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https://github.com/ACreTeam/ac-decomp
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Implement & link m_fuusen
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@@ -0,0 +1,94 @@
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#include "m_fuusen.h"
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#include "m_name_table.h"
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#include "m_play.h"
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#include "m_field_assessment.h"
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#include "m_private.h"
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#include "m_event.h"
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#include "m_common_data.h"
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int fuusen_DEBUG_mode_flag;
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extern void Balloon_init() {
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Common_Set(balloon_state, Balloon_STATE_DEAD);
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Common_Set(balloon_last_spawn_min, 0);
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Common_Set(balloon_spawn_percent, 0.05f);
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}
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extern void Balloon_make_fuusen(GAME_PLAY* play) {
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ACTOR* balloon_actor = Actor_info_make_actor(&play->actor_info, (GAME*)play, mAc_PROFILE_FUUSEN, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, EMPTY_NO, 0, -1, -1);
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if (balloon_actor != NULL) {
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Common_Set(balloon_state, Balloon_STATE_SPAWNED);
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Common_Set(balloon_spawn_percent, (1.0f - Common_Get(balloon_spawn_percent)) * 0.1f);
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fuusen_DEBUG_mode_flag = TRUE;
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}
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else {
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Common_Set(balloon_state, Balloon_STATE_PENDING_SPAWN);
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}
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}
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extern void Balloon_chk_make_fuusen(GAME_PLAY* play) {
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f32 rng = fqrand();
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f32 spawn_percent = Common_Get(balloon_spawn_percent);
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if (rng < spawn_percent) {
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Balloon_make_fuusen(play);
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}
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else {
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f32 goods_power_mod;
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f32 field_rank_mod;
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f32 balloon_spawn_percentage_inc;
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field_rank_mod = (f32)mFAs_GetFieldRank() / (f32)mFAs_FIELDRANK_SIX;
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goods_power_mod = (f32)mPr_GetGoodsPower() / (f32)mPr_GOODS_POWER_MAX;
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balloon_spawn_percentage_inc = 0.025f + goods_power_mod * 0.025f + field_rank_mod * 0.025f + RANDOM_F(0.025f);
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Common_Get(balloon_spawn_percent) += balloon_spawn_percentage_inc;
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}
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}
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extern void Balloon_move(GAME_PLAY* play) {
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s16 min;
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if (mFI_GET_TYPE(mFI_GetFieldId()) != mFI_FIELDTYPE_FG) {
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return;
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}
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if (mEv_CheckFirstIntro()) {
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return;
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}
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switch (Common_Get(balloon_state)) {
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case Balloon_STATE_DEAD:
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case Balloon_STATE_CHK_SPAWN:
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case Balloon_STATE_LOOK_UP:
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break;
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case Balloon_STATE_PENDING_SPAWN:
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Balloon_make_fuusen(play);
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/* Fallthrough */
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case Balloon_STATE_SPAWNED:
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default:
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return;
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}
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min = Common_Get(time.rtc_time.min);
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if ((min % 5) == 3 && min != Common_Get(balloon_last_spawn_min)) {
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Common_Set(balloon_last_spawn_min, min);
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if (Common_Get(balloon_state) == Balloon_STATE_LOOK_UP) {
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Common_Get(balloon_spawn_percent) += 0.25f;
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}
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Common_Set(balloon_state, Balloon_STATE_CHK_SPAWN);
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Balloon_chk_make_fuusen(play);
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}
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}
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extern void Balloon_kill() {
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Common_Set(balloon_state, Balloon_STATE_DEAD);
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}
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extern void Balloon_look_up() {
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Common_Set(balloon_state, Balloon_STATE_LOOK_UP);
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}
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+6
-6
@@ -694,8 +694,8 @@ extern s16 mPr_GetMoneyPower() {
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}
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}
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if (money_power < -80) {
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money_power = -80;
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if (money_power < mPr_MONEY_POWER_MIN) {
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money_power = mPr_MONEY_POWER_MIN;
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}
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return money_power;
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@@ -721,12 +721,12 @@ extern s16 mPr_GetGoodsPower() {
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}
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}
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if (goods_power > 50) {
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return 50;
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if (goods_power > mPr_GOODS_POWER_MAX) {
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return mPr_GOODS_POWER_MAX;
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}
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if (goods_power < -30) {
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goods_power = -30;
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if (goods_power < mPr_GOODS_POWER_MIN) {
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goods_power = mPr_GOODS_POWER_MIN;
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}
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return goods_power;
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