Link m_player

This commit is contained in:
Cuyler36
2024-09-12 18:40:34 -04:00
parent 739748706a
commit 7f8ce8a58f
97 changed files with 1350 additions and 1202 deletions
+9
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@@ -175,6 +175,15 @@ config/rel.yml:
mbg_v:
addrs: [0x80684BB0, 0x80684C30]
type: vtx
# m_player
tol_sponge_1_v:
addrs: [0x8069E580, 0x8069E620]
type: vtx
tol_sponge_1_pal:
addrs: [0x8069E620, 0x8069E640]
type: pal16
tol_sponge_1_main1_tex_txt:
addrs: [0x8069E640, 0x8069E6C0]
aKOI_obj_e_koinobori_a_pal:
addrs: [0x806C5900, 0x806C5920]
type: pal16
+4
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@@ -743,6 +743,10 @@ m_mark_room_ovl.c:
.rodata: [0x806465C8, 0x806465D0]
.data: [0x8069CAF0, 0x8069E580]
.bss: [0x81300BD8, 0x813010D0]
m_player.c:
.text: [0x804D3B24, 0x80508E58]
.rodata: [0x806465D0, 0x80648ED0]
.data: [0x8069E580, 0x8069E918]
m_random_field_ovl.c:
.text: [0x80508E58, 0x8050B3D0]
.rodata: [0x80648ED0, 0x80648ED8]
+2 -3
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@@ -146,6 +146,8 @@ typedef enum audio_sound_effects {
NA_SE_HARD_CHAIR_STANDUP,
NA_SE_BUBU_CHAIR_STANDUP = 0x429,
NA_SE_JUMP,
NA_SE_LANDING,
NA_SE_FTR_DOOR_OPEN = 0x42C,
NA_SE_FTR_DOOR_CLOSE = 0x42D,
NA_SE_DRAWER_OPEN = 0x42E,
@@ -154,9 +156,6 @@ typedef enum audio_sound_effects {
NA_SE_UMBRELLA_ROTATE = 0x432,
NA_SE_JUMP,
NA_SE_LANDING,
NA_SE_KARABURI = 0x43A,
NA_SE_ROD_STROKE_SMALL = 0x445,
+78 -78
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@@ -12,84 +12,84 @@ extern "C" {
#endif
enum resource_index {
RESOURCE_FGDATA,
RESOURCE_MAIL,
RESOURCE_MAIL_TABLE,
RESOURCE_MAILA,
RESOURCE_MAILA_TABLE,
RESOURCE_MAILB,
RESOURCE_MAILB_TABLE,
RESOURCE_MAILC,
RESOURCE_MAILC_TABLE,
RESOURCE_PALLET_BOY,
RESOURCE_PS,
RESOURCE_PS_TABLE,
RESOURCE_PSZ,
RESOURCE_PSZ_TABLE,
RESOURCE_SELECT,
RESOURCE_SELECT_TABLE,
RESOURCE_STRING,
RESOURCE_STRING_TABLE,
RESOURCE_SUPERZ,
RESOURCE_SUPERZ_TABLE,
RESOURCE_SUPER,
RESOURCE_SUPER_TABLE,
RESOURCE_TEX_BOY,
RESOURCE_FACE_BOY,
RESOURCE_FGNPCDATA,
RESOURCE_MESSAGE,
RESOURCE_MESSAGE_TABLE,
RESOURCE_MY_ORIGINAL,
RESOURCE_NEEDLEWORK_JOYBOOT,
RESOURCE_PLAYER_ROOM_FLOOR,
RESOURCE_PLAYER_ROOM_WALL,
RESOURCE_NPC_NAME_STR_TABLE,
RESOURCE_D_OBJ_NPC_STOCK_SCH,
RESOURCE_D_OBJ_NPC_STOCK_SCL,
RESOURCE_TITLE,
RESOURCE_MURA_SPRING,
RESOURCE_MURA_SUMMER,
RESOURCE_MURA_FALL,
RESOURCE_MURA_WINTER,
RESOURCE_ODEKAKE,
RESOURCE_OMAKE,
RESOURCE_EKI1,
RESOURCE_EKI1_2,
RESOURCE_EKI1_3,
RESOURCE_EKI1_4,
RESOURCE_EKI1_5,
RESOURCE_EKI2,
RESOURCE_EKI2_2,
RESOURCE_EKI2_3,
RESOURCE_EKI2_4,
RESOURCE_EKI2_5,
RESOURCE_EKI3,
RESOURCE_EKI3_2,
RESOURCE_EKI3_3,
RESOURCE_EKI3_4,
RESOURCE_EKI3_5,
RESOURCE_TEGAMI,
RESOURCE_TEGAMI2,
RESOURCE_FAMIKON,
RESOURCE_BOY1,
RESOURCE_BOY2,
RESOURCE_BOY3,
RESOURCE_BOY4,
RESOURCE_BOY5,
RESOURCE_BOY6,
RESOURCE_BOY7,
RESOURCE_BOY8,
RESOURCE_GIRL11,
RESOURCE_GIRL12,
RESOURCE_GIRL13,
RESOURCE_GIRL14,
RESOURCE_GIRL15,
RESOURCE_GIRL16,
RESOURCE_GIRL17,
RESOURCE_GIRL18,
RESOURCE_D_BG_ISLAND_SCH,
RESOURCE_FGDATA,
RESOURCE_MAIL,
RESOURCE_MAIL_TABLE,
RESOURCE_MAILA,
RESOURCE_MAILA_TABLE,
RESOURCE_MAILB,
RESOURCE_MAILB_TABLE,
RESOURCE_MAILC,
RESOURCE_MAILC_TABLE,
RESOURCE_PALLET_BOY,
RESOURCE_PS,
RESOURCE_PS_TABLE,
RESOURCE_PSZ,
RESOURCE_PSZ_TABLE,
RESOURCE_SELECT,
RESOURCE_SELECT_TABLE,
RESOURCE_STRING,
RESOURCE_STRING_TABLE,
RESOURCE_SUPERZ,
RESOURCE_SUPERZ_TABLE,
RESOURCE_SUPER,
RESOURCE_SUPER_TABLE,
RESOURCE_TEX_BOY,
RESOURCE_FACE_BOY,
RESOURCE_FGNPCDATA,
RESOURCE_MESSAGE,
RESOURCE_MESSAGE_TABLE,
RESOURCE_MY_ORIGINAL,
RESOURCE_NEEDLEWORK_JOYBOOT,
RESOURCE_PLAYER_ROOM_FLOOR,
RESOURCE_PLAYER_ROOM_WALL,
RESOURCE_NPC_NAME_STR_TABLE,
RESOURCE_D_OBJ_NPC_STOCK_SCH,
RESOURCE_D_OBJ_NPC_STOCK_SCL,
RESOURCE_TITLE,
RESOURCE_MURA_SPRING,
RESOURCE_MURA_SUMMER,
RESOURCE_MURA_FALL,
RESOURCE_MURA_WINTER,
RESOURCE_ODEKAKE,
RESOURCE_OMAKE,
RESOURCE_EKI1,
RESOURCE_EKI1_2,
RESOURCE_EKI1_3,
RESOURCE_EKI1_4,
RESOURCE_EKI1_5,
RESOURCE_EKI2,
RESOURCE_EKI2_2,
RESOURCE_EKI2_3,
RESOURCE_EKI2_4,
RESOURCE_EKI2_5,
RESOURCE_EKI3,
RESOURCE_EKI3_2,
RESOURCE_EKI3_3,
RESOURCE_EKI3_4,
RESOURCE_EKI3_5,
RESOURCE_TEGAMI,
RESOURCE_TEGAMI2,
RESOURCE_FAMIKON,
RESOURCE_BOY1,
RESOURCE_BOY2,
RESOURCE_BOY3,
RESOURCE_BOY4,
RESOURCE_BOY5,
RESOURCE_BOY6,
RESOURCE_BOY7,
RESOURCE_BOY8,
RESOURCE_GIRL11,
RESOURCE_GIRL12,
RESOURCE_GIRL13,
RESOURCE_GIRL14,
RESOURCE_GIRL15,
RESOURCE_GIRL16,
RESOURCE_GIRL17,
RESOURCE_GIRL18,
RESOURCE_D_BG_ISLAND_SCH,
RESOURCE_NUM
RESOURCE_NUM
};
extern void JW_UpdateVideoMode();
@@ -104,7 +104,7 @@ extern int JW_JUTGamepad_getErrorStatus();
extern u32 JW_JUTGamepad_getButton();
extern u32 JW_JUTGamepad_getTrigger();
extern f32 JW_JUTGamepad_getSubStickValue();
extern int JW_JUTGamepad_getSubStickAngle();
extern s16 JW_JUTGamepad_getSubStickAngle();
extern void JW_BeginFrame();
extern void JW_EndFrame();
extern int JW_setClearColor(u8 r, u8 g, u8 b);
+2
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@@ -353,6 +353,8 @@ typedef int (*mCoBG_LINECHECK_PROC)(mActor_name_t);
extern int mCoBG_LineCheck_RemoveFg(xyz_t* rev_pos, xyz_t start_pos, xyz_t end_pos, mCoBG_LINECHECK_PROC check_proc,
int category);
extern int mCoBG_GetMoveBgHeight(f32* move_bg_height, xyz_t* pos_p);
extern int mCoBG_WoodSoundEffect(const xyz_t* pos_p);
extern void mCoBG_InitMoveBgData();
extern void mCoBG_InitBlockBgCheckMode();
+1 -1
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@@ -34,8 +34,8 @@ extern "C" {
/* degrees -> short angle */
#define DEG2SHORT_ANGLE(deg) ((s16)((deg) * (65536.0f / 360.0f)))
#define DEG2SHORT_ANGLE2(deg) ((int)((deg) * (65536.0f / 360.0f)))
#define DEG2SHORT_ANGLE3(deg) ((deg) * (65536.0f / 360.0f))
/* short angle -> degrees */
#define SHORT2DEG_ANGLE(s) ((((f32)(s)) / (65536.0f / 360.0f)))
+1
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@@ -490,6 +490,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
)
#define IS_ITEM_PALM_TREE(item) ((item) >= TREE_PALM_SAPLING && (item) < TREE_PALM_FRUIT)
#define IS_ITEM_ANY_PALM_TREE(item) ((item) >= TREE_PALM_SAPLING && (item) <= TREE_PALM_FRUIT)
#define IS_ITEM_TREE_STUMP(item) ((item >= TREE_STUMP001 && (item) <= TREE_STUMP004) || \
(item) >= TREE_PALM_STUMP001 && (item) <= TREE_PALM_STUMP004 || \
+4 -3
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@@ -278,7 +278,7 @@ enum {
#define mPlayer_REQUEST_PRIORITY_NONE -1
#define mPlayer_REQUEST_PRIORITY_VALID(prio) ((prio) >= 0 && (prio) < mPlayer_REQUEST_PRIORITY_NUM)
#define mPlayer_REQUEST_PRIORITY_VALID(prio) ((prio) >= 0 && (prio) <= mPlayer_REQUEST_PRIORITY_45)
enum {
mPlayer_ANIM_WAIT1,
@@ -1817,6 +1817,7 @@ typedef struct player_main_notice_rod_s {
f32 timer;
int state;
int not_full_pocket;
s16 angle_y;
int exchange_flag;
int already_collected;
int end_effect_flag;
@@ -1869,7 +1870,7 @@ typedef struct player_main_shock_s {
s16 target_angle_y;
f32 timer;
f32 end_time;
u8 bee_chase_bgm_flag;
s8 bee_chase_bgm_flag;
int axe_flag;
int bgm_stop_flag;
} mPlayer_main_shock_c;
@@ -2264,7 +2265,7 @@ struct player_actor_s {
/* 0x1300 */ void* (*get_door_label_proc)(GAME*);
/* 0x1304 */ int (*Set_Item_net_catch_request_table_proc)(ACTOR*, GAME*, u32, s8, const xyz_t*, f32);
/* 0x1308 */ f32 (*Get_Item_net_catch_swing_timer_proc)(ACTOR*, GAME*);
/* 0x130C */ u8 (*Set_Item_net_catch_request_force_proc)(ACTOR*, GAME*, u32, s8);
/* 0x130C */ int (*Set_Item_net_catch_request_force_proc)(ACTOR*, GAME*, u32, s8);
/* 0x1310 */ void (*Set_force_position_angle_proc)(GAME*, const xyz_t*, const s_xyz*, u8);
/* 0x1314 */ u8 (*Get_force_position_angle_proc)(GAME*, xyz_t*, s_xyz*);
/* 0x1318 */ int (*Get_WadeEndPos_proc)(GAME*, xyz_t*);
+211 -86
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@@ -23,8 +23,54 @@
#include "ac_insect.h"
#include "ac_gyoei.h"
#include "ac_gyo_release.h"
#include "jsyswrap.h"
#include "ac_set_ovl_gyoei.h"
#include "m_vibctl.h"
#include "m_debug.h"
/* Static function declarations, add as needed for intellisense */
static void Player_actor_Item_Setup_main(ACTOR* actor, int now, int last);
static mActor_name_t Player_actor_Get_ItemNoSubmenu(void);
static int Player_actor_request_main_broken_axe_type_swing(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
int hit_ut_x, int hit_ut_z, int priority);
static int Player_actor_request_main_swing_axe_all(GAME* game, const xyz_t* pos, mActor_name_t hit_item, u16 damage_no,
int hit_ut_x, int hit_ut_z, int priority);
static int Player_actor_request_main_broken_axe_type_reflect(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
ACTOR* hit_actor, int priority);
static int Player_actor_request_main_reflect_axe_all(GAME* game, const xyz_t* pos, mActor_name_t hit_item,
u16 damage_no, ACTOR* hit_actor, int priority);
static int Player_actor_request_main_air_axe_all(GAME* game, int priority);
static int Player_actor_request_main_rotate_umbrella_all(GAME* game, int prio);
static int Player_actor_request_main_swing_fan_all(GAME* game, int start_swing, int prio);
static int Player_actor_request_main_wade_all(GAME* game, int dir, int priority);
static int Player_actor_request_main_demo_wade_all(GAME* game, int dir, int priority);
static int Player_actor_request_main_demo_geton_boat_wade_all(GAME* game, int dir, f32 border_ofs, int prio);
static int Player_actor_request_main_wade_snowball_all(GAME* game, int dir, const xyz_t* snowball_dist_p, int priority);
static int Player_actor_Check_ItemAnimationToItemKind(int kind, int anim);
static int Player_actor_request_main_dig_scoop_all(GAME* game, const xyz_t* pos, mActor_name_t name, int priority);
static int Player_actor_request_main_fill_scoop_all(GAME* game, const xyz_t* pos, int priority);
static int Player_actor_request_main_reflect_scoop_all(GAME* game, const xyz_t* pos, mActor_name_t item,
ACTOR* hit_actor, int priority);
static int Player_actor_request_main_air_scoop_all(GAME* game, int priority);
static int Player_actor_request_main_get_scoop_all(GAME* game, const xyz_t* pos, mActor_name_t item, int priority);
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);
static int Player_actor_request_main_ready_pitfall_all(GAME* game, const xyz_t* pos_p, int prio);
static int Player_actor_request_main_knock_door(GAME* game, const xyz_t* pos_p, s16 angle_y, int prio);
static s8 Player_actor_Get_ItemKind_fromScene(void);
static int Player_actor_request_main_putin_item(GAME* game, int priority);
static int Player_actor_request_main_takeout_item(GAME* game, int priority);
static void Player_actor_Refuse_pickup_demo_ct(ACTOR* actor);
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);
static int Player_actor_request_main_pickup_furniture(GAME* game, int slot_idx, mActor_name_t item,
const xyz_t* item_pos_p);
static int Player_actor_request_main_remove_grass(GAME* game, const xyz_t* target_pos_p, const xyz_t* grass_pos_p);
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);
static int Player_actor_request_main_radio_exercise_all(GAME* game, int cmd, f32 speed, int prio);
static void Player_actor_request_main_change_from_submenu(ACTOR* actorx, GAME* game);
static void Player_actor_request_change_item(GAME* game);
static int Player_actor_check_request_main_able(GAME* game, int request_main_index, int priority);
static void Player_actor_request_main_index(GAME* game, int request_index, int priority);
static void Player_actor_InitAnimation_Base1(ACTOR* actorx, GAME* game, int anim0_idx, int anim1_idx, f32 anim0_frame,
@@ -139,8 +185,8 @@ 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 void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, f32 speed, f32 morph_speed,
f32 frame, int mode);
static int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind);
static int Player_actor_CheckController_forPickup(GAME* game);
@@ -162,6 +208,169 @@ 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);
static void Player_actor_ct_forCorect(ACTOR* actorx, GAME* game);
static void Player_actor_set_eye_pattern(ACTOR* actorx, int idx);
static void Player_actor_set_mouth_pattern(ACTOR* actorx, int idx);
static void Player_actor_Set_old_sound_frame_counter(ACTOR* actorx);
static void Player_actor_change_proc_index(ACTOR* actorx, GAME* game);
static int Player_actor_request_main_fail_emu(GAME* game, int prio);
static int Player_actor_request_main_intro_all(GAME* game, int prio);
static int Player_actor_request_main_wait_all(GAME* game, f32 morph_speed, f32 _04, int flags, int priority);
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_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);
static int Player_actor_request_main_give_all(GAME*, ACTOR*, int, int, mActor_name_t, int, int, int, int);
static int Player_actor_request_main_sitdown(GAME*, int, const xyz_t*, int, int);
static int Player_actor_request_main_close_furniture(GAME*, int);
static int Player_actor_request_main_lie_bed(GAME*, int, const xyz_t*, int, int, int);
static int Player_actor_request_main_hide(GAME*, int);
static int Player_actor_request_main_groundhog(GAME*, int);
static int Player_actor_request_main_door(GAME*, const xyz_t*, s16, int, void*, int);
static int Player_actor_request_main_outdoor(GAME*, int, int, int);
static int Player_actor_request_main_wash_car_all(GAME*, const xyz_t*, const xyz_t*, s16, ACTOR*, int);
static int Player_actor_request_main_rotate_octagon_all(GAME*, ACTOR*, int, int, const xyz_t*, s16, int);
static int Player_actor_request_main_throw_money_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_pray_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_mail_jump_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_wait_all(GAME*, int, void*, int);
static int Player_actor_request_main_demo_walk_all(GAME*, f32, f32, f32, int, int);
static int Player_actor_request_main_demo_geton_train(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_getoff_train(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_standing_train_all(GAME*, int);
static int Player_actor_request_main_stung_bee_all(GAME*, int);
static int Player_actor_request_main_shock_all(GAME*, f32, s16, s8, int, int);
static int Player_actor_request_main_change_cloth_forNPC(GAME*, mActor_name_t, u16, int);
static int Player_actor_request_main_push_snowball_all(GAME*, void*, int, int);
static int Player_actor_request_main_stung_mosquito_all(GAME*, void*, int);
static int Player_actor_request_main_switch_on_lighthouse_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_geton_boat_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_getoff_boat_standup_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_get_golden_item2_all(GAME*, int, int);
static int Player_actor_request_main_demo_get_golden_axe_wait_all(GAME*, int);
static int Player_actor_check_request_main_priority(GAME*, int);
static void* Player_actor_get_door_label(GAME*);
static int Player_actor_Set_Item_net_catch_request_table(ACTOR*, GAME*, u32, s8, const xyz_t*, f32);
static f32 Player_actor_Get_Item_net_catch_swing_timer(ACTOR*, GAME*);
static int Player_actor_Set_Item_net_catch_request_force(ACTOR*, GAME*, u32, s8);
static void Player_actor_Set_force_position_angle(GAME*, const xyz_t*, const s_xyz*, u8);
static u8 Player_actor_Get_force_position_angle(GAME*, xyz_t*, s_xyz*);
static int Player_actor_Get_WadeEndPos(GAME*, xyz_t*);
static int Player_actor_Check_Label_main_push_snowball(GAME*, void*);
static int Player_actor_SetParam_for_push_snowball(GAME*, const xyz_t*, s16, f32);
static int Player_actor_able_submenu_request_main_index(GAME*);
static int Player_actor_check_able_change_camera_normal_index(ACTOR*);
static int Player_actor_Check_able_force_speak_label(GAME*, void*);
static int Player_actor_check_cancel_request_change_proc_index(int);
static u32 Player_actor_Get_item_net_catch_label(ACTOR*);
static int Player_actor_Change_item_net_catch_label(ACTOR*, u32, s8);
static int Player_actor_Check_StopNet(ACTOR*, xyz_t*);
static int Player_actor_Check_HitAxe(ACTOR*, xyz_t*);
static int Player_actor_Check_VibUnit_OneFrame(ACTOR*, const xyz_t*);
static int Player_actor_Check_HitScoop(ACTOR*, xyz_t*);
static int Player_actor_Check_DigScoop(ACTOR*, xyz_t*);
static int Player_actor_check_request_change_item(GAME*);
static int Player_actor_Check_RotateOctagon(GAME*);
static int Player_actor_Check_end_stung_bee(ACTOR*);
static int Player_actor_Get_status_for_bee(ACTOR*);
static int Player_actor_Set_ScrollDemo_forWade_snowball(ACTOR*, int, const xyz_t*);
static int Player_actor_Check_tree_shaken(ACTOR*, const xyz_t*);
static int Player_actor_Check_tree_shaken_little(ACTOR*, const xyz_t*);
static int Player_actor_Check_tree_shaken_big(ACTOR*, const xyz_t*);
static int Player_actor_Check_Label_main_wade_snowball(GAME*, void*);
static int Player_actor_GetSnowballPos_forWadeSnowball(ACTOR*, xyz_t*);
static int Player_actor_CheckCondition_forWadeSnowball(GAME*, const xyz_t*, s16);
static mActor_name_t Player_actor_Get_itemNo_forWindow(ACTOR*);
static int Player_actor_check_cancel_event_without_priority(GAME*);
static int Player_actor_CheckScene_AbleSubmenu(void);
static int Player_actor_Check_stung_mosquito(GAME*, void*);
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 int Player_actor_request_main_return_outdoor2_all(GAME* game, int prev_index, int now_index, f32 time, f32 arg5);
static int Player_actor_request_main_fall_all(GAME* game, f32 speed, int flags, int prio);
static int Player_actor_request_main_ready_net(GAME* game, int priority);
static int Player_actor_request_main_ready_rod(GAME* game, int priority);
static int Player_actor_request_main_slip_net(GAME* game, int priority);
static int Player_actor_request_main_turn_dash_all(GAME* game, s16 angle, int prio);
static int Player_actor_request_main_tumble(GAME* game, int priority);
static int Player_actor_request_main_tumble_getup(GAME* game, int prio);
static int Player_actor_request_main_release_creature_all(GAME* game, int type, int gold_scoop_flag,
mPlayer_request_release_creature_u* release_data,
ACTOR* release_actor_p, int prio);
static int Player_actor_request_main_complete_payment(GAME* game, int prio);
static int Player_actor_request_main_push(GAME* game, int ftr_no, s16 angle_y, xyz_t* pos, int priority);
static int Player_actor_request_main_pull(GAME* game, int ftr_no, s16 angle, xyz_t* start_pos, xyz_t* end_pos,
xyz_t* ofs, int priority);
static int Player_actor_request_main_rotate_furniture(GAME* game, int ftr_no, s16 angle, xyz_t* pos, int type,
int priority);
static int Player_actor_request_main_open_furniture(GAME* game, s16 angle, xyz_t* pos, int anim_idx, int priority);
static int Player_actor_request_main_wait_open_furniture(GAME* game, int priority);
static int Player_actor_request_main_wait_bed(GAME* game, int priority);
static int Player_actor_request_main_roll_bed(GAME* game, int direction, int priority);
static int Player_actor_request_main_standup_bed(GAME* game, int move_direction, int priority);
static int Player_actor_request_main_pickup_exchange(GAME* game, const xyz_t* target_pos_p, mActor_name_t item,
int priority);
static int Player_actor_request_main_demo_get_golden_item_all(GAME* game, int type, int prio);
static int Player_actor_request_main_sitdown_wait(GAME* game, int ftr_no, int priority);
static int Player_actor_request_main_standup(GAME* game, int ftr_no, int priority);
static int Player_actor_request_main_swing_net(GAME* game, int priority);
static int Player_actor_request_main_ready_walk_net(GAME* game, int priority);
static int Player_actor_request_main_pull_net(GAME* game, int priority);
static int Player_actor_request_main_stop_net(GAME* game, int priority);
static int Player_actor_request_main_notice_net(GAME* game, int already_collected, int priority);
static int Player_actor_request_main_putaway_net(GAME* game, int exchange_flag, int priority);
static int Player_actor_request_main_cast_rod(GAME* game, const xyz_t* pos, int priority);
static int Player_actor_request_main_air_rod(GAME* game, int priority);
static int Player_actor_request_main_relax_rod(GAME* game, int priority);
static int Player_actor_request_main_vib_rod(GAME* game, int priority);
static int Player_actor_request_main_collect_rod(GAME* game, int priority);
static int Player_actor_request_main_fly_rod(GAME* game, int priority);
static int Player_actor_request_main_notice_rod(GAME* game, s16 angle, int priority);
static int Player_actor_request_main_putaway_rod(GAME* game, s16 angle, int exchange_flag, int priority);
static int Player_actor_request_main_recieve_stretch(GAME* game, ACTOR* talk_actor_p, int turn_flag, int ret_main_index,
mActor_name_t item, int surface_flag, int priority);
static int Player_actor_request_main_recieve(GAME* game, ACTOR* talk_actor_p, int turn_flag, int ret_main_index,
mActor_name_t item, int surface_flag, int priority);
static int Player_actor_request_main_recieve_putaway(GAME* game, ACTOR* talk_actor_p, int turn_flag, int ret_main_index,
mActor_name_t item, int surface_flag, int priority);
static int Player_actor_request_main_give_wait_all(GAME* game, ACTOR* talk_actor_p, int turn_flag, int ret_main_index,
mActor_name_t item, int surface_flag, int priority);
static int Player_actor_request_main_demo_geton_train_wait_all(GAME* game, int prio);
static int Player_actor_request_main_tired_all(GAME* game, int priority);
static int Player_actor_request_main_fall_pitfall_all(GAME* game, int prio);
static int Player_actor_request_main_struggle_pitfall_all(GAME* game, int prio);
static int Player_actor_request_main_climbup_pitfall_all(GAME* game, int prio);
static int Player_actor_request_main_notice_bee_all(GAME* game, int prio);
static int Player_actor_request_main_notice_mosquito(GAME* game, u32 label, int prio);
static int Player_actor_request_main_demo_geton_boat_sitdown_all(GAME* game, int prio);
static int Player_actor_request_main_demo_geton_boat_wait_all(GAME* game, int prio);
static int Player_actor_request_main_demo_getoff_boat_all(GAME* game, const xyz_t* pos_p, s16 angle_y, int prio);
#ifdef MUST_MATCH
#ifndef __INTELLISENSE__
/* Force assetrip to detect these assets. They're used in a .c_inc file. */
FORCESTRIP static Vtx tol_sponge_1_v_0[] = {
#include "assets/tol_sponge_1_v.inc"
};
FORCESTRIP static u16 tol_sponge_1_pal_0[] ATTRIBUTE_ALIGN(32) = {
#include "assets/tol_sponge_1_pal.inc"
};
FORCESTRIP static u8 tol_sponge_1_main1_tex_txt_0[] ATTRIBUTE_ALIGN(32) = {
#include "assets/tol_sponge_1_main1_tex_txt.inc"
};
#endif
#endif
/* Tool Models */
#include "../src/m_player_tools.c_inc"
/* Common */
#include "../src/m_player_controller.c_inc"
#include "../src/m_player_vibration.c_inc"
@@ -307,90 +516,6 @@ static int Player_actor_CheckController_forRadio_exercise(GAME* game);
#include "../src/m_player_main_demo_get_golden_item2.c_inc"
#include "../src/m_player_main_demo_get_golden_axe_wait.c_inc"
/* TODO: looks like all the c_inc files are included before the player funcs in this file based on rodata ordering */
static void Player_actor_ct_forCorect(ACTOR* actorx, GAME* game);
static void Player_actor_set_eye_pattern(ACTOR* actorx, int idx);
static void Player_actor_set_mouth_pattern(ACTOR* actorx, int idx);
static void Player_actor_Set_old_sound_frame_counter(ACTOR* actorx);
static void Player_actor_change_proc_index(ACTOR* actorx, GAME* game);
static int Player_actor_request_main_invade_all(GAME*, int);
// static int Player_actor_request_main_refuse(GAME*, int);
// 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);
static int Player_actor_request_main_give_all(GAME*, ACTOR*, int, int, mActor_name_t, int, int, int, int);
static int Player_actor_request_main_sitdown(GAME*, int, const xyz_t*, int, int);
static int Player_actor_request_main_close_furniture(GAME*, int);
static int Player_actor_request_main_lie_bed(GAME*, int, const xyz_t*, int, int, int);
static int Player_actor_request_main_hide(GAME*, int);
static int Player_actor_request_main_groundhog(GAME*, int);
static int Player_actor_request_main_door(GAME*, const xyz_t*, s16, int, u32, int);
static int Player_actor_request_main_outdoor(GAME*, int, int, int);
static int Player_actor_request_main_wash_car_all(GAME*, const xyz_t*, const xyz_t*, s16, ACTOR*, int);
static int Player_actor_request_main_rotate_octagon_all(GAME*, ACTOR*, int, int, const xyz_t*, s16, int);
static int Player_actor_request_main_throw_money_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_pray_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_mail_jump_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_wait_all(GAME*, int, u32, int);
static int Player_actor_request_main_demo_walk_all(GAME*, f32, f32, f32, int, int);
static int Player_actor_request_main_demo_geton_train(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_getoff_train(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_standing_train_all(GAME*, int);
static int Player_actor_request_main_stung_bee_all(GAME*, int);
static int Player_actor_request_main_shock_all(GAME*, f32, s16, s8, int, int);
static int Player_actor_request_main_change_cloth_forNPC(GAME*, mActor_name_t, u16, int);
static int Player_actor_request_main_push_snowball_all(GAME*, u32, int, int);
static int Player_actor_request_main_stung_mosquito_all(GAME*, u32, int);
static int Player_actor_request_main_switch_on_lighthouse_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_geton_boat_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_getoff_boat_standup_all(GAME*, const xyz_t*, s16, int);
static int Player_actor_request_main_demo_get_golden_item2_all(GAME*, int, int);
static int Player_actor_request_main_demo_get_golden_axe_wait_all(GAME*, int);
static int Player_actor_check_request_main_priority(GAME*, int);
static u32 Player_actor_get_door_label(GAME*);
static int Player_actor_Set_Item_net_catch_request_table(ACTOR*, GAME*, u32, s8, const xyz_t*, f32);
static f32 Player_actor_Get_Item_net_catch_swing_timer(ACTOR*, GAME*);
static int Player_actor_Set_Item_net_catch_request_force(ACTOR*, GAME*, u32, s8);
static void Player_actor_Set_force_position_angle(GAME*, const xyz_t*, const s_xyz*, u8);
static u8 Player_actor_Get_force_position_angle(GAME*, xyz_t*, s_xyz*);
static int Player_actor_Get_WadeEndPos(GAME*, xyz_t*);
static int Player_actor_Check_Label_main_push_snowball(GAME*, u32);
static int Player_actor_SetParam_for_push_snowball(GAME*, const xyz_t*, s16, f32);
static int Player_actor_able_submenu_request_main_index(GAME*);
static int Player_actor_check_able_change_camera_normal_index(ACTOR*);
static int Player_actor_Check_able_force_speak_label(GAME*, u32);
static int Player_actor_check_cancel_request_change_proc_index(int);
static u32 Player_actor_Get_item_net_catch_label(ACTOR*);
static int Player_actor_Change_item_net_catch_label(ACTOR*, u32, s8);
static int Player_actor_Check_StopNet(ACTOR*, xyz_t*);
static int Player_actor_Check_HitAxe(ACTOR*, xyz_t*);
static int Player_actor_Check_VibUnit_OneFrame(ACTOR*, const xyz_t*);
static int Player_actor_Check_HitScoop(ACTOR*, xyz_t*);
static int Player_actor_Check_DigScoop(ACTOR*, xyz_t*);
static int Player_actor_check_request_change_item(GAME*);
static int Player_actor_Check_RotateOctagon(GAME*);
static int Player_actor_Check_end_stung_bee(ACTOR*);
static int Player_actor_Get_status_for_bee(ACTOR*);
static int Player_actor_Set_ScrollDemo_forWade_snowball(ACTOR*, int, const xyz_t*);
static int Player_actor_Check_tree_shaken(ACTOR*, const xyz_t*);
static int Player_actor_Check_tree_shaken_little(ACTOR*, const xyz_t*);
static int Player_actor_Check_tree_shaken_big(ACTOR*, const xyz_t*);
static int Player_actor_Check_Label_main_wade_snowball(GAME*, u32);
static int Player_actor_GetSnowballPos_forWadeSnowball(ACTOR*, xyz_t*);
static int Player_actor_CheckCondition_forWadeSnowball(GAME*, const xyz_t*, s16);
static mActor_name_t Player_actor_Get_itemNo_forWindow(ACTOR*);
static int Player_actor_check_cancel_event_without_priority(GAME*);
static int Player_actor_CheckScene_AbleSubmenu(void);
static int Player_actor_Check_stung_mosquito(GAME*, u32);
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_init_value(ACTOR* actorx, GAME* game) {
+56 -55
View File
@@ -1136,7 +1136,8 @@ static void Player_actor_SetupItem_common(ACTOR* actorx) {
int item_kind = Player_actor_Get_ItemKind(actorx, main_idx);
if (item_kind < 0) {
Player_actor_LoadOrDestruct_Item(actorx, -1, -1, 0.0f, 0.0f, 1.0f, mPlayer_ITEM_IS_BALLOON(item_kind) == FALSE);
Player_actor_LoadOrDestruct_Item(actorx, -1, -1, 0.0f, 0.0f, -1.0f,
mPlayer_ITEM_IS_BALLOON(item_kind) == FALSE);
Player_actor_Set_now_item_main_index(actorx, mPlayer_ITEM_MAIN_NONE);
player->item_kind = item_kind;
}
@@ -1486,7 +1487,7 @@ static int Player_actor_Movement_Base_Braking_common(ACTOR* actorx, f32 brake_am
}
static int Player_actor_Movement_Base_Braking(ACTOR* actorx) {
return Player_actor_Movement_Base_Braking_common(actorx, 0.326525f);
return Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static void Player_actor_SetPlayerAngle_forUki(ACTOR* actorx) {
@@ -1554,16 +1555,16 @@ static int Player_actor_CheckAbleMoveWadeBG(GAME* game, const xyz_t* pos_p, int
target_pos = *pos_p;
switch (dir) {
case mFI_MOVEDIR_RIGHT:
target_pos.x = world_border_pos.x + 18.0f + mFI_BK_WORLDSIZE_X_F;
target_pos.x = world_border_pos.x + 18.00001f + mFI_BK_WORLDSIZE_X_F;
break;
case mFI_MOVEDIR_LEFT:
target_pos.x = world_border_pos.x - 18.0f;
target_pos.x = world_border_pos.x - 18.00001f;
break;
case mFI_MOVEDIR_UP:
target_pos.z = world_border_pos.z - 18.0f;
target_pos.z = world_border_pos.z - 18.00001f;
break;
case mFI_MOVEDIR_DOWN:
target_pos.z = world_border_pos.z + 18.0f + mFI_BK_WORLDSIZE_Z_F;
target_pos.z = world_border_pos.z + 18.00001f + mFI_BK_WORLDSIZE_Z_F;
break;
default:
return FALSE;
@@ -1586,7 +1587,7 @@ static int Player_actor_CheckAbleMoveWadeBlock(GAME* game, const xyz_t* pos_p, s
if (move_percentX > stick_range &&
((DEG2SHORT_ANGLE2(90.0f) - angle_range) < angle_y && angle_y < (DEG2SHORT_ANGLE2(90.0f) + angle_range)) &&
mFI_ScrollCheck(*pos_p, mFI_MOVEDIR_RIGHT)) {
f32 border_x = (mFI_BK_WORLDSIZE_X_F - 18.0f);
f32 border_x = (mFI_BK_WORLDSIZE_X_F - 18.00001f);
if (mCoBG_GetBlockBgCheckMode() == mCoBG_BLOCK_BGCHECK_MODE_INTRO_DEMO) {
border_x -= mFI_UNIT_BASE_SIZE_F;
@@ -1606,7 +1607,7 @@ static int Player_actor_CheckAbleMoveWadeBlock(GAME* game, const xyz_t* pos_p, s
(DEG2SHORT_ANGLE2(-90.0f) - angle_range < (int)angle_y &&
(int)angle_y < DEG2SHORT_ANGLE2(-90.0f) + angle_range) &&
mFI_ScrollCheck(*pos_p, mFI_MOVEDIR_LEFT)) {
f32 border_x = 18.0f;
f32 border_x = 18.00001f;
if (mCoBG_GetBlockBgCheckMode() == mCoBG_BLOCK_BGCHECK_MODE_INTRO_DEMO) {
border_x += mFI_UNIT_BASE_SIZE_F;
@@ -1627,7 +1628,7 @@ static int Player_actor_CheckAbleMoveWadeBlock(GAME* game, const xyz_t* pos_p, s
((DEG2SHORT_ANGLE2(180.0f) - angle_range) < (int)angle_y ||
(int)angle_y < (DEG2SHORT_ANGLE2(-180.0f) + angle_range)) &&
mFI_ScrollCheck(*pos_p, mFI_MOVEDIR_UP)) {
f32 border_z = 18.0f;
f32 border_z = 18.00001f;
if (mCoBG_GetBlockBgCheckMode() == mCoBG_BLOCK_BGCHECK_MODE_INTRO_DEMO) {
border_z += mFI_UNIT_BASE_SIZE_F;
@@ -1648,7 +1649,7 @@ static int Player_actor_CheckAbleMoveWadeBlock(GAME* game, const xyz_t* pos_p, s
((-angle_range < (int)angle_y && (int)angle_y <= DEG2SHORT_ANGLE2(0.0f)) ||
(int)angle_y >= DEG2SHORT_ANGLE2(0.0f) && (int)angle_y < angle_range) &&
mFI_ScrollCheck(*pos_p, mFI_MOVEDIR_DOWN)) {
f32 border_z = (mFI_BK_WORLDSIZE_Z_F - 18.0f);
f32 border_z = (mFI_BK_WORLDSIZE_Z_F - 18.00001f);
if (mCoBG_GetBlockBgCheckMode() == mCoBG_BLOCK_BGCHECK_MODE_INTRO_DEMO) {
border_z -= mFI_UNIT_BASE_SIZE_F;
@@ -1677,25 +1678,25 @@ static int Player_actor_CheckAbleMoveDemoWadeBlock(ACTOR* actorx) {
mFI_WpostoLposInBK(&local_pos, actorx->world.position);
if (dir_x > 0.0f && local_pos.x >= (mFI_BK_WORLDSIZE_X_F - 18.0f)) {
if (dir_x > 0.0f && local_pos.x >= (mFI_BK_WORLDSIZE_X_F - 18.00001f)) {
if (mFI_ScrollCheck(actorx->world.position, mFI_MOVEDIR_RIGHT)) {
return mFI_MOVEDIR_RIGHT;
}
}
if (dir_x < 0.0f && local_pos.x <= (18.0f)) {
if (dir_x < 0.0f && local_pos.x <= (18.00001f)) {
if (mFI_ScrollCheck(actorx->world.position, mFI_MOVEDIR_LEFT)) {
return mFI_MOVEDIR_LEFT;
}
}
if (dir_z < 0.0f && local_pos.z <= (18.0f)) {
if (dir_z < 0.0f && local_pos.z <= (18.00001f)) {
if (mFI_ScrollCheck(actorx->world.position, mFI_MOVEDIR_UP)) {
return mFI_MOVEDIR_UP;
}
}
if (dir_z > 0.0f && local_pos.z >= (mFI_BK_WORLDSIZE_Z_F - 18.0f)) {
if (dir_z > 0.0f && local_pos.z >= (mFI_BK_WORLDSIZE_Z_F - 18.00001f)) {
if (mFI_ScrollCheck(actorx->world.position, mFI_MOVEDIR_DOWN)) {
return mFI_MOVEDIR_DOWN;
}
@@ -2557,9 +2558,9 @@ static void Player_actor_AppearShadow_fromAnimationFrame(ACTOR* actorx, f32 appe
}
}
static u32 Player_actor_get_door_label(GAME* game) {
static void* Player_actor_get_door_label(GAME* game) {
if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_DOOR) {
return GET_PLAYER_ACTOR_GAME(game)->main_data.door.label;
return (void*)GET_PLAYER_ACTOR_GAME(game)->main_data.door.label;
}
return 0;
@@ -3714,7 +3715,7 @@ static int Player_actor_Set_ScrollDemo_forWade_snowball(ACTOR* actorx, int reque
return FALSE;
}
static void Player_actor_SetForMark_for_settle_main(ACTOR* actorx, GAME* game) {
static void Player_actor_SetFootMark_for_settle_main(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int main_index = player->now_main_index;
@@ -4787,7 +4788,7 @@ static int Player_actor_check_item_is_fish(mActor_name_t item) {
}
static int Player_actor_Check_CommonFootMark_AnimeFrame_fromAnimeIndex(f32 cur_frame, f32 speed, f32 end_frame,
int anim_idx, const s16** data_table_p,
int anim_idx, const s16* const* data_table_p,
const u8* len_table_p) {
if (anim_idx >= 0 && anim_idx < mPlayer_ANIM_NUM) {
const s16* data_p = data_table_p[anim_idx];
@@ -4976,7 +4977,7 @@ static int Player_actor_Check_RightFootMark_AnimeFrame_fromAnimeIndex(f32 cur_fr
static const s16 right_data_taisou7_2[] = { -1 };
static const s16 right_data_omairi_us1[] = { -1 };
static const s16* data_p_table[] = {
static const s16* const data_p_table[] = {
right_data_wait1,
right_data_walk1,
right_data_axe1,
@@ -5462,7 +5463,7 @@ static int Player_actor_Check_LeftFootMark_AnimeFrame_fromAnimeIndex(f32 cur_fra
static const s16 left_data_taisou7_2[] = { -1 };
static const s16 left_data_omairi_us1[] = { -1 };
static const s16* data_p_table[] = {
static const s16* const data_p_table[] = {
left_data_wait1,
left_data_walk1,
left_data_axe1,
@@ -6000,7 +6001,7 @@ static void Player_actor_Set_FootMark_Base1(ACTOR* actorx, GAME* game, int disab
}
}
static void Player_actor_Set_FootMark_Base2(ACTOR* actorx, GAME* game, int disable_effect, int type) {
static void Player_actor_Set_FootMark_Base2(ACTOR* actorx, GAME* game, int disable_effect, u16 type) {
if (Player_actor_Set_FootMark_MarkOnly(actorx, game, disable_effect) &&
Player_actor_CheckAble_FootMark_Sound(actorx)) {
Player_actor_sound_FootStep1(actorx, type);
@@ -6784,7 +6785,7 @@ static int Player_actor_CheckAndRequest_KnockDoor(ACTOR* actorx, GAME* game, int
static int Player_actor_CheckAndRequest_ItemInOut(ACTOR* actorx, GAME* game, int main_index) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
s8 able_hand_all_item_in_demo = player->able_hand_all_item_in_demo;
s8 item_kind = Player_actor_Get_ItemKind_fromScene();
int item_kind = Player_actor_Get_ItemKind_fromScene();
if (item_kind >= 0 && able_hand_all_item_in_demo == FALSE) {
int request_main_index = player->requested_main_index;
@@ -7004,21 +7005,21 @@ static void Player_actor_Set_bgm_volume(ACTOR* actorx, int main_index) {
}
}
static int Player_actor_Check_Label_main_push_snowball(GAME* game, u32 label) {
static int Player_actor_Check_Label_main_push_snowball(GAME* game, void* label) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
if (player->now_main_index == mPlayer_INDEX_PUSH_SNOWBALL && player->main_data.push_snowball.label == label) {
if (player->now_main_index == mPlayer_INDEX_PUSH_SNOWBALL && player->main_data.push_snowball.label == (u32)label) {
return TRUE;
}
return FALSE;
}
static int Player_actor_Check_Label_main_wade_snowball(GAME* game, u32 label) {
static int Player_actor_Check_Label_main_wade_snowball(GAME* game, void* label) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
if (player->now_main_index == mPlayer_INDEX_WADE_SNOWBALL &&
player->main_data.wade_snowball.snowball_label == label) {
player->main_data.wade_snowball.snowball_label == (u32)label) {
return TRUE;
}
@@ -7755,15 +7756,15 @@ static int Player_actor_check_cancel_event_without_priority(GAME* game) {
return FALSE;
}
static int Player_actor_Check_able_force_speak_label(GAME* game, u32 label) {
static int Player_actor_Check_able_force_speak_label(GAME* game, void* label) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
u32 able_force_speak_label = player->able_force_speak_label;
u32 able_force_speak_label = (u32)player->able_force_speak_label;
if (able_force_speak_label == 0) {
return TRUE;
}
if (able_force_speak_label == label) {
if (able_force_speak_label == (u32)label) {
return TRUE;
}
@@ -7798,14 +7799,14 @@ static int Player_actor_CheckAndSet_UZAI_forNpc(ACTOR* actorx) {
return FALSE;
}
static int Player_actor_Check_stung_mosquito(GAME* game, u32 label) {
static int Player_actor_Check_stung_mosquito(GAME* game, void* label) {
int main_index = GET_PLAYER_ACTOR_GAME(game)->now_main_index;
switch (main_index) {
case mPlayer_INDEX_STUNG_MOSQUITO: {
u32 stung_label = GET_PLAYER_ACTOR_GAME(game)->requested_main_index_data.stung_mosquito.label;
if (stung_label == label) {
if (stung_label == (u32)label) {
return TRUE;
}
break;
@@ -7813,7 +7814,7 @@ static int Player_actor_Check_stung_mosquito(GAME* game, u32 label) {
case mPlayer_INDEX_NOTICE_MOSQUITO: {
u32 notice_label = GET_PLAYER_ACTOR_GAME(game)->requested_main_index_data.notice_mosquito.label;
if (notice_label == label) {
if (notice_label == (u32)label) {
return TRUE;
}
break;
@@ -7833,7 +7834,7 @@ static void Player_actor_Reset_bee_chase(ACTOR* actorx) {
}
}
static void Player_actor_Check_player_sunburn_ChangeDay(ACTOR* actorx) {
static void Player_actor_Check_player_sunburn_ChangeDay(void) {
if (mEv_CheckTitleDemo() <= 0) {
mActor_name_t field_id = mFI_GetFieldId();
@@ -8045,7 +8046,7 @@ static int Player_actor_Set_player_sunburn_rankup(ACTOR* actorx) {
}
static void Player_actor_Check_player_sunburn_for_dt(ACTOR* actorx) {
Player_actor_Check_player_sunburn_ChangeDay(actorx);
Player_actor_Check_player_sunburn_ChangeDay();
Player_actor_Check_player_sunburn_rankdown_interval(actorx);
Player_actor_Check_player_sunburn_rankdown(actorx);
Player_actor_Set_player_sunburn_rankup(actorx);
@@ -8053,14 +8054,14 @@ static void Player_actor_Check_player_sunburn_for_dt(ACTOR* actorx) {
}
static void Player_actor_Check_player_sunburn_for_main(ACTOR* actorx) {
Player_actor_Check_player_sunburn_ChangeDay(actorx);
Player_actor_Check_player_sunburn_ChangeDay();
Player_actor_Check_player_sunburn_rankdown_interval(actorx);
Player_actor_Check_player_sunburn_rankdown(actorx);
Player_actor_Check_player_sunburn_rankup(actorx);
}
static void Player_actor_Check_player_sunburn_for_ct(ACTOR* actorx) {
Player_actor_Check_player_sunburn_ChangeDay(actorx);
Player_actor_Check_player_sunburn_ChangeDay();
Player_actor_Check_player_sunburn_rankdown_interval(actorx);
Player_actor_Check_player_sunburn_rankdown(actorx);
Player_actor_Set_player_sunburn_rankdown(actorx);
@@ -8183,26 +8184,26 @@ static void Player_actor_Set_RadioExerciseCommand(ACTOR* actorx, GAME* game, int
Player_actor_Set_RadioExerciseCommandRingBuffer(actorx, command);
}
static int Player_actor_Check_radio_exercise_command(ACTOR* actorx, int continue_idx, f32* timer_p) {
static s8 Player_actor_radio_exercise_command_key_data_type1[] = { 6, 0, 3 };
static s8 Player_actor_radio_exercise_command_key_data_type2_1[] = { 1, 4, 3, 5, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type2_2[] = { 2, 5, 3, 4, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type3[] = { 3, 0, 3 };
static s8 Player_actor_radio_exercise_command_key_data_type4_1_1[] = { 5, 0, 5 };
static s8 Player_actor_radio_exercise_command_key_data_type4_1_2[] = { 7, 0, 5 };
static s8 Player_actor_radio_exercise_command_key_data_type4_2_1[] = { 4, 0, 4 };
static s8 Player_actor_radio_exercise_command_key_data_type4_2_2[] = { 8, 0, 4 };
static s8 Player_actor_radio_exercise_command_key_data_type5_1_1[] = { 2, 0, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type5_1_2[] = { 1, 0, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type5_2_1[] = { 1, 0, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type5_2_2[] = { 2, 0, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type6_1_1[] = { 8, 0, 8 };
static s8 Player_actor_radio_exercise_command_key_data_type6_1_2[] = { 4, 0, 8 };
static s8 Player_actor_radio_exercise_command_key_data_type6_2_1[] = { 7, 0, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type6_2_2[] = { 5, 0, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type7_1[] = { 6, 8, 2, 5, 3, 4, 1, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type7_2[] = { 6, 7, 1, 4, 3, 5, 2, 8 };
static s8 Player_actor_radio_exercise_command_key_data_type1[] = { 6, 0, 3 };
static s8 Player_actor_radio_exercise_command_key_data_type2_1[] = { 1, 4, 3, 5, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type2_2[] = { 2, 5, 3, 4, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type3[] = { 3, 0, 3 };
static s8 Player_actor_radio_exercise_command_key_data_type4_1_1[] = { 5, 0, 5 };
static s8 Player_actor_radio_exercise_command_key_data_type4_1_2[] = { 7, 0, 5 };
static s8 Player_actor_radio_exercise_command_key_data_type4_2_1[] = { 4, 0, 4 };
static s8 Player_actor_radio_exercise_command_key_data_type4_2_2[] = { 8, 0, 4 };
static s8 Player_actor_radio_exercise_command_key_data_type5_1_1[] = { 2, 0, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type5_1_2[] = { 1, 0, 2 };
static s8 Player_actor_radio_exercise_command_key_data_type5_2_1[] = { 1, 0, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type5_2_2[] = { 2, 0, 1 };
static s8 Player_actor_radio_exercise_command_key_data_type6_1_1[] = { 8, 0, 8 };
static s8 Player_actor_radio_exercise_command_key_data_type6_1_2[] = { 4, 0, 8 };
static s8 Player_actor_radio_exercise_command_key_data_type6_2_1[] = { 7, 0, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type6_2_2[] = { 5, 0, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type7_1[] = { 6, 8, 2, 5, 3, 4, 1, 7 };
static s8 Player_actor_radio_exercise_command_key_data_type7_2[] = { 6, 7, 1, 4, 3, 5, 2, 8 };
static int Player_actor_Check_radio_exercise_command(ACTOR* actorx, int continue_idx, f32* timer_p) {
// clang-format off
static s8* command_key_p_data[] = {
Player_actor_radio_exercise_command_key_data_type1,
+6 -6
View File
@@ -19,7 +19,7 @@ typedef void (*mPlayer_DRAW_BEFORE_PROC)(ACTOR*, GAME*, cKF_SkeletonInfo_R_c*, G
static int Player_actor_draw_Before(GAME* game, cKF_SkeletonInfo_R_c* kf, int joint_no, Gfx** gfx_pp, u8* work_flag,
void* arg, s_xyz* rot, xyz_t* pos) {
// clang-format off
static mPlayer_DRAW_BEFORE_PROC proc[] = {
static const mPlayer_DRAW_BEFORE_PROC proc[] = {
NULL,
NULL,
NULL,
@@ -142,7 +142,7 @@ typedef void (*mPlayer_DRAW_AFTER_PROC)(ACTOR*, GAME*, cKF_SkeletonInfo_R_c*, Gf
static int Player_actor_draw_After(GAME* game, cKF_SkeletonInfo_R_c* kf, int joint_no, Gfx** gfx_pp, u8* work_flag,
void* arg, s_xyz* rot, xyz_t* pos) {
// clang-format off
static mPlayer_DRAW_AFTER_PROC proc[] = {
static const mPlayer_DRAW_AFTER_PROC proc[] = {
NULL,
NULL,
NULL,
@@ -193,8 +193,8 @@ static void Player_actor_draw_Normal(ACTOR* actorx, GAME* game) {
int moving_in_boat;
GAME_PLAY* play = (GAME_PLAY*)game;
eye_tex_p = Player_actor_Get_eye_tex_p(player);
mouth_tex_p = Player_actor_Get_mouth_tex_p(player);
eye_tex_p = Player_actor_Get_eye_tex_p(actorx);
mouth_tex_p = Player_actor_Get_mouth_tex_p(actorx);
graph = game->graph;
moving_in_boat = FALSE;
@@ -306,7 +306,7 @@ static void Player_actor_draw_Normal(ACTOR* actorx, GAME* game) {
CLOSE_DISP(graph);
}
Player_actor_Item_draw(player, game);
Player_actor_Item_draw(actorx, game);
{
mActor_name_t item = EMPTY_NO;
@@ -324,7 +324,7 @@ static void Player_actor_draw_Normal(ACTOR* actorx, GAME* game) {
} else if (mPlib_get_player_actor_main_index(game) == mPlayer_INDEX_PICKUP_JUMP) {
mPlayer_main_pickup_jump_c* main_pickup_jump2 = &player->main_data.pickup_jump;
if (main_pickup_jump2->exchange_flag == FALSE) {
if (main_pickup_jump2->ftr_flag == FALSE) {
main_pickup_jump = main_pickup_jump2;
item = main_pickup_jump2->item;
item_scale = main_pickup_jump2->scale;
+3 -7
View File
@@ -1,13 +1,9 @@
typedef int (*mPlayer_item_proc)(ACTOR* actor, int, int);
extern Gfx tol_sponge_1_model[];
typedef void (*mPlayer_item_proc)(ACTOR* actor, int, int);
static void Player_actor_Item_Setup_main(ACTOR* actor, int now, int last) {
static const mPlayer_item_proc proc[] = {
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, (mPlayer_item_proc)Player_actor_Item_Setup_main_balloon_normal,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &Player_actor_Item_Setup_main_balloon_normal,
NULL, NULL,
};
+8 -8
View File
@@ -1,25 +1,25 @@
static int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_axe_normal(ACTOR* actor, GAME* game) {
return 0;
}
}
static void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_axe(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int shape_type;
Matrix_push();
Matrix_Position_VecZ(&player->axe_pos, 1500.0f);
Matrix_pull();
shape_type = player->item_shape_type[player->item_bank_idx];
if(mPlayer_ITEM_DATA_VALID(shape_type)){
if (mPlayer_ITEM_DATA_VALID(shape_type)) {
OPEN_POLY_OPA_DISP(game->graph);
gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(shape_type));
CLOSE_POLY_OPA_DISP(game->graph);
CLOSE_POLY_OPA_DISP(game->graph);
}
player->update_item_rod_top_pos = FALSE;
player->item_rod_top_pos_set = FALSE;
player->balloon_start_pos_set_flag = FALSE;
}
+62 -65
View File
@@ -1,16 +1,16 @@
static s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor){
static s16 Player_actor_Item_Get_goal_balloon_lean_angle(ACTOR* actor) {
return -actor->shape_info.rotation.x;
}
static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game, int kind){
static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, int item_kind, int kind) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int check = FALSE;
if(mPlayer_ITEM_IS_BALLOON(kind)){
if (mPlayer_ITEM_IS_BALLOON(kind)) {
check = TRUE;
}
if(check == FALSE){
if (check == FALSE) {
player->balloon_lean_angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor);
player->balloon_angle = ZeroSVec;
player->balloon_anim_max_frame = player->item_keyframe.frame_control.max_frames;
@@ -24,35 +24,32 @@ static void Player_actor_Item_Setup_main_balloon_normal(ACTOR* actor, GAME* game
player->item_keyframe.frame_control.current_frame = player->balloon_anim_max_frame;
player->item_keyframe.frame_control.speed = player->balloon_anim_speed;
}
static void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor){
static void Player_actor_Item_set_balloon_lean_angle(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
s16 angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor);
add_calc_short_angle2(&player->balloon_lean_angle, angle, 1.0f - sqrtf(0.91f), 250, 0);
s16 angle = Player_actor_Item_Get_goal_balloon_lean_angle(actor);
add_calc_short_angle2(&player->balloon_lean_angle, angle, 1.0f - sqrtf(0.90999999f), 250, 0);
}
static void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor){
static void Player_actor_Item_CulcAnimation_balloon_normal(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 speed = player->item_keyframe.frame_control.speed;
f32 cur = player->item_keyframe.frame_control.current_frame;
f32 max = player->item_keyframe.frame_control.max_frames;
player->balloon_anim_max_frame = cur;
cur += speed;
player->balloon_anim_speed = speed;
if(cur > max){
player->balloon_anim_speed = speed;
if (cur > max) {
cur = max;
}
else if(cur < 0.5f * max){
} else if (cur < 0.5f * max) {
cur = 0.5f * max;
}
player->item_keyframe.frame_control.current_frame = cur;
player->item_keyframe.frame_control.current_frame = cur;
}
static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
@@ -77,23 +74,23 @@ static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
f32 sin = sin_s(rot);
f32 cos2 = cos_s(rot);
f32 poscalc = ((sin * right_hand.x) + (cos2 * right_hand.z));
pos.y -= poscalc * cos;
}
{
f32 balloon_add_rot_z = player->balloon_add_rot_z;
s16 add_z_angle;
balloon_add_rot_z -= (0.0014f * player->balloon_angle.z);
add_z_angle = player->balloon_angle.z + (int)balloon_add_rot_z;
if (add_z_angle > 0x800) {
add_z_angle = 0x800;
} else if (add_z_angle < -0x800) {
add_z_angle = -0x800;
}
player->balloon_angle.z = add_z_angle;
player->balloon_add_rot_z = balloon_add_rot_z;
}
@@ -105,7 +102,7 @@ static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
s16 balloon_angle_x = player->balloon_angle.x;
int xang = ABS(balloon_angle_x);
int zang = ABS(balloon_angle_z);
if (zang - xang < 0) {
add_calc_short_angle2(&player->balloon_angle.x, balloon_angle_z, 1.0f - sqrtf(0.9f), 2500, 0);
} else {
@@ -116,25 +113,25 @@ static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
{
int index = player->now_main_index;
s16 add_x_angle = player->ballon_add_rot_x;
if (index == mPlayer_INDEX_WALK || index == mPlayer_INDEX_RUN) {
s16 counter = player->balloon_add_rot_x_counter;
f32 sin;
counter += (s16)(400.0f * actor->speed);
sin = sin_s(counter);
player->balloon_add_rot_x_counter = counter;
target = (s16)(1000.0f * sin);
} else {
target = 0;
}
add_calc_short_angle2(&add_x_angle, target, 1.0f - sqrtf(0.6f), 2500, 0);
player->ballon_add_rot_x = add_x_angle;
}
}
speed += pos.y;
if (speed < 13.0f) {
speed = 13.0f;
@@ -151,7 +148,7 @@ static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
f32 item_speed = player->item_keyframe.frame_control.speed;
f32 cur = player->item_keyframe.frame_control.current_frame;
f32 curmax = 0.7f * max;
if (cur >= max) {
item_speed = -0.085f;
} else if (item_speed <= 0.0f && cur <= curmax) {
@@ -159,26 +156,24 @@ static void Player_actor_Item_Movement_balloon_normal(ACTOR* actor) {
} else {
item_speed += 0.0039585f;
}
player->item_keyframe.frame_control.speed = item_speed;
}
}
static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 cur = player->item_keyframe.frame_control.current_frame;
f32 max = player->item_keyframe.frame_control.max_frames;
if(player->balloon_current_frame != cur){
f32 cur_diff = cur - player->balloon_current_frame;
if (player->balloon_current_frame != cur) {
f32 cur_diff = cur - player->balloon_current_frame;
f32 old_speed = player->item_keyframe.frame_control.speed;
if(cur_diff >= 0.0f){
if (cur_diff >= 0.0f) {
player->item_keyframe.frame_control.start_frame = 1.0f;
player->item_keyframe.frame_control.end_frame = max;
}
else {
} else {
player->item_keyframe.frame_control.end_frame = 1.0f;
player->item_keyframe.frame_control.start_frame = max;
}
@@ -186,57 +181,58 @@ static void Player_actor_Item_PlayAnimation_balloon_normal(ACTOR* actor){
player->item_keyframe.frame_control.speed = cur_diff;
Player_actor_Item_CulcAnimation_Base(actor);
player->item_keyframe.frame_control.current_frame = cur;
player->balloon_current_frame= cur;
player->balloon_current_frame = cur;
player->item_keyframe.frame_control.speed = old_speed;
}
}
static int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_balloon_normal(ACTOR* actor, GAME* game) {
Player_actor_Item_set_balloon_lean_angle(actor);
Player_actor_Item_CulcAnimation_balloon_normal(actor);
return 0;
}
}
static int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){
static int Player_actor_Item_draw_balloon_Before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx,
Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
xyz_t* joint_pos) {
switch(joint_idx){
switch (joint_idx) {
case 1:
case 2:
case 3:
OPEN_POLY_OPA_DISP(game->graph);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetTexEdgeAlpha(POLY_OPA_DISP++,80);
gDPSetTexEdgeAlpha(POLY_OPA_DISP++, 80);
CLOSE_POLY_OPA_DISP(game->graph);
break;
break;
}
return 1;
}
static int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos){
switch(joint_idx){
static int Player_actor_Item_draw_balloon_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx,
Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
xyz_t* joint_pos) {
switch (joint_idx) {
case 1:
case 2:
case 3:
OPEN_POLY_OPA_DISP(game->graph);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetTexEdgeAlpha(POLY_OPA_DISP++,144);
CLOSE_POLY_OPA_DISP(game->graph);
break;
gDPPipeSync(POLY_OPA_DISP++);
gDPSetTexEdgeAlpha(POLY_OPA_DISP++, 144);
CLOSE_POLY_OPA_DISP(game->graph);
break;
}
return 1;
return 1;
}
static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
@@ -247,7 +243,7 @@ static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
GRAPH* graph;
f32 scale;
s_xyz* angle_p = &player->balloon_angle;
if (!_Game_play_isPause(play)) {
Player_actor_Item_Movement_balloon_normal(actor);
Player_actor_Item_PlayAnimation_balloon_normal(actor);
@@ -266,7 +262,7 @@ static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
Matrix_RotateY(rot, 1);
Matrix_RotateX(angle, 1);
Matrix_RotateZ(0x4000, 1);
Matrix_RotateX(player->balloon_angle.z, 1);
Matrix_RotateX(player->balloon_angle.z, 1);
Matrix_scale(actor->scale.x * scale, actor->scale.y * scale, actor->scale.z * scale, 1);
OPEN_POLY_OPA_DISP(graph);
@@ -277,17 +273,18 @@ static void Player_actor_Item_draw_balloon(ACTOR* actor, GAME* game) {
Setpos_HiliteReflect_init(&player->right_hand_pos, play);
cKF_Si3_draw_R_SV(&play->game, &player->item_keyframe, item_mtx, Player_actor_Item_draw_balloon_Before, Player_actor_Item_draw_balloon_After, actor);
cKF_Si3_draw_R_SV(&play->game, &player->item_keyframe, item_mtx, Player_actor_Item_draw_balloon_Before,
Player_actor_Item_draw_balloon_After, actor);
Matrix_pull();
player->update_item_rod_top_pos = FALSE;
player->item_rod_top_pos_set = FALSE;
if(player->balloon_start_pos_set_flag == FALSE){
if (player->balloon_start_pos_set_flag == FALSE) {
player->other_item_start_pos = player->other_item_end_pos;
player->balloon_start_pos_set_flag = TRUE;
}
if(player->balloon_stop_movement_flag != FALSE){
if (player->balloon_stop_movement_flag != FALSE) {
player->balloon_stop_movement_flag = FALSE;
}
}
+9 -9
View File
@@ -4,7 +4,7 @@ static void Player_actor_Set_ItemNoSubmenu(mActor_name_t item) {
}
}
mActor_name_t Player_actor_Get_ItemNoSubmenu(void) {
static mActor_name_t Player_actor_Get_ItemNoSubmenu(void) {
if (mEv_CheckTitleDemo() > 0) {
return mPlib_Get_controller_data_for_title_demo_p()->equiped_item;
} else {
@@ -51,7 +51,7 @@ static s8 Player_actor_Get_ItemKind(ACTOR* actor, int kind) {
}
static int Player_actor_Get_BasicItemMainIndex_fromItemKind(int kind) {
static s8 data[] = {
static const s8 data[] = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 20,
20, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23,
@@ -187,8 +187,8 @@ static void Player_actor_Item_Set_RightHandPos_forUki(ACTOR* actor, int arg0) {
cos = cos_s(rot);
sin = sin_s(rot);
pos.z += (-2.0f * cos) - (12.0f * sin);
pos.x += (12.0f * cos) + (-2.0f * sin);
pos.z += (12.0f * cos) - (-2.0f * sin);
pos.x += (-2.0f * cos) + (12.0f * sin);
pos.y += 17.5f;
rod->right_hand_pos = pos;
@@ -219,9 +219,9 @@ static void Player_actor_Item_Set_LeftHandPos_forUki(ACTOR* actor, int arg0) {
cos = cos_s(rot);
sin = sin_s(rot);
pos.z += (-2.0f * cos) - (12.0f * sin);
pos.x += (12.0f * cos) + (-2.0f * sin);
pos.y += 17.5f;
pos.z += (10.0f * cos) - (8.0f * sin);
pos.x += (8.0f * cos) + (10.0f * sin);
pos.y += 24.0f;
rod->left_hand_pos = pos;
break;
@@ -269,8 +269,8 @@ static void Player_actor_Item_Set_RodTopPos_forUki(ACTOR* actor) {
}
}
static void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, int mode, f32 speed, f32 morph_speed,
f32 frame) {
static void Player_actor_LoadOrDestruct_Item(ACTOR* actor, int kind, int anim_idx, f32 speed, f32 morph_speed,
f32 frame, int mode) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int umbrella;
int rod;
+8 -8
View File
@@ -1,17 +1,17 @@
static int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game){
return 0;
static int Player_actor_Item_main_fan_normal(ACTOR* actor, GAME* game) {
return 0;
}
static void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_fan(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int type;
type =player->item_shape_type[player->item_bank_idx];
type = player->item_shape_type[player->item_bank_idx];
OPEN_POLY_OPA_DISP(game->graph);
gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(type));
CLOSE_POLY_OPA_DISP(game->graph);
player->update_item_rod_top_pos = FALSE;
gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(type));
CLOSE_POLY_OPA_DISP(game->graph);
player->item_rod_top_pos_set = FALSE;
player->balloon_start_pos_set_flag = FALSE;
}
+75 -81
View File
@@ -1,36 +1,38 @@
static void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max, f32 frac){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_base(s_xyz* angle, const s_xyz* base, s16 min, s16 max,
f32 frac) {
add_calc_short_angle2(&angle->x, base->x, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
add_calc_short_angle2(&angle->y, base->y, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
add_calc_short_angle2(&angle->z, base->z, 1.0f - sqrtf(1.0f - frac), min >> 1, max >> 1);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor){
static const s_xyz basic_angle = {0, 182, -7281};
static void Player_actor_Item_net_CulcJointAngle_dummy_net_reset(ACTOR* actor) {
static const s_xyz basic_angle = { 0, 182, -7281 };
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle, &basic_angle, 2730, 100, 0.2f);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor){
static s_xyz basic_angle = {0, 364, -11832};
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready(ACTOR* actor) {
static const s_xyz basic_angle = { 0, 364, -11832 };
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&basic_angle, 2730, 100, 0.2f);
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle, &basic_angle, 2730, 100, 0.2f);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle, const xyz_t* arg2, const xyz_t* end_left_angle, const xyz_t* end_right_angle){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor, const xyz_t* start_angle,
const xyz_t* arg2, const xyz_t* end_left_angle,
const xyz_t* end_right_angle) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 sp = (player->keyframe0.frame_control.speed - 0.22f) / 0.38f;
f32 sp = (player->keyframe0.frame_control.speed - 0.22f) / 0.37999996f;
s_xyz base;
f32 angle_y;
f32 fac;
s_xyz* net_angle = &player->net_angle;
if(sp > 1.0f){
if (sp > 1.0f) {
sp = 1.0f;
}
else if(sp < 0.0f){
} else if (sp < 0.0f) {
sp = 0.0f;
}
@@ -40,90 +42,80 @@ static void Player_actor_Item_net_CulcJointAngle_dummy_net_common(ACTOR* actor,
angle_y = player->shape_angle_delta.y;
if(angle_y > 0.0f){
if(angle_y > 32768.0f){
if (angle_y > 0.0f) {
if (angle_y > 32768.0f) {
angle_y = -(65536.0f - angle_y);
}
}
else if (angle_y < -32768.0f) {
} else if (angle_y < -32768.0f) {
angle_y = angle_y + 65536.0f;
}
fac = angle_y / 1820.0f;
if(fac > 1.0f){
if (fac > 1.0f) {
fac = 1.0f;
}
else if(fac < -1.0f){
} else if (fac < -1.0f) {
fac = -1.0f;
}
if(fac > 0.0f){
if (fac > 0.0f) {
base.x += (s16)(int)(fac * (end_left_angle->x - start_angle->x));
base.y += (s16)(int)(fac * (end_left_angle->y - start_angle->y));
base.z += (s16)(int)(fac * (end_left_angle->z - start_angle->z));
}
else if(fac < 0.0f){
} else if (fac < 0.0f) {
base.x += (s16)(int)(-fac * (end_right_angle->x - start_angle->x));
base.y += (s16)(int)(-fac * (end_right_angle->y - start_angle->y));
base.z += (s16)(int)(-fac * (end_right_angle->z - start_angle->z));
base.z += (s16)(int)(-fac * (end_right_angle->z - start_angle->z));
}
Player_actor_Item_net_CulcJointAngle_dummy_net_base(net_angle, &base, 2730, 100, 0.2f);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor){
static const xyz_t basic_start_move_angle = {0, 182.0f, -7281.0f};
static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_start_move_angle, &ZeroVec, &basic_end_left_turn_angle, &basic_end_right_turn_angle);
static void Player_actor_Item_net_CulcJointAngle_dummy_net_walk(ACTOR* actor) {
static const xyz_t basic_start_move_angle = { 0, DEG2SHORT_ANGLE3(1.0f), DEG2SHORT_ANGLE3(-40.0f) };
static const xyz_t basic_end_left_turn_angle = { 0, DEG2SHORT_ANGLE3(-25.0f), DEG2SHORT_ANGLE3(-25.0f) };
static const xyz_t basic_end_right_turn_angle = { 0, DEG2SHORT_ANGLE3(25.0f), DEG2SHORT_ANGLE3(-25.0f) };
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_start_move_angle, &ZeroVec,
&basic_end_left_turn_angle, &basic_end_right_turn_angle);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_zero(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle,&ZeroSVec, 2730, 100, 0.2f);
Player_actor_Item_net_CulcJointAngle_dummy_net_base(&player->net_angle, &ZeroSVec, 2730, 100, 0.2f);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor) {
static const xyz_t basic_start_move_angle = { 0.0f, DEG2SHORT_ANGLE3(2.0f), DEG2SHORT_ANGLE3(-65.0f) };
static const xyz_t basic_end_left_turn_angle = { 0, DEG2SHORT_ANGLE3(-25.0f), DEG2SHORT_ANGLE3(-25.0f) };
static const xyz_t basic_end_right_turn_angle = { 0, DEG2SHORT_ANGLE3(25.0f), DEG2SHORT_ANGLE3(-25.0f) };
static void Player_actor_Item_net_CulcJointAngle_dummy_net_ready_walk(ACTOR* actor){
static const xyz_t basic_start_move_angle = { 0.0f, 364.0f, -11832.0f };
static const xyz_t basic_end_left_turn_angle = {0, -4551.0f, -4551.0f};
static const xyz_t basic_end_right_turn_angle = {0, 4551.0f, -4551.0f};
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_start_move_angle, &ZeroVec, &basic_end_left_turn_angle, &basic_end_right_turn_angle);
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_start_move_angle, &ZeroVec,
&basic_end_left_turn_angle, &basic_end_right_turn_angle);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor) {
static const xyz_t basic_angle = { 0, DEG2SHORT_ANGLE3(-25.0f), DEG2SHORT_ANGLE3(-25.0f) };
static void Player_actor_Item_net_CulcJointAngle_dummy_net_turn(ACTOR* actor){
static const xyz_t basic_angle = { 0.0f, -4551.0f, -4551.0f };
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle,
&basic_angle);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor) {
static const xyz_t basic_angle = { 0.0f, 0.0f, DEG2SHORT_ANGLE3(-65.0f) };
static void Player_actor_Item_net_CulcJointAngle_dummy_net_slip(ACTOR* actor){
static const xyz_t basic_angle = {0.0f, 0.0f, -11832.0f};
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle, &basic_angle);
Player_actor_Item_net_CulcJointAngle_dummy_net_common(actor, &basic_angle, &basic_angle, &basic_angle,
&basic_angle);
}
static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if(player->keyframe0.frame_control.current_frame >= 0.5f){
if (player->keyframe0.frame_control.current_frame >= 5.0f) {
Player_actor_Item_net_CulcJointAngle_dummy_net_zero(actor);
}
else{
} else {
Player_actor_Item_net_CulcJointAngle_dummy_net_ready(actor);
}
}
@@ -131,7 +123,7 @@ static void Player_actor_Item_net_CulcJointAngle_dummy_net_swing(ACTOR* actor){
typedef void (*mPlayer_item_net_proc)(ACTOR*);
static void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
static mPlayer_item_net_proc proc[] = {
static const mPlayer_item_net_proc proc[] = {
Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
Player_actor_Item_net_CulcJointAngle_dummy_net_reset, Player_actor_Item_net_CulcJointAngle_dummy_net_reset,
@@ -205,37 +197,38 @@ static void Player_actor_Item_net_CulcJointAngle_dummy_net(ACTOR* actor) {
if (valid == FALSE || proc[index] == NULL) {
return;
}else{
proc[index](actor);
} else {
proc[index](actor);
}
}
static int Player_actor_Item_main_net_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_net_normal(ACTOR* actor, GAME* game) {
Player_actor_Item_CulcAnimation_Base(actor);
Player_actor_Item_net_CulcJointAngle_dummy_net(actor);
return 0;
}
static int Player_actor_Item_main_net_stop(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_net_stop(ACTOR* actor, GAME* game) {
int ret = Player_actor_Item_CulcAnimation_Base2(actor);
Player_actor_Item_net_CulcJointAngle_dummy_net(actor);
return ret;
}
static void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor){
static void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Matrix_rotateXYZ(player->net_angle.x, player->net_angle.y, player->net_angle.z, 1);
}
typedef void (*mPlayer_item_net_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape,
u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx,
Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
xyz_t* joint_pos) {
static const mPlayer_item_net_draw_proc proc[] = {
NULL, NULL, (mPlayer_item_net_draw_proc)Player_actor_Item_draw_net_After_dummy_net, NULL, NULL, NULL,
NULL, NULL, NULL, (mPlayer_item_net_draw_proc)Player_actor_Item_draw_net_After_dummy_net, NULL, NULL,
};
if (joint_idx >= 0 && joint_idx < 6) {
@@ -247,19 +240,20 @@ static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* ke
return TRUE;
}
static void Player_actor_Item_draw_net(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_net(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Matrix_push();
Matrix_rotateXYZ(0, 3000, 0, 1);
Matrix_Position_VecZ(&player->net_start_pos, -2400.0f);
Matrix_Position_VecZ(&player->net_end_pos, 5500.0f);
Matrix_Position_VecZ(&player->net_pos, 4000.0f);
Matrix_Position_VecZ(&player->net_top_col_pos, 4000.0f);
Matrix_Position_VecZ(&player->net_bot_col_pos, 4000.0f);
Matrix_Position_VecZ(&player->net_end_pos, 5500.0f);
Matrix_Position_VecZ(&player->net_pos, 4000.0f);
Matrix_Position_VecZ(&player->net_top_col_pos, 4000.0f);
Matrix_Position_VecZ(&player->net_bot_col_pos, 4000.0f);
Matrix_pull();
cKF_Si3_draw_R_SV(&play->game, &player->item_keyframe, player->item_work_mtx[game->frame_counter % 2], NULL, Player_actor_Item_draw_net_After, &player->actor_class);
player->update_item_rod_top_pos = FALSE;
cKF_Si3_draw_R_SV(&play->game, &player->item_keyframe, player->item_work_mtx[game->frame_counter % 2], NULL,
Player_actor_Item_draw_net_After, &player->actor_class);
player->item_rod_top_pos_set = FALSE;
player->balloon_start_pos_set_flag = FALSE;
}
+10 -10
View File
@@ -1,21 +1,21 @@
static int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game){
return 0;
static int Player_actor_Item_main_scoop_normal(ACTOR* actor, GAME* game) {
return 0;
}
static void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_scoop(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int type;
Matrix_push();
Matrix_Position_VecZ(&player->scoop_pos, 2200.0f);
Matrix_pull();
Matrix_pull();
type =player->item_shape_type[player->item_bank_idx];
type = player->item_shape_type[player->item_bank_idx];
OPEN_POLY_OPA_DISP(game->graph);
gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(type));
CLOSE_POLY_OPA_DISP(game->graph);
player->update_item_rod_top_pos = FALSE;
gSPDisplayList(POLY_OPA_DISP++, mPlib_Get_Item_DataPointer(type));
CLOSE_POLY_OPA_DISP(game->graph);
player->item_rod_top_pos_set = FALSE;
player->balloon_start_pos_set_flag = FALSE;
}
+7 -7
View File
@@ -1,17 +1,17 @@
static int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game){
Player_actor_Get_umbrella_p(actor,game);
static int Player_actor_Item_main_umbrella_normal(ACTOR* actor, GAME* game) {
Player_actor_Get_umbrella_p(actor, game);
return 0;
}
}
static void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_umbrella(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
TOOLS_ACTOR* umbrella = (TOOLS_ACTOR*)Player_actor_Get_umbrella_p(actor,game);
TOOLS_ACTOR* umbrella = (TOOLS_ACTOR*)Player_actor_Get_umbrella_p(actor, game);
if(umbrella != NULL){
if (umbrella != NULL) {
Matrix_get(&umbrella->matrix_work);
umbrella->init_matrix = TRUE;
}
player->update_item_rod_top_pos = FALSE;
player->item_rod_top_pos_set = FALSE;
player->balloon_start_pos_set_flag = FALSE;
}
+44 -49
View File
@@ -1,18 +1,17 @@
static void Player_actor_Item_windmill_CulcParam(ACTOR* actor){
static void Player_actor_Item_windmill_CulcParam(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
xyz_t pos;
if(player->balloon_start_pos_set_flag != FALSE){
if (player->balloon_start_pos_set_flag != FALSE) {
pos.x = player->other_item_end_pos.x - player->other_item_start_pos.x;
pos.y = player->other_item_end_pos.y - player->other_item_start_pos.y;
pos.z = player->other_item_end_pos.z - player->other_item_start_pos.z;
}
else{
} else {
pos = ZeroVec;
}
if(pos.x != 0.0f || pos.y != 0.0f || pos.z != 0.0f){
if (pos.x != 0.0f || pos.y != 0.0f || pos.z != 0.0f) {
f32 len;
f32 dist;
f32 sq_len;
@@ -25,13 +24,11 @@ static void Player_actor_Item_windmill_CulcParam(ACTOR* actor){
sq_len = sqrtf(len);
player->windmill_param.x = atans_table(sq_len, pos.y);
player->windmill_param.y = atans_table(pos.z, pos.x);
}
else{
} else {
player->other_item_move_dist = 0.0f;
player->windmill_param.x = 0;
player->windmill_param.y = 0;
}
}
static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* game) {
@@ -52,30 +49,28 @@ static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* gam
angle_y = windmill_angle_p->y;
target = 0.0f;
if ((wpos_p->x != last_wpos_p->x ||
wpos_p->y != last_wpos_p->y ||
wpos_p->z != last_wpos_p->z || shape_angle_delta_p->x != 0.0f ||
shape_angle_delta_p->y != 0.0f || shape_angle_delta_p->z != 0.0f) &&
if ((wpos_p->x != last_wpos_p->x || wpos_p->y != last_wpos_p->y || wpos_p->z != last_wpos_p->z ||
shape_angle_delta_p->x != 0.0f || shape_angle_delta_p->y != 0.0f || shape_angle_delta_p->z != 0.0f) &&
(!mPlib_check_player_actor_main_index_AllWade(game))) {
f32 dist = player->other_item_move_dist;
if (dist != 0.0f) {
s16 y_diff = (s16)(windmill_param_p->y - angle_y);
s16 x_diff = (s16)(windmill_param_p->x - angle_x);
target += 0.0f + (8.0f * (dist * (ABS(cos_s(x_diff)) * cos_s(y_diff))));
}
}
power = mEnv_GetWindPowerF_Windmill();
if(power != 0.0f){
if (power != 0.0f) {
f32 targetm;
s16 wind_angle = (s16)mEnv_GetWindAngleS();
s16 ty = wind_angle - angle_y;
s16 tx = 0 - angle_x;
targetm = 10.0f * (power * (cos_s(ty) * ABS(cos_s(tx))));
if(target * targetm >= 0.0f){
if (target * targetm >= 0.0f) {
target += targetm;
}
}
@@ -86,10 +81,10 @@ static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* gam
f32 maxm;
f32 speed;
fracmv = 0.005f * target;
fracmv = 0.005f * target;
minm = 0.005f * target;
maxm = 0.03f * target;
fracmv = ABS(fracmv);
minm = ABS(minm);
maxm = ABS(maxm);
@@ -97,57 +92,59 @@ static void Player_actor_Item_windmill_CulcRotationSpeed(ACTOR* actor, GAME* gam
fracmv += 0.02f;
minm += 0.1f;
maxm += 0.3f;
speed = kf_p->frame_control.speed;
add_calc(&speed, target, 1.0f - sqrtf(1.0f - fracmv), maxm * 0.5f, minm * 0.5f);
kf_p->frame_control.speed = speed;
}
}
static int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game){
static int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game) {
Player_actor_Item_windmill_CulcParam(actor);
Player_actor_Item_windmill_CulcRotationSpeed(actor, game);
Player_actor_Item_CulcAnimation_Base(actor);
Player_actor_sound_move_temochi_kazaguruma(actor);
return 0;
}
static void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor){
static void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
s_xyz* angle = &player->windmill_angle;
xyz_t* item_end = &player->other_item_end_pos;
player->other_item_start_pos = *item_end;
Matrix_Position_Zero(item_end);
Matrix_to_rotate_new(get_Matrix_now(), angle, 0);
angle->x *= -1;
angle->y += 0x8000;
angle->x *= -1;
angle->y += 0x8000;
}
typedef void (*mPlayer_item_windmill_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe, Gfx** joint_shape,
u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
typedef void (*mPlayer_item_windmill_draw_proc)(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe,
Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot, xyz_t* joint_pos);
static int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
static int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx,
Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
xyz_t* joint_pos) {
static const mPlayer_item_windmill_draw_proc proc[] = {
NULL,NULL, (mPlayer_item_windmill_draw_proc)Player_actor_Item_draw_windmill_After_kaza1_fan,
NULL,
NULL,
(mPlayer_item_windmill_draw_proc)Player_actor_Item_draw_windmill_After_kaza1_fan,
};
if(joint_idx >= 0 && joint_idx < 3){
if(proc[joint_idx] != NULL){
proc[joint_idx](arg,game,keyframe,joint_shape,joint_flags,joint_rot,joint_pos);
if (joint_idx >= 0 && joint_idx < 3) {
if (proc[joint_idx] != NULL) {
proc[joint_idx](arg, game, keyframe, joint_shape, joint_flags, joint_rot, joint_pos);
}
}
return 1;
}
static void Player_actor_Item_draw_windmill(ACTOR* actor, GAME* game){
static void Player_actor_Item_draw_windmill(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Mtx* mtx;
@@ -155,30 +152,28 @@ static void Player_actor_Item_draw_windmill(ACTOR* actor, GAME* game){
Mtx* item_mtx;
GRAPH* graph;
int ang;
item_mtx = player->item_work_mtx[play->game.frame_counter % 2];
graph = play->game.graph;
keyf = &player->item_keyframe;
Matrix_push();
OPEN_POLY_OPA_DISP(graph);
ang = (s16)(-0.5f * actor->shape_info.rotation.x);
Matrix_RotateY(ang, 1);
gSPMatrix(POLY_OPA_DISP++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
CLOSE_POLY_OPA_DISP(graph);
CLOSE_POLY_OPA_DISP(graph);
cKF_Si3_draw_R_SV(game, keyf, item_mtx , NULL, Player_actor_Item_draw_windmill_After, &player->actor_class);
cKF_Si3_draw_R_SV(game, keyf, item_mtx, NULL, Player_actor_Item_draw_windmill_After, &player->actor_class);
Matrix_pull();
player->update_item_rod_top_pos = FALSE;
player->item_rod_top_pos_set = FALSE;
if (player->balloon_start_pos_set_flag == FALSE) {
player->other_item_start_pos = player->other_item_end_pos;
player->balloon_start_pos_set_flag = TRUE;
player->balloon_start_pos_set_flag = TRUE;
}
}
+5 -5
View File
@@ -32,8 +32,8 @@ static void Player_actor_SetEffect_Air_axe(ACTOR* actor, GAME* game) {
Player_actor_SetEffectStart_axe_common(actor, game);
}
static void Player_actor_SetSound_Air_axe(ACTOR* actor) {
Player_actor_SetSound_AXE_FURI_Swing_axe(actor, 0);
static void Player_actor_SetSound_Air_axe(ACTOR* actor) {
Player_actor_SetSound_AXE_FURI_Swing_axe(actor, 0);
}
static void Player_actor_SearchAnimation_Air_axe(ACTOR* actor, GAME* game, f32 frame) {
@@ -48,20 +48,20 @@ static void Player_actor_ObjCheck_Air_axe(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Air_axe(ACTOR* actor) {
static void Player_actor_BGcheck_Air_axe(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_axe(ACTOR* actor, GAME* game, int arg) {
if (arg != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_4);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
} else {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
cKF_SkeletonInfo_R_c* kf = &player->keyframe0;
if (Player_actor_Check_AnimationFrame(&kf->frame_control, 35.0f)) {
if (Player_actor_Check_AnimationFrame(&kf->frame_control, 35.5f)) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_Set_status_for_bee(actor, TRUE);
} else if ((kf->frame_control.current_frame >= 36.0f) &&
+7 -7
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_cast_rod(GAME* game, int priority) {
static int Player_actor_request_main_air_rod(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_AIR_ROD, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_AIR_ROD, priority);
@@ -17,9 +17,9 @@ static void Player_actor_setup_main_Air_rod(ACTOR* actor, GAME* game) {
kind = Player_actor_Get_ItemKind_from_submenu();
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_RUN_SLIP1, mPlayer_INDEX_FALL, -5.0f, frame, 0);
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_RUN_SLIP1, mPlayer_INDEX_FALL, 0.0f, frame, 0);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_NOT_SAO_SWING1, mPlayer_ANIM_NOT_SAO_SWING1,
player_frame, player_frame, 0.5f, -5.0f, 0, 0);
player_frame, player_frame, 0.5f, 0.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_ROD, actor->world.position, 2,
@@ -27,8 +27,8 @@ static void Player_actor_setup_main_Air_rod(ACTOR* actor, GAME* game) {
actor->bg_collision_check.result.unit_attribute, 0);
}
static void Player_actor_Movement_Air_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
static void Player_actor_Movement_Air_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Air_rod(ACTOR* actor, f32* frame_calc) {
@@ -53,14 +53,14 @@ static void Player_actor_ObjCheck_Air_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Air_rod(ACTOR* actor) {
static void Player_actor_BGcheck_Air_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_rod(ACTOR* actor, GAME* game, int ready) {
if (ready) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, 0.0f, -5.0f, 0, mPlayer_REQUEST_PRIORITY_1);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
+4 -4
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_Air_scoop_all(GAME* game, int priority) {
static int Player_actor_request_main_air_scoop_all(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_AIR_SCOOP, priority)) {
Player_actor_request_main_index(game, mPlayer_INDEX_AIR_SCOOP, priority);
@@ -17,7 +17,7 @@ static void Player_actor_setup_main_Air_scoop(ACTOR* actor, GAME* game) {
}
static void Player_actor_Movement_Air_scoop(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Air_scoop(ACTOR* actor, f32* frame_calc) {
@@ -43,8 +43,8 @@ static void Player_actor_ObjCheck_Air_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Air_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Air_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_scoop(ACTOR* actor, GAME* game, int end_flag) {
+3 -3
View File
@@ -46,9 +46,9 @@ static void Player_actor_setup_main_Broken_axe(ACTOR* actor, GAME* game) {
main_axe->_2C = 0;
if (break_type != mPlayer_AXE_BREAK_FROM_SWING) {
Player_actor_setup_main_Reflect_axe_common(req_swing, &main_axe->axe.reflect_axe);
Player_actor_setup_main_Reflect_axe_common(req_ref, &main_axe->axe.reflect_axe);
} else {
Player_actor_setup_main_Swing_axe_common(req_ref, &main_axe->axe.swing_axe);
Player_actor_setup_main_Swing_axe_common(req_swing, &main_axe->axe.swing_axe);
}
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_AXE_BREAK1, mPlayer_ANIM_AXE_BREAK1, 1.0f, 1.0f, 0.5f,
@@ -186,7 +186,7 @@ static int Player_actor_MessageControl_Broken_axe(ACTOR* actor) {
return 0;
}
static void Player_actor_request_proc_index_fromSwing_axe(ACTOR* actor, GAME* game, int arg) {
static void Player_actor_request_proc_index_fromBroken_axe(ACTOR* actor, GAME* game, int arg) {
if (arg != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
+5 -5
View File
@@ -20,7 +20,7 @@ static void Player_actor_setup_main_Cast_rod(ACTOR* actor, GAME* game) {
main_cast->bobber_target_pos = req_cast->bobber_target_pos;
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMBRELLA1, mPlayer_INDEX_TURN_DASH, -5.0f, frame, 0);
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMBRELLA1, mPlayer_INDEX_TURN_DASH, 0.0f, frame, 0);
Player_actor_setup_main_Base(actor, game);
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_ROD, actor->world.position, 2,
@@ -28,8 +28,8 @@ static void Player_actor_setup_main_Cast_rod(ACTOR* actor, GAME* game) {
actor->bg_collision_check.result.unit_attribute, 0);
}
static void Player_actor_Movement_Cast_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
static void Player_actor_Movement_Cast_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Cast_rod(ACTOR* actor, f32* frame_calc) {
@@ -55,8 +55,8 @@ static void Player_actor_ObjCheck_Cast_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Cast_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Cast_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromCast_rod(GAME* game, int ready) {
+1 -1
View File
@@ -110,7 +110,7 @@ static void Player_actor_SetTexPallet_Change_cloth(ACTOR* actorx, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actorx;
int anim0_idx = player->animation0_idx;
int menu_flag = anim0_idx == mPlayer_ANIM_MENU_CHANGE1;
f32 frame = menu_flag ? 18.0f : 36.0f;
f32 frame = menu_flag ? 36.0f : 18.0f;
cKF_SkeletonInfo_R_c* kf0_p = &player->keyframe0;
cKF_FrameControl_c* fc0_p = &kf0_p->frame_control;
+1 -1
View File
@@ -40,7 +40,7 @@ static void Player_actor_setup_main_Close_furniture(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, 0.0f, keyf, 1);
actor->shape_info.rotation.y, 0, 5.0f, keyf, 1);
Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
}
+6 -6
View File
@@ -23,12 +23,12 @@ static void Player_actor_setup_main_Collect_rod(ACTOR* actor, GAME* game) {
actor->bg_collision_check.result.unit_attribute, 0);
}
static void Player_actor_settle_main_Collect_rod() {
Player_actor_settle_main_Collect_rod_other_func2();
static void Player_actor_settle_main_Collect_rod(ACTOR* actorx, GAME* game) {
Player_actor_settle_main_Collect_rod_other_func2(actorx, game);
}
static void Player_actor_Movement_Collect_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Collect_rod(ACTOR* actor, f32* frame_calc) {
@@ -45,11 +45,11 @@ static void Player_actor_ObjCheck_Collect_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Collect_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Collect_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromAir_rod(ACTOR* actor, GAME* game, int ready, int status) {
static void Player_actor_request_proc_index_fromCollect_rod(ACTOR* actor, GAME* game, int ready, int status) {
if (ready && status != 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
+2 -2
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_complete_payment_all(GAME* game, int prio) {
static int Player_actor_request_main_complete_payment(GAME* game, int prio) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_COMPLETE_PAYMENT, prio)) {
Player_actor_request_main_index(game, mPlayer_INDEX_COMPLETE_PAYMENT, prio);
return TRUE;
@@ -37,7 +37,7 @@ static int Player_actor_CulcAnimation_Complete_payment(ACTOR* actorx, f32* last_
static void Player_actor_Movement_Complete_payment(ACTOR* actorx) {
add_calc_short_angle2(&actorx->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5f), 2500, 50);
actorx->world.angle.y = actorx->shape_info.rotation.y;
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static void Player_actor_set_eye_pattern_Complete_payment(ACTOR* actorx, int end_flag) {
+12 -11
View File
@@ -36,7 +36,7 @@ static void Player_actor_setup_main_Dash(ACTOR* actor, GAME* game) {
}
static void Player_actor_CulcAnimation_Dash(ACTOR* actor, f32* frame_calc, f32 frame) {
Player_actor_CulcAnimation_Run(actor, frame_calc, frame);
Player_actor_CulcAnimation_Run(actor, frame, frame_calc);
}
static int Player_actor_SetEffectRemoveFlower_Dash(ACTOR* actor, GAME* game, s16 angle) {
@@ -96,23 +96,23 @@ static void Player_actor_SearchAnimation_Dash(ACTOR* actor, GAME* game, f32 fram
}
}
static void Player_actor_Movement_Dash(ACTOR* actor, GAME* game, f32* frame) {
Player_actor_Movement_Run(actor, game, frame);
static void Player_actor_Movement_Dash(ACTOR* actor, GAME* game, f32* frame) {
Player_actor_Movement_Run(actor, game, frame);
}
static void Player_actor_ObjCheck_Dash(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
static void Player_actor_ObjCheck_Dash(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Dash(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Dash(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static int Player_actor_Check_FlatPlace(ACTOR* actor) {
static const xy_t offset[] = {
{0.0f, 0.0f}, {20.0f, 0.0f}, {-20.0f, 0.0f}, {0.0f, 28.284271f},
{20.0f, 28.284271f}, {-20.0f, 28.284271f}, {0.0f, 56.568542f}, {20.0f, 56.568542f},
{-20, 56.568542f}, {0.0f, 84.85281f}, {20.0f, 84.85281f}, {-20.0f, 84.85281f},
{ 0.0f, 0.0f }, { 20.0f, 0.0f }, { -20.0f, 0.0f }, { 0.0f, 28.284271f },
{ 20.0f, 28.284271f }, { -20.0f, 28.284271f }, { 0.0f, 56.568542f }, { 20.0f, 56.568542f },
{ -20, 56.568542f }, { 0.0f, 84.85281f }, { 20.0f, 84.85281f }, { -20.0f, 84.85281f },
};
xyz_t norm;
s16 angle = actor->shape_info.rotation.y;
@@ -171,7 +171,8 @@ static void Player_actor_request_proc_index_fromDash_common(ACTOR* actor, GAME*
speed = (player->keyframe0.frame_control.speed * player->keyframe0.frame_control.speed) / 0.048f;
if (Player_actor_Get_DiffWorldAngleToControllerAngle(actor) >= 18204) {
Player_actor_request_main_turn_dash_all(game, Player_actor_Get_ControllerAngle(game), mPlayer_REQUEST_PRIORITY_3);
Player_actor_request_main_turn_dash_all(game, Player_actor_Get_ControllerAngle(game),
mPlayer_REQUEST_PRIORITY_3);
}
if (speed < 4.875f) {
+1 -1
View File
@@ -84,7 +84,7 @@ static int Player_actor_CulcAnimation_Demo_get_golden_item(ACTOR* actorx) {
static void Player_actor_Movement_Demo_get_golden_item(ACTOR* actorx) {
add_calc_short_angle2(&actorx->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5f), 2500, 50);
actorx->world.angle.y = actorx->shape_info.rotation.y;
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static void Player_actor_set_eye_pattern_Demo_get_golden_item(ACTOR* actorx, int end_flag) {
@@ -82,7 +82,7 @@ static void Player_actor_Movement_Demo_getoff_boat_standup(ACTOR* actorx) {
&player->main_data.demo_getoff_boat_standup;
s16* angle_z_p = &demo_getoff_boat_standup_p->angle_z;
add_calc_short_angle2(angle_z_p, 0, 1.0f - sqrtf(0.2f), 150, 100);
add_calc_short_angle2(angle_z_p, 0, 1.0f - sqrtf(0.19999999f), 150, 100);
}
}
@@ -28,9 +28,9 @@ static void Player_actor_Movement_Demo_geton_boat_sitdown(ACTOR* actorx, GAME* g
(player->force_position_angle_flag & mPlayer_FORCE_POSITION_ANGLE_POSZ)) {
xyz_t* pos_p = &actorx->world.position;
add_calc(&pos_p->x, player->force_position.x, 1.0f - sqrtf(0.2f), 0.2f, 0.15f);
add_calc(&pos_p->y, player->force_position.y, 1.0f - sqrtf(0.2f), 0.2f, 0.15f);
add_calc(&pos_p->z, player->force_position.z, 1.0f - sqrtf(0.2f), 0.2f, 0.15f);
add_calc(&pos_p->x, player->force_position.x, 1.0f - sqrtf(0.19999999f), 0.2f, 0.15f);
add_calc(&pos_p->y, player->force_position.y, 1.0f - sqrtf(0.19999999f), 0.2f, 0.15f);
add_calc(&pos_p->z, player->force_position.z, 1.0f - sqrtf(0.19999999f), 0.2f, 0.15f);
Player_actor_Get_force_position_angle(game, NULL, &actorx->world.angle);
Player_actor_Get_force_position_angle(game, NULL, &actorx->shape_info.rotation);
@@ -41,7 +41,7 @@ static void Player_actor_Movement_Demo_geton_boat_sitdown(ACTOR* actorx, GAME* g
s16 boat_angle_z = player->boat_angleZ;
s16* angle_z_p = &demo_geton_boat_sitdown_p->angle_z;
add_calc_short_angle2(angle_z_p, boat_angle_z, 1.0f - sqrtf(0.2f), 150, 100);
add_calc_short_angle2(angle_z_p, boat_angle_z, 1.0f - sqrtf(0.19999999f), 150, 100);
}
}
+2 -2
View File
@@ -40,8 +40,8 @@ static void Player_actor_request_proc_index_fromDemo_geton_boat_wait(ACTOR* acto
speed = 0.625f;
}
Player_actor_Set_ScrollDemo_forDemo_geton_boat_wade(actorx, angle_y + DEG2SHORT_ANGLE2(180.0f),
((speed * 0.5f) * 36.0f) * 0.05f);
angle_y += DEG2SHORT_ANGLE2(180.0f);
Player_actor_Set_ScrollDemo_forDemo_geton_boat_wade(actorx, angle_y, ((speed * 0.5f) * 36.0f) * 0.05f);
}
static void Player_actor_main_Demo_geton_boat_wait(ACTOR* actorx, GAME* game) {
+1 -1
View File
@@ -57,7 +57,7 @@ static void Player_actor_Movement_Demo_wade(ACTOR* actorx) {
xyz_t* end_pos_p = &main_demo_wade_p->end_pos;
xyz_t* pos_p = &actorx->world.position;
f32 timer = main_demo_wade_p->timer;
f32 percent = get_percent_forAccelBrake(timer, 0.0f, 36.0f, 1.2f, 34.8f);
f32 percent = get_percent_forAccelBrake(timer, 0.0f, 36.0f, 1.1999999f, 34.8f);
pos_p->x = start_pos_p->x + percent * (end_pos_p->x - start_pos_p->x);
pos_p->y = start_pos_p->y + percent * (end_pos_p->y - start_pos_p->y);
+3 -3
View File
@@ -1,10 +1,10 @@
static int Player_actor_request_main_demo_wait_all(GAME* game, int umbrella_flag, u32 label, int prio) {
static int Player_actor_request_main_demo_wait_all(GAME* game, int umbrella_flag, void* label, int prio) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DEMO_WAIT, prio)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
mPlayer_request_demo_wait_c* req_demo_wait_p = &player->requested_main_index_data.demo_wait;
req_demo_wait_p->umbrella_flag = umbrella_flag;
req_demo_wait_p->label = label;
req_demo_wait_p->label = (u32)label;
Player_actor_request_main_index(game, mPlayer_INDEX_DEMO_WAIT, prio);
return TRUE;
}
@@ -17,7 +17,7 @@ static void Player_actor_request_main_demo_wait_from_submenu(ACTOR* actorx, GAME
mPlayer_change_data_from_submenu_c* change_data_p = mPlib_Get_change_data_from_submenu_p();
mPlayer_request_demo_wait_c* req_demo_wait_p = &change_data_p->request_main_data.demo_wait;
Player_actor_request_main_demo_wait_all(game, req_demo_wait_p->umbrella_flag, req_demo_wait_p->label,
Player_actor_request_main_demo_wait_all(game, req_demo_wait_p->umbrella_flag, (void*)req_demo_wait_p->label,
mPlayer_REQUEST_PRIORITY_31);
}
+2 -2
View File
@@ -117,13 +117,13 @@ static int Player_actor_Movement_Demo_walk(ACTOR* actorx, f32* over_speed_normal
now_speed = actorx->speed;
if (now_speed != speed) {
if (now_speed < speed) {
now_speed += 0.609f;
now_speed += 0.60899997f;
if (now_speed > speed) {
now_speed = speed;
}
} else if (now_speed > speed) {
now_speed -= 0.32625f;
now_speed -= 0.32625001f;
if (now_speed < speed) {
now_speed = speed;
}
+3 -3
View File
@@ -59,7 +59,7 @@ static void Player_actor_SetEffectHit_Dig_scoop(ACTOR* actor, GAME* game, const
s16 arg;
if (player->animation0_idx == mPlayer_ANIM_DIG_KABU1) {
if (Player_actor_Check_AnimationFrame(fc, 17.0f)) {
if (Player_actor_Check_AnimationFrame(fc, 42.0f)) {
effect_idx = eEC_EFFECT_DIG_SCOOP;
if (main_index != mPlayer_INDEX_GET_SCOOP) {
arg = 0;
@@ -201,8 +201,8 @@ static void Player_actor_ObjCheck_Dig_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Dig_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Dig_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static int Player_actor_lean_angle_scoop_common(ACTOR* actor, const xyz_t* pos, f32 frame) {
+4 -4
View File
@@ -24,9 +24,9 @@ static void Player_actor_request_proc_index_fromDma(ACTOR* actorx, GAME* game) {
if (exchange->banks[bank_idx + 1].bank_id > 0 && exchange->banks[bank_idx + 2].bank_id > 0 &&
exchange->banks[bank_idx + 3].bank_id > 0 && exchange->banks[bank_idx + 4].bank_id > 0 &&
exchange->banks[bank_idx + 5].bank_id > 0 && exchange->banks[bank_idx + 6].bank_id > 0) {
Player_actor_ItemBank_ct(actor, play);
Player_actor_ItemBank_ct(actorx, game);
if (actor->requested_main_index_priority == mPlayer_REQUEST_PRIORITY_41) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_SettleRequestMainIndexPriority(actorx);
}
keyf = &actor->keyframe0;
type = actor->actor_class.actor_specific;
@@ -46,9 +46,9 @@ static void Player_actor_request_proc_index_fromDma(ACTOR* actorx, GAME* game) {
mPlib_request_main_groundhog_type1(game);
} else {
if (Common_Get(fail_emu_flag) == TRUE) {
Player_actor_request_main_fail_emu(play, mPlayer_REQUEST_PRIORITY_43);
Player_actor_request_main_fail_emu(game, mPlayer_REQUEST_PRIORITY_43);
} else {
Player_actor_request_main_intro_all(play, mPlayer_REQUEST_PRIORITY_43);
Player_actor_request_main_intro_all(game, mPlayer_REQUEST_PRIORITY_43);
}
}
Camera2_request_main_normal(play, 1, 1);
+2 -2
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_door(GAME* game, const xyz_t* pos, s16 angle_y, int type, u32 label,
static int Player_actor_request_main_door(GAME* game, const xyz_t* pos, s16 angle_y, int type, void* label,
int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_DOOR, priority)) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
@@ -7,7 +7,7 @@ static int Player_actor_request_main_door(GAME* game, const xyz_t* pos, s16 angl
player->requested_main_index_data.door.player_pos.y = player->actor_class.world.position.y;
player->requested_main_index_data.door.angle_y = angle_y;
player->requested_main_index_data.door.type = type;
player->requested_main_index_data.door.label = label;
player->requested_main_index_data.door.label = (u32)label;
Player_actor_request_main_index(game, mPlayer_INDEX_DOOR, priority);
+2 -2
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_fail_emu_all(GAME* game, int prio) {
static int Player_actor_request_main_fail_emu(GAME* game, int prio) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_FAIL_EMU, prio)) {
Player_actor_request_main_index(game, mPlayer_INDEX_FAIL_EMU, prio);
return TRUE;
@@ -24,7 +24,7 @@ static void Player_actor_settle_main_Fail_emu(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Fail_emu(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.23925f);
}
static int Player_actor_CulcAnimation_Fail_emu(ACTOR* actorx) {
+7 -7
View File
@@ -39,16 +39,16 @@ static int Player_actor_CulcAnimation_Fall(ACTOR* actor) {
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_Movement_Fall(ACTOR* actor) {
Player_actor_Movement_Base_Braking(actor);
static void Player_actor_Movement_Fall(ACTOR* actor) {
Player_actor_Movement_Base_Braking(actor);
}
static void Player_actor_ObjCheck_Fall(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
static void Player_actor_ObjCheck_Fall(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Fall(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Fall(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromFall_common(ACTOR* actor, GAME* game) {
@@ -63,7 +63,7 @@ static void Player_actor_request_proc_index_fromFall_common(ACTOR* actor, GAME*
player_kind = Player_actor_Get_ItemKind(actor, player->now_main_index);
if (kind != player_kind) {
Player_actor_request_main_fall_all(game, 0.0f, 1, mPlayer_REQUEST_PRIORITY_0);
Player_actor_request_main_fall_all(game, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
}
}
+4 -4
View File
@@ -118,7 +118,7 @@ static void Player_actor_SetSound_Fill_scoop(ACTOR* actor) {
}
}
static void Player_actor_SearchAnimation_Dig_scoop(ACTOR* actor, GAME* game, f32 frame) {
static void Player_actor_SearchAnimation_Fill_scoop(ACTOR* actor, GAME* game, f32 frame) {
if (!Player_actor_Check_AnimationFrame_PerfectEquel(actor, frame)) {
Player_actor_Reset_Hole_Fill_scoop(actor);
Player_actor_SetEffect_Fill_scoop(actor, game);
@@ -131,11 +131,11 @@ static void Player_actor_ObjCheck_Fill_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Fill_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Fill_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static int Player_actor_lean_angle_scoop_common(ACTOR* actor, const xyz_t* pos, f32 frame) {
static int Player_actor_lean_angle_Fill_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
f32 mod = 0.0f;
+4 -4
View File
@@ -23,8 +23,8 @@ static void Player_actor_settle_main_Fly_rod(ACTOR* actor, GAME* game) {
Player_actor_settle_main_Fly_rod_other_func2(actor, game);
}
static void Player_actor_Movement_Fly_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
static void Player_actor_Movement_Fly_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Fly_rod(ACTOR* actor, f32* frame_calc) {
@@ -41,8 +41,8 @@ static void Player_actor_ObjCheck_Fly_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Fly_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Fly_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromFly_rod(ACTOR* actor, GAME* game, int ready, int status) {
+4 -4
View File
@@ -130,8 +130,8 @@ static void Player_actor_ObjCheck_Get_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Get_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Get_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static int Player_actor_lean_angle_Get_scoop(ACTOR* actor) {
@@ -249,7 +249,7 @@ static void Player_actor_Set_Item_Get_scoop(ACTOR* actor) {
if (fc->current_frame <= 21.0f) {
main_scoop->scale = 0.0f;
} else if (fc->current_frame < 27.0f) {
main_scoop->scale = (0.0017f * (fc->current_frame - 21.0f));
main_scoop->scale = (0.0016666666f * (fc->current_frame - 21.0f));
} else {
main_scoop->scale = 0.01f;
}
@@ -271,7 +271,7 @@ static void Player_actor_request_proc_index_fromGet_scoop(ACTOR* actor, GAME* ga
}
}
static void Player_actor_main_Pull_net(ACTOR* actor, GAME* game) {
static void Player_actor_main_Get_scoop(ACTOR* actor, GAME* game) {
int end_flag;
f32 frame_calc;
int cntrl;
+1 -1
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_hide_all(GAME* game, int prio) {
static int Player_actor_request_main_hide(GAME* game, int prio) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_HIDE, prio)) {
Player_actor_request_main_index(game, mPlayer_INDEX_HIDE, prio);
return TRUE;
+1 -1
View File
@@ -20,7 +20,7 @@ static void Player_actor_setup_main_Mail_jump(ACTOR* actorx, GAME* game) {
int anim1_idx;
int part_table_idx;
Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_CONFIRM1, -6.0f, &anim1_idx, &part_table_idx);
Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_CONFIRM1, -8.0f, &anim1_idx, &part_table_idx);
if (part_table_idx != mPlayer_PART_TABLE_NORMAL) {
part_table_idx = mPlayer_PART_TABLE_NET;
+1 -1
View File
@@ -41,7 +41,7 @@ static void Player_actor_settle_main_Notice_mosquito(ACTOR* actorx, GAME* game)
static void Player_actor_Movement_Notice_mosquito(ACTOR* actorx) {
add_calc_short_angle2(&actorx->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5f), 2500, 50);
actorx->world.angle.y = actorx->shape_info.rotation.y;
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Notice_mosquito(ACTOR* actorx) {
+5 -3
View File
@@ -110,7 +110,7 @@ static void Player_actor_settle_main_Notice_net(ACTOR* actor, GAME* game) {
u32 label = player->item_net_catch_label;
if (label != 0 && player->item_net_catch_type == 0) {
((aINS_INSECT_ACTOR*)label)->patience = 1000.0f;
((aINS_INSECT_ACTOR*)label)->patience = 100.0f;
((ACTOR*)label)->drawn = TRUE;
((ACTOR*)label)->actor_specific = 1;
}
@@ -118,7 +118,7 @@ static void Player_actor_settle_main_Notice_net(ACTOR* actor, GAME* game) {
}
static void Player_actor_Movement_Notice_net(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static void Player_actor_CorrectSomething_Notice_net(ACTOR* actor) {
@@ -149,7 +149,9 @@ static void Player_actor_ObjCheck_Notice_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Notice_net(ACTOR* actor) { Player_actor_BGcheck_common_type1(actor); }
static void Player_actor_BGcheck_Notice_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_DeleteMark_Notice_net(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
+6 -6
View File
@@ -12,7 +12,7 @@ static int Player_actor_request_main_notice_rod(GAME* game, s16 angle, int prior
return FALSE;
}
static void Player_actor_setup_main_Notice_net(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Notice_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_notice_rod_c* main_notice = &player->main_data.notice_rod;
mPlayer_request_notice_rod_c* req_notice = &player->requested_main_index_data.notice_rod;
@@ -55,7 +55,7 @@ static void Player_actor_setup_main_Notice_net(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_settle_main_Notice_rod(ACTOR* actor) {
static void Player_actor_settle_main_Notice_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_notice_rod_c* main_notice = &player->main_data.notice_rod;
@@ -69,7 +69,7 @@ static void Player_actor_settle_main_Notice_rod(ACTOR* actor) {
static void Player_actor_Movement_Notice_rod(ACTOR* actor) {
add_calc_short_angle2(&actor->shape_info.rotation.y, 0, 1.0f - sqrtf(0.5), 2500, 50);
actor->world.angle.y = actor->shape_info.rotation.y;
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Notice_rod(ACTOR* actor, f32* frame_calc) {
@@ -88,8 +88,8 @@ static void Player_actor_ObjCheck_Notice_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Notice_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Notice_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_SearchAnimation_Notice_rod(ACTOR* actor, GAME* game, f32 frame) {
@@ -203,7 +203,7 @@ static int Player_actor_MessageControl_Notice_rod(ACTOR* actor, GAME* game, int
mMsg_Window_c* win = mMsg_Get_base_window_p();
int choice;
if (main_notice->timer < 48.0f) {
if (main_notice->timer < 42.0f) {
main_notice->timer += 1.0f;
return -1;
}
+1 -1
View File
@@ -42,7 +42,7 @@ static void Player_actor_setup_main_Open_furniture(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, 0.0f, keyf, 1);
actor->shape_info.rotation.y, 0, 5.0f, keyf, 1);
Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
}
+1 -1
View File
@@ -26,7 +26,7 @@ static void Player_actor_setup_main_Pickup_exchange(ACTOR* actorx, GAME* game) {
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);
Player_actor_SetupItem_Base1(actorx, mPlayer_ANIM_PICKUP_WAIT1, -5.0f, &anim1_idx, &part_table_idx);
if (anim1_idx != mPlayer_ANIM_PICKUP_WAIT1) {
part_table_idx = mPlayer_PART_TABLE_NET;
+3 -3
View File
@@ -34,7 +34,7 @@ static void Player_actor_setup_main_Pickup_furniture(ACTOR* actorx, GAME* game)
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_SetupItem_Base1(actorx, mPlayer_ANIM_PICKUP1, -5.0f, &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)) {
@@ -43,7 +43,7 @@ static void Player_actor_setup_main_Pickup_furniture(ACTOR* actorx, GAME* game)
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,
Player_actor_InitAnimation_Base2(actorx, game, mPlayer_ANIM_PICKUP1, anim1_idx, 1.0f, 1.0f, 0.5f, 0.0f,
cKF_FRAMECONTROL_STOP, mPlayer_PART_TABLE_PICK_UP);
Player_actor_setup_main_Base(actorx, game);
}
@@ -66,7 +66,7 @@ static void Player_actor_Movement_Pickup_furniture_common(ACTOR* actorx, xyz_t*
DEG2SHORT_ANGLE2(13.73291015625f), DEG2SHORT_ANGLE2(0.274658203125f));
}
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static void Player_actor_Movement_Pickup_furniture(ACTOR* actorx) {
+3 -3
View File
@@ -47,7 +47,7 @@ static void Player_actor_setup_main_Pickup_jump(ACTOR* actorx, GAME* game) {
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);
Player_actor_SetupItem_Base1(actorx, anim0_idx, -5.0f, &anim1_idx, &part_table_idx);
if (ftr_flag == FALSE) {
Player_actor_putin_item_layer2(slot_idx, item, item_pos_p);
@@ -65,7 +65,7 @@ static void Player_actor_setup_main_Pickup_jump(ACTOR* actorx, GAME* game) {
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,
Player_actor_InitAnimation_Base2(actorx, game, anim0_idx, anim1_idx, 1.0f, 1.0f, 0.5f, 0.0f, cKF_FRAMECONTROL_STOP,
mPlayer_PART_TABLE_PICK_UP);
Player_actor_setup_main_Base(actorx, game);
Player_actor_sound_dai_ue_kakunou(actorx);
@@ -89,7 +89,7 @@ static void Player_actor_Movement_Pickup_jump_common(ACTOR* actorx, xyz_t* targe
DEG2SHORT_ANGLE2(13.73291015625f), DEG2SHORT_ANGLE2(0.274658203125f));
}
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static void Player_actor_Movement_Pickup_jump(ACTOR* actorx) {
+6 -6
View File
@@ -25,8 +25,8 @@ static void Player_actor_setup_main_Pull_net(ACTOR* actor, GAME* game) {
main_pull->timer = 0.0f;
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_HOLD_WAIT1, mPlayer_INDEX_WAIT, -5.0f, -1.0f, 0);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_GET_M1, mPlayer_ANIM_GET_M1, 1.0f, 1.0f, 0.5f, -5.0f, 0,
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_HOLD_WAIT1, mPlayer_INDEX_WAIT, -10.0f, -1.0f, 0);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_GET_M1, mPlayer_ANIM_GET_M1, 1.0f, 1.0f, 0.5f, 10.0f, 0,
0);
if (player->item_net_catch_label != 0) {
@@ -51,14 +51,14 @@ static void Player_actor_Movement_Pull_net(ACTOR* actor) {
actor->world.angle.y = actor->shape_info.rotation.y;
}
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static void Player_actor_CorrectSomething_Pull_net(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
xyz_t* pos;
if (player->keyframe0.frame_control.current_frame > 17.0f) {
if (player->keyframe0.frame_control.current_frame > 15.0f) {
u32 label = player->item_net_catch_label;
if (label != 0 && player->item_net_catch_type == 0) {
@@ -81,8 +81,8 @@ static void Player_actor_ObjCheck_Pull_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Pull_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Pull_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_SearchAnimation_Pull_net(ACTOR* actor, GAME* game, f32 frame) {
+3 -3
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_push_snowball_all(GAME* game, u32 label, int wade_flag, int prio) {
static int Player_actor_request_main_push_snowball_all(GAME* game, void* label, int wade_flag, int prio) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
mPlayer_request_push_snowball_c* req_push_snowball_p = &player->requested_main_index_data.push_snowball;
int main_index = player->now_main_index;
@@ -11,13 +11,13 @@ static int Player_actor_request_main_push_snowball_all(GAME* game, u32 label, in
mPlayer_main_wade_snowball_c* wade_snowball_p = &player->main_data.wade_snowball;
/* When wading between acres, check the snowball label is the same as the one pushed */
if (wade_snowball_p->snowball_label != label) {
if (wade_snowball_p->snowball_label != (u32)label) {
return FALSE;
}
}
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_PUSH_SNOWBALL, prio)) {
req_push_snowball_p->label = label;
req_push_snowball_p->label = (u32)label;
req_push_snowball_p->wade_flag = wade_flag;
Player_actor_request_main_index(game, mPlayer_INDEX_PUSH_SNOWBALL, prio);
+3 -3
View File
@@ -29,7 +29,7 @@ static void Player_actor_setup_main_Putaway_net(ACTOR* actor, GAME* game) {
}
static void Player_actor_Movement_Putaway_net(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Putaway_net(ACTOR* actor, f32* frame_calc) {
@@ -68,8 +68,8 @@ static void Player_actor_ObjCheck_Putaway_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Putaway_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Putaway_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromPutaway_net(ACTOR* actor, GAME* game, int end_flag) {
+4 -4
View File
@@ -26,14 +26,14 @@ static void Player_actor_setup_main_Putaway_rod(ACTOR* actor, GAME* game) {
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_TRANS_WAIT1, mPlayer_INDEX_HOLD, -5.0f, -1.0f, 0);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_PUTAWAY_T1, mPlayer_ANIM_PUTAWAY_T1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
-3.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
Player_actor_sound_GASAGOSO(actor);
}
static void Player_actor_Movement_Putaway_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Putaway_rod(ACTOR* actor, f32* frame_calc) {
@@ -44,8 +44,8 @@ static void Player_actor_ObjCheck_Putaway_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Putaway_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Putaway_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_SearchAnimation_Putaway_rod(ACTOR* actor, GAME* game, f32 frame) {
+4 -4
View File
@@ -27,7 +27,7 @@ static void Player_actor_setup_main_Putaway_scoop(ACTOR* actor, GAME* game) {
main_scoop->submenu_flag = req_scoop->_10;
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_PUTAWAY_D1, mPlayer_ANIM_PUTAWAY_D1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
-3.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
Player_actor_sound_GASAGOSO(actor);
}
@@ -44,8 +44,8 @@ static void Player_actor_ObjCheck_Putaway_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Putaway_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Putaway_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_SearchAnimation_Putaway_scoop(ACTOR* actor, GAME* game, f32 frame) {
@@ -54,7 +54,7 @@ static void Player_actor_SearchAnimation_Putaway_scoop(ACTOR* actor, GAME* game,
}
}
void Player_actor_Set_Item_Putaway_scoop(ACTOR* actor) {
static void Player_actor_Set_Item_Putaway_scoop(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_putaway_scoop_c* main_scoop = &player->main_data.putaway_scoop;
+3 -3
View File
@@ -24,8 +24,8 @@ static void Player_actor_setup_main_Putin_item(ACTOR* actorx, GAME* game) {
main_putin_item_p->back_request_data = *req_putin_item_p;
main_putin_item_p->timer = 0.0f;
Player_actor_LoadOrDestruct_Item(actorx, item_kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(item_kind),
cKF_FRAMECONTROL_REPEAT, 0.5f, 5.0f, -1.0f);
Player_actor_LoadOrDestruct_Item(actorx, item_kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(item_kind), 0.5f,
5.0f, -1.0f, cKF_FRAMECONTROL_REPEAT);
Player_actor_Set_now_item_main_index(actorx, Player_actor_Get_BasicItemMainIndex_fromItemKind(item_kind));
player->item_kind = item_kind;
@@ -57,7 +57,7 @@ static void Player_actor_setup_main_Putin_item(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Putin_item(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Putin_item(ACTOR* actorx, f32* last_anim0_cur_frame_p) {
+4 -4
View File
@@ -34,7 +34,7 @@ static void Player_actor_setup_main_Putin_scoop(ACTOR* actor, GAME* game) {
main_scoop->item = req_scoop->item;
main_scoop->get_gold_scoop_flag = req_scoop->get_gold_scoop_flag;
Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_FILL_UP_I1, 5.0f, &anim_idx, &part_table);
Player_actor_SetupItem_Base1(actor, mPlayer_ANIM_FILL_UP_I1, -5.0f, &anim_idx, &part_table);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_FILL_UP_I1, mPlayer_ANIM_FILL_UP_I1, 1.0f, 1.0f, 0.5f,
-5.0f, 0, 0);
@@ -83,8 +83,8 @@ static void Player_actor_ObjCheck_Putin_scoop(ACTOR* actor, GAME* game) {
Player_actor_ObjCheck_Fill_scoop(actor, game);
}
static void Player_actor_BGcheck_Putin_scoop(ACTOR* actor) {
Player_actor_BGcheck_Fill_scoop(actor);
static void Player_actor_BGcheck_Putin_scoop(ACTOR* actor) {
Player_actor_BGcheck_Fill_scoop(actor);
}
static void Player_actor_lean_angle_Putin_scoop(ACTOR* actor) {
@@ -99,7 +99,7 @@ static void Player_actor_request_proc_index_fromPutin_scoop(ACTOR* actor, GAME*
mPlayer_main_putin_scoop_c* main_scoop = &player->main_data.putin_scoop;
if (!main_scoop->get_gold_scoop_flag) {
Player_actor_request_proc_index_fromFill_scoop(actor);
Player_actor_request_proc_index_fromFill_scoop(actor, game, end_flag);
} else if (end_flag) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_demo_get_golden_item_all(game, mPlayer_GOLDEN_ITEM_TYPE_SHOVEL,
+2 -2
View File
@@ -77,7 +77,7 @@ static void Player_actor_Set_RadioExerciseCommand_Radio_exercise(ACTOR* actorx,
}
static void Player_actor_Movement_Radio_exercise(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Radio_exercise(ACTOR* actorx) {
@@ -155,7 +155,7 @@ static void Player_actor_ObjCheck_Radio_exercise(ACTOR* actorx, GAME* game) {
Player_actor_Excute_Corect_forStand(actorx, game);
}
static void Player_actor_BGCheck_Radio_exercise(ACTOR* actorx) {
static void Player_actor_BGcheck_Radio_exercise(ACTOR* actorx) {
Player_actor_BGcheck_common_type1(actorx);
}
+3 -3
View File
@@ -33,11 +33,11 @@ static void Player_actor_ObjCheck_Ready_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Ready_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Ready_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromSlip_net(ACTOR* actor, GAME* game) {
static void Player_actor_request_proc_index_fromReady_net(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (mPlib_check_player_warp_forEvent() != FALSE) {
+4 -4
View File
@@ -21,7 +21,7 @@ static void Player_actor_setup_main_Ready_rod(ACTOR* actor, GAME* game) {
}
static void Player_actor_Movement_Ready_rod(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static void Player_actor_CulcAnimation_Ready_rod(ACTOR* actor, f32* frame_calc) {
@@ -32,8 +32,8 @@ static void Player_actor_ObjCheck_Ready_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Ready_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Ready_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_SearchAnimation_Ready_rod(ACTOR* actor, GAME* game, f32 frame) {
@@ -48,7 +48,7 @@ static void Player_actor_request_proc_index_fromReady_rod(ACTOR* actor, GAME* ga
};
static const f32 array_addZ[] = {
0.0f, -10.0f, -10.0f, 10.0f, 10.0f,
0.0f, 10.0f, 10.0f, -10.0f, -10.0f,
};
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
+5 -5
View File
@@ -24,7 +24,7 @@ static void Player_actor_CulcAnimation_Ready_walk_net(ACTOR* actor, f32* frame_c
f32 sp = (actor->speed * speed) / 1.8f;
sp = sqrtf(sp);
sp = 0.6f * sp;
sp = 0.252f * sp;
if (actor->bg_collision_check.result.hit_wall_count == 2) {
sp = 0.22f;
@@ -69,9 +69,9 @@ static void Player_actor_Movement_Ready_walk_net(ACTOR* actor, GAME* game, f32*
mod = 0.5f;
} else {
if (movePR <= 0.05f) {
mod = 0.1f;
mod = 0.01f;
} else {
mod = 0.1f + (0.5157895f * (movePR - 0.05f));
mod = 0.01f + (0.5157895f * (movePR - 0.05f));
}
}
@@ -122,8 +122,8 @@ static void Player_actor_ObjCheck_Ready_walk_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Ready_walk_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Ready_walk_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromReady_walk_net(ACTOR* actor, GAME* game) {
+4 -4
View File
@@ -29,7 +29,7 @@ static void Player_actor_setup_main_Reflect_scoop(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Base(actor, game);
}
static Player_actor_settle_main_Reflect_scoop(ACTOR* actor, GAME* game) {
static void Player_actor_settle_main_Reflect_scoop(ACTOR* actor, GAME* game) {
actor->speed = 0.0f;
actor->world.angle.y = actor->shape_info.rotation.y;
}
@@ -246,8 +246,8 @@ static void Player_actor_ObjCheck_Reflect_scoop(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Reflect_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Reflect_scoop(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromReflect_scoop(ACTOR* actor, GAME* game, int end_flag) {
@@ -259,7 +259,7 @@ static void Player_actor_request_proc_index_fromReflect_scoop(ACTOR* actor, GAME
} else {
cKF_FrameControl_c* fc = &player->keyframe0.frame_control;
if (Player_actor_Check_AnimationFrame(fc, 29.0f)) {
if (Player_actor_Check_AnimationFrame(fc, 29.5f)) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_Set_status_for_bee(actor, TRUE);
} else {
+1 -1
View File
@@ -35,7 +35,7 @@ static void Player_actor_BGcheck_Refuse(ACTOR* actor) {
Player_actor_BGcheck_common_type2(actor);
}
static void Player_actor_main_Intro(ACTOR* actor, GAME* game) {
static void Player_actor_main_Refuse(ACTOR* actor, GAME* game) {
Player_actor_Movement_Refuse(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Refuse(actor);
+1 -1
View File
@@ -69,7 +69,7 @@ static void Player_actor_request_proc_index_fromRefuse_pickup(ACTOR* actor, GAME
}
}
static void Player_actor_main_Intro(ACTOR* actor, GAME* game) {
static void Player_actor_main_Refuse_pickup(ACTOR* actor, GAME* game) {
Player_actor_Movement_Refuse_pickup(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Refuse_pickup(actor);
+5 -5
View File
@@ -8,7 +8,7 @@ static int Player_actor_request_main_relax_rod(GAME* game, int priority) {
return FALSE;
}
static void Player_actor_setup_main_Air_rod(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Relax_rod(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
mPlayer_main_relax_rod_c* main_relax = &player->main_data.relax_rod;
int kind = Player_actor_Get_ItemKind_from_submenu();
@@ -17,7 +17,7 @@ static void Player_actor_setup_main_Air_rod(ACTOR* actor, GAME* game) {
main_relax->mosquito_flag = FALSE;
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMB_OPEN1, mPlayer_INDEX_WADE, -5.0f, 180.0f, 1);
Player_actor_InitAnimation_Base2(actor, game, eEC_EFFECT_TURI_MIZU, eEC_EFFECT_TURI_MIZU, 1.0f, 1.0f, 0.5f, -5.0f,
Player_actor_InitAnimation_Base2(actor, game, eEC_EFFECT_TURI_MIZU, eEC_EFFECT_TURI_MIZU, 1.0f, 1.0f, 0.5f, -3.0f,
1, 0);
Player_actor_setup_main_Base(actor, game);
}
@@ -37,8 +37,8 @@ static void Player_actor_ObjCheck_Relax_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Relax_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Relax_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromRelax_rod(ACTOR* actor, GAME* game, int status) {
@@ -89,7 +89,7 @@ static void Player_actor_request_proc_index_fromRelax_rod(ACTOR* actor, GAME* ga
}
}
void Player_actor_main_Relax_rod(ACTOR* actor, GAME* game) {
static void Player_actor_main_Relax_rod(ACTOR* actor, GAME* game) {
int status;
Player_actor_Movement_Relax_rod(actor);
+1 -1
View File
@@ -22,7 +22,7 @@ static void Player_actor_setup_main_Remove_grass(ACTOR* actorx, GAME* game) {
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_SetupItem_Base1(actorx, mPlayer_ANIM_ZASSOU1, -6.0f, &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);
+4 -4
View File
@@ -1,12 +1,12 @@
static int Player_actor_request_main_return_demo_all(GAME* game, int prev_index, int now_index, f32 time) {
static int Player_actor_request_main_return_demo_all(GAME* game, int prev_index, f32 time, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_DEMO, now_index)) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_RETURN_DEMO, priority)) {
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);
Player_actor_request_main_index(game, mPlayer_INDEX_RETURN_DEMO, priority);
return TRUE;
} else {
return FALSE;
@@ -56,7 +56,7 @@ static void Player_actor_request_proc_index_fromReturn_demo(ACTOR* actor, GAME*
if (prev != mPlayer_INDEX_DEMO_WAIT) {
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
} else {
Player_actor_request_main_demo_wait_all(game, 0, NULL, 19);
Player_actor_request_main_demo_wait_all(game, FALSE, 0, 19);
}
}
}
+1 -1
View File
@@ -58,7 +58,7 @@ static void Player_actor_request_proc_index_fromReturn_outdoor2(ACTOR* actor, GA
if (prev != mPlayer_INDEX_DEMO_WAIT) {
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, 1);
} else {
Player_actor_request_main_demo_wait_all(game, 0, NULL, 19);
Player_actor_request_main_demo_wait_all(game, FALSE, 0, 19);
}
}
}
+1 -1
View File
@@ -74,7 +74,7 @@ static void Player_actor_setup_main_Roll_bed(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, 17.0f, keyf, 1);
actor->shape_info.rotation.y, 0, 5.0f, keyf, 1);
Player_actor_InitAnimation_Base2(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0, 0);
Player_actor_setup_main_Base(actor, game);
Player_actor_sound_BED_NEGAERI(actor);
+1 -1
View File
@@ -17,7 +17,7 @@ static void Player_actor_setup_main_Rotate_umbrella(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Rotate_umbrella(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Rotate_umbrella(ACTOR* actorx, f32* last_anim0_cur_frame) {
+1 -1
View File
@@ -71,7 +71,7 @@ static int Player_actor_CulcAnimation_Sitdown(ACTOR* actor, f32* frame_calc) {
static void Player_actor_SetSound_Sitdown(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) {
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 18.0f)) {
Player_actor_sound_SIT(actor, player->main_data.sitdown.ftrID);
}
}
+2 -2
View File
@@ -36,7 +36,7 @@ static int Player_actor_CulcAnimation_Sitdown_wait(ACTOR* actor) {
return Player_actor_CulcAnimation_Base2(actor, &frame_calc);
}
static void Player_actor_request_proc_index_fromSitdown(ACTOR* actor, GAME* game, int arg) {
static void Player_actor_request_proc_index_fromSitdown_wait(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int ftr_no = player->main_data.sitdown_wait.ftrID;
@@ -45,7 +45,7 @@ static void Player_actor_request_proc_index_fromSitdown(ACTOR* actor, GAME* game
}
}
static void Player_actor_main_Sitdown(ACTOR* actor, GAME* game) {
static void Player_actor_main_Sitdown_wait(ACTOR* actor, GAME* game) {
Player_actor_Movement_Sitdown_wait(actor);
Player_actor_Reinput_force_position_angle(actor, game);
Player_actor_CulcAnimation_Sitdown_wait(actor);
+2 -2
View File
@@ -31,7 +31,7 @@ static void Player_actor_setup_main_Standup(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 0.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, 0.0f, keyf, 1);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_STANDUP1, mPlayer_ANIM_STANDUP1, 1.0f, 1.0f, 0.5f, -5.0f,
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_STANDUP1, mPlayer_ANIM_STANDUP1, 1.0f, 1.0f, 0.5f, -3.0f,
0, 0);
Player_actor_setup_main_Base(actor, game);
Player_actor_sound_STANDUP(actor, ftr_no);
@@ -56,7 +56,7 @@ static void Player_actor_ControlShadow_Standup(ACTOR* actor) {
static void Player_actor_SetSound_Standup(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) {
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 17.0f)) {
Player_actor_sound_LANDING(actor);
}
}
+1 -1
View File
@@ -138,7 +138,7 @@ static int Player_actor_CulcAnimation_Standup_bed(ACTOR* actor, f32* frame_calc)
static void Player_actor_SetSound_Standup_bed(ACTOR* actor) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 20.0f)) {
if (Player_actor_Check_AnimationFrame(&player->keyframe0.frame_control, 23.0f)) {
Player_actor_sound_LANDING(actor);
}
}
+4 -4
View File
@@ -21,8 +21,8 @@ static void Player_actor_setup_main_Stop_net(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Pull_net(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
static void Player_actor_Movement_Stop_net(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Stop_net(ACTOR* actor) {
@@ -35,8 +35,8 @@ static void Player_actor_ObjCheck_Stop_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Stop_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Stop_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromStop_net(GAME* game, int ready) {
+1 -1
View File
@@ -83,7 +83,7 @@ static void Player_actor_SearchAnimation_Stung_bee(ACTOR* actorx, GAME* game, f3
}
}
static void Player_actor_set_eye_pattern_Stung_bee(ACTOR* actorx) {
static void Player_actor_set_tex_anime_Stung_bee(ACTOR* actorx) {
Player_actor_set_tex_anime_pattern(actorx);
}
+3 -3
View File
@@ -1,4 +1,4 @@
static int Player_actor_request_main_stung_mosquito_all(GAME* game, u32 label, int prio) {
static int Player_actor_request_main_stung_mosquito_all(GAME* game, void* label, int prio) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
int main_index = player->now_main_index;
@@ -28,7 +28,7 @@ static int Player_actor_request_main_stung_mosquito_all(GAME* game, u32 label, i
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_STUNG_MOSQUITO, prio)) {
mPlayer_request_stung_mosquito_c* req_stung_mosquito_p = &player->requested_main_index_data.stung_mosquito;
req_stung_mosquito_p->label = label;
req_stung_mosquito_p->label = (u32)label;
Player_actor_request_main_index(game, mPlayer_INDEX_STUNG_MOSQUITO, prio);
return TRUE;
}
@@ -51,7 +51,7 @@ static void Player_actor_setup_main_Stung_mosquito(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Stung_mosquito(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Stung_mosquito(ACTOR* actorx) {
+8 -20
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@@ -119,20 +119,12 @@ static mActor_name_t Player_actor_Get_TreeNoToStumpNo(ACTOR* actor, GAME* game,
}
if (check <= 0) {
int palm;
mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_TREE);
palm = FALSE;
if (IS_ITEM_PALM_TREE(item)) {
palm = TRUE;
}
if (palm != FALSE) {
if (IS_ITEM_ANY_PALM_TREE(item) != FALSE) {
mISL_SetNowPlayerAction(mISL_PLAYER_ACTION_CHOP_PALM_TREE);
}
return bg_item_fg_sub(item, 0);
return bg_item_fg_sub((mActor_name_t)item, 0);
}
}
}
@@ -149,13 +141,9 @@ static void Player_actor_CutTree_Swing_axe(ACTOR* actor, GAME* game, mPlayer_mai
if (mFI_Wpos2UtNum(&ut_x, &ut_z, main_axe->axe_common.target_pos)) {
mActor_name_t tree = Player_actor_Get_TreeNoToStumpNo(actor, game, item, ut_x, ut_z, main_axe, flag);
int check = FALSE;
s16 type;
if (IS_ITEM_TREE_STUMP(tree)) {
check = TRUE;
}
if (check != FALSE) {
if (IS_ITEM_TREE_STUMP(tree) != FALSE) {
mNT_offset_table_c* ofs_tbl = obj_hight_table_item0_nogrow(tree);
mCoBG_SetPlussOffset(main_axe->axe_common.target_pos, ofs_tbl->table.centerRight_offset,
@@ -163,16 +151,16 @@ static void Player_actor_CutTree_Swing_axe(ACTOR* actor, GAME* game, mPlayer_mai
mFI_SetFG_common(tree, main_axe->axe_common.target_pos, TRUE);
if (main_axe->axe_common.target_pos.x > actor->world.position.x) {
flag = 1;
type = EffectBG_EFFECT_CUT_LEFT;
} else {
flag = 2;
type = EffectBG_EFFECT_CUT_RIGHT;
}
Player_actor_set_viblation_Axe_cut();
} else {
flag = 0;
type = EffectBG_EFFECT_SHAKE;
Player_actor_set_viblation_Axe_hard();
}
Player_actor_Set_EffectBgTree(game, item, flag, ut_x, ut_z);
Player_actor_Set_EffectBgTree(game, item, type, ut_x, ut_z);
}
}
}
+2 -2
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@@ -33,7 +33,7 @@ static void Player_actor_setup_main_Swing_fan(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Swing_fan(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Swing_fan(ACTOR* actorx, f32* last_anim0_cur_frame_p) {
@@ -60,7 +60,7 @@ static void Player_actor_ObjCheck_Swing_fan(ACTOR* actorx, GAME* game) {
Player_actor_Excute_Corect_forStand(actorx, game);
}
static void Player_actor_BGCheck_Swing_fan(ACTOR* actorx) {
static void Player_actor_BGcheck_Swing_fan(ACTOR* actorx) {
Player_actor_BGcheck_common_type1(actorx);
}
+4 -4
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@@ -87,7 +87,7 @@ static int Player_actor_HitBGCheck_Swing_net(ACTOR* actor, GAME* game, ACTOR** h
if (line_check & 4) {
wpos.y = 20.0f;
} else {
wpos.y = mCoBG_GetWaterHeight_File(player->net_end_pos, "../m_player_main_swing_net.c_inc", 171);
wpos.y = mCoBG_GetWaterHeight_File(player->net_end_pos, __FILE__, 171);
}
Common_Get(clip).effect_clip->effect_make_proc(eEC_EFFECT_SWING_NET, wpos, 2, actor->world.angle.y,
@@ -291,7 +291,7 @@ static void Player_actor_CorrectSomething_Swing_net(ACTOR* actor) {
}
static void Player_actor_Movement_Swing_net(ACTOR* actor) {
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Swing_net(ACTOR* actor, f32* frame_calc, int check_type) {
@@ -316,8 +316,8 @@ static void Player_actor_ObjCheck_Swing_net(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Swing_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Swing_net(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromSwing_net(ACTOR* actor, GAME* game, int end_flag, int hit,
+3 -3
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@@ -23,8 +23,8 @@ static void Player_actor_setup_main_Takeout_item(ACTOR* actorx, GAME* game) {
main_takeout_item_p->back_request_data = *req_takeout_item_p;
main_takeout_item_p->timer = 0.0f;
Player_actor_LoadOrDestruct_Item(actorx, item_kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(item_kind),
cKF_FRAMECONTROL_REPEAT, 0.5f, 5.0f, -1.0f);
Player_actor_LoadOrDestruct_Item(actorx, item_kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(item_kind), 0.5f,
5.0f, -1.0f, cKF_FRAMECONTROL_REPEAT);
Player_actor_Set_now_item_main_index(actorx, Player_actor_Get_BasicItemMainIndex_fromItemKind(item_kind));
player->item_kind = item_kind;
@@ -51,7 +51,7 @@ static void Player_actor_settle_main_Takeout_item(ACTOR* actorx, GAME* game) {
}
static void Player_actor_Movement_Takeout_item(ACTOR* actorx) {
Player_actor_Movement_Base_Braking_common(actorx, 0.32625f);
Player_actor_Movement_Base_Braking_common(actorx, 0.32625001f);
}
static int Player_actor_CulcAnimation_Takeout_item(ACTOR* actorx, f32* last_anim0_cur_frame_p) {
+7 -7
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@@ -18,12 +18,12 @@ static void Player_actor_setup_Item_Tumble(ACTOR* actor, GAME* game, int kind, f
}
if (check == FALSE) {
Player_actor_LoadOrDestruct_Item(actor, kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(kind), 1, 0.5f, speed,
-1.0f);
Player_actor_LoadOrDestruct_Item(actor, kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(kind), 0.5f, speed,
-1.0f, cKF_FRAMECONTROL_REPEAT);
Player_actor_Set_now_item_main_index(actor, Player_actor_Get_BasicItemMainIndex_fromItemKind(kind));
player->item_kind = kind;
} else {
Player_actor_LoadOrDestruct_Item(actor, kind, mPlayer_ANIM_GET1, 0, 0.5f, speed, -1.0f);
Player_actor_LoadOrDestruct_Item(actor, kind, mPlayer_ANIM_GET1, 0.5f, speed, -1.0f, cKF_FRAMECONTROL_STOP);
Player_actor_Set_now_item_main_index(actor, mPlayer_INDEX_RETURN_OUTDOOR);
player->item_kind = kind;
}
@@ -119,12 +119,12 @@ static void Player_actor_SearchAnimation_Tumble(ACTOR* actor, GAME* game, f32 fr
}
}
static void Player_actor_ObjCheck_Tumble(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
static void Player_actor_ObjCheck_Tumble(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Tumble(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Tumble(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromTumble(GAME* game, int arg1, int arg2) {
+11 -9
View File
@@ -44,12 +44,12 @@ static void Player_actor_setup_Item_Tumble_getup(ACTOR* actor, GAME* game, int k
}
if (check == FALSE) {
Player_actor_LoadOrDestruct_Item(actor, kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(kind), 1, 0.5f, speed,
-1.0f);
Player_actor_LoadOrDestruct_Item(actor, kind, mPlib_Get_BasicItemAnimeIndex_fromItemKind(kind), 0.5f, speed,
-1.0f, cKF_FRAMECONTROL_REPEAT);
Player_actor_Set_now_item_main_index(actor, Player_actor_Get_BasicItemMainIndex_fromItemKind(kind));
player->item_kind = kind;
} else {
Player_actor_LoadOrDestruct_Item(actor, kind, mPlayer_ANIM_RTURN1, 0, 0.5f, speed, -1.0f);
Player_actor_LoadOrDestruct_Item(actor, kind, mPlayer_ANIM_RTURN1, 0.5f, speed, -1.0f, cKF_FRAMECONTROL_STOP);
Player_actor_Set_now_item_main_index(actor, mPlayer_INDEX_RETURN_OUTDOOR2);
player->item_kind = kind;
}
@@ -74,8 +74,8 @@ static int Player_actor_Get_PlayerAnimeIndex_fromItemKind_Tumble_getup(int kind)
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_A1,
mPlayer_ANIM_KOKERU_A1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_A1,
mPlayer_ANIM_KOKERU_GETUP_A1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1, mPlayer_ANIM_KOKERU_GETUP_N1,
@@ -106,15 +106,17 @@ static void Player_actor_setup_main_Tumble_getup(ACTOR* actor, GAME* game) {
static void Player_actor_request_proc_index_fromTumble_getup(ACTOR* actor, GAME* game, int calc) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
int type;
if (calc != 0) {
if (player->main_data.balloon.balloon_shape_type < 0) {
Player_actor_SettleRequestMainIndexPriority(actor);
Player_actor_request_main_wait_all(game, -5.0f, 0.0f, 0, mPlayer_REQUEST_PRIORITY_1);
} else {
type = player->main_data.balloon.balloon_shape_type;
Player_actor_request_main_release_creature_all(game, 2, 0, &type, player->balloon_actor,
mPlayer_REQUEST_PRIORITY_30);
mPlayer_request_release_creature_u release_creature;
release_creature.balloon.balloon_type = player->main_data.balloon.balloon_shape_type;
Player_actor_request_main_release_creature_all(game, mPlayer_CREATURE_BALLOON, FALSE, &release_creature,
player->balloon_actor, mPlayer_REQUEST_PRIORITY_30);
}
}
}
+4 -4
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@@ -15,13 +15,13 @@ static void Player_actor_setup_main_Vib_rod(ACTOR* actor, GAME* game) {
Player_actor_SetupItem_Base2(actor, kind, mPlayer_ANIM_UMB_OPEN1, mPlayer_INDEX_OUTDOOR, -5.0f, frame, 1);
Player_actor_InitAnimation_Base2(actor, game, mPlayer_ANIM_TURI_HIKI1, mPlayer_ANIM_TURI_HIKI1, 1.0f, 1.0f, 0.5f,
0.0f, 1, 0);
-3.0f, 1, 0);
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Vib_rod(ACTOR* actor) {
Player_actor_SetPlayerAngle_forUki(actor);
Player_actor_Movement_Base_Braking_common(actor, 0.32625f);
Player_actor_Movement_Base_Braking_common(actor, 0.32625001f);
}
static int Player_actor_CulcAnimation_Vib_rod(ACTOR* actor) {
@@ -34,8 +34,8 @@ static void Player_actor_ObjCheck_Vib_rod(ACTOR* actor, GAME* game) {
Player_actor_Excute_Corect_forStand(actor, game);
}
static void Player_actor_BGcheck_Vib_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
static void Player_actor_BGcheck_Vib_rod(ACTOR* actor) {
Player_actor_BGcheck_common_type1(actor);
}
static void Player_actor_request_proc_index_fromVib_rod(GAME* game, int status) {
+1 -1
View File
@@ -66,7 +66,7 @@ static void Player_actor_Movement_Wade(ACTOR* actorx) {
xyz_t* end_pos_p = &main_wade_p->end_pos;
xyz_t* pos_p = &actorx->world.position;
f32 timer = main_wade_p->timer;
f32 percent = get_percent_forAccelBrake(timer, 0.0f, 36.0f, 1.2f, 34.8f);
f32 percent = get_percent_forAccelBrake(timer, 0.0f, 36.0f, 1.1999999f, 34.8f);
pos_p->x = start_pos_p->x + percent * (end_pos_p->x - start_pos_p->x);
pos_p->y = start_pos_p->y + percent * (end_pos_p->y - start_pos_p->y);
+3 -3
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@@ -35,7 +35,7 @@ static void Player_actor_setup_main_Wade_snowball(ACTOR* actor, GAME* game) {
player->main_data.wade_snowball.start_pos = *world_pos;
player->main_data.wade_snowball.start_pos = *world_pos;
Player_actor_Culc_wade_end_pos(world_pos, end_pos, dir, 18.0f);
Player_actor_Culc_wade_end_pos(world_pos, end_pos, dir, 18.00001f);
player->main_data.wade_snowball.timer = 0.0f;
@@ -89,7 +89,7 @@ static void Player_actor_Movement_Wade_snowball(ACTOR* actor) {
start_pos = &main_wade_snowball_p->start_pos;
end_pos = &main_wade_snowball_p->end_pos;
brake = get_percent_forAccelBrake(player->main_data.wade_snowball.timer, 0.0f, 36.0f, 1.20f, 34.8f);
brake = get_percent_forAccelBrake(player->main_data.wade_snowball.timer, 0.0f, 36.0f, 1.1999999f, 34.8f);
actor->world.position.x = start_pos->x + (brake * (end_pos->x - start_pos->x));
actor->world.position.y = start_pos->y + (brake * (end_pos->y - start_pos->y));
actor->world.position.z = start_pos->z + (brake * (end_pos->z - start_pos->z));
@@ -120,7 +120,7 @@ static void Player_actor_request_proc_index_fromWade_snowball(ACTOR* actor, GAME
Player_actor_SettleRequestMainIndexPriority(actor);
if (anim_idx != mPlayer_ANIM_WAIT1 && player->crash_snowball_for_wade == FALSE) {
Player_actor_request_main_push_snowball_all(game, player->main_data.wade_snowball.snowball_label, 1,
Player_actor_request_main_push_snowball_all(game, (void*)player->main_data.wade_snowball.snowball_label, 1,
mPlayer_REQUEST_PRIORITY_2);
} else {
Player_actor_request_main_walk_all(game, &player->main_data.wade_snowball.end_pos, -5.0f, 6, 1);
+3 -3
View File
@@ -12,7 +12,7 @@ static int Player_actor_Check_able_request_main_wait_bed(GAME* game) {
}
}
static int Player_actor_request_main_hold(GAME* game, int priority) {
static int Player_actor_request_main_wait_bed(GAME* game, int priority) {
if (Player_actor_check_request_main_able(game, mPlayer_INDEX_WAIT_BED, priority) &&
Player_actor_Check_able_request_main_wait_bed(game)) {
Player_actor_request_main_index(game, mPlayer_INDEX_WAIT_BED, priority);
@@ -37,8 +37,8 @@ static void Player_actor_setup_main_Wait_bed(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Base(actor, game);
}
static void Player_actor_Movement_Wait_bed(ACTOR* actor) {
Player_actor_Movement_Base_Stop(actor, FALSE);
static void Player_actor_Movement_Wait_bed(ACTOR* actor) {
Player_actor_Movement_Base_Stop(actor, FALSE);
}
static int Player_actor_CulcAnimation_Wait_bed(ACTOR* actor) {
+1 -1
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@@ -33,7 +33,7 @@ static void Player_actor_setup_main_Wait_open_furniture(ACTOR* actor, GAME* game
cKF_SkeletonInfo_R_Animation_Set_base_shape_trs(keyf, 0.0f, 1000.0f, 200.0f, 0, 0, 0x4000);
cKF_SkeletonInfo_R_AnimationMove_ct_base(&actor->world.position, &actor->world.position,
actor->shape_info.rotation.y, 0, 0.0f, keyf, 1);
actor->shape_info.rotation.y, 0, 5.0f, keyf, 1);
Player_actor_InitAnimation_Base1(actor, game, anim_idx, anim_idx, 1.0f, 1.0f, 0.5f, -5.0f, 0);
Player_actor_setup_main_Base(actor, game);
}
+3 -3
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@@ -80,7 +80,7 @@ static void Player_actor_CulcAnimation_Walk(ACTOR* actor, f32 over_speed_normali
f32 sp = (actor->speed * over_speed_normalize_NoneZero) / 7.5f;
sp = sqrtf(sp);
sp = 0.6f * sp;
sp = 0.59999996f * sp;
if (actor->bg_collision_check.result.hit_wall_count == 2) {
if (!(actor->bg_collision_check.result.hit_wall & mCoBG_HIT_WALL_RIGHT) ||
@@ -143,9 +143,9 @@ static void Player_actor_Movement_Walk(ACTOR* actor, GAME* game, f32* frame) {
mod = 0.5f;
} else {
if (movePR <= 0.05f) {
mod = 0.1f;
mod = 0.0099999998f;
} else {
mod = 0.1f + (0.5157895f * (movePR - 0.05f));
mod = 0.0099999998f + (0.5157895f * (movePR - 0.05f));
}
}
+37 -37
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@@ -1,25 +1,25 @@
void Player_actor_ct_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_ct_other_func1(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
play->submenu.disable_start_btn_flag = TRUE;
play->submenu.start_refuse = TRUE;
actor->unknown_b4 = 1;
Actor_info_make_actor(&play->actor_info, game, mAc_PROFILE_FIELD_DRAW, actor->world.position.x,
actor->world.position.y, actor->world.position.z, 0, 0, 0, -1, -1, -1, EMPTY_NO, -1, -1, -1);
}
void Player_actor_setup_main_Wade_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Wade_other_func1(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
play->object_exchange._1954 = TRUE;
}
void Player_actor_setup_main_Wade_snowball_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Wade_snowball_other_func1(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Wade_other_func1(actor, game);
}
void Player_actor_setup_main_Wade_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Wade_other_func2(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
xyz_t pos = player->main_data.wade.end_pos;
@@ -29,11 +29,11 @@ void Player_actor_setup_main_Wade_other_func2(ACTOR* actor, GAME* game) {
Common_Set(in_initial_block, FALSE);
}
void Player_actor_setup_main_Wade_snowball_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Wade_snowball_other_func2(ACTOR* actor, GAME* game) {
Player_actor_setup_main_Wade_other_func2(actor, game);
}
void Player_actor_setup_main_Demo_wade_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Demo_wade_other_func2(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
xyz_t pos = player->main_data.wade.end_pos;
@@ -43,7 +43,7 @@ void Player_actor_setup_main_Demo_wade_other_func2(ACTOR* actor, GAME* game) {
Common_Set(in_initial_block, FALSE);
}
void Player_actor_setup_main_Demo_geton_boat_wade_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_setup_main_Demo_geton_boat_wade_other_func2(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
xyz_t pos = player->main_data.wade.end_pos;
@@ -53,7 +53,7 @@ void Player_actor_setup_main_Demo_geton_boat_wade_other_func2(ACTOR* actor, GAME
Common_Set(in_initial_block, FALSE);
}
void Player_actor_ChangeFace_for_Wade(ACTOR* actor, GAME* game, f32 timer) {
static void Player_actor_ChangeFace_for_Wade(ACTOR* actor, GAME* game, f32 timer) {
if (18.0f <= timer && timer < 19.0f) {
int rank = 0;
@@ -66,62 +66,62 @@ void Player_actor_ChangeFace_for_Wade(ACTOR* actor, GAME* game, f32 timer) {
}
}
void Player_actor_main_Wade_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_main_Wade_other_func1(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_ChangeFace_for_Wade(actor, game, player->main_data.wade.timer);
}
void Player_actor_main_Demo_wade_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_main_Demo_wade_other_func1(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_ChangeFace_for_Wade(actor, game, player->main_data.wade.timer);
}
void Player_actor_main_Wade_snowball_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_main_Wade_snowball_other_func1(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_ChangeFace_for_Wade(actor, game, player->main_data.wade.timer);
}
void Player_actor_main_Demo_geton_boat_wade_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_main_Demo_geton_boat_wade_other_func1(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_ChangeFace_for_Wade(actor, game, player->main_data.wade.timer);
}
void Player_actor_main_Sitdown_wait_other_func2(ACTOR* actor) {
static void Player_actor_main_Sitdown_wait_other_func2(ACTOR* actor, GAME* game) {
if (Common_Get(clip.my_room_clip)) {
Common_Get(clip.my_room_clip)->call_sit_down_ongen_pos_se_proc(&actor->world.position);
}
}
void Player_actor_main_Relax_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_main_Relax_rod_other_func2(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_request_camera2_main_simple_fishing(actor, game);
}
void Player_actor_main_Vib_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_main_Vib_rod_other_func2(ACTOR* actor, GAME* game) {
Player_actor_request_camera2_main_simple_fishing(actor, game);
}
void Player_actor_main_Collect_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_main_Collect_rod_other_func2(ACTOR* actor, GAME* game) {
Player_actor_request_camera2_main_simple_return(actor, game);
}
void Player_actor_main_Fly_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_main_Fly_rod_other_func2(ACTOR* actor, GAME* game) {
Player_actor_request_camera2_main_simple_return(actor, game);
}
void Player_actor_settle_main_Collect_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_settle_main_Collect_rod_other_func2(ACTOR* actor, GAME* game) {
Player_actor_request_camera2_main_normal(game);
}
void Player_actor_settle_main_Fly_rod_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_settle_main_Fly_rod_other_func2(ACTOR* actor, GAME* game) {
Player_actor_request_camera2_change_priority(game);
}
void Player_actor_set_nextgoto_info_type0(ACTOR* actor) {
static void Player_actor_set_nextgoto_info_type0(ACTOR* actor) {
GAME_PLAY* play = (GAME_PLAY*)gamePT;
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
@@ -134,7 +134,7 @@ void Player_actor_set_nextgoto_info_type0(ACTOR* actor) {
player->update_scene_bg_mode = TRUE;
}
void Player_actor_set_nextgoto_info_type1(ACTOR* actor) {
static void Player_actor_set_nextgoto_info_type1(ACTOR* actor) {
GAME_PLAY* play = (GAME_PLAY*)gamePT;
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
@@ -153,7 +153,7 @@ void Player_actor_set_nextgoto_info_type1(ACTOR* actor) {
}
}
int Player_actor_check_bg_for_next_goto(ACTOR* actor, mActor_name_t door) {
static int Player_actor_check_bg_for_next_goto(ACTOR* actor, mActor_name_t door) {
mCoBG_Collision_u* col;
if (mFI_GET_TYPE(mFI_GetFieldId()) == mFI_FIELD_PLAYER0_ROOM) {
@@ -170,7 +170,7 @@ int Player_actor_check_bg_for_next_goto(ACTOR* actor, mActor_name_t door) {
return TRUE;
}
void Player_actor_check_nextgoto(ACTOR* actor, GAME* game) {
static void Player_actor_check_nextgoto(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
mActor_name_t door = player->item_in_front;
@@ -202,15 +202,15 @@ void Player_actor_check_nextgoto(ACTOR* actor, GAME* game) {
}
}
void Player_actor_check_forward(ACTOR* actor, GAME* game) {
static void Player_actor_check_forward(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
s16 rot = actor->shape_info.rotation.y;
xyz_t pos;
mActor_name_t* item;
pos.x = actor->world.position.x + 0.0006f * sins(rot);
pos.z = actor->world.position.z + 0.0006f * coss(rot);
pos.x = actor->world.position.x + 0.00061037019f * sins(rot);
pos.z = actor->world.position.z + 0.00061037019f * coss(rot);
pos.y = 0.0f;
pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos(pos, 0.0f);
@@ -236,7 +236,7 @@ void Player_actor_check_forward(ACTOR* actor, GAME* game) {
}
}
void Player_actor_move_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_move_other_func1(ACTOR* actor, GAME* game) {
Player_actor_cancel_request_change_proc_index_by_A_btn(actor);
Player_actor_request_main_change_from_submenu(actor, game);
Player_actor_request_change_item(game);
@@ -250,7 +250,7 @@ void Player_actor_move_other_func1(ACTOR* actor, GAME* game) {
Player_actor_Check_player_change_color_for_main(actor);
}
void Player_actor_move_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_move_other_func2(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
Player_actor_set_eye_PositionAndAngle(actor);
@@ -274,21 +274,21 @@ void Player_actor_move_other_func2(ACTOR* actor, GAME* game) {
Player_actor_Set_old_sound_frame_counter(actor);
}
void Player_actor_draw_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_draw_other_func2(ACTOR* actor, GAME* game) {
Player_actor_SetPosition_OBJtoLine_forItem(actor, game);
}
void Player_actor_change_main_index_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_change_main_index_other_func1(ACTOR* actor, GAME* game) {
}
void Player_actor_change_main_index_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_change_main_index_other_func2(ACTOR* actor, GAME* game) {
}
void Player_actor_settle_main_other_func2(ACTOR* actor, GAME* game) {
static void Player_actor_settle_main_other_func2(ACTOR* actor, GAME* game) {
Player_actor_SetFootMark_for_settle_main(actor, game);
}
void Player_actor_SetActorUki(ACTOR* actor, GAME* game) {
static void Player_actor_SetActorUki(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
@@ -297,10 +297,10 @@ void Player_actor_SetActorUki(ACTOR* actor, GAME* game) {
}
}
void Player_actor_Item_main_other_func1(ACTOR* actor, GAME* game) {
static void Player_actor_Item_main_other_func1(ACTOR* actor, GAME* game) {
Player_actor_SetActorUki(actor, game);
}
void Player_actor_setup_main_Demo_geton_boat_other_func2(ACTOR* actor, GAME* game) {
Common_Set(_2DBA6, 0);
static void Player_actor_setup_main_Demo_geton_boat_other_func2(ACTOR* actor, GAME* game) {
Common_Set(sunburn_time, 0);
}
+1 -1
View File
@@ -11,7 +11,7 @@ static void Player_actor_sound_SetStatus(ACTOR* actor) {
f32 speed;
status = player->now_main_index;
speed = player->keyframe0.frame_control.speed / 0.6f;
speed = player->keyframe0.frame_control.speed / 0.59999996f;
switch (status) {
case mPlayer_INDEX_READY_WALK_NET:
+57
View File
@@ -0,0 +1,57 @@
static Vtx tol_sponge_1_v[] = {
#include "assets/tol_sponge_1_v.inc"
};
static u16 tol_sponge_1_pal[] ATTRIBUTE_ALIGN(32) = {
#include "assets/tol_sponge_1_pal.inc"
};
static u8 tol_sponge_1_main1_tex_txt[] ATTRIBUTE_ALIGN(32) = {
#include "assets/tol_sponge_1_main1_tex_txt.inc"
};
// clang-format off
static const Gfx tol_sponge_1_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0, PRIMITIVE, 0, COMBINED, 0, 0, 0, 0, COMBINED),
gsDPLoadTLUT_Dolphin(15, 16, 1, tol_sponge_1_pal),
gsDPLoadTextureBlock_4b_Dolphin(tol_sponge_1_main1_tex_txt, G_IM_FMT_CI, 16, 16, 15, GX_REPEAT, GX_REPEAT, 0, 0),
gsDPSetTileSize(0, 0, 0, 124, 124),
gsDPSetPrimColor(0, 128, 255, 255, 255, 255),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPVertex(&tol_sponge_1_v[0], 10, 0),
gsSPNTrianglesInit_5b(
16, // tri count
0, 1, 2, // tri0
3, 1, 4, // tri1
1, 5, 6 // tri2
),
gsSPNTriangles_5b(
3, 4, 7, // tri0
0, 2, 8, // tri1
0, 8, 9, // tri2
6, 9, 7 // tri3
),
gsSPNTriangles_5b(
8, 2, 3, // tri0
7, 9, 3, // tri1
3, 2, 1, // tri2
6, 4, 1 // tri3
),
gsSPNTriangles_5b(
5, 1, 0, // tri0
3, 9, 8, // tri1
5, 0, 6, // tri2
9, 6, 0 // tri3
),
gsSPNTriangles_5b(
4, 6, 7, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsSPEndDisplayList(),
};
// clang-format on
+419 -445
View File
@@ -35,554 +35,528 @@ static u16 video_pan_height = 0;
static u32 SystemHeapSize = 0x16C7000;
static u32 gameheap_len = 0x380000;
static GXRenderModeObj customized_GXNtsc240Ds = {
VI_TVMODE_NTSC_DS,
640,
240,
240,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 0, 0, 21, 22, 21, 0, 0 }
};
static GXRenderModeObj customized_GXNtsc240Prog = {
VI_TVMODE_NTSC_PROG,
640,
240,
480,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 0, 0, 21, 22, 21, 0, 0 }
};
static GXRenderModeObj customized_GXNtsc240IntDf = {
VI_TVMODE_NTSC_INT,
640,
240,
480,
30,
0,
660,
480,
VI_XFBMODE_DF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 8, 8, 10, 12, 10, 8, 8 }
};
static GXRenderModeObj customized_GXNtsc480Ds = {
VI_TVMODE_NTSC_DS,
640,
480,
240,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 0, 0, 21, 22, 21, 0, 0 }
};
static GXRenderModeObj customized_GXNtsc480IntDf = {
VI_TVMODE_NTSC_INT,
640,
480,
480,
30,
0,
660,
480,
VI_XFBMODE_DF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 8, 8, 10, 12, 10, 8, 8 }
};
static GXRenderModeObj customized_GXNtsc480Prog = {
VI_TVMODE_NTSC_PROG,
640,
480,
480,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 }
},
{ 0, 0, 21, 22, 21, 0, 0 }
};
static GXRenderModeObj customized_GXNtsc240Ds = { VI_TVMODE_NTSC_DS,
640,
240,
240,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 0, 0, 21, 22, 21, 0, 0 } };
static GXRenderModeObj customized_GXNtsc240Prog = { VI_TVMODE_NTSC_PROG,
640,
240,
480,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 0, 0, 21, 22, 21, 0, 0 } };
static GXRenderModeObj customized_GXNtsc240IntDf = { VI_TVMODE_NTSC_INT,
640,
240,
480,
30,
0,
660,
480,
VI_XFBMODE_DF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 8, 8, 10, 12, 10, 8, 8 } };
static GXRenderModeObj customized_GXNtsc480Ds = { VI_TVMODE_NTSC_DS,
640,
480,
240,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 0, 0, 21, 22, 21, 0, 0 } };
static GXRenderModeObj customized_GXNtsc480IntDf = { VI_TVMODE_NTSC_INT,
640,
480,
480,
30,
0,
660,
480,
VI_XFBMODE_DF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 8, 8, 10, 12, 10, 8, 8 } };
static GXRenderModeObj customized_GXNtsc480Prog = { VI_TVMODE_NTSC_PROG,
640,
480,
480,
30,
0,
660,
480,
VI_XFBMODE_SF,
FALSE,
FALSE,
{ { 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 },
{ 6, 6 } },
{ 0, 0, 21, 22, 21, 0, 0 } };
static void ReportDiskID() {
DVDDiskID* disk_id = DVDGetCurrentDiskID();
DVDDiskID* disk_id = DVDGetCurrentDiskID();
/* @NOTE: taken from e+ */
JSYSWRAPPER_PRINTF(jc_sysConsole, "DiskID %.4s %.2s %d 0x%02x(%d)\n", disk_id->gameName, disk_id->company, disk_id->diskNumber, disk_id->gameVersion);
/* @NOTE: taken from e+ */
JSYSWRAPPER_PRINTF(jc_sysConsole, "DiskID %.4s %.2s %d 0x%02x(%d)\n", disk_id->gameName, disk_id->company,
disk_id->diskNumber, disk_id->gameVersion);
}
extern void JW_UpdateVideoMode() {
GXRenderModeObj* renderMode;
GXRenderModeObj* renderMode;
if (video_famicom) {
video_pan_xorg = 32;
video_pan_yorg = 8;
video_pan_width = 256;
video_pan_height = 232;
if (video_famicom) {
video_pan_xorg = 32;
video_pan_yorg = 8;
video_pan_width = 256;
video_pan_height = 232;
if (video_lowreso != FALSE && video_progressive == FALSE) {
renderMode = &customized_GXNtsc240Ds;
}
else {
video_pan_yorg *= 2;
video_pan_height *= 2;
if (video_lowreso != FALSE && video_progressive == FALSE) {
renderMode = &customized_GXNtsc240Ds;
} else {
video_pan_yorg *= 2;
video_pan_height *= 2;
if (video_progressive != FALSE) {
renderMode = &customized_GXNtsc240Prog;
}
else {
renderMode = &customized_GXNtsc240IntDf;
}
}
}
else {
if (video_logo) {
video_pan_xorg = 0;
video_pan_yorg = 0;
video_pan_width = 640;
video_pan_height = 480;
}
else {
video_pan_xorg = 20;
video_pan_yorg = 6;
video_pan_width = 598;
video_pan_height = 464;
if (video_progressive != FALSE) {
renderMode = &customized_GXNtsc240Prog;
} else {
renderMode = &customized_GXNtsc240IntDf;
}
}
} else {
if (video_logo) {
video_pan_xorg = 0;
video_pan_yorg = 0;
video_pan_width = 640;
video_pan_height = 480;
} else {
video_pan_xorg = 20;
video_pan_yorg = 6;
video_pan_width = 598;
video_pan_height = 464;
}
if (video_progressive) {
renderMode = &customized_GXNtsc480Prog;
} else {
renderMode = &customized_GXNtsc480IntDf;
}
}
if (video_progressive) {
renderMode = &customized_GXNtsc480Prog;
if (renderMode != NULL) {
VIWaitForRetrace();
JC_JUTVideo_setRenderMode(JC_JUTVideo_getManager(), renderMode);
}
else {
renderMode = &customized_GXNtsc480IntDf;
if (video_pan_enable) {
VIConfigurePan(video_pan_xorg, video_pan_yorg, video_pan_width, video_pan_height);
}
}
if (renderMode != NULL) {
VIWaitForRetrace();
JC_JUTVideo_setRenderMode(JC_JUTVideo_getManager(), renderMode);
}
if (video_pan_enable) {
VIConfigurePan(video_pan_xorg, video_pan_yorg, video_pan_width, video_pan_height);
}
}
extern void JW_SetProgressiveMode(int enabled) {
if (video_progressive != enabled) {
video_progressive = enabled;
JW_UpdateVideoMode();
}
if (video_progressive != enabled) {
video_progressive = enabled;
JW_UpdateVideoMode();
}
}
extern void JW_SetLowResoMode(int enabled) {
if (video_lowreso != enabled) {
video_lowreso = enabled;
JW_UpdateVideoMode();
}
if (video_lowreso != enabled) {
video_lowreso = enabled;
JW_UpdateVideoMode();
}
}
extern void JW_SetFamicomMode(int enabled) {
if (video_famicom != enabled) {
video_famicom = enabled;
JW_UpdateVideoMode();
}
if (video_famicom != enabled) {
video_famicom = enabled;
JW_UpdateVideoMode();
}
}
extern void JW_SetVideoPan(u16 origin_x, u16 origin_y, u16 width, u16 height) {
if (video_pan_xorg != origin_x || video_pan_yorg != origin_y || video_pan_width != width || video_pan_height != height) {
video_pan_enable = TRUE;
video_pan_xorg = origin_x;
video_pan_yorg = origin_y;
video_pan_width = width;
video_pan_height = height;
}
if (video_pan_xorg != origin_x || video_pan_yorg != origin_y || video_pan_width != width ||
video_pan_height != height) {
video_pan_enable = TRUE;
video_pan_xorg = origin_x;
video_pan_yorg = origin_y;
video_pan_width = width;
video_pan_height = height;
}
}
extern void JW_SetLogoMode(int enabled) {
if (video_logo != enabled) {
video_logo = enabled;
JW_UpdateVideoMode();
}
if (video_logo != enabled) {
video_logo = enabled;
JW_UpdateVideoMode();
}
}
extern void JW_JUTGamePad_read() {
static OSTime last_pad_read;
OSTime now = OSGetTime();
static OSTime last_pad_read;
OSTime now = OSGetTime();
if (now > last_pad_read + OSMillisecondsToTicks(16) || now < last_pad_read) {
last_pad_read = now;
JC_JUTGamePad_read();
}
if (now > last_pad_read + OSMillisecondsToTicks(16) || now < last_pad_read) {
last_pad_read = now;
JC_JUTGamePad_read();
}
}
extern void JW_getPadStatus(PADStatus* padStatus) {
memcpy(&padStatus[0], &JUTGamePad::mPadStatus[0], sizeof(PADStatus));
memcpy(&padStatus[1], &JUTGamePad::mPadStatus[1], sizeof(PADStatus));
memcpy(&padStatus[2], &JUTGamePad::mPadStatus[2], sizeof(PADStatus));
memcpy(&padStatus[3], &JUTGamePad::mPadStatus[3], sizeof(PADStatus));
memcpy(&padStatus[0], &JUTGamePad::mPadStatus[0], sizeof(PADStatus));
memcpy(&padStatus[1], &JUTGamePad::mPadStatus[1], sizeof(PADStatus));
memcpy(&padStatus[2], &JUTGamePad::mPadStatus[2], sizeof(PADStatus));
memcpy(&padStatus[3], &JUTGamePad::mPadStatus[3], sizeof(PADStatus));
}
extern int JW_JUTGamepad_getErrorStatus() {
return (s8)((JUTGamePad*)gamePad)[0].mErrorStatus;
return (s8)((JUTGamePad*)gamePad)[0].mErrorStatus;
}
extern u32 JW_JUTGamepad_getButton() {
return ((JUTGamePad*)gamePad)[0].mButtons.mButton;
return ((JUTGamePad*)gamePad)[0].mButtons.mButton;
}
extern u32 JW_JUTGamepad_getTrigger() {
return ((JUTGamePad*)gamePad)[0].mButtons.mTrigger;
return ((JUTGamePad*)gamePad)[0].mButtons.mTrigger;
}
extern f32 JW_JUTGamepad_getSubStickValue() {
return ((JUTGamePad*)gamePad)[0].mSubStick.mValue;
return ((JUTGamePad*)gamePad)[0].mSubStick.mValue;
}
extern int JW_JUTGamepad_getSubStickAngle() {
return ((JUTGamePad*)gamePad)[0].mSubStick.mAngle;
extern s16 JW_JUTGamepad_getSubStickAngle() {
return ((JUTGamePad*)gamePad)[0].mSubStick.mAngle;
}
static bool FrameDrawing = false;
extern void JW_BeginFrame() {
while (FrameCansel) {
VIWaitForRetrace();
}
while (FrameCansel) {
VIWaitForRetrace();
}
FrameDrawing = true;
void* displayManager = JC_JFWDisplay_getManager();
JC_JFWDisplay_endFrame(displayManager);
JC_JFWDisplay_beginRender(displayManager);
JC_J2DOrthoGraph_setOrtho(jc_gport, 0, 0, JC_JFWDisplay_getEfbWidth(displayManager), JC_JFWDisplay_getEfbHeight(displayManager));
JC_J2DOrthoGraph_setPort(jc_gport);
FrameDrawing = true;
void* displayManager = JC_JFWDisplay_getManager();
JC_JFWDisplay_endFrame(displayManager);
JC_JFWDisplay_beginRender(displayManager);
JC_J2DOrthoGraph_setOrtho(jc_gport, 0, 0, JC_JFWDisplay_getEfbWidth(displayManager),
JC_JFWDisplay_getEfbHeight(displayManager));
JC_J2DOrthoGraph_setPort(jc_gport);
}
extern void JW_EndFrame() {
JC_JFWDisplay_endRender(JC_JFWDisplay_getManager());
FrameDrawing = false;
JC_JFWDisplay_endRender(JC_JFWDisplay_getManager());
FrameDrawing = false;
}
extern int JW_setClearColor(u8 r, u8 g, u8 b) {
static GXColor clear_color;
static GXColor clear_color;
if (clear_color.r != r || clear_color.g != g || clear_color.b != b) {
void* manager = JC_JFWDisplay_getManager();
if (clear_color.r != r || clear_color.g != g || clear_color.b != b) {
void* manager = JC_JFWDisplay_getManager();
clear_color.r = r;
clear_color.g = g;
clear_color.b = b;
clear_color.r = r;
clear_color.g = g;
clear_color.b = b;
JC_JFWDisplay_setClearColor(manager, clear_color);
return TRUE;
}
return FALSE;
JC_JFWDisplay_setClearColor(manager, clear_color);
return TRUE;
}
return FALSE;
}
static const char* aram_resName[] = {
"fgdata.bin",
"mail_data.bin",
"mail_data_table.bin",
"maila_data.bin",
"maila_data_table.bin",
"mailb_data.bin",
"mailb_data_table.bin",
"mailc_data.bin",
"mailc_data_table.bin",
"pallet_boy.bin",
"ps_data.bin",
"ps_data_table.bin",
"psz_data.bin",
"psz_data_table.bin",
"select_data.bin",
"select_data_table.bin",
"string_data.bin",
"string_data_table.bin",
"superz_data.bin",
"superz_data_table.bin",
"super_data.bin",
"super_data_table.bin",
"tex_boy.bin",
"face_boy.bin",
"fgnpcdata.bin",
"message_data.bin",
"message_data_table.bin",
"my_original.bin",
"needlework.bin",
"player_room_floor.bin",
"player_room_wall.bin",
"npc_name_str_table.bin",
"d_obj_npc_stock_sch.bin",
"d_obj_npc_stock_scl.bin",
"title.bti",
"mura_spring.bti",
"mura_summer.bti",
"mura_fall.bti",
"mura_winter.bti",
"odekake.bti",
"omake.bti",
"eki1.bti",
"eki1_2.bti",
"eki1_3.bti",
"eki1_4.bti",
"eki1_5.bti",
"eki2.bti",
"eki2_2.bti",
"eki2_3.bti",
"eki2_4.bti",
"eki2_5.bti",
"eki3.bti",
"eki3_2.bti",
"eki3_3.bti",
"eki3_4.bti",
"eki3_5.bti",
"tegami.bti",
"tegami2.bti",
"famikon.bti",
"boy1.bti",
"boy2.bti",
"boy3.bti",
"boy4.bti",
"boy5.bti",
"boy6.bti",
"boy7.bti",
"boy8.bti",
"girl1.bti",
"girl2.bti",
"girl3.bti",
"girl4.bti",
"girl5.bti",
"girl6.bti",
"girl7.bti",
"girl8.bti",
"d_bg_island_sch.bin"
};
static const char* aram_resName[] = { "fgdata.bin",
"mail_data.bin",
"mail_data_table.bin",
"maila_data.bin",
"maila_data_table.bin",
"mailb_data.bin",
"mailb_data_table.bin",
"mailc_data.bin",
"mailc_data_table.bin",
"pallet_boy.bin",
"ps_data.bin",
"ps_data_table.bin",
"psz_data.bin",
"psz_data_table.bin",
"select_data.bin",
"select_data_table.bin",
"string_data.bin",
"string_data_table.bin",
"superz_data.bin",
"superz_data_table.bin",
"super_data.bin",
"super_data_table.bin",
"tex_boy.bin",
"face_boy.bin",
"fgnpcdata.bin",
"message_data.bin",
"message_data_table.bin",
"my_original.bin",
"needlework.bin",
"player_room_floor.bin",
"player_room_wall.bin",
"npc_name_str_table.bin",
"d_obj_npc_stock_sch.bin",
"d_obj_npc_stock_scl.bin",
"title.bti",
"mura_spring.bti",
"mura_summer.bti",
"mura_fall.bti",
"mura_winter.bti",
"odekake.bti",
"omake.bti",
"eki1.bti",
"eki1_2.bti",
"eki1_3.bti",
"eki1_4.bti",
"eki1_5.bti",
"eki2.bti",
"eki2_2.bti",
"eki2_3.bti",
"eki2_4.bti",
"eki2_5.bti",
"eki3.bti",
"eki3_2.bti",
"eki3_3.bti",
"eki3_4.bti",
"eki3_5.bti",
"tegami.bti",
"tegami2.bti",
"famikon.bti",
"boy1.bti",
"boy2.bti",
"boy3.bti",
"boy4.bti",
"boy5.bti",
"boy6.bti",
"boy7.bti",
"boy8.bti",
"girl1.bti",
"girl2.bti",
"girl3.bti",
"girl4.bti",
"girl5.bti",
"girl6.bti",
"girl7.bti",
"girl8.bti",
"d_bg_island_sch.bin" };
extern u32 JW_GetAramAddress(int res_no) {
int address = 0;
int address = 0;
if (res_no >= RESOURCE_FGDATA && res_no < RESOURCE_FGNPCDATA) {
address = JC_JKRAramArchive_getAramAddress_byName(forest_arc_aram_p, (u32)'DATA', aram_resName[res_no]);
}
else if (res_no >= RESOURCE_FGNPCDATA && res_no < RESOURCE_NUM) {
address = JC_JKRAramArchive_getAramAddress_byName(forest_arc_aram2_p, (u32)'DATA', aram_resName[res_no]);
}
if (res_no >= RESOURCE_FGDATA && res_no < RESOURCE_FGNPCDATA) {
address = JC_JKRAramArchive_getAramAddress_byName(forest_arc_aram_p, (u32)'DATA', aram_resName[res_no]);
} else if (res_no >= RESOURCE_FGNPCDATA && res_no < RESOURCE_NUM) {
address = JC_JKRAramArchive_getAramAddress_byName(forest_arc_aram2_p, (u32)'DATA', aram_resName[res_no]);
}
return address;
return address;
}
extern u8* _JW_GetResourceAram(u32 aram_addr, u8* dst, u32 size) {
return JKRAramToMainRam(aram_addr, dst, size, EXPAND_SWITCH_DEFAULT, 0, nullptr, -1, nullptr);
return JKRAramToMainRam(aram_addr, dst, size, EXPAND_SWITCH_DEFAULT, 0, nullptr, -1, nullptr);
}
extern u32 JW_GetResSizeFileNo(int res_no) {
int res_size = 0;
int res_size = 0;
if (res_no >= RESOURCE_FGDATA && res_no < RESOURCE_FGNPCDATA) {
CSDIFileEntry* entry = JC__JKRGetResourceEntry_byName((u32)'DATA', aram_resName[res_no], forest_arc_aram_p);
if (res_no >= RESOURCE_FGDATA && res_no < RESOURCE_FGNPCDATA) {
CSDIFileEntry* entry = JC__JKRGetResourceEntry_byName((u32)'DATA', aram_resName[res_no], forest_arc_aram_p);
if (entry != nullptr) {
res_size = entry->mSize;
if (entry != nullptr) {
res_size = entry->mSize;
}
} else if (res_no >= RESOURCE_FGNPCDATA && res_no < RESOURCE_NUM) {
CSDIFileEntry* entry = JC__JKRGetResourceEntry_byName((u32)'DATA', aram_resName[res_no], forest_arc_aram2_p);
if (entry != nullptr) {
res_size = entry->mSize;
}
}
}
else if (res_no >= RESOURCE_FGNPCDATA && res_no < RESOURCE_NUM) {
CSDIFileEntry* entry = JC__JKRGetResourceEntry_byName((u32)'DATA', aram_resName[res_no], forest_arc_aram2_p);
if (entry != nullptr) {
res_size = entry->mSize;
}
}
return res_size;
return res_size;
}
extern void JW_Init() {
const u32 soundAramSize = 0x810000;
const u32 graphAramSize = 0x6A3780;
const u32 soundAramSize = 0x810000;
const u32 graphAramSize = 0x6A3780;
void* arena_hi = OSGetArenaHi();
void* arena_lo = OSGetArenaLo();
void* arena_hi = OSGetArenaHi();
void* arena_lo = OSGetArenaLo();
SystemHeapSize = (u32)arena_hi - (u32)arena_lo - 0xD0;
JC_JFWSystem_setMaxStdHeap(1);
JC_JFWSystem_setSysHeapSize(SystemHeapSize);
JC_JFWSystem_setFifoBufSize(0x10001);
OSReport("soundAramSize=%08x graphAramSize=%08x totalAramSize=%08x\n", soundAramSize, graphAramSize, soundAramSize + graphAramSize);
JC_JFWSystem_setAramAudioBufSize(soundAramSize);
JC_JFWSystem_setAramGraphBufSize(graphAramSize);
JC_JFWSystem_init();
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 1);
jc_sysConsole = JC_JFWSystem_getSystemConsole();
JC_JUTConsole_setOutput(jc_sysConsole, 3);
JC_JUTConsole_setPosition(jc_sysConsole, 32, 42);
void* display_manager = JC_JFWDisplay_createManager_0(&GXNtsc480IntDf, JC_JFWSystem_getSystemHeap(), 2, 1);
JC_JUTProcBar_setVisible(JC_JUTProcBar_getManager(), FALSE);
JC_JUTProcBar_setVisibleHeapBar(JC_JUTProcBar_getManager(), FALSE);
jc_gport = JC_J2DOrthoGraph_new();
u32 color = TCOLOR_BLACK;
jc_fader = JC_JUTFader_new(0, 0, JC_JUTVideo_getFbWidth(JC_JUTVideo_getManager()), JC_JUTVideo_getEfbHeight(JC_JUTVideo_getManager()), &color);
JC_JFWDisplay_setFader(display_manager, jc_fader);
JC_JFWDisplay_setClearColor(display_manager, TCOLOR_BLACK);
JC_JFWDisplay_setGamma(display_manager, 0);
JW_SetVideoPan(20, 6, 598, 464);
JW_SetLogoMode(1);
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 2);
SystemHeapSize = (u32)arena_hi - (u32)arena_lo - 0xD0;
JC_JFWSystem_setMaxStdHeap(1);
JC_JFWSystem_setSysHeapSize(SystemHeapSize);
JC_JFWSystem_setFifoBufSize(0x10001);
OSReport("soundAramSize=%08x graphAramSize=%08x totalAramSize=%08x\n", soundAramSize, graphAramSize,
soundAramSize + graphAramSize);
JC_JFWSystem_setAramAudioBufSize(soundAramSize);
JC_JFWSystem_setAramGraphBufSize(graphAramSize);
JC_JFWSystem_init();
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 1);
jc_sysConsole = JC_JFWSystem_getSystemConsole();
JC_JUTConsole_setOutput(jc_sysConsole, 3);
JC_JUTConsole_setPosition(jc_sysConsole, 32, 42);
void* display_manager = JC_JFWDisplay_createManager_0(&GXNtsc480IntDf, JC_JFWSystem_getSystemHeap(), 2, 1);
JC_JUTProcBar_setVisible(JC_JUTProcBar_getManager(), FALSE);
JC_JUTProcBar_setVisibleHeapBar(JC_JUTProcBar_getManager(), FALSE);
jc_gport = JC_J2DOrthoGraph_new();
u32 color = TCOLOR_BLACK;
jc_fader = JC_JUTFader_new(0, 0, JC_JUTVideo_getFbWidth(JC_JUTVideo_getManager()),
JC_JUTVideo_getEfbHeight(JC_JUTVideo_getManager()), &color);
JC_JFWDisplay_setFader(display_manager, jc_fader);
JC_JFWDisplay_setClearColor(display_manager, TCOLOR_BLACK);
JC_JFWDisplay_setGamma(display_manager, 0);
JW_SetVideoPan(20, 6, 598, 464);
JW_SetLogoMode(1);
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 2);
}
extern void JW_Init2() {
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 3);
ReportDiskID();
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 3);
ReportDiskID();
if (forest_arc_aram_p == nullptr) {
forest_arc_aram_p = JC_JKRAramArchive_new();
if (forest_arc_aram_p == nullptr) {
forest_arc_aram_p = JC_JKRAramArchive_new();
if (forest_arc_aram_p == nullptr || JC__JKRMountFixedAramArchive(forest_arc_aram_p, "forest_1st.arc") == FALSE) {
OSDVDFatalError();
if (forest_arc_aram_p == nullptr ||
JC__JKRMountFixedAramArchive(forest_arc_aram_p, "forest_1st.arc") == FALSE) {
OSDVDFatalError();
}
}
}
gameheap_len = JC_JKRHeap_getFreeSize(JC_JFWSystem_getSystemHeap()) - 0x10000;
gameheap_base = JC_JKRHeap_alloc(JC_JFWSystem_getSystemHeap(), gameheap_len, 32);
MallocInit(gameheap_base, gameheap_len);
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 4);
gameheap_len = JC_JKRHeap_getFreeSize(JC_JFWSystem_getSystemHeap()) - 0x10000;
gameheap_base = JC_JKRHeap_alloc(JC_JFWSystem_getSystemHeap(), gameheap_len, 32);
MallocInit(gameheap_base, gameheap_len);
JC_JKRExpHeap_changeGroupID(JC_JFWSystem_getSystemHeap(), 4);
}
extern void JW_Init3() {
if (forest_arc_aram2_p == nullptr) {
forest_arc_aram2_p = JC_JKRAramArchive_new();
if (forest_arc_aram2_p == nullptr) {
forest_arc_aram2_p = JC_JKRAramArchive_new();
if (forest_arc_aram2_p == nullptr || JC__JKRMountFixedAramArchive(forest_arc_aram2_p, "forest_2nd.arc") == FALSE) {
OSDVDFatalError();
if (forest_arc_aram2_p == nullptr ||
JC__JKRMountFixedAramArchive(forest_arc_aram2_p, "forest_2nd.arc") == FALSE) {
OSDVDFatalError();
}
}
}
}
extern void JW_Cleanup() {
MallocCleanup();
JC_JKRHeap_free(JC_JFWSystem_getSystemHeap(), gameheap_base);
gameheap_base = nullptr;
MallocCleanup();
JC_JKRHeap_free(JC_JFWSystem_getSystemHeap(), gameheap_base);
gameheap_base = nullptr;
if (forest_arc_aram_p != nullptr) {
JC__JKRUnmountFixedAramArchive(forest_arc_aram_p);
JC_JKRAramArchive_delete(forest_arc_aram_p);
forest_arc_aram_p = nullptr;
}
if (forest_arc_aram_p != nullptr) {
JC__JKRUnmountFixedAramArchive(forest_arc_aram_p);
JC_JKRAramArchive_delete(forest_arc_aram_p);
forest_arc_aram_p = nullptr;
}
if (forest_arc_aram2_p != nullptr) {
JC__JKRUnmountFixedAramArchive(forest_arc_aram2_p);
JC_JKRAramArchive_delete(forest_arc_aram2_p);
forest_arc_aram2_p = nullptr;
}
if (forest_arc_aram2_p != nullptr) {
JC__JKRUnmountFixedAramArchive(forest_arc_aram2_p);
JC_JKRAramArchive_delete(forest_arc_aram2_p);
forest_arc_aram2_p = nullptr;
}
JC_JFWDisplay_destroyManager();
JC_JFWDisplay_destroyManager();
if (jc_fader != nullptr) {
JC_JUTFader_delete(jc_fader);
jc_fader = nullptr;
}
if (jc_fader != nullptr) {
JC_JUTFader_delete(jc_fader);
jc_fader = nullptr;
}
if (jc_gport != nullptr) {
JC_J2DOrthoGraph_delete(jc_gport);
jc_gport = nullptr;
}
if (jc_gport != nullptr) {
JC_J2DOrthoGraph_delete(jc_gport);
jc_gport = nullptr;
}
}