mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 14:41:38 -04:00
573 lines
20 KiB
C
573 lines
20 KiB
C
#include "m_scene.h"
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#include "m_player_lib.h"
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#include "libultra/libultra.h"
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#include "jsyswrap.h"
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#include "m_play.h"
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#include "m_common_data.h"
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#include "m_npc.h"
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#include "m_name_table.h"
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#include "m_card.h"
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#include "m_submenu.h"
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#include "m_scene_ftr.h"
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static void mSc_set_bank_status_after(Object_Bank_c* bank) {
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bank->bank_id = ABS(bank->bank_id);
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bank->ram_start = bank->dma_start;
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bank->state = 0;
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}
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static void mSc_clear_bank_status(Object_Bank_c* bank) {
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bank->bank_id = 0;
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bank->size = 0;
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bank->dma_start = NULL;
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bank->ram_start = NULL;
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}
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static void Object_Exchange_keep_new_Player(GAME_PLAY* play) {
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mPlib_Object_Exchange_keep_new_PlayerMdl(play);
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mPlib_Object_Exchange_keep_new_PlayerTex(play, 0, 0);
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mPlib_Object_Exchange_keep_new_PlayerPallet(play, 0, 0);
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mPlib_Object_Exchange_keep_new_PlayerTex(play, 1, 2);
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mPlib_Object_Exchange_keep_new_PlayerPallet(play, 1, 2);
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mPlib_Object_Exchange_keep_new_PlayerFaceTex(play);
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mPlib_Object_Exchange_keep_new_PlayerFacePallet(play, 1, 0);
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mPlib_Object_Exchange_keep_new_PlayerFacePallet(play, 2, 1);
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}
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extern char* mSc_secure_exchange_keep_bank(Object_Exchange_c* exchange, s16 bank_id, size_t size) {
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char* area = NULL;
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Object_Bank_c* bank = exchange->banks + exchange->bank_idx;
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if (exchange->bank_idx < mSc_OBJECT_BANK_NUM) {
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area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + size, 32);
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if (area >= exchange->max_ram_address) {
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area = NULL;
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} else {
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bank->bank_id = bank_id;
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bank->ram_start = exchange->next_bank_ram_address;
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bank->dma_start = exchange->next_bank_ram_address;
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bank->rom_addr = 0;
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bank->size = size;
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bank->num_exist = 0;
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bank->state = 3;
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exchange->next_bank_ram_address = area;
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exchange->bank_idx++;
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}
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}
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return area;
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}
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extern void mSc_background_dmacopy_controller(Object_Bank_c* bank) {
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switch (bank->state) {
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case 1: {
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if (bank->_14 == 0) {
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osCreateMesgQueue(&bank->dma_controller_msg_queue, &bank->dma_controller_msg, 1);
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_JW_GetResourceAram(bank->rom_addr, (u8*)bank->dma_start, bank->size);
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DCStoreRangeNoSync(bank->dma_start, bank->size);
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bank->state = 0;
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}
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break;
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}
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case 2: {
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if (osRecvMesg(&bank->dma_controller_msg_queue, NULL, OS_MESSAGE_NOBLOCK) == FALSE) {
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mSc_set_bank_status_after(bank);
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}
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break;
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}
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}
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}
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extern void mSc_dmacopy_data_bank(Object_Exchange_c* exchange) {
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/* stubbed */
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}
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extern int mSc_bank_regist_check(Object_Exchange_c* exchange, s16 bank_id) {
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int res = -1;
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int i;
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for (i = 0; i < mSc_OBJECT_BANK_NUM; i++) {
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if (ABS(exchange->banks[i].bank_id) == bank_id) {
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res = i;
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break;
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}
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}
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return res;
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}
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extern void mSc_regist_initial_exchange_bank(GAME_PLAY* play) {
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play->object_exchange.selected_partition = 0;
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play->object_exchange.exchange_id = play->object_exchange.bank_idx;
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if (Common_Get(field_type) == mFI_FIELDTYPE2_FG) {
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u32 size;
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/* Split the remaining object exchange space into two equal portions */
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size = (u32)(play->object_exchange.max_ram_address - play->object_exchange.next_bank_ram_address) / 2;
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play->object_exchange.start_address_save[0] = play->object_exchange.next_bank_ram_address;
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play->object_exchange.end_address_save[0] =
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(char*)ALIGN_NEXT((u32)play->object_exchange.next_bank_ram_address + size, 32);
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play->object_exchange.start_address_save[1] = play->object_exchange.end_address_save[0];
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play->object_exchange.end_address_save[1] = play->object_exchange.max_ram_address;
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/* Temporarily limit the maximum address to half the remaining free space */
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play->object_exchange.max_ram_address = play->object_exchange.end_address_save[0];
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} else {
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play->object_exchange.start_address_save[0] = play->object_exchange.next_bank_ram_address;
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play->object_exchange.end_address_save[0] = play->object_exchange.max_ram_address;
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play->object_exchange.start_address_save[1] = play->object_exchange.next_bank_ram_address;
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play->object_exchange.end_address_save[1] = play->object_exchange.max_ram_address;
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}
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play->object_exchange.exchange_id = play->object_exchange.bank_idx; /* leftover from DnM? */
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}
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static void mSc_dmacopy_all_exchange_bank_sub(Object_Bank_c* bank, Object_Exchange_c* exchange, int idx) {
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if (idx >= exchange->exchange_id) {
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char* area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + bank->size, 32);
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if (area >= exchange->max_ram_address) {
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exchange->selected_partition = (exchange->selected_partition + 1) % 2;
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exchange->next_bank_ram_address = exchange->start_address_save[exchange->selected_partition];
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exchange->max_ram_address = exchange->end_address_save[exchange->selected_partition];
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area = (char*)ALIGN_NEXT((u32)exchange->next_bank_ram_address + bank->size, 32);
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}
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bank->dma_start = exchange->next_bank_ram_address;
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bank->part_id = exchange->selected_partition;
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exchange->next_bank_ram_address = area;
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}
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_JW_GetResourceAram(bank->rom_addr, (u8*)bank->dma_start, bank->size);
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DCStoreRangeNoSync(bank->dma_start, bank->size);
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mSc_set_bank_status_after(bank);
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}
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extern void mSc_dmacopy_all_exchange_bank(Object_Exchange_c* exchange) {
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Object_Bank_c* bank;
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int i;
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bank = exchange->banks + exchange->keep_id;
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exchange->next_bank_ram_address = exchange->start_address_save[exchange->selected_partition];
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for (i = exchange->keep_id; i < mSc_OBJECT_BANK_NUM; i++) {
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if (bank->bank_id != 0 && bank->state != 3) {
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if (bank->bank_id < 0) {
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mSc_dmacopy_all_exchange_bank_sub(bank, exchange, i);
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} else if (bank->num_exist != 0) {
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mSc_dmacopy_all_exchange_bank_sub(bank, exchange, i);
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} else if (i >= exchange->exchange_id) {
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mSc_clear_bank_status(bank);
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} else {
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bank->bank_id = 0;
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}
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}
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bank++;
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}
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if (Common_Get(clip).npc_clip != NULL) {
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Common_Get(clip).npc_clip->rebuild_dma_proc();
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}
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if (Common_Get(clip)._068 != NULL) {
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(*Common_Get(clip)._068)();
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}
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if (Common_Get(clip).shop_manekin_clip != NULL) {
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Common_Get(clip).shop_manekin_clip->manekin_dma_again_proc();
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}
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if (Common_Get(clip).shop_indoor_clip != NULL) {
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Common_Get(clip).shop_indoor_clip->indoor_dma_again_proc();
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}
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if (Common_Get(clip).my_room_clip != NULL) {
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Common_Get(clip).my_room_clip->redma_ftr_bank_proc();
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}
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if (Common_Get(clip).my_indoor_clip != NULL) {
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Common_Get(clip).my_indoor_clip->indoor_dma_again_proc();
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}
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if (Common_Get(clip).arrange_room_clip != NULL) {
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Common_Get(clip).arrange_room_clip->redma_proc();
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}
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if (Common_Get(clip).shop_umbrella_clip != NULL) {
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Common_Get(clip).shop_umbrella_clip->umbrella_dma_again_proc();
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}
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if (Common_Get(clip).ball_redma_proc != NULL) {
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(*Common_Get(clip).ball_redma_proc)();
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}
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}
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extern void mSc_data_bank_ct(GAME_PLAY* play, Object_Exchange_c* exchange) {
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char* exchange_arena;
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bzero(exchange, sizeof(Object_Exchange_c));
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exchange->keep_id = -1;
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exchange->exchange_id = -1;
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exchange_arena = (char*)THA_allocAlign(&play->game.tha, mSc_ARENA_SIZE, ~0x1F);
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exchange->next_bank_ram_address = exchange_arena;
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exchange->start_address_save[0] = exchange_arena;
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exchange->start_address_save[1] = exchange_arena;
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exchange_arena += mSc_ARENA_SIZE;
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exchange->max_ram_address = exchange_arena;
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exchange->end_address_save[0] = exchange_arena;
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exchange->end_address_save[1] = exchange_arena;
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}
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extern void mSc_decide_exchange_bank(Object_Exchange_c* exchange) {
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exchange->keep_id = exchange->bank_idx;
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exchange->_194C = exchange->next_bank_ram_address;
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}
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static void Scene_player_select(int scene_no, int npc_actor) {
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if (Save_Get(scene_no) == scene_no) {
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int met_villagers_bitfield = 0;
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int met_villagers_num = 0;
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mActor_name_t npc_id;
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Animal_c* animal = Save_Get(animals);
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Anmmem_c* memory;
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int i;
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int j;
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int selected;
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/* Track all villagers who have met a player from town before */
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for (i = 0; i < ANIMAL_NUM_MAX; i++) {
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if (mNpc_CheckFreeAnimalPersonalID(&animal->id) == FALSE) {
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memory = animal->memories;
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for (j = 0; j < ANIMAL_MEMORY_NUM; j++) {
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if (memory->memory_player_id.land_id == Save_Get(land_info).id &&
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mLd_CheckCmpLandName(memory->memory_player_id.land_name, Save_Get(land_info).name) == TRUE) {
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met_villagers_bitfield |= (1 << i);
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met_villagers_num++;
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break;
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}
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memory++;
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}
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}
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animal++;
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}
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/* Roll a random villager if none have met a player in town before */
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if (met_villagers_num == 0) {
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do {
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selected = RANDOM(ANIMAL_NUM_MAX);
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} while (mNpc_CheckFreeAnimalPersonalID(&Save_Get(animals[selected]).id));
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npc_id = Save_Get(animals[selected]).id.npc_id;
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i = mNpc_SearchAnimalinfo(Save_Get(animals), npc_id, ANIMAL_NUM_MAX);
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} else {
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/* Pick a random villager which has met a player in town */
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selected = RANDOM(met_villagers_num);
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for (i = 0; i < ANIMAL_NUM_MAX; i++) {
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if ((met_villagers_bitfield & 1) != 0) {
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if (selected == 0) {
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break;
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} else {
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selected--;
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}
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}
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met_villagers_bitfield >>= 1;
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}
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npc_id = Save_Get(animals[i]).id.npc_id;
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}
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if (scene_no == SCENE_PLAYERSELECT_2) {
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Common_Set(player_select_animal_no, i);
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}
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mNpc_RegistEventNpc(npc_actor, npc_id, npc_id, Save_Get(animals[i]).cloth);
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}
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}
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static void Scene_Proc_Player_Ptr(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Ctrl_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Object_Exchange_Bank_Ptr(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Door_Data_Ptr(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Field_ct(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_MyRoom_ct(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_ArrangeRoom_ct(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_ArrangeFurniture_ct(GAME_PLAY* play, Scene_Word_u* data);
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static void Scene_Proc_Sound(GAME_PLAY* play, Scene_Word_u* data);
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typedef void (*mSc_SCENE_WORD_PROC)(GAME_PLAY*, Scene_Word_u*);
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extern void Scene_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
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static mSc_SCENE_WORD_PROC Scene_Proc[mSc_SCENE_DATA_TYPE_NUM] = {
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&Scene_Proc_Player_Ptr,
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&Scene_Proc_Ctrl_Actor_Ptr,
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&Scene_Proc_Actor_Ptr,
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&Scene_Proc_Object_Exchange_Bank_Ptr,
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&Scene_Proc_Door_Data_Ptr,
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&Scene_Proc_Field_ct,
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&Scene_Proc_MyRoom_ct,
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&Scene_Proc_ArrangeRoom_ct,
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&Scene_Proc_ArrangeFurniture_ct,
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&Scene_Proc_Sound,
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NULL,
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};
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/* Initialize all scene data */
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while (TRUE) {
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u32 type = scene_data->misc.type;
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if (type == mSc_SCENE_DATA_TYPE_END) {
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break;
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}
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if (type < mSc_SCENE_DATA_TYPE_NUM) {
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(*Scene_Proc[type])(play, scene_data);
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}
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scene_data++;
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}
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/* Setup player select actors */
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Scene_player_select(SCENE_PLAYERSELECT_2, SP_NPC_P_SEL2); // load
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Scene_player_select(SCENE_PLAYERSELECT_SAVE, SP_NPC_RESTART); // save
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/* Select Rover or Blanca for visiting town scene */
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if (Save_Get(scene_no) == SCENE_START_DEMO3) {
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int rover_shown = FALSE;
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if (mLd_CheckCmpLand(Common_Get(now_private)->player_ID.land_name, Common_Get(now_private)->player_ID.land_id,
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Common_Get(travel_persistent_data).land.name,
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Common_Get(travel_persistent_data).land.id) == TRUE) {
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if (Common_Get(now_private)->state_flags & mPr_FLAG_MASK_CAT_SCHEDULED) {
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Common_Get(now_private)->state_flags &= ~mPr_FLAG_MASK_CAT_SCHEDULED;
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rover_shown = TRUE;
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} else if (fqrand() < 0.5f) {
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Common_Get(now_private)->state_flags |= mPr_FLAG_MASK_CAT_SCHEDULED; // Blanca is scheduled
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} else {
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Common_Get(now_private)->state_flags &= ~mPr_FLAG_MASK_CAT_SCHEDULED;
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rover_shown = TRUE;
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}
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} else {
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rover_shown = TRUE;
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}
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if (rover_shown == FALSE) {
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mActor_name_t blanca_cloth;
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mSP_SelectRandomItem_New(NULL, &blanca_cloth, 1, NULL, 0, mSP_KIND_CLOTH, mSP_LISTTYPE_ABC, FALSE);
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mNpc_RegistMaskNpc(SP_NPC_MASK_CAT2, SP_NPC_MASK_CAT2, blanca_cloth);
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Save_Get(mask_cat).cloth_no = (blanca_cloth >= ITM_CLOTH_START && blanca_cloth < ITM_CLOTH_END)
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? (blanca_cloth - ITM_CLOTH_START)
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: EMPTY_NO;
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} else {
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mNpc_RegistMaskNpc(SP_NPC_MASK_CAT2, SP_NPC_GUIDE, EMPTY_NO); // Rover
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}
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}
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}
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static void Scene_Proc_Player_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
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static s16 angle_table[mSc_DIRECT_NUM] = {
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DEG2SHORT_ANGLE(0.0f), /* 0x0000 */
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DEG2SHORT_ANGLE(45.0f), /* 0x2000 */
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DEG2SHORT_ANGLE(90.0f), /* 0x4000 */
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DEG2SHORT_ANGLE(135.0f), /* 0x6000 */
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DEG2SHORT_ANGLE(-180.0f), /* 0x8000 */
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DEG2SHORT_ANGLE(-135.0f), /* 0xA000 */
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DEG2SHORT_ANGLE(-90.0f), /* 0xC000 */
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DEG2SHORT_ANGLE(-45.0f) /* 0xE000 */
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};
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Actor_data* data = scene_data->actor.data_p;
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play->player_data = data;
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/* Update player position & orientation based on the current door exit data */
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if (Common_Get(door_data).next_scene_id != 0) {
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mem_copy((u8*)&data->position, (u8*)&Common_Get(door_data).exit_position, sizeof(s_xyz));
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data->rotation.y = angle_table[Common_Get(door_data).exit_orientation];
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}
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data->arg = Common_Get(door_data).extra_data;
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Object_Exchange_keep_new_Player(play);
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mSM_Object_Exchange_keep_new_Menu(play);
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}
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static void Scene_Proc_Ctrl_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
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s16* data = scene_data->control_actor.ctrl_actor_profile_p;
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play->ctrl_actor_data_num = scene_data->control_actor.num_ctrl_actors;
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play->ctrl_actor_data = data;
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}
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static void Scene_Proc_Actor_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
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Actor_data* data_p = scene_data->actor.data_p;
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play->actor_data_num = scene_data->actor.num_actors;
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play->actor_data = data_p;
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}
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static void Scene_Proc_Object_Exchange_Bank_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
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play->obj_bank_data_num = scene_data->object_bank.num_banks;
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play->obj_bank_data = scene_data->object_bank.banks_p;
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}
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static void Scene_Proc_Door_Data_Ptr(GAME_PLAY* play, Scene_Word_u* scene_data) {
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Door_data_c* data_p = scene_data->door_data.door_data_p;
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play->door_info.num_doors = scene_data->door_data.num_doors;
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play->door_info.door_data_p = data_p;
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}
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|
|
|
extern void Door_info_ct(Door_info_c* door_info) {
|
|
door_info->num_doors = 0;
|
|
}
|
|
|
|
static void Scene_Proc_Sound(GAME_PLAY* play, Scene_Word_u* scene_data) {
|
|
// stubbed
|
|
}
|
|
|
|
static void set_item_info(GAME_PLAY* play, Scene_Word_Data_FieldCt_c* field_ct) {
|
|
static s16 profile_table[4] = {
|
|
mAc_PROFILE_BGITEM,
|
|
mAc_PROFILE_DUMMY,
|
|
mAc_PROFILE_BGPOLICEITEM,
|
|
mAc_PROFILE_BGPOSTITEM,
|
|
};
|
|
|
|
int item_type = field_ct->item_type;
|
|
|
|
if (item_type == 0) {
|
|
Common_Set(bg_item_profile, Common_Get(time).bgitem_profile);
|
|
} else {
|
|
Common_Set(bg_item_profile, profile_table[item_type]);
|
|
}
|
|
|
|
Common_Set(bg_item_type, item_type);
|
|
}
|
|
|
|
static void Scene_Proc_Field_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
|
|
mFM_SetFieldInitData(scene_data->field_ct.bg_num, scene_data->field_ct.bg_disp_size);
|
|
set_item_info(play, &scene_data->field_ct);
|
|
Common_Set(field_draw_type, scene_data->field_ct.draw_type);
|
|
Common_Set(game_started, FALSE);
|
|
Common_Set(in_initial_block, TRUE);
|
|
Common_Set(sunlight_flag, TRUE);
|
|
}
|
|
|
|
static void Scene_Proc_MyRoom_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
|
|
mScn_ObtainMyRoomBank(play);
|
|
}
|
|
|
|
static void Scene_Proc_ArrangeRoom_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
|
|
mScn_ObtainCarpetBank(play);
|
|
}
|
|
|
|
static void Scene_Proc_ArrangeFurniture_ct(GAME_PLAY* play, Scene_Word_u* scene_data) {
|
|
Common_Get(clip).arrange_ftr_num = scene_data->arrange_ftr_ct.arrange_ftr_num;
|
|
}
|
|
|
|
extern int goto_other_scene(GAME_PLAY* play, Door_data_c* door_data, int update_player_mode) {
|
|
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
|
|
int res = 0; // failed
|
|
|
|
if (player != NULL) {
|
|
if (play->fb_wipe_mode == 0) {
|
|
play->fb_fade_type = 2;
|
|
|
|
if (door_data->wipe_type == 0) {
|
|
play->fb_wipe_type = 3;
|
|
} else {
|
|
play->fb_wipe_type = door_data->wipe_type;
|
|
}
|
|
|
|
if (Common_Get(transition).wipe_type == 0xFF) {
|
|
Common_Get(transition).wipe_type = play->fb_wipe_type;
|
|
}
|
|
|
|
Common_Set(door_data, *door_data);
|
|
Common_Get(door_data).next_scene_id = door_data->next_scene_id + 1;
|
|
play->next_scene_no = door_data->next_scene_id;
|
|
|
|
if (update_player_mode) {
|
|
mPlib_request_main_invade_type1(play);
|
|
}
|
|
|
|
restore_fgdata_all(play);
|
|
play->game.pad_initialized = FALSE;
|
|
res = 1; // success
|
|
} else {
|
|
res = 2; // already changing scenes
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
extern int goto_next_scene(GAME_PLAY* play, int next_idx, int update_player_mode) {
|
|
int res = FALSE;
|
|
|
|
if (play->door_info.num_doors != 0) {
|
|
res = goto_other_scene(play, play->door_info.door_data_p + next_idx, update_player_mode);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
extern int goto_emu_game(GAME* game, s16 famicom_rom_id) {
|
|
GAME_PLAY* play = (GAME_PLAY*)game;
|
|
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
|
|
int res = FALSE;
|
|
|
|
if (player != NULL) {
|
|
Door_data_c* door_data;
|
|
|
|
play->fb_fade_type = 3;
|
|
play->fb_wipe_type = 3;
|
|
res = TRUE;
|
|
|
|
door_data = Common_GetPointer(famicom_emu_exit_door_data);
|
|
door_data->next_scene_id = Save_Get(scene_no);
|
|
door_data->exit_orientation = 0;
|
|
door_data->exit_type = 0;
|
|
door_data->extra_data = 0;
|
|
door_data->exit_position.x = player->actor_class.world.position.x;
|
|
door_data->exit_position.y = player->actor_class.world.position.y;
|
|
door_data->exit_position.z = player->actor_class.world.position.z;
|
|
door_data->door_actor_name = EMPTY_NO;
|
|
Common_Set(current_famicom_rom, famicom_rom_id);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
extern void return_emu_game(GAME* game) {
|
|
mem_copy((u8*)Common_GetPointer(door_data), (u8*)Common_GetPointer(famicom_emu_exit_door_data),
|
|
sizeof(Door_data_c)); // copy exit door data
|
|
Common_Get(door_data).next_scene_id = Common_Get(famicom_emu_exit_door_data).next_scene_id + 1;
|
|
game->pad_initialized = FALSE;
|
|
game_goto_next_game_play(game);
|
|
Save_Set(scene_no, Common_Get(famicom_emu_exit_door_data).next_scene_id);
|
|
}
|