercise(GAME* game); + /* Common */ #include "../src/m_player_controller.c_inc" #include "../src/m_player_vibration.c_inc" @@ -219,9 +308,9 @@ 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); -static int Player_actor_request_main_return_demo_all(GAME*, int, f32, int); -static int Player_actor_request_main_wait_all(GAME*, f32, f32, int, int); +// static int Player_actor_request_main_refuse(GAME*, int); +// static int Player_actor_request_main_return_demo_all(GAME*, int, f32, int); +// static int Player_actor_request_main_wait_all(GAME*, f32, f32, int, int); static int Player_actor_request_main_talk_all(GAME*, ACTOR*, int, f32, int, int); static int Player_actor_request_main_hold(GAME*, int, int, const xyz_t*, f32, int, int); static int Player_actor_request_main_recieve_wait(GAME*, ACTOR*, int, int, mActor_name_t, int, int); @@ -294,7 +383,7 @@ 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_Refuse_pickup_demo_ct(ACTOR*); +// static void Player_actor_Refuse_pickup_demo_ct(ACTOR*); static void Player_actor_init_value(ACTOR* actorx, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; @@ -457,7 +546,7 @@ extern void Player_actor_dt(ACTOR* actorx, GAME* game) { typedef void (*mPlayer_REQUEST_MAIN_CHANGE_FROM_SUBMENU_PROC)(ACTOR*, GAME*); -static void Player_actor_request_main_wait_from_submenu(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*); diff --git a/src/m_player_controller.c_inc b/src/m_player_controller.c_inc index 7e350794..a5b7b5b6 100644 --- a/src/m_player_controller.c_inc +++ b/src/m_player_controller.c_inc @@ -1,128 +1,97 @@ - -int Player_actor_CheckController_forPickup(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - +static int Player_actor_CheckController_forPickup(GAME* game) { if (mEv_CheckTitleDemo() > 0) { mPlayer_Controller_Data_c* data = mPlib_Get_controller_data_for_title_demo_p(); - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(actor, player->now_main_index); - int ret = 0; + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_KIND_VALID(kind) && (data->on != 0) && (data->unk3B != 0)) { - ret = 1; - } - - return ret; + return !mPlayer_ITEM_KIND_CHECK(kind, 0, mPlayer_ITEM_KIND_NUM) && (data->on != 0) && (data->unk3B != 0); } return chkTrigger(BUTTON_B); } -int Player_actor_CheckController_forAxe(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(actor, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forAxe(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_AXE(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_AXE(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { return mPlib_Get_controller_data_for_title_demo_p()->on; } return chkTrigger(BUTTON_A); } - return 0; + return FALSE; } -int Player_actor_CheckController_forNet(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(actor, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forNet(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_NET(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_NET(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { return mPlib_Get_controller_data_for_title_demo_p()->now; } return chkButton(BUTTON_A); } - return 0; + return FALSE; } -int Player_actor_CheckController_forRod(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(actor, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forRod(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_ROD(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_ROD(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { return mPlib_Get_controller_data_for_title_demo_p()->on; } return chkTrigger(BUTTON_A); } - return 0; + return FALSE; } -int Player_actor_CheckController_forScoop(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(player, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forScoop(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_SHOVEL(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_SHOVEL(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { return mPlib_Get_controller_data_for_title_demo_p()->on; } return chkTrigger(BUTTON_A); } - return 0; + return FALSE; } -int Player_actor_CheckController_forUmbrella(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(player, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forUmbrella(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_UMBRELLA(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_UMBRELLA(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { return mPlib_Get_controller_data_for_title_demo_p()->on; } return chkTrigger(BUTTON_A); } - return 0; + return FALSE; } -int Player_actor_CheckController_forFan(GAME* game, int type) { - GAME_PLAY* play = (GAME_PLAY*)game;{ - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(player, player->now_main_index); - int check = 0; +static int Player_actor_CheckController_forFan(GAME* game, int type) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_IS_FAN(kind)) { - check = 1; - } - if (check != 0) { + if (mPlayer_ITEM_IS_FAN(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { mPlayer_Controller_Data_c* data = mPlib_Get_controller_data_for_title_demo_p(); if (type != 0) { @@ -138,17 +107,15 @@ int Player_actor_CheckController_forFan(GAME* game, int type) { } } - return 0; + return FALSE; } -int Player_actor_CheckController_forShake_tree(GAME* game) { - GAME_PLAY* play = (GAME_PLAY*)game; - PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play); - s8 kind = Player_actor_Get_ItemKind(player, player->now_main_index); - int check; +static int Player_actor_CheckController_forShake_tree(GAME* game) { + ACTOR* actorx = GET_PLAYER_ACTOR_GAME_ACTOR(game); + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + s8 kind = Player_actor_Get_ItemKind(actorx, player->now_main_index); - if (mPlayer_ITEM_KIND_VALID(kind) || (mPlayer_ITEM_IS_UMBRELLA(kind) || mPlayer_ITEM_IS_BALLOON(kind) || - mPlayer_ITEM_IS_WINDMILL(kind) || mPlayer_ITEM_IS_FAN(kind)) != FALSE) { + if (!mPlayer_ITEM_KIND_CHECK(kind, 0, mPlayer_ITEM_KIND_NUM) || mPlayer_ITEM_IS_NOT_TOOL(kind) != FALSE) { if (mEv_CheckTitleDemo() > 0) { mPlayer_Controller_Data_c* data = mPlib_Get_controller_data_for_title_demo_p(); return (data->on != 0) && (data->unk3B == 0); @@ -156,57 +123,58 @@ int Player_actor_CheckController_forShake_tree(GAME* game) { return chkTrigger(BUTTON_A); } } - return 0; + return FALSE; } -f32 Player_actor_CheckController_forStruggle_pitfall() { +static f32 Player_actor_CheckController_forStruggle_pitfall(void) { return (chkTrigger(BUTTON_A) != 0) ? 1.0f : 0.0f; } -int Player_actor_CheckController_forDush() { +static int Player_actor_CheckController_forDush(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->unk3B : mPlib_CheckButtonOnly_forDush(); } -f32 Player_actor_GetController_move_percentX() { +static f32 Player_actor_GetController_move_percentX(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.move_pX : gamePT->mcon.move_pX; } -f32 Player_actor_GetController_move_percentY() { +static f32 Player_actor_GetController_move_percentY(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.move_pY : gamePT->mcon.move_pY; } -f32 Player_actor_GetController_move_percentR() { +static f32 Player_actor_GetController_move_percentR(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.move_pR : gamePT->mcon.move_pR; } -s16 Player_actor_GetController_move_angle() { +static s16 Player_actor_GetController_move_angle(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.move_angle : gamePT->mcon.move_angle; } -s16 Player_actor_GetController_old_move_angle() { +static s16 Player_actor_GetController_old_move_angle(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.last_move_angle : gamePT->mcon.last_move_angle; } -f32 Player_actor_GetController_recognize_percentR() { +static f32 Player_actor_GetController_recognize_percentR(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.adjusted_pR : gamePT->mcon.adjusted_pR; } -f32 Player_actor_GetController_old_recognize_percentR() { +static f32 Player_actor_GetController_old_recognize_percentR(void) { return (mEv_CheckTitleDemo() > 0) ? mPlib_Get_controller_data_for_title_demo_p()->mcon.last_adjusted_pR : gamePT->mcon.last_adjusted_pR; } -int Player_actor_CheckController_forRadio_exercise(GAME* game) { +static int Player_actor_CheckController_forRadio_exercise(GAME* game) { if (mEv_CheckTitleDemo() > 0) { return -1; } + if ((mPlib_Check_now_handin_item() != 0) || (Player_actor_GetController_old_recognize_percentR() != 0.0f) || (Player_actor_CheckController_forPickup(game) != 0) || (Player_actor_CheckController_forShake_tree(game) != 0)) { @@ -215,32 +183,33 @@ int Player_actor_CheckController_forRadio_exercise(GAME* game) { if (JW_JUTGamepad_getSubStickValue() > 0.6f) { s16 angle = JW_JUTGamepad_getSubStickAngle(); + if (angle >= 0) { - if (angle < 0x1000) { + if (angle < DEG2SHORT_ANGLE2(22.5f)) { return 6; - } else if (angle < 0x3000) { + } else if (angle < DEG2SHORT_ANGLE2(67.5f)) { return 7; - } else if (angle < 0x5000) { + } else if (angle < DEG2SHORT_ANGLE2(112.5f)) { return 1; + } else if (angle < DEG2SHORT_ANGLE2(157.5f)) { + return 4; } else { - return (0x7000 > angle) + 3; + return 3; + } + } else { + if (angle > -DEG2SHORT_ANGLE2(22.5f)) { + return 6; + } else if (angle > -DEG2SHORT_ANGLE2(67.5f)) { + return 8; + } else if (angle > -DEG2SHORT_ANGLE2(112.5f)) { + return 2; + } else if (angle > -DEG2SHORT_ANGLE2(157.5f)) { + return 5; + } else { + return 3; } } - if (angle > -0x1000) { - return 6; - } - if (angle > -0x3000) { - return 8; - } - if (angle > -0x5000) { - return 2; - } - if (angle > -0x7000) { - return 5; - } - - return 3; + } else { + return 0; } - - return 0; } diff --git a/src/m_player_draw.c_inc b/src/m_player_draw.c_inc index 46d993ac..7a92f9e3 100644 --- a/src/m_player_draw.c_inc +++ b/src/m_player_draw.c_inc @@ -316,7 +316,7 @@ static void Player_actor_draw_Normal(ACTOR* actorx, GAME* game) { 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) { + if (player->main_data.pickup.signboard_flag == FALSE) { item = player->main_data.pickup.item; item_scale = player->main_data.pickup.scale; item_pos_p = &player->main_data.pickup.item_pos; diff --git a/src/m_player_main_dma.c_inc b/src/m_player_main_dma.c_inc index 54dc8783..adbbc5d0 100644 --- a/src/m_player_main_dma.c_inc +++ b/src/m_player_main_dma.c_inc @@ -1,5 +1,5 @@ -int Player_actor_request_main_dma(GAME* game, int flag) { +static int Player_actor_request_main_dma(GAME* game, int flag) { if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DMA, flag) != FALSE) { Player_actor_request_main_index(game, mPlayer_INDEX_DMA, flag); return TRUE; @@ -7,11 +7,11 @@ int Player_actor_request_main_dma(GAME* game, int flag) { return FALSE; } -void Player_actor_setup_main_Dma(void) { - Player_actor_setup_main_Base(); +static void Player_actor_setup_main_Dma(ACTOR* actorx, GAME* game) { + Player_actor_setup_main_Base(actorx, game); } -void Player_actor_request_proc_index_fromDma(ACTOR* actorx, GAME* game) { +static void Player_actor_request_proc_index_fromDma(ACTOR* actorx, GAME* game) { GAME_PLAY* play = (GAME_PLAY*)game; Object_Exchange_c* exchange = &play->object_exchange; int bank_idx = mSc_bank_regist_check(exchange, 14); @@ -55,7 +55,8 @@ void Player_actor_request_proc_index_fromDma(ACTOR* actorx, GAME* game) { } } } -void Player_actor_main_Dma(ACTOR* actor, GAME* game) { + +static void Player_actor_main_Dma(ACTOR* actor, GAME* game) { Player_actor_Reinput_force_position_angle(actor, game); Player_actor_request_proc_index_fromDma(actor, game); } diff --git a/src/m_player_main_give_wait.c_inc b/src/m_player_main_give_wait.c_inc index dd79675c..ed2f9a35 100644 --- a/src/m_player_main_give_wait.c_inc +++ b/src/m_player_main_give_wait.c_inc @@ -51,7 +51,7 @@ static void Player_actor_setup_main_Give_wait(ACTOR* actorx, GAME* game) { } } -static void Player_actor_settle_main_Give_wait(ACTOR* actorx) { +static void Player_actor_settle_main_Give_wait(ACTOR* actorx, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; mPlayer_main_give_wait_c* main_give_wait_p = &player->main_data.give_wait; diff --git a/src/m_player_main_intro.c_inc b/src/m_player_main_intro.c_inc index 58a31a31..eb8dacb0 100644 --- a/src/m_player_main_intro.c_inc +++ b/src/m_player_main_intro.c_inc @@ -1,5 +1,4 @@ - -int Player_actor_request_main_intro_all(GAME* game, int flag) { +static int Player_actor_request_main_intro_all(GAME* game, int flag) { if (Player_actor_check_request_main_able(game, mPlayer_INDEX_INTRO, flag) != FALSE) { Player_actor_request_main_index(game, mPlayer_INDEX_INTRO, flag); return TRUE; @@ -7,36 +6,36 @@ int Player_actor_request_main_intro_all(GAME* game, int flag) { return FALSE; } -void Player_actor_setup_main_Intro(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Intro(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; - Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx); + Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx); player->main_data.intro.timer = 0.0f; Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, 0.0f, part_table_idx); Player_actor_setup_main_Base(actor, game); } -void Player_actor_CulcAnimation_Intro(ACTOR* actor) { +static void Player_actor_CulcAnimation_Intro(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_Movement_Intro(ACTOR* actor) { +static void Player_actor_Movement_Intro(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } -void Player_actor_ObjCheck_Intro(ACTOR* actor, GAME* game){ - Player_actor_Excute_Corect_forStand(actor); +static void Player_actor_ObjCheck_Intro(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Intro(ACTOR* actor) { +static void Player_actor_BGcheck_Intro(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_ResetCameraPos_Intro(GAME* game) { +static void Player_actor_ResetCameraPos_Intro(GAME* game) { GAME_PLAY* play = (GAME_PLAY*)game; if (Camera2_Check_main_index(play, mPlayer_INDEX_INTRO) != 0) { @@ -44,20 +43,16 @@ void Player_actor_ResetCameraPos_Intro(GAME* game) { } } - -void Player_actor_request_proc_index_fromIntro(ACTOR* actor, GAME* game){ +static void Player_actor_request_proc_index_fromIntro(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; player->main_data.intro.timer += 1.0f; - - if(player->main_data.intro.timer >= 4.0f){ - Player_actor_request_main_wait_all(game, 0.0f, 0.0f, 0 ,1); + if (player->main_data.intro.timer >= 4.0f) { + Player_actor_request_main_wait_all(game, 0.0f, 0.0f, 0, 1); } } - -void Player_actor_main_Intro(ACTOR* actor, GAME* game){ - +static void Player_actor_main_Intro(ACTOR* actor, GAME* game) { Player_actor_Movement_Intro(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Intro(actor); diff --git a/src/m_player_main_pickup.c_inc b/src/m_player_main_pickup.c_inc index e69de29b..4d36f93e 100644 --- a/src/m_player_main_pickup.c_inc +++ b/src/m_player_main_pickup.c_inc @@ -0,0 +1,183 @@ +static int Player_actor_request_main_pickup(GAME* game, mActor_name_t item, const xyz_t* target_pos_p, + const xyz_t* item_pos_p, int slot_idx, int signboard_flag) { + if (Player_actor_check_able_request_main_index_for_reset(mPlayer_INDEX_PICKUP) == FALSE) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_pickup_c* req_pickup_p = &player->requested_main_index_data.pickup; + + req_pickup_p->inv_slot = slot_idx; + req_pickup_p->item = item; + req_pickup_p->target_pos = *target_pos_p; + req_pickup_p->item_pos = *item_pos_p; + req_pickup_p->flag = signboard_flag; + + Player_actor_request_main_index(game, mPlayer_INDEX_PICKUP, mPlayer_REQUEST_PRIORITY_8); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Pickup(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + f32 morph_counter; + mPlayer_request_pickup_c* req_pickup_p = &player->requested_main_index_data.pickup; + mPlayer_main_pickup_c* main_pickup_p = &player->main_data.pickup; + int slot_idx; + mActor_name_t item; + xyz_t* target_pos_p; + xyz_t* item_pos_p; + int signboard_flag; + int anim1_idx; + int part_table_idx; + + slot_idx = req_pickup_p->inv_slot; + item = req_pickup_p->item; + target_pos_p = &req_pickup_p->target_pos; + item_pos_p = &req_pickup_p->item_pos; + signboard_flag = req_pickup_p->flag; + + main_pickup_p->target_pos = *target_pos_p; + main_pickup_p->item_pos = *item_pos_p; + main_pickup_p->signboard_flag = signboard_flag; + main_pickup_p->scale = 0.01f; + main_pickup_p->timer = 0.0f; + main_pickup_p->item = item; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_PICKUP1, -6.0f, &anim1_idx, &part_table_idx); + + if (signboard_flag) { + aSIGN_erase_white_sign(game, target_pos_p); + } + + Player_actor_putin_item(slot_idx, item, target_pos_p); + + if (slot_idx >= 0) { + main_pickup_p->exchange_flag = FALSE; + } else if (mEv_CheckTitleDemo() > 0) { + main_pickup_p->exchange_flag = FALSE; + } else { + main_pickup_p->exchange_flag = TRUE; + } + + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_PICKUP1, anim1_idx, 1.0f, 1.0f, 0.5f, -6.0f, + cKF_FRAMECONTROL_STOP, mPlayer_PART_TABLE_PICK_UP); + Player_actor_setup_main_Base(actorx, game); + + if (item == ITM_FOOD_COCONUT) { + mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_PICKUP_COCONUT); + } +} + +static void Player_actor_Movement_Pickup(ACTOR* actorx) { + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static int Player_actor_CulcAnimation_Pickup(ACTOR* actorx, f32* last_anim0_cur_frame_p) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame_p); +} + +static void Player_actor_ObjCheck_Pickup(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Pickup(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_SetSound_Pickup(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 10.0f)) { + Player_actor_sound_ITEM_GET(actorx); + } + + if (Player_actor_Check_AnimationFrame(fc0_p, 20.0f)) { + Player_actor_sound_GASAGOSO(actorx); + } +} + +static void Player_actor_SearchAnimation_Pickup(ACTOR* actorx, GAME* game, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_SetSound_Pickup(actorx); + Player_actor_Set_FootMark_Base1(actorx, game, FALSE, FALSE); + } +} + +static void Player_actor_Set_Item_Pickup(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_c* main_pickup_p = &player->main_data.pickup; + f32* scale_p = &main_pickup_p->scale; + xyz_t* item_pos_p = &main_pickup_p->item_pos; + xyz_t* left_hand_pos_p = &player->left_hand_pos; + f32* timer_p = &main_pickup_p->timer; + + (*timer_p) += 1.0f; + if (*timer_p > 40.0f) { + *timer_p = 40.0f; + *scale_p = 0.0f; + *item_pos_p = *left_hand_pos_p; + } else { + xyz_t* item_ofs_p = &main_pickup_p->item_offset; + + if (*timer_p < 20.0f) { + item_ofs_p->x = item_pos_p->x - left_hand_pos_p->x; + item_ofs_p->y = item_pos_p->y - left_hand_pos_p->y; + item_ofs_p->z = item_pos_p->z - left_hand_pos_p->z; + } else { + f32 p = 1.0f - (*timer_p - 20.0f) / 20.0f; + + if (p < 0.0f) { + p = 0.0f; + } else if (p > 1.0f) { + p = 1.0f; + } + + *scale_p = p * 0.01f; + item_pos_p->x = left_hand_pos_p->x + p * item_ofs_p->x; + item_pos_p->y = left_hand_pos_p->y + p * item_ofs_p->y; + item_pos_p->z = left_hand_pos_p->z + p * item_ofs_p->z; + } + } +} + +static void Player_actor_request_proc_index_fromPickup(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (end_flag) { + mPlayer_main_pickup_c* main_pickup_p = &player->main_data.pickup; + + if (main_pickup_p->exchange_flag) { + Player_actor_request_main_pickup_exchange(game, &main_pickup_p->target_pos, main_pickup_p->item, + mPlayer_REQUEST_PRIORITY_21); + } else { + Player_actor_SettleRequestMainIndexPriority(actorx); + + if (main_pickup_p->item == ITM_GOLDEN_SHOVEL && mPlib_Check_golden_item_get_demo_end(3) == FALSE) { + Player_actor_request_main_demo_get_golden_item_all(game, 3, mPlayer_REQUEST_PRIORITY_34); + } else { + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } + } +} + +static void Player_actor_main_Pickup(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Pickup(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Pickup(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Pickup(actorx, game, last_anim0_cur_frame); + Player_actor_Set_Item_Pickup(actorx); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Pickup(actorx, game); + Player_actor_BGcheck_Pickup(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromPickup(actorx, game, end_flag); +} diff --git a/src/m_player_main_pickup_exchange.c_inc b/src/m_player_main_pickup_exchange.c_inc index e69de29b..b344ddb7 100644 --- a/src/m_player_main_pickup_exchange.c_inc +++ b/src/m_player_main_pickup_exchange.c_inc @@ -0,0 +1,170 @@ +static int Player_actor_request_main_pickup_exchange(GAME* game, const xyz_t* target_pos_p, mActor_name_t item, + int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_PICKUP_EXCHANGE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_pickup_exchange_c* req_pickup_exchange_p = &player->requested_main_index_data.pickup_exchange; + + Player_actor_request_main_index(game, mPlayer_INDEX_PICKUP_EXCHANGE, priority); + req_pickup_exchange_p->target_pos = *target_pos_p; + req_pickup_exchange_p->item = item; + + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Pickup_exchange(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_pickup_exchange_c* req_pickup_exchange_p = &player->requested_main_index_data.pickup_exchange; + mPlayer_main_pickup_exchange_c* main_pickup_exchange_p = &player->main_data.pickup_exchange; + int anim1_idx; + int part_table_idx; + + main_pickup_exchange_p->target_pos = req_pickup_exchange_p->target_pos; + main_pickup_exchange_p->item = req_pickup_exchange_p->item; + main_pickup_exchange_p->msg_mode = 0; + main_pickup_exchange_p->submenu_flag = FALSE; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_PICKUP_WAIT1, -6.0f, &anim1_idx, &part_table_idx); + + if (anim1_idx != mPlayer_ANIM_PICKUP_WAIT1) { + part_table_idx = mPlayer_PART_TABLE_NET; + } + + Player_actor_InitAnimation_Base1(actorx, game, mPlayer_ANIM_PICKUP_WAIT1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + part_table_idx); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Pickup_exchange(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_exchange_c* main_pickup_exchange_p = &player->main_data.pickup_exchange; + + if (main_pickup_exchange_p->submenu_flag == FALSE) { + mActor_name_t item = main_pickup_exchange_p->item; + xyz_t* target_pos_p = &main_pickup_exchange_p->target_pos; + + if (item == ITM_SIGNBOARD) { + aSIGN_set_white_sign(game, target_pos_p); + } else if (Common_Get(clip).bg_item_clip != NULL && + Common_Get(clip).bg_item_clip->player_drop_entry_proc != NULL) { + int ut_x; + int ut_z; + + if (mFI_Wpos2UtNum(&ut_x, &ut_z, *target_pos_p)) { + Common_Get(clip).bg_item_clip->player_drop_entry_proc(game, item, ut_x, ut_z, mCoBG_LAYER0); + } + } + } +} + +static void Player_actor_Movement_Pickup_exchange(ACTOR* actorx) { + Player_actor_Movement_Base_Braking_common(actorx, 0.23925f); +} + +static int Player_actor_CulcAnimation_Pickup_exchange(ACTOR* actorx) { + f32 dummy; + + return Player_actor_CulcAnimation_Base2(actorx, &dummy); +} + +static void Player_actor_ObjCheck_Pickup_exchange(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Pickup_exchange(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_Pickup_exchange_demo_ct(ACTOR* actorx) { + int msg_no; + rgba_t window_color; + + if (Common_Get(field_type) == mFI_FIELDTYPE2_FG) { + msg_no = 0x17B2; + } else { + msg_no = 0x17B3; + } + + mDemo_Set_msg_num(msg_no); + mDemo_Set_talk_display_name(FALSE); + mDemo_Set_ListenAble(); + + window_color.r = 255; + window_color.g = 255; + window_color.b = 20; + window_color.a = 255; + mDemo_Set_talk_window_color(&window_color); + mChoice_CLEAR_CHOSENUM(); +} + +static int Player_actor_MessageControl_Pickup_exchange(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_exchange_c* main_pickup_exchange_p = &player->main_data.pickup_exchange; + int* msg_mode_p = &main_pickup_exchange_p->msg_mode; + + switch (*msg_mode_p) { + case 0: { + if (mDemo_Check(mDemo_TYPE_REPORT, actorx) == FALSE) { + mDemo_Request(mDemo_TYPE_REPORT, actorx, &Player_actor_Pickup_exchange_demo_ct); + } else { + *msg_mode_p = 1; + } + return -1; + } + case 1: { + int choice_no = mChoice_GET_CHOSENUM(); + + if (choice_no == mChoice_CHOICE0) { + *msg_mode_p = 2; + main_pickup_exchange_p->submenu_flag = TRUE; + } else if (choice_no == mChoice_CHOICE1) { + *msg_mode_p = 3; + main_pickup_exchange_p->submenu_flag = FALSE; + } + return -1; + } + case 2: { + + if (mDemo_Check(mDemo_TYPE_REPORT, actorx) == FALSE) { + GAME_PLAY* play = (GAME_PLAY*)game; + Submenu* submenu = &play->submenu; + + mSM_open_submenu_new2(submenu, mSM_OVL_INVENTORY, mSM_IV_OPEN_EXCHANGE, main_pickup_exchange_p->item, + NULL, actorx->shape_info.rotation.y); + } + return -1; + } + case 3: { + if (mDemo_Check(mDemo_TYPE_REPORT, actorx) == FALSE) { + return mPlayer_INDEX_WAIT; + } + return -1; + } + default: { + return -1; + } + } +} + +static void Player_actor_request_proc_index_fromPickup_exchange(GAME* game, int request_main_index) { + if (request_main_index == mPlayer_INDEX_WAIT) { + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_34); + } +} + +static void Player_actor_main_Pickup_exchange(ACTOR* actorx, GAME* game) { + int request_main_index; + + Player_actor_Movement_Pickup_exchange(actorx); + Player_actor_CulcAnimation_Pickup_exchange(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_tex_anime_pattern(actorx); + Player_actor_ObjCheck_Pickup_exchange(actorx, game); + Player_actor_BGcheck_Pickup_exchange(actorx); + request_main_index = Player_actor_MessageControl_Pickup_exchange(actorx, game); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromPickup_exchange(game, request_main_index); +} diff --git a/src/m_player_main_pickup_furniture.c_inc b/src/m_player_main_pickup_furniture.c_inc index e69de29b..918d0b65 100644 --- a/src/m_player_main_pickup_furniture.c_inc +++ b/src/m_player_main_pickup_furniture.c_inc @@ -0,0 +1,198 @@ +static int Player_actor_request_main_pickup_furniture(GAME* game, int slot_idx, mActor_name_t item, + const xyz_t* item_pos_p) { + if (Player_actor_check_able_request_main_index_for_reset(mPlayer_INDEX_PICKUP_FURNITURE) == FALSE) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_pickup_furniture_c* req_pickup_furniture_p = + &player->requested_main_index_data.pickup_furniture; + + req_pickup_furniture_p->inv_slot = slot_idx; + req_pickup_furniture_p->item = item; + req_pickup_furniture_p->item_pos = *item_pos_p; + + Player_actor_request_main_index(game, mPlayer_INDEX_PICKUP_FURNITURE, mPlayer_REQUEST_PRIORITY_8); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Pickup_furniture(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_pickup_furniture_c* req_pickup_furniture_p = &player->requested_main_index_data.pickup_furniture; + mPlayer_main_pickup_furniture_c* main_pickup_furniture_p = &player->main_data.pickup_furniture; + int slot_idx; + mActor_name_t item; + xyz_t* item_pos_p; + int anim1_idx; + int part_table_idx; + + slot_idx = req_pickup_furniture_p->inv_slot; + item = req_pickup_furniture_p->item; + item_pos_p = &req_pickup_furniture_p->item_pos; + + main_pickup_furniture_p->target_pos = main_pickup_furniture_p->item_pos = *item_pos_p; + main_pickup_furniture_p->scale = 0.01f; + main_pickup_furniture_p->item = item; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_PICKUP1, -6.0f, &anim1_idx, &part_table_idx); + Player_actor_putin_furniture(game, slot_idx, item); + + if (slot_idx >= 0 || ITEM_IS_MYMANNIQUIN(item) || ITEM_IS_MYUMBRELLA(item)) { + main_pickup_furniture_p->exchange_flag = FALSE; + } else { + main_pickup_furniture_p->exchange_flag = TRUE; + } + + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_PICKUP1, anim1_idx, 1.0f, 1.0f, 0.5f, -6.0f, + cKF_FRAMECONTROL_STOP, mPlayer_PART_TABLE_PICK_UP); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_settle_main_Pickup_furniture(ACTOR* actorx, GAME* game) { + if (Common_Get(clip).my_room_clip != NULL) { + Common_Get(clip).my_room_clip->leaf_pickuped_proc(); + } +} + +static void Player_actor_Movement_Pickup_furniture_common(ACTOR* actorx, xyz_t* target_pos_p) { + xyz_t* player_pos_p = &actorx->world.position; + f32 dx = target_pos_p->x - player_pos_p->x; + f32 dz = target_pos_p->z - player_pos_p->z; + + if (dx != 0.0f || dz != 0.0f) { + s16 target_angle_y = atans_table(dz, dx); + + add_calc_short_angle2(&actorx->shape_info.rotation.y, target_angle_y, 1.0f - sqrtf(0.5f), + DEG2SHORT_ANGLE2(13.73291015625f), DEG2SHORT_ANGLE2(0.274658203125f)); + } + + Player_actor_Movement_Base_Braking_common(actorx, 0.32625f); +} + +static void Player_actor_Movement_Pickup_furniture(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_furniture_c* main_pickup_furniture_p = &player->main_data.pickup_furniture; + + Player_actor_Movement_Pickup_furniture_common(actorx, &main_pickup_furniture_p->target_pos); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static int Player_actor_CulcAnimation_Pickup_furniture(ACTOR* actorx, f32* last_anim0_cur_frame_p) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame_p); +} + +static void Player_actor_ObjCheck_Pickup_furniture(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Pickup_furniture(ACTOR* actorx) { + Player_actor_BGcheck_common_type3(actorx); +} + +static void Player_actor_Set_Item_Pickup_furniture(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_furniture_c* main_pickup_furniture_p = &player->main_data.pickup_furniture; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + f32 cur_frame = kf0_p->frame_control.current_frame; + xyz_t* item_pos_p = &main_pickup_furniture_p->item_pos; + f32* scale_p = &main_pickup_furniture_p->scale; + xyz_t* left_hand_pos_p = &player->left_hand_pos; + xyz_t* item_ofs_p = &main_pickup_furniture_p->item_offset; + + if (cur_frame <= 10.0f) { + if (Common_Get(clip).my_room_clip->ftr2leaf_proc()) { + Common_Get(clip).my_room_clip->leaf_start_pos_proc(item_pos_p); + } + + item_ofs_p->x = item_pos_p->x - left_hand_pos_p->x; + item_ofs_p->y = item_pos_p->y - left_hand_pos_p->y; + item_ofs_p->z = item_pos_p->z - left_hand_pos_p->z; + } else if (cur_frame <= 20.0f) { + f32 p = 1.0f - (cur_frame - 10.0f) * 0.1f; + + item_pos_p->x = left_hand_pos_p->x + p * item_ofs_p->x; + item_pos_p->y = left_hand_pos_p->y + p * item_ofs_p->y; + item_pos_p->z = left_hand_pos_p->z + p * item_ofs_p->z; + } else { + *item_pos_p = *left_hand_pos_p; + } + + if (cur_frame <= 10.0f) { + *scale_p = 0.01f; + } else if (cur_frame <= 20.0f) { + *scale_p = 0.01f - ((cur_frame - 10.0f) * 0.01f) * 0.1f; + } else { + *scale_p = 0.0f; + } + + if (*scale_p > 0.01f) { + *scale_p = 0.01f; + } else if (*scale_p < 0.0f) { + *scale_p = 0.0f; + } + + if (Common_Get(clip).my_room_clip != NULL) { + if (Common_Get(clip).my_room_clip->ftr2leaf_proc()) { + Common_Get(clip).my_room_clip->set_leaf_proc(item_pos_p, *scale_p); + } + } +} + +static void Player_actor_SetSound_Pickup_furniture(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + + if (Player_actor_Check_AnimationFrame(fc0_p, 10.0f)) { + Player_actor_sound_ITEM_GET(actorx); + } + + if (Player_actor_Check_AnimationFrame(fc0_p, 20.0f)) { + Player_actor_sound_GASAGOSO(actorx); + } +} + +static void Player_actor_SearchAnimation_Pickup_furniture(ACTOR* actorx, GAME* game, f32 frame) { + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_Set_Item_Pickup_furniture(actorx); + Player_actor_SetSound_Pickup_furniture(actorx, game); + Player_actor_Set_FootMark_Base1(actorx, game, FALSE, FALSE); + } +} + +static void Player_actor_request_proc_index_fromPickup_furniture(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (end_flag) { + mPlayer_main_pickup_furniture_c* main_pickup_furniture_p = &player->main_data.pickup_furniture; + + if (main_pickup_furniture_p->exchange_flag) { + Player_actor_request_main_pickup_exchange(game, &main_pickup_furniture_p->target_pos, + main_pickup_furniture_p->item, mPlayer_REQUEST_PRIORITY_21); + } else { + if (main_pickup_furniture_p->item == ITM_GOLDEN_SHOVEL && + mPlib_Check_golden_item_get_demo_end(3) == FALSE) { + Player_actor_request_main_demo_get_golden_item_all(game, 3, mPlayer_REQUEST_PRIORITY_34); + } else { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } + } +} + +static void Player_actor_main_Pickup_furniture(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Pickup_furniture(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Pickup_furniture(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Pickup_furniture(actorx, game, last_anim0_cur_frame); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Pickup_furniture(actorx, game); + Player_actor_BGcheck_Pickup_furniture(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromPickup_furniture(actorx, game, end_flag); +} diff --git a/src/m_player_main_pickup_jump.c_inc b/src/m_player_main_pickup_jump.c_inc index e69de29b..bafb467f 100644 --- a/src/m_player_main_pickup_jump.c_inc +++ b/src/m_player_main_pickup_jump.c_inc @@ -0,0 +1,209 @@ +static int Player_actor_request_main_pickup_jump(GAME* game, int slot_idx, mActor_name_t item, const xyz_t* item_pos_p, + int ftr_flag, int knife_and_fork_flag) { + if (Player_actor_check_able_request_main_index_for_reset(mPlayer_INDEX_PICKUP_JUMP) == FALSE) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_pickup_jump_c* req_pickup_jump_p = &player->requested_main_index_data.pickup_jump; + + req_pickup_jump_p->inv_slot = slot_idx; + req_pickup_jump_p->item = item; + req_pickup_jump_p->ftr_flag = ftr_flag; + req_pickup_jump_p->knife_and_fork_flag = knife_and_fork_flag; + req_pickup_jump_p->item_pos = *item_pos_p; + + Player_actor_request_main_index(game, mPlayer_INDEX_PICKUP_JUMP, mPlayer_REQUEST_PRIORITY_8); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Pickup_jump(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_pickup_jump_c* req_pickup_jump_p = &player->requested_main_index_data.pickup_jump; + mPlayer_main_pickup_jump_c* main_pickup_jump_p = &player->main_data.pickup_jump; + int slot_idx; + mActor_name_t item; + xyz_t* item_pos_p; + int ftr_flag; + int knife_and_fork_flag; + int anim0_idx; + int anim1_idx; + int part_table_idx; + + slot_idx = req_pickup_jump_p->inv_slot; + item = req_pickup_jump_p->item; + item_pos_p = &req_pickup_jump_p->item_pos; + ftr_flag = req_pickup_jump_p->ftr_flag; + knife_and_fork_flag = req_pickup_jump_p->knife_and_fork_flag; + + if (ftr_flag) { + anim0_idx = mPlayer_ANIM_CLEAR_TABLE_L1; + } else { + anim0_idx = mPlayer_ANIM_CLEAR_TABLE1; + } + + main_pickup_jump_p->ftr_flag = ftr_flag; + main_pickup_jump_p->target_pos = main_pickup_jump_p->item_pos = *item_pos_p; + main_pickup_jump_p->scale = 0.01f; + main_pickup_jump_p->item = item; + + Player_actor_SetupItem_Base1(actorx, anim0_idx, -6.0f, &anim1_idx, &part_table_idx); + + if (ftr_flag == FALSE) { + Player_actor_putin_item_layer2(slot_idx, item, item_pos_p); + } else { + Player_actor_putin_furniture(game, slot_idx, item); + } + + if (slot_idx >= 0 || ITEM_IS_MYMANNIQUIN(item) || ITEM_IS_MYUMBRELLA(item)) { + main_pickup_jump_p->exchange_flag = FALSE; + } else { + main_pickup_jump_p->exchange_flag = TRUE; + } + + if (knife_and_fork_flag) { + Common_Get(clip).htbl_clip->pickup_counter = 2; + } + + Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim1_idx, 1.0f, 1.0f, 0.5f, -6.0f, cKF_FRAMECONTROL_STOP, + mPlayer_PART_TABLE_PICK_UP); + Player_actor_setup_main_Base(actorx, game); + Player_actor_sound_dai_ue_kakunou(actorx); +} + +static void Player_actor_settle_main_Pickup_jump(ACTOR* actorx, GAME* game) { + if (Common_Get(clip).my_room_clip != NULL) { + Common_Get(clip).my_room_clip->leaf_pickuped_proc(); + } +} + +static void Player_actor_Movement_Pickup_jump_common(ACTOR* actorx, xyz_t* target_pos_p) { + xyz_t* player_pos_p = &actorx->world.position; + f32 dx = target_pos_p->x - player_pos_p->x; + f32 dz = target_pos_p->z - player_pos_p->z; + + if (dx != 0.0f || dz != 0.0f) { + s16 target_angle_y = atans_table(dz, dx); + + add_calc_short_angle2(&actorx->shape_info.rotation.y, target_angle_y, 1.0f - sqrtf(0.5f), + DEG2SHORT_ANGLE2(13.73291015625f), DEG2SHORT_ANGLE2(0.274658203125f)); + } + + Player_actor_Movement_Base_Braking_common(actorx, 0.32625f); +} + +static void Player_actor_Movement_Pickup_jump(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_jump_c* main_pickup_jump_p = &player->main_data.pickup_jump; + + Player_actor_Movement_Pickup_jump_common(actorx, &main_pickup_jump_p->target_pos); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static int Player_actor_CulcAnimation_Pickup_jump(ACTOR* actorx, f32* last_anim0_cur_frame_p) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame_p); +} + +static void Player_actor_ObjCheck_Pickup_jump(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Pickup_jump(ACTOR* actorx) { + Player_actor_BGcheck_common_type3(actorx); +} + +static void Player_actor_Set_Item_Pickup_jump(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_pickup_jump_c* main_pickup_jump_p = &player->main_data.pickup_jump; + int ftr_flag = main_pickup_jump_p->ftr_flag; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + f32 cur_frame = kf0_p->frame_control.current_frame - (f32)(ftr_flag ? 0.0f : 0.0f); + xyz_t* item_pos_p = &main_pickup_jump_p->item_pos; + f32* scale_p = &main_pickup_jump_p->scale; + xyz_t* left_hand_pos_p = &player->left_hand_pos; + xyz_t* item_ofs_p = &main_pickup_jump_p->item_offset; + + if (cur_frame <= 11.0f) { + if (ftr_flag && Common_Get(clip).my_room_clip != NULL) { + if (Common_Get(clip).my_room_clip->ftr2leaf_proc()) { + Common_Get(clip).my_room_clip->leaf_start_pos_proc(item_pos_p); + } + } + + item_ofs_p->x = item_pos_p->x - left_hand_pos_p->x; + item_ofs_p->y = item_pos_p->y - left_hand_pos_p->y; + item_ofs_p->z = item_pos_p->z - left_hand_pos_p->z; + } else if (cur_frame <= 16.0f) { + f32 p = 1.0f - (cur_frame - 11.0f) * 0.2f; + + item_pos_p->x = left_hand_pos_p->x + p * item_ofs_p->x; + item_pos_p->y = left_hand_pos_p->y + p * item_ofs_p->y; + item_pos_p->z = left_hand_pos_p->z + p * item_ofs_p->z; + } else { + *item_pos_p = *left_hand_pos_p; + } + + if (cur_frame <= 11.0f) { + *scale_p = 0.01f; + } else if (cur_frame <= 16.0f) { + *scale_p = 0.01f - ((cur_frame - 11.0f) * 0.0025f) * 0.2f; + } else if (cur_frame <= 30.0f) { + *scale_p = 0.0075f - ((cur_frame - 16.0f) * 0.0075f) * (1.0f / 14.0f); + } else { + *scale_p = 0.0f; + } + + if (*scale_p > 0.01f) { + *scale_p = 0.01f; + } else if (*scale_p < 0.0f) { + *scale_p = 0.0f; + } + + if (ftr_flag && Common_Get(clip).my_room_clip != NULL) { + if (Common_Get(clip).my_room_clip->ftr2leaf_proc()) { + Common_Get(clip).my_room_clip->set_leaf_proc(item_pos_p, *scale_p); + } + } +} + +static void Player_actor_SearchAnimation_Pickup_jump(ACTOR* actorx, f32 frame) { + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_Set_Item_Pickup_jump(actorx); + } +} + +static void Player_actor_request_proc_index_fromPickup_jump(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (end_flag) { + mPlayer_main_pickup_jump_c* main_pickup_jump_p = &player->main_data.pickup_jump; + + if (main_pickup_jump_p->exchange_flag) { + Player_actor_request_main_pickup_exchange(game, &main_pickup_jump_p->target_pos, main_pickup_jump_p->item, + mPlayer_REQUEST_PRIORITY_21); + } else { + if (main_pickup_jump_p->item == ITM_GOLDEN_SHOVEL && mPlib_Check_golden_item_get_demo_end(3) == FALSE) { + Player_actor_request_main_demo_get_golden_item_all(game, 3, mPlayer_REQUEST_PRIORITY_34); + } else { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } + } +} + +static void Player_actor_main_Pickup_jump(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Pickup_jump(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Pickup_jump(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Pickup_jump(actorx, last_anim0_cur_frame); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Pickup_jump(actorx, game); + Player_actor_BGcheck_Pickup_jump(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromPickup_jump(actorx, game, end_flag); +} diff --git a/src/m_player_main_recieve_putaway.c_inc b/src/m_player_main_recieve_putaway.c_inc index 4af42da0..81ce25d6 100644 --- a/src/m_player_main_recieve_putaway.c_inc +++ b/src/m_player_main_recieve_putaway.c_inc @@ -48,7 +48,7 @@ static void Player_actor_setup_main_Recieve_putaway(ACTOR* actorx, GAME* game) { Player_actor_sound_GASAGOSO(actorx); } -static void Player_actor_settle_main_Recieve_putaway(ACTOR* actorx) { +static void Player_actor_settle_main_Recieve_putaway(ACTOR* actorx, GAME* game) { Player_actor_Unset_item_matrix_set(actorx); } diff --git a/src/m_player_main_refuse.c_inc b/src/m_player_main_refuse.c_inc index 381e6057..9f9f6b7c 100644 --- a/src/m_player_main_refuse.c_inc +++ b/src/m_player_main_refuse.c_inc @@ -1,4 +1,4 @@ -int Player_actor_request_main_refuse(GAME* game, int flag) { +static int Player_actor_request_main_refuse(GAME* game, int flag) { if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFUSE, flag) != FALSE) { Player_actor_request_main_index(game, mPlayer_INDEX_REFUSE, flag); return TRUE; @@ -6,38 +6,36 @@ int Player_actor_request_main_refuse(GAME* game, int flag) { return FALSE; } -void Player_actor_setup_main_Refuse(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Refuse(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; - Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx); - Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx); + Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, + part_table_idx); Player_actor_setup_main_Base(actor, game); } - -void Player_actor_Movement_Refuse(ACTOR* actor) { +static void Player_actor_Movement_Refuse(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } - -void Player_actor_CulcAnimation_Refuse(ACTOR* actor) { +static void Player_actor_CulcAnimation_Refuse(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_ObjCheck_Refuse(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor); +static void Player_actor_ObjCheck_Refuse(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Refuse(ACTOR* actor) { +static void Player_actor_BGcheck_Refuse(ACTOR* actor) { Player_actor_BGcheck_common_type2(actor); } - -void Player_actor_main_Intro(ACTOR* actor, GAME* game) { +static void Player_actor_main_Intro(ACTOR* actor, GAME* game) { Player_actor_Movement_Refuse(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Refuse(actor); diff --git a/src/m_player_main_refuse_pickup.c_inc b/src/m_player_main_refuse_pickup.c_inc index c32f5189..584c79dc 100644 --- a/src/m_player_main_refuse_pickup.c_inc +++ b/src/m_player_main_refuse_pickup.c_inc @@ -1,5 +1,5 @@ -int Player_actor_request_main_refuse_pickup_all(GAME* game, int flag) { +static int Player_actor_request_main_refuse_pickup_all(GAME* game, int flag) { if (Player_actor_check_request_main_able(game, mPlayer_INDEX_REFUSE_PICKUP, flag) != FALSE) { Player_actor_request_main_index(game, mPlayer_INDEX_REFUSE_PICKUP, flag); return TRUE; @@ -7,17 +7,17 @@ int Player_actor_request_main_refuse_pickup_all(GAME* game, int flag) { return FALSE; } -void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor){ +static void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int msg; rgba_t color; - Player_actor_request_main_refuse_pickup_all(gamePT, 0x13); + Player_actor_request_main_refuse_pickup_all(gamePT, 0x13); msg = (Common_Get(field_type) == 0) ? 0x17AD : 0x17AE; - if(player->refuse_pickup_knife_fork_flag != FALSE){ + if (player->refuse_pickup_knife_fork_flag != FALSE) { msg = 0x3B59; } @@ -33,43 +33,43 @@ void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor){ mDemo_Set_talk_window_color(&color); } - -void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Refuse_pickup(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; - Player_actor_SetupItem_Base1(actor,0, -5.0f, &anim_idx, &part_table_idx); - Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx); + Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, + part_table_idx); Player_actor_setup_main_Base(actor, game); } -void Player_actor_Movement_Refuse_pickup(ACTOR* actor) { - Player_actor_Movement_Base_Braking_common(actor, 0.23925f); +static void Player_actor_Movement_Refuse_pickup(ACTOR* actor) { + Player_actor_Movement_Base_Braking_common(actor, 0.23925f); } -void Player_actor_CulcAnimation_Refuse_pickup(ACTOR* actor) { +static void Player_actor_CulcAnimation_Refuse_pickup(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_ObjCheck_Refuse_pickup(ACTOR* actor, GAME* game) { - Player_actor_Excute_Corect_forStand(actor); +static void Player_actor_ObjCheck_Refuse_pickup(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Refuse_pickup(ACTOR* actor) { +static void Player_actor_BGcheck_Refuse_pickup(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_request_proc_index_fromRefuse_pickup(ACTOR* actor, GAME* game) { +static void Player_actor_request_proc_index_fromRefuse_pickup(ACTOR* actor, GAME* game) { if (mDemo_Check(mDemo_TYPE_REPORT, actor) == 0) { Player_actor_SettleRequestMainIndexPriority(actor); - Player_actor_request_main_wait_all(game,-5.0f, 0.0f, 0, 1); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1); } } -void Player_actor_main_Intro(ACTOR* actor, GAME* game) { +static void Player_actor_main_Intro(ACTOR* actor, GAME* game) { Player_actor_Movement_Refuse_pickup(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Refuse_pickup(actor); @@ -78,5 +78,5 @@ void Player_actor_main_Intro(ACTOR* actor, GAME* game) { Player_actor_ObjCheck_Refuse_pickup(actor, game); Player_actor_BGcheck_Refuse_pickup(actor); Player_actor_Item_main(actor, game); - Player_actor_request_proc_index_fromRefuse_pickup(actor,game); + Player_actor_request_proc_index_fromRefuse_pickup(actor, game); } diff --git a/src/m_player_main_remove_grass.c_inc b/src/m_player_main_remove_grass.c_inc index e69de29b..deb39c34 100644 --- a/src/m_player_main_remove_grass.c_inc +++ b/src/m_player_main_remove_grass.c_inc @@ -0,0 +1,104 @@ +static int Player_actor_request_main_remove_grass(GAME* game, const xyz_t* target_pos_p, const xyz_t* grass_pos_p) { + if (Player_actor_check_able_request_main_index_for_reset(mPlayer_INDEX_REMOVE_GRASS) == FALSE) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_remove_grass_c* req_remove_grass_p = &player->requested_main_index_data.remove_grass; + + req_remove_grass_p->target_pos = *target_pos_p; + req_remove_grass_p->grass_pos = *grass_pos_p; + Player_actor_request_main_index(game, mPlayer_INDEX_REMOVE_GRASS, mPlayer_REQUEST_PRIORITY_8); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Remove_grass(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_remove_grass_c* req_remove_grass_p = &player->requested_main_index_data.remove_grass; + mPlayer_main_remove_grass_c* main_remove_grass_p = &player->main_data.remove_grass; + int anim1_idx; + int part_table_idx; + + main_remove_grass_p->target_pos = req_remove_grass_p->target_pos; + main_remove_grass_p->grass_pos = req_remove_grass_p->grass_pos; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_ZASSOU1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_ZASSOU1, anim1_idx, 1.0f, 1.0f, 0.5f, -6.0f, + cKF_FRAMECONTROL_STOP, mPlayer_PART_TABLE_PICK_UP); + Player_actor_setup_main_Base(actorx, game); +} + +static void Player_actor_Movement_Remove_grass(ACTOR* actorx) { + Player_actor_Movement_Base_Stop(actorx, FALSE); +} + +static int Player_actor_CulcAnimation_Remove_grass(ACTOR* actorx, f32* last_anim0_cur_frame_p) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame_p); +} + +static void Player_actor_ChangeFGNumber_Remove_grass(ACTOR* actorx, GAME* game) { + if (Common_Get(clip).bg_item_clip != NULL && Common_Get(clip).bg_item_clip->fly_entry_proc != NULL) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + if (Player_actor_Check_AnimationFrame(fc0_p, 17.0f)) { + mPlayer_main_remove_grass_c* main_remove_grass_p = &player->main_data.remove_grass; + xyz_t* grass_pos_p = &main_remove_grass_p->grass_pos; + xyz_t* target_pos_p = &main_remove_grass_p->target_pos; + mActor_name_t* fg_p = mFI_GetUnitFG(*target_pos_p); + + if (fg_p != NULL) { + if (IS_ITEM_GRASS(*fg_p) != FALSE) { + s16 angle_y = DEG2SHORT_ANGLE2(110.0f) + actorx->shape_info.rotation.y; + + Common_Get(clip).bg_item_clip->fly_entry_proc(*fg_p, grass_pos_p, angle_y); + eEC_CLIP->effect_make_proc(eEC_EFFECT_DIG_MUD, *grass_pos_p, 2, 0, game, RSV_NO, + mCoBG_Wpos2Attribute(*grass_pos_p, NULL), 8); + Player_actor_sound_zassou_nuku(grass_pos_p); + Player_actor_set_viblation_Remove_grass(); + } + } + } + } +} + +static void Player_actor_SearchAnimation_Remove_grass(ACTOR* actorx, GAME* game, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_ChangeFGNumber_Remove_grass(actorx, game); + } +} + +static void Player_actor_ObjCheck_Remove_grass(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Remove_grass(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_request_proc_index_fromRemove_grass(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (end_flag) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } +} + +static void Player_actor_main_Remove_grass(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Remove_grass(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Remove_grass(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Remove_grass(actorx, game, last_anim0_cur_frame); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_eye_pattern_normal(actorx); + Player_actor_ObjCheck_Remove_grass(actorx, game); + Player_actor_BGcheck_Remove_grass(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromRemove_grass(actorx, game, end_flag); +} diff --git a/src/m_player_main_return_demo.c_inc b/src/m_player_main_return_demo.c_inc index 15caca49..fc9c151b 100644 --- a/src/m_player_main_return_demo.c_inc +++ b/src/m_player_main_return_demo.c_inc @@ -1,21 +1,19 @@ -int Player_actor_request_main_return_demo_all(GAME* game, int prev_index, int now_index, f32 time){ - - if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_DEMO, now_index)){ - PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); - +static int Player_actor_request_main_return_demo_all(GAME* game, int prev_index, int now_index, f32 time) { + + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_DEMO, now_index)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + player->requested_main_index_data.return_demo.prev_main_index = prev_index; player->requested_main_index_data.return_demo.time = time; Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_DEMO, now_index); return TRUE; - } - else{ + } else { return FALSE; } } - -void Player_actor_setup_main_Return_demo(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Return_demo(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; @@ -24,47 +22,46 @@ void Player_actor_setup_main_Return_demo(ACTOR* actor, GAME* game){ player->main_data.return_demo.timer = 0.0f; player->main_data.return_demo.max_timer = player->requested_main_index_data.return_demo.time; player->main_data.return_demo.prev_main_index = player->requested_main_index_data.return_demo.prev_main_index; - Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, part_table_idx); - Player_actor_setup_main_Base(actor,game); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, + part_table_idx); + Player_actor_setup_main_Base(actor, game); } - -void Player_actor_CulcAnimation_Return_demo(ACTOR* actor){ +static void Player_actor_CulcAnimation_Return_demo(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_Movement_Return_demo(ACTOR* actor){ +static void Player_actor_Movement_Return_demo(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } -void Player_actor_ObjCheck_Return_demo(ACTOR* actor, GAME* game){ - Player_actor_Excute_Corect_forStand(actor,game); +static void Player_actor_ObjCheck_Return_demo(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Return_demo(ACTOR* actor){ +static void Player_actor_BGcheck_Return_demo(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_request_proc_index_fromReturn_demo(ACTOR* actor, GAME* game){ +static void Player_actor_request_proc_index_fromReturn_demo(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 max_timer = player->main_data.return_demo.max_timer; int prev = player->main_data.return_demo.prev_main_index; - + player->main_data.return_demo.timer += 1.0f; - - if(player->main_data.return_demo.timer >= max_timer){ - if(prev != mPlayer_INDEX_DEMO_WAIT){ + + if (player->main_data.return_demo.timer >= max_timer) { + if (prev != mPlayer_INDEX_DEMO_WAIT) { Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1); - } - else{ + } else { Player_actor_request_main_demo_wait_all(game, 0, NULL, 19); } } } -void Player_actor_main_Return_demo(ACTOR* actor, GAME* game){ +static void Player_actor_main_Return_demo(ACTOR* actor, GAME* game) { Player_actor_Movement_Return_demo(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Return_demo(actor); @@ -73,5 +70,5 @@ void Player_actor_main_Return_demo(ACTOR* actor, GAME* game){ Player_actor_ObjCheck_Return_demo(actor, game); Player_actor_BGcheck_Return_demo(actor); Player_actor_Item_main(actor, game); - Player_actor_request_proc_index_fromReturn_demo(actor, game); + Player_actor_request_proc_index_fromReturn_demo(actor, game); } diff --git a/src/m_player_main_return_outdoor.c_inc b/src/m_player_main_return_outdoor.c_inc index 4f9192fe..f6dcc439 100644 --- a/src/m_player_main_return_outdoor.c_inc +++ b/src/m_player_main_return_outdoor.c_inc @@ -1,21 +1,20 @@ -int Player_actor_request_main_return_outdoor_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5){ - - if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR, now_index)){ - PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); +static int Player_actor_request_main_return_outdoor_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5) { + + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR, now_index)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); player->requested_main_index_data.return_outdoor.prev_main_index = prev_index; player->requested_main_index_data.return_outdoor.time = time; player->requested_main_index_data.return_outdoor._08 = arg5; - + Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_OUTDOOR, now_index); return TRUE; - } - else{ + } else { return FALSE; } } -void Player_actor_setup_main_Return_outdoor(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Return_outdoor(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; @@ -26,40 +25,39 @@ void Player_actor_setup_main_Return_outdoor(ACTOR* actor, GAME* game){ player->main_data.return_outdoor.max_timer = player->requested_main_index_data.return_outdoor.time; player->main_data.return_outdoor.prev_main_index = player->requested_main_index_data.return_outdoor.prev_main_index; Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, _08, part_table_idx); - Player_actor_setup_main_Base(actor,game); -} + Player_actor_setup_main_Base(actor, game); +} - -void Player_actor_CulcAnimation_Return_outdoor(ACTOR* actor){ +static void Player_actor_CulcAnimation_Return_outdoor(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_Movement_Return_outdoor(ACTOR* actor){ +static void Player_actor_Movement_Return_outdoor(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } -void Player_actor_ObjCheck_Return_outdoor(ACTOR* actor, GAME* game){ - Player_actor_Excute_Corect_forStand(actor,game); +static void Player_actor_ObjCheck_Return_outdoor(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Return_outdoor(ACTOR* actor){ +static void Player_actor_BGcheck_Return_outdoor(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_request_proc_index_fromReturn_outdoor(ACTOR* actor, GAME* game){ +static void Player_actor_request_proc_index_fromReturn_outdoor(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 max_timer = player->main_data.return_outdoor.max_timer; int prev = player->main_data.return_outdoor.prev_main_index; player->main_data.return_outdoor.timer += 1.0f; - - if(player->main_data.return_outdoor.timer >= max_timer){ + + if (player->main_data.return_outdoor.timer >= max_timer) { Player_actor_request_main_return_outdoor2_all(game, prev, mPlayer_INDEX_INTRO, 3.0f, -5.0f); } } -void Player_actor_main_Return_outdoor(ACTOR* actor, GAME* game){ +static void Player_actor_main_Return_outdoor(ACTOR* actor, GAME* game) { Player_actor_Movement_Return_outdoor(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Return_outdoor(actor); @@ -68,5 +66,5 @@ void Player_actor_main_Return_outdoor(ACTOR* actor, GAME* game){ Player_actor_ObjCheck_Return_outdoor(actor, game); Player_actor_BGcheck_Return_outdoor(actor); Player_actor_Item_main(actor, game); - Player_actor_request_proc_index_fromReturn_outdoor(actor, game); + Player_actor_request_proc_index_fromReturn_outdoor(actor, game); } diff --git a/src/m_player_main_return_outdoor2.c_inc b/src/m_player_main_return_outdoor2.c_inc index 5078d99c..54a116a2 100644 --- a/src/m_player_main_return_outdoor2.c_inc +++ b/src/m_player_main_return_outdoor2.c_inc @@ -1,21 +1,21 @@ -int Player_actor_request_main_return_outdoor2_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5){ - - if(Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index)){ - PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); +static int Player_actor_request_main_return_outdoor2_all(GAME* game, int prev_index, int now_index, f32 time, + f32 arg5) { + + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); player->requested_main_index_data.return_outdoor2.prev_main_index = prev_index; player->requested_main_index_data.return_outdoor2.time = time; player->requested_main_index_data.return_outdoor2._08 = arg5; - + Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_OUTDOOR2, now_index); return TRUE; - } - else{ + } else { return FALSE; } } -void Player_actor_setup_main_Return_outdoor2(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Return_outdoor2(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int anim_idx; int part_table_idx; @@ -24,47 +24,46 @@ void Player_actor_setup_main_Return_outdoor2(ACTOR* actor, GAME* game){ Player_actor_SetupItem_Base1(actor, 0, -5.0f, &anim_idx, &part_table_idx); player->main_data.return_outdoor2.timer = 0.0f; player->main_data.return_outdoor2.max_timer = player->requested_main_index_data.return_outdoor2.time; - player->main_data.return_outdoor2.prev_main_index = player->requested_main_index_data.return_outdoor2.prev_main_index; + player->main_data.return_outdoor2.prev_main_index = + player->requested_main_index_data.return_outdoor2.prev_main_index; Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, _08, part_table_idx); - Player_actor_setup_main_Base(actor,game); -} + Player_actor_setup_main_Base(actor, game); +} - -void Player_actor_CulcAnimation_Return_outdoor2(ACTOR* actor){ +static void Player_actor_CulcAnimation_Return_outdoor2(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_Movement_Return_outdoor2(ACTOR* actor){ +static void Player_actor_Movement_Return_outdoor2(ACTOR* actor) { Player_actor_Movement_Base_Braking(actor); } -void Player_actor_ObjCheck_Return_outdoor2(ACTOR* actor, GAME* game){ - Player_actor_Excute_Corect_forStand(actor,game); +static void Player_actor_ObjCheck_Return_outdoor2(ACTOR* actor, GAME* game) { + Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Return_outdoor2(ACTOR* actor){ +static void Player_actor_BGcheck_Return_outdoor2(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_request_proc_index_fromReturn_outdoor2(ACTOR* actor, GAME* game){ +static void Player_actor_request_proc_index_fromReturn_outdoor2(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; f32 max_timer = player->main_data.return_outdoor2.max_timer; int prev = player->main_data.return_outdoor2.prev_main_index; player->main_data.return_outdoor2.timer += 1.0f; - - if(player->main_data.return_outdoor2.timer >= max_timer){ - if(prev != mPlayer_INDEX_DEMO_WAIT){ + + if (player->main_data.return_outdoor2.timer >= max_timer) { + if (prev != mPlayer_INDEX_DEMO_WAIT) { Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1); - } - else{ + } else { Player_actor_request_main_demo_wait_all(game, 0, NULL, 19); } } } -void Player_actor_main_Return_outdoor2(ACTOR* actor, GAME* game){ +static void Player_actor_main_Return_outdoor2(ACTOR* actor, GAME* game) { Player_actor_Movement_Return_outdoor2(actor); Player_actor_Reinput_force_position_angle(actor, game); Player_actor_CulcAnimation_Return_outdoor2(actor); @@ -73,5 +72,5 @@ void Player_actor_main_Return_outdoor2(ACTOR* actor, GAME* game){ Player_actor_ObjCheck_Return_outdoor2(actor, game); Player_actor_BGcheck_Return_outdoor2(actor); Player_actor_Item_main(actor, game); - Player_actor_request_proc_index_fromReturn_outdoor2(actor, game); + Player_actor_request_proc_index_fromReturn_outdoor2(actor, game); } diff --git a/src/m_player_main_shake_tree.c_inc b/src/m_player_main_shake_tree.c_inc index e69de29b..ae309916 100644 --- a/src/m_player_main_shake_tree.c_inc +++ b/src/m_player_main_shake_tree.c_inc @@ -0,0 +1,172 @@ +static int Player_actor_request_main_shake_tree_all(GAME* game, const xyz_t* target_pos_p, mActor_name_t item, + int tree_ut_x, int tree_ut_z, int priority) { + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_SHAKE_TREE, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + mPlayer_request_shake_tree_c* req_shake_tree_p = &player->requested_main_index_data.shake_tree; + + req_shake_tree_p->pos = *target_pos_p; + req_shake_tree_p->item = item; + req_shake_tree_p->ut_x = tree_ut_x; + req_shake_tree_p->ut_z = tree_ut_z; + Player_actor_request_main_index(game, mPlayer_INDEX_SHAKE_TREE, priority); + return TRUE; + } + + return FALSE; +} + +static void Player_actor_setup_main_Shake_tree(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_request_shake_tree_c* req_shake_tree_p = &player->requested_main_index_data.shake_tree; + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + int anim1_idx; + int part_table_idx; + + main_shake_tree_p->target_pos = req_shake_tree_p->pos; + main_shake_tree_p->item = req_shake_tree_p->item; + main_shake_tree_p->tree_ut_x = req_shake_tree_p->ut_x; + main_shake_tree_p->tree_ut_z = req_shake_tree_p->ut_z; + main_shake_tree_p->bee_flag = FALSE; + main_shake_tree_p->bee_angle_y = 0; + main_shake_tree_p->bee_spawn_timer = 0; + + Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_SHAKE1, -5.0f, &anim1_idx, &part_table_idx); + Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_SHAKE1, anim1_idx, 1.0f, 1.0f, 0.5f, -5.0f, + cKF_FRAMECONTROL_STOP, part_table_idx); + Player_actor_setup_main_Base(actorx, game); + mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_SHAKE_TREE); +} + +static void Player_actor_Movement_Shake_tree(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + + Player_actor_Movement_axe_common(actorx, &main_shake_tree_p->target_pos); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static int Player_actor_CulcAnimation_Shake_tree(ACTOR* actorx, f32* last_anim0_cur_frame_p) { + return Player_actor_CulcAnimation_Base2(actorx, last_anim0_cur_frame_p); +} + +static void Player_actor_SetEffect_Shake_tree(ACTOR* actorx, GAME* game) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 10.0f)) { + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + int ut_x = main_shake_tree_p->tree_ut_x; + int ut_z = main_shake_tree_p->tree_ut_z; + xyz_t* target_pos_p = &main_shake_tree_p->target_pos; + mActor_name_t item = main_shake_tree_p->item; + + if (IS_ITEM_COLLIDEABLE_TREE(item) != FALSE && ut_x >= 0 && ut_z >= 0) { + if (Player_actor_Set_shake_tree_table(actorx, game, item, ut_x, ut_z, FALSE)) { + Player_actor_sound_tree_yurasu(target_pos_p); + Player_actor_set_viblation_Shake_tree(); + + if (Common_Get(clip).bg_item_clip != NULL && + Common_Get(clip).bg_item_clip->item_tree_fruit_drop_proc != NULL) { + if (!IS_ITEM_BEE_TREE(item)) { + xyz_t drop_pos; + + Common_Get(clip).bg_item_clip->item_tree_fruit_drop_proc(item, ut_x, ut_z, &drop_pos); + } else if (mPlib_able_birth_bee()) { + main_shake_tree_p->bee_spawn_timer = 5; + } + } + } + } + } +} + +static void Player_actor_SetSound_Shake_tree(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + + if (main_shake_tree_p->bee_flag) { + if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 18.0f)) { + mBGMPsComp_make_ps_quiet(0); + } + } +} + +static void Player_actor_SearchAnimation_Shake_tree(ACTOR* actorx, GAME* game, f32 frame) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + + if (Player_actor_Check_AnimationFrame_PerfectEquel(actorx, frame) == FALSE) { + Player_actor_SetEffect_Shake_tree(actorx, game); + Player_actor_SetSound_Shake_tree(actorx); + } +} + +static void Player_actor_Check_BirthBee_Shake_tree(ACTOR* actorx) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + int* spawn_timer_p = &main_shake_tree_p->bee_spawn_timer; + + if (*spawn_timer_p > 0) { + mActor_name_t item = main_shake_tree_p->item; + int ut_x = main_shake_tree_p->tree_ut_x; + int ut_z = main_shake_tree_p->tree_ut_z; + + if (Player_actor_Check_BirthBee_common(actorx, item, ut_x, ut_z, &main_shake_tree_p->bee_angle_y)) { + *spawn_timer_p = 0; + main_shake_tree_p->bee_flag = TRUE; + } else { + (*spawn_timer_p)--; + } + } +} + +static void Player_actor_ObjCheck_Shake_tree(ACTOR* actorx, GAME* game) { + Player_actor_Excute_Corect_forStand(actorx, game); +} + +static void Player_actor_BGcheck_Shake_tree(ACTOR* actorx) { + Player_actor_BGcheck_common_type1(actorx); +} + +static void Player_actor_request_proc_index_fromShake_tree(ACTOR* actorx, GAME* game, int end_flag) { + PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx; + mPlayer_main_shake_tree_c* main_shake_tree_p = &player->main_data.shake_tree; + + if (end_flag) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } else { + cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0; + cKF_FrameControl_c* fc0_p = &kf0_p->frame_control; + f32 cur_frame = fc0_p->current_frame; + + if (main_shake_tree_p->bee_flag) { + if (cur_frame >= 30.0f) { + Player_actor_request_main_shock_all(game, 24.0f, main_shake_tree_p->bee_angle_y, TRUE, FALSE, + mPlayer_REQUEST_PRIORITY_21); + } + } else if (Player_actor_Check_AnimationFrame(fc0_p, 29.5f)) { + Player_actor_SettleRequestMainIndexPriority(actorx); + Player_actor_Set_status_for_bee(actorx, TRUE); + } else if (cur_frame >= 30.0f) { + if (Player_actor_GetController_move_percentX() || Player_actor_GetController_move_percentY()) { + Player_actor_request_main_walk_all(game, NULL, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1); + } + } + } +} + +static void Player_actor_main_Shake_tree(ACTOR* actorx, GAME* game) { + f32 last_anim0_cur_frame; + int end_flag; + + Player_actor_Movement_Shake_tree(actorx); + Player_actor_Reinput_force_position_angle(actorx, game); + end_flag = Player_actor_CulcAnimation_Shake_tree(actorx, &last_anim0_cur_frame); + Player_actor_SearchAnimation_Shake_tree(actorx, game, last_anim0_cur_frame); + Player_actor_Check_BirthBee_Shake_tree(actorx); + Player_actor_recover_lean_angle(actorx); + Player_actor_set_tex_anime_pattern(actorx); + Player_actor_ObjCheck_Shake_tree(actorx, game); + Player_actor_BGcheck_Shake_tree(actorx); + Player_actor_Item_main(actorx, game); + Player_actor_request_proc_index_fromShake_tree(actorx, game, end_flag); +} diff --git a/src/m_player_main_wait.c_inc b/src/m_player_main_wait.c_inc index e1414358..8e31c9eb 100644 --- a/src/m_player_main_wait.c_inc +++ b/src/m_player_main_wait.c_inc @@ -1,26 +1,25 @@ -int Player_actor_request_main_wait_all(GAME* game, f32 morph_speed, f32 _04, int flags, int now_index){ - - if(Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT, now_index)){ - PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); - - Player_actor_request_main_index(game, mPlayer_INDEX_WAIT, now_index); +static int Player_actor_request_main_wait_all(GAME* game, f32 morph_speed, f32 _04, int flags, int priority) { + + if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT, priority)) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + + Player_actor_request_main_index(game, mPlayer_INDEX_WAIT, priority); player->requested_main_index_data.wait.morph_speed = morph_speed; player->requested_main_index_data.wait.flags = flags; player->requested_main_index_data.wait._04 = _04; - + return TRUE; - } - else{ + } else { return FALSE; } } -void Player_actor_request_main_wait_from_submenu(ACTOR* actor, GAME* game){ +static void Player_actor_request_main_wait_from_submenu(ACTOR* actor, GAME* game) { Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 31); } -void Player_actor_setup_main_Wait(ACTOR* actor, GAME* game){ +static void Player_actor_setup_main_Wait(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; int flags = player->requested_main_index_data.wait.flags; f32 speed = player->requested_main_index_data.wait.morph_speed; @@ -28,81 +27,81 @@ void Player_actor_setup_main_Wait(ACTOR* actor, GAME* game){ int anim_idx; int part_table_idx; - if(flags & 4){ - player->main_data.wait.radio_exercise_command = 0; - } - else{ - player->main_data.wait.radio_exercise_command = 1; + if (flags & 4) { + player->main_data.wait.radio_exercise_command = 0; + } else { + player->main_data.wait.radio_exercise_command = 1; player->radio_exercise_continue_cmd_idx = -1; player->radio_exercise_cmd_timer = 0.0f; } - absspeed = ABS(speed); + absspeed = ABS(speed); Player_actor_SetupItem_Base1(actor, 0, -absspeed, &anim_idx, &part_table_idx); - Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, speed, part_table_idx); + Player_actor_InitAnimation_Base1(actor, game, mPlayer_ANIM_WAIT1, anim_idx, 1.0f, 1.0f, 0.5f, speed, + part_table_idx); if (flags & 1) { Player_actor_SetEffect_forTakeout_item(actor, game); } - Player_actor_setup_main_Base(actor,game); + Player_actor_setup_main_Base(actor, game); } -void Player_actor_Set_RadioExerciseCommand_Wait(ACTOR* actor, GAME* game){ +static void Player_actor_Set_RadioExerciseCommand_Wait(ACTOR* actor, GAME* game) { PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor; Player_actor_Set_RadioExerciseCommand(actor, game, player->main_data.wait.radio_exercise_command); player->main_data.wait.radio_exercise_command = 0; } -void Player_actor_Movement_Wait(ACTOR* actor){ +static void Player_actor_Movement_Wait(ACTOR* actor) { Player_actor_Movement_Base_Braking_common(actor, 0.23925f); } -void Player_actor_CulcAnimation_Wait(ACTOR* actor){ +static void Player_actor_CulcAnimation_Wait(ACTOR* actor) { f32 base; Player_actor_CulcAnimation_Base2(actor, &base); } -void Player_actor_ObjCheck_Wait(ACTOR* actor, GAME* game){ +static void Player_actor_ObjCheck_Wait(ACTOR* actor, GAME* game) { Player_actor_Excute_Corect_forStand(actor, game); } -void Player_actor_BGcheck_Wait(ACTOR* actor){ +static void Player_actor_BGcheck_Wait(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); } -void Player_actor_request_proc_index_fromWait(ACTOR* actor, GAME* game){ +static void Player_actor_request_proc_index_fromWait(ACTOR* actor, GAME* game) { - if(!actor->bg_collision_check.result.on_ground){ + if (!actor->bg_collision_check.result.on_ground) { Player_actor_request_main_fall_all(game, -5.0f, 1, 1); } - - Player_actor_CheckAndRequest_main_axe_all(game, 4); - + + Player_actor_CheckAndRequest_main_axe_all(game, 4); + if (Player_actor_CheckController_forNet(game) != 0) { Player_actor_request_main_ready_net(game, 4); } - + if (Player_actor_CheckController_forRod(game) != 0) { Player_actor_request_main_ready_rod(game, 4); } - + Player_actor_CheckAndRequest_main_scoop_all(game, 4); Player_actor_CheckAndRequest_main_umbrella_all(game, 4); Player_actor_CheckAndRequest_main_fan_all(game, 1, 1, 4); Player_actor_CheckAndRequest_main_shake_tree_all(game); - + if ((Player_actor_GetController_move_percentX()) || (Player_actor_GetController_move_percentY())) { Player_actor_request_main_walk_all(game, NULL, -5.0f, 4, 1); } Player_actor_CheckAndRequest_main_pickup_all(game); - Player_actor_CheckAndRequest_main_radio_exercise_all(game, 0); + Player_actor_CheckAndRequest_main_radio_exercise_all(game, 0); } -void Player_actor_main_Wait(ACTOR* actor, GAME* game){ +static void Player_actor_main_Wait(ACTOR* actor, GAME* game) { Player_actor_Set_RadioExerciseCommand_Wait(actor, game); Player_actor_Movement_Wait(actor); Player_actor_Reinput_force_position_angle(actor, game); @@ -112,5 +111,5 @@ void Player_actor_main_Wait(ACTOR* actor, GAME* game){ Player_actor_ObjCheck_Wait(actor, game); Player_actor_BGcheck_Wait(actor); Player_actor_Item_main(actor, game); - Player_actor_request_proc_index_fromWait(actor, game); + Player_actor_request_proc_index_fromWait(actor, game); } diff --git a/src/m_player_vibration.c_inc b/src/m_player_vibration.c_inc index 59756fe1..3ae1c189 100644 --- a/src/m_player_vibration.c_inc +++ b/src/m_player_vibration.c_inc @@ -1,53 +1,53 @@ -void Player_actor_set_viblation_common1(int total_frames, int attack_type, int sustain_type, int release_type, - int attack_frames, int sustain_frames, int release_frames) { +static void Player_actor_set_viblation_common1(int total_frames, int attack_type, int sustain_type, int release_type, + int attack_frames, int sustain_frames, int release_frames) { mVibctl_entry(total_frames, attack_type, sustain_type, release_type, attack_frames, sustain_frames, release_frames, 0.0f); } -void Player_actor_set_viblation_Dig_scoop() { +static void Player_actor_set_viblation_Dig_scoop(void) { Player_actor_set_viblation_common1(100, 1, 7, 1, 0, 18, 0); } -void Player_actor_set_viblation_Dig_scoop_stump() { +static void Player_actor_set_viblation_Dig_scoop_stump(void) { Player_actor_set_viblation_common1(100, 1, 8, 1, 1, 60, 0); } -void Player_actor_set_viblation_Fill_scoop() { - Player_actor_set_viblation_common1(0x50, 1, 8, 1, 6, 60, 0); +static void Player_actor_set_viblation_Fill_scoop(void) { + Player_actor_set_viblation_common1(80, 1, 8, 1, 6, 60, 0); } -void Player_actor_set_viblation_Reflect_scoop_hard() { +static void Player_actor_set_viblation_Reflect_scoop_hard(void) { Player_actor_set_viblation_common1(100, 1, 9, 1, 3, 9, 0); } -void Player_actor_set_viblation_Reflect_scoop_soft() { - Player_actor_set_viblation_common1(0x5A, 1, 1, 1, 2, 4, 0); +static void Player_actor_set_viblation_Reflect_scoop_soft(void) { + Player_actor_set_viblation_common1(90, 1, 1, 1, 2, 4, 0); } -void Player_actor_set_viblation_Swing_net() { +static void Player_actor_set_viblation_Swing_net(void) { Player_actor_set_viblation_common1(100, 1, 1, 1, 2, 4, 0); } -void Player_actor_set_viblation_Shake_tree() { +static void Player_actor_set_viblation_Shake_tree(void) { Player_actor_set_viblation_common1(100, 0, 11, 5, 0, 34, 0); } -void Player_actor_set_viblation_Axe_hard() { +static void Player_actor_set_viblation_Axe_hard(void) { Player_actor_set_viblation_Reflect_scoop_hard(); } -void Player_actor_set_viblation_Axe_soft() { +static void Player_actor_set_viblation_Axe_soft(void) { Player_actor_set_viblation_Reflect_scoop_soft(); } -void Player_actor_set_viblation_Axe_cut() { +static void Player_actor_set_viblation_Axe_cut(void) { Player_actor_set_viblation_common1(100, 1, 10, 1, 3, 36, 0); } -void Player_actor_set_viblation_Tumble() { +static void Player_actor_set_viblation_Tumble(void) { Player_actor_set_viblation_common1(100, 1, 12, 1, 3, 14, 0); } -void Player_actor_set_viblation_Remove_grass() { +static void Player_actor_set_viblation_Remove_grass(void) { Player_actor_set_viblation_common1(90, 1, 1, 1, 0, 1, 10); }