mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-25 07:02:50 -04:00
290 lines
9.0 KiB
C
290 lines
9.0 KiB
C
#include "bg_item.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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#include "m_malloc.h"
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#include "libultra/libultra.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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#include "m_skin_matrix.h"
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#include "gfxalloc.h"
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#include "m_rcp.h"
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#include "m_event_map_npc.h"
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#define GOLD_TREE_SAPLING_EFFECT_X 13.0f
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#define GOLD_TREE_SAPLING_EFFECT_Y 33.0f
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#define GOLD_TREE_SAPLING_EFFECT_Z 10.0f
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#define bIT_CLIP (Common_Get(clip).bg_item_clip)
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enum {
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bIT_DRAW_TYPE_STUMP1,
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bIT_DRAW_TYPE_STUMP2,
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bIT_DRAW_TYPE_STUMP3,
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bIT_DRAW_TYPE_STUMP4,
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bIT_DRAW_TYPE_FENCE,
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bIT_DRAW_TYPE_NOTICE,
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bIT_DRAW_TYPE_GRASS,
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bIT_DRAW_TYPE_MAPBOARD,
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bIT_DRAW_TYPE_MELODY,
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bIT_DRAW_TYPE_FENCES,
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bIT_DRAW_TYPE_HONYCOMB,
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bIT_DRAW_TYPE_HOLE00_G,
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bIT_DRAW_TYPE_HOLE00_S,
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bIT_DRAW_TYPE_CRACK00_G,
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bIT_DRAW_TYPE_CRACK00_S,
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bIT_DRAW_TYPE_HOLE00_SHIN_G,
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bIT_DRAW_TYPE_STONE_A,
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bIT_DRAW_TYPE_STONE_B,
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bIT_DRAW_TYPE_STONE_C,
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bIT_DRAW_TYPE_STONE_D,
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bIT_DRAW_TYPE_STONE_E,
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bIT_DRAW_TYPE_TANE,
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bIT_DRAW_TYPE_TREE0,
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bIT_DRAW_TYPE_TREE1,
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bIT_DRAW_TYPE_TREE2,
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bIT_DRAW_TYPE_TREE3,
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bIT_DRAW_TYPE_TREE4,
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bIT_DRAW_TYPE_TREE4_AP,
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bIT_DRAW_TYPE_TREE4_OR,
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bIT_DRAW_TYPE_TREE4_PH,
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bIT_DRAW_TYPE_TREE4_PR,
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bIT_DRAW_TYPE_TREE4_NT,
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bIT_DRAW_TYPE_TREE4_BG,
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bIT_DRAW_TYPE_FLOWER_LEAF,
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bIT_DRAW_TYPE_FLOWER00,
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bIT_DRAW_TYPE_FLOWER01,
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bIT_DRAW_TYPE_FLOWER02,
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bIT_DRAW_TYPE_TREE0_DEAD,
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bIT_DRAW_TYPE_PALM000,
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bIT_DRAW_TYPE_PALM001,
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bIT_DRAW_TYPE_PALM002,
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bIT_DRAW_TYPE_PALM003,
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bIT_DRAW_TYPE_PALM004,
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bIT_DRAW_TYPE_PALM004_CC,
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bIT_DRAW_TYPE_PALM_STUMP001,
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bIT_DRAW_TYPE_PALM_STUMP002,
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bIT_DRAW_TYPE_PALM_STUMP003,
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bIT_DRAW_TYPE_PALM_STUMP004,
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bIT_DRAW_TYPE_PALM000_DEAD,
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bIT_DRAW_TYPE_CEDAR000,
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bIT_DRAW_TYPE_CEDAR001,
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bIT_DRAW_TYPE_CEDAR002,
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bIT_DRAW_TYPE_CEDAR003,
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bIT_DRAW_TYPE_CEDAR004,
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bIT_DRAW_TYPE_CEDAR_STUMP001,
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bIT_DRAW_TYPE_CEDAR_STUMP002,
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bIT_DRAW_TYPE_CEDAR_STUMP003,
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bIT_DRAW_TYPE_CEDAR_STUMP004,
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bIT_DRAW_TYPE_CEDAR000_DEAD,
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bIT_DRAW_TYPE_GOLD_TREE000,
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bIT_DRAW_TYPE_GOLD_TREE001,
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bIT_DRAW_TYPE_GOLD_TREE002,
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bIT_DRAW_TYPE_GOLD_TREE003,
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bIT_DRAW_TYPE_GOLD_TREE004,
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bIT_DRAW_TYPE_GOLD_TREE_STUMP001,
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bIT_DRAW_TYPE_GOLD_TREE_STUMP002,
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bIT_DRAW_TYPE_GOLD_TREE_STUMP003,
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bIT_DRAW_TYPE_GOLD_TREE_STUMP004,
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bIT_DRAW_TYPE_GOLD_TREE000_DEAD,
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bIT_DRAW_TYPE_APPLE,
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bIT_DRAW_TYPE_ORANGE,
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bIT_DRAW_TYPE_PEACH,
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bIT_DRAW_TYPE_PEAR,
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bIT_DRAW_TYPE_NUTS,
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bIT_DRAW_TYPE_MATUTAKE,
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bIT_DRAW_TYPE_KABU,
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bIT_DRAW_TYPE_FISH,
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bIT_DRAW_TYPE_BAG,
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bIT_DRAW_TYPE_LEAF,
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bIT_DRAW_TYPE_ROLL,
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bIT_DRAW_TYPE_BOX,
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bIT_DRAW_TYPE_PACK,
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bIT_DRAW_TYPE_PRESENT,
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bIT_DRAW_TYPE_SEED,
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bIT_DRAW_TYPE_HANIWA,
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bIT_DRAW_TYPE_OTHER,
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bIT_DRAW_TYPE_86,
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bIT_DRAW_TYPE_TOOL,
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bIT_DRAW_TYPE_FOSSIL,
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bIT_DRAW_TYPE_TRASH,
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bIT_DRAW_TYPE_90,
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bIT_DRAW_TYPE_OTOSI,
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bIT_DRAW_TYPE_SHELL_A,
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bIT_DRAW_TYPE_SHELL_B,
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bIT_DRAW_TYPE_SHELL_C,
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bIT_DRAW_TYPE_CANDY,
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bIT_DRAW_TYPE_COCONUT,
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bIT_DRAW_TYPE_97,
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bIT_DRAW_TYPE_CLOTH,
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bIT_DRAW_TYPE_CARPET,
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bIT_DRAW_TYPE_WALL,
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bIT_DRAW_TYPE_AXE,
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bIT_DRAW_TYPE_NET,
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bIT_DRAW_TYPE_ROD,
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bIT_DRAW_TYPE_SCOOP,
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bIT_DRAW_TYPE_GOLD_AXE,
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bIT_DRAW_TYPE_GOLD_NET,
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bIT_DRAW_TYPE_GOLD_ROD,
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bIT_DRAW_TYPE_GOLD_SCOOP,
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bIT_DRAW_TYPE_UMBRELLA,
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bIT_DRAW_TYPE_PINWHEEL,
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bIT_DRAW_TYPE_FAN,
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bIT_DRAW_TYPE_PAPER,
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bIT_DRAW_TYPE_SEEDBAG,
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bIT_DRAW_TYPE_LUCKBAG,
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bIT_DRAW_TYPE_GYMCARD,
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bIT_DRAW_TYPE_MUSIC,
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bIT_DRAW_TYPE_LOTTERY,
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bIT_DRAW_TYPE_BONE,
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bIT_DRAW_TYPE_DIARY,
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bIT_DRAW_TYPE_FORK,
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bIT_DRAW_TYPE_FISH2,
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bIT_DRAW_TYPE_NONE,
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bIT_DRAW_TYPE_MAX
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};
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#define bIT_TYPE_BASE bIT_DRAW_TYPE_GOLD_TREE000_DEAD
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typedef struct blk_idx_info_s {
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u16 idx[bIT_DRAW_TYPE_MAX];
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} bg_item_idx_info_c;
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typedef struct bg_item_actor_s BG_ITEM_ACTOR;
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struct bg_item_actor_s {
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ACTOR actor_class;
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bg_item_common_c common;
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bg_item_idx_info_c item_idx_info[mFM_VISIBLE_BLOCK_NUM];
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};
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#define bIT_GET_COMMON(actorx) (&((BG_ITEM_ACTOR*)(actorx))->common)
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static void bIT_actor_ct(ACTOR* actorx, GAME* game);
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static void bIT_actor_dt(ACTOR* actorx, GAME* game);
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static void bIT_actor_move(ACTOR* actorx, GAME* game);
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static void bIT_actor_draw(ACTOR* actorx, GAME* game);
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ACTOR_PROFILE BgItem_Profile = {
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mAc_PROFILE_BGITEM,
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ACTOR_PART_ITEM,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_BGITEM,
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sizeof(BG_ITEM_ACTOR),
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&bIT_actor_ct,
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&bIT_actor_dt,
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&bIT_actor_move,
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&bIT_actor_draw,
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NULL,
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};
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static f32 pos_table[] = {
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20.0f, 60.0f, 100.0f, 140.0f, 180.0f, 220.0f, 260.0f, 300.0f,
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340.0f, 380.0f, 420.0f, 460.0f, 500.0f, 540.0f, 580.0f, 620.0f,
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};
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static f32 pos_table2[] = {
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0.0f, 40.0f, 80.0f, 120.0f, 160.0f, 200.0f, 240.0f, 280.0f,
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320.0f, 360.0f, 400.0f, 440.0f, 480.0f, 520.0f, 560.0f, 600.0f,
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};
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static void bg_item_common_draw_loop_type1(GRAPH* graph, Gfx** gfx_pp, bg_item_draw_list_c* draw_list,
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bg_item_draw_pos_c* draw_pos, Gfx** display_list_table);
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static void bg_item_common_s_draw_loop_type1(GRAPH* graph, Gfx** gfx_pp, bg_item_draw_list_c* draw_list,
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int shadow_vtx_count, Vtx* shadow_vtx, bg_item_draw_pos_c* draw_pos,
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Gfx** display_list_table);
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static int bIT_actor_drop_entry(bg_item_drop_table_c* drop_info, mActor_name_t fg_item, xyz_t* pos, xyz_t* target_pos,
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u16 flags, s16 layer);
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static void bit_cmn_single_drawS_shadow(GAME* game, bg_item_common_info_c* common_info, mActor_name_t fg_no, xyz_t* pos,
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s_xyz* angle, xyz_t* scale, u8 alpha, f32 shadow_pos, rgba_t* shadow_color);
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static int bIT_actor_hole_effect_entry(bg_item_hole_c* hole, mActor_name_t fg_item, xyz_t* pos, u16 frames,
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u16 wait_frames, s16 mode, s16 wait_type);
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#include "../src/bg_item_data.c_inc"
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#include "../src/bg_item_clip.c_inc"
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#include "../src/bg_item_common.c_inc"
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extern u16 obj_g_hole_pal[];
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extern u16 obj_b_hole_pal[];
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static void bIT_actor_ct(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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bg_item_common_c* common;
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bg_item_common_info_c* common_info;
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int i;
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int max;
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int event_type;
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PLAYER_ACTOR* player;
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mFI_block_tbl_c* block_table;
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bg_item_tbl_c* info_table;
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common = &bg_item->common;
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common_info = &common->common_info;
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bIT_clip_ct(actorx);
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mFI_InitItemTable(&common->item_table);
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player = GET_PLAYER_ACTOR((GAME_PLAY*)game);
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event_type = mEvMN_GetEventTypeMap();
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if (player != NULL) {
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mFI_GetItemTable(&bg_item->common.item_table, player->actor_class.world.position, __FILE__, 257);
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mFI_BornItemON();
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}
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max = common->item_table.count;
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block_table = common->item_table.block_info_tbl;
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info_table = common->block_info_table.info_tbl;
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for (i = 0; i < max; i++, block_table++, info_table++) {
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bIT_common_clear_treeatr(block_table->block_x, block_table->block_z, info_table);
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if (event_type == -1 || mEvMN_GetMapIdx(event_type) == -1) {
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mFI_ClearHoleBlock(block_table->block_x, block_table->block_z);
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}
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}
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for (i = 0; i < mFM_VISIBLE_BLOCK_NUM; i++) {
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common->_139F4[i] = i;
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}
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common_info->_30 = 4;
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common_info->draw_part_table_p = draw_part_table_a;
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common_info->pal_p[bIT_PAL_FLOWER_A] = g_fdinfo->field_palette.flower0_pal;
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common_info->pal_p[bIT_PAL_FLOWER_B] = g_fdinfo->field_palette.flower1_pal;
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common_info->pal_p[bIT_PAL_FLOWER_C] = g_fdinfo->field_palette.flower2_pal;
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common_info->pal_p[bIT_PAL_GRASS] = g_fdinfo->field_palette.grass_pal;
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common_info->pal_p[bIT_PAL_TREE] = g_fdinfo->field_palette.cedar_tree_pal;
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common_info->pal_p[bIT_PAL_PALM_TREE] = g_fdinfo->field_palette.palm_tree_pal;
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common_info->pal_p[bIT_PAL_GOLD_TREE] = g_fdinfo->field_palette.golden_tree_pal;
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common_info->pal_p[bIT_PAL_HOLE_G] = obj_g_hole_pal;
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common_info->pal_p[bIT_PAL_HOLE_S] = obj_b_hole_pal;
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common->bg_item_actorx_p = actorx;
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{
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bg_item_draw_table_c* draw_tbl = common->draw_table;
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bg_item_idx_info_c* start_idx = bg_item->item_idx_info;
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for (i = 0; i < mFM_VISIBLE_BLOCK_NUM; i++, draw_tbl++, start_idx++) {
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draw_tbl->draw_data.val = bIT_DRAW_TYPE_MAX - 1;
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draw_tbl->draw_data.idx_p = start_idx->idx;
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}
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}
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common_info->pos_table_p = pos_table;
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bg_item_common_chg_BGDataR(common);
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bg_item_common_construct(game, common);
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}
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static void bIT_actor_dt(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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bg_item_common_destruct((GAME_PLAY*)game, actorx, &bg_item->common);
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bIT_clip_dt();
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}
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#include "../src/bg_item_move.c_inc"
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#include "../src/bg_item_draw.c_inc"
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