name everything in start, fix m463 particle names

This commit is contained in:
CreateSource 2025-02-04 14:39:32 -05:00
parent 0a532e744f
commit 6e2f19e80f
3 changed files with 254 additions and 253 deletions

View file

@ -62,7 +62,9 @@
"math_ppc.h": "c",
"errno.h": "c",
"m427dll.h": "c",
"sprite.h": "c"
"sprite.h": "c",
"gamework_data.h": "c",
"roll.h": "c"
},
"search.useIgnoreFiles": false,
"search.exclude": {

View file

@ -52,8 +52,8 @@ typedef struct {
/* 0x48 */ s32 unk48;
/* 0x48 */ s32 unk4C;
/* 0x50 */ s32 unk50;
/* 0x54 */ s16 particle;
/* 0x58 */ s32 particleTimer;
/* 0x54 */ s16 parMan;
/* 0x58 */ s32 parManTimer;
/* 0x5C */ s32 unk5C;
} M463PlayerData; // Size 0x60
@ -625,11 +625,11 @@ void fn_1_4C8(omObjData *object)
HuAudFXPlay(0x7F5);
}
if (temp_r27 == 8) {
if (data->particle == -1) {
if (data->parMan == -1) {
lbl_1_bss_58 = data->player;
data->particle = fn_1_4474();
Hu3DParManPosSet(data->particle, model2->pos.x, model2->pos.y, model2->pos.z);
data->particleTimer = 150;
data->parMan = fn_1_4474();
Hu3DParManPosSet(data->parMan, model2->pos.x, model2->pos.y, model2->pos.z);
data->parManTimer = 150;
}
Hu3DModelAttrSet(object->model[1], HU3D_ATTR_DISPOFF);
}
@ -685,9 +685,9 @@ void fn_1_4C8(omObjData *object)
}
}
data->unk1C++;
if (data->unk1C == 60 && data->particle != -1) {
Hu3DParManKill(data->particle);
data->particle = -1;
if (data->unk1C == 60 && data->parMan != -1) {
Hu3DParManKill(data->parMan);
data->parMan = -1;
}
if (data->unk1C == 33) {
Hu3DModelAttrSet(lbl_1_bss_32C->model[data->unk44 + 1], HU3D_MOTATTR_PAUSE);
@ -736,13 +736,13 @@ void fn_1_4C8(omObjData *object)
: HU3D_MOTATTR_LOOP);
data->unk20 = var_r28;
}
data->particleTimer -= (data->particleTimer > -1);
if (data->particleTimer == 0) {
if (data->particle != -1) {
Hu3DParManKill(data->particle);
data->particle = -1;
data->parManTimer -= (data->parManTimer > -1);
if (data->parManTimer == 0) {
if (data->parMan != -1) {
Hu3DParManKill(data->parMan);
data->parMan = -1;
}
data->particleTimer = -1;
data->parManTimer = -1;
}
}
@ -927,7 +927,7 @@ s16 fn_1_4474(void)
Hu3DParManVecSet(var_r31, 0.0f, 0.4f, 0.2f);
var_r30 = Hu3DParManModelIDGet(var_r31);
Hu3DModelLayerSet(var_r30, 2);
Hu3DParticleBlendModeSet(var_r30, 0);
Hu3DparManBlendModeSet(var_r30, 0);
return var_r31;
}
@ -969,9 +969,9 @@ void fn_1_45F8(omObjData *arg0)
lbl_1_bss_50++;
lbl_1_bss_54 = 0;
for (i = 0; i < 9; i++) {
if (sp14[i]->particle != -1) {
Hu3DParManKill(sp14[i]->particle);
sp14[i]->particle = -1;
if (sp14[i]->parMan != -1) {
Hu3DParManKill(sp14[i]->parMan);
sp14[i]->parMan = -1;
}
}
break;
@ -1285,8 +1285,8 @@ void fn_1_5850(omObjData *arg0)
Hu3DModelLayerSet(arg0->model[i + 2], 1);
}
lbl_1_bss_58 = data->player;
data->particle = fn_1_4474();
Hu3DParManPosSet(data->particle, 10000.0f, -10000.0f, 10000.0f);
data->parMan = fn_1_4474();
Hu3DParManPosSet(data->parMan, 10000.0f, -10000.0f, 10000.0f);
arg0->func = fn_1_4C8;
}
@ -1369,9 +1369,9 @@ void fn_1_659C(omObjData *arg0)
for (var_r31 = 0; var_r31 < 9; var_r31++) {
spC[var_r31] = playerObjs[var_r31]->data;
if (spC[var_r31]->particle != -1) {
Hu3DParManKill(spC[var_r31]->particle);
spC[var_r31]->particle = -1;
if (spC[var_r31]->parMan != -1) {
Hu3DParManKill(spC[var_r31]->parMan);
spC[var_r31]->parMan = -1;
}
}
if (WipeStatGet() == 0) {

View file

@ -28,18 +28,17 @@ typedef struct {
u8 isBoardVisible : 1;
u8 state : 3;
u8 index : 2;
u8 unk00_field3 : 1;
u8 unk00_field4 : 1;
u8 isActionable : 1;
u8 hasRolled : 1;
};
u8 unk01;
u8 unk02;
u8 delay;
u8 time;
s8 unk03;
s8 unk04;
char unk05[1];
s16 unk06;
s16 unk08;
s16 unk0A;
s16 unk0C;
s8 digit;
s16 yRot;
s16 diceMdl;
s16 model;
s16 diceParManId;
s8 unk0E;
} PlayerStartWork;
@ -265,8 +264,8 @@ static void ShowLogo(void) {
static void FocusStart(void) {
Vec boardPos;
Vec sp20;
Vec sp14;
Vec offset;
Vec offset2;
Vec camRot;
float zoom;
u32 i;
@ -277,20 +276,20 @@ static void FocusStart(void) {
}
BoardCameraZoomSet(2000.0f);
BoardModelPosGet(camFocus, &boardPos);
sp20.x = spacePos.x + 150.0f;
sp20.y = spacePos.y + 100.0f;
sp20.z = spacePos.z + 150.0f;
VECSubtract(&sp20, &boardPos, &sp14);
sp14.x /= 120.0f;
sp14.y /= 120.0f;
sp14.z /= 120.0f;
offset.x = spacePos.x + 150.0f;
offset.y = spacePos.y + 100.0f;
offset.z = spacePos.z + 150.0f;
VECSubtract(&offset, &boardPos, &offset2);
offset2.x /= 120.0f;
offset2.y /= 120.0f;
offset2.z /= 120.0f;
HuAudSStreamFadeOut(streamStatus, 0x1388);
for (i = 0; i < 120; i++) {
VECAdd(&sp14, &boardPos, &boardPos);
VECAdd(&offset2, &boardPos, &boardPos);
BoardModelPosSetV(camFocus, &boardPos);
HuPrcVSleep();
}
BoardModelPosSetV(camFocus, &sp20);
BoardModelPosSetV(camFocus, &offset);
camRot.x = -22.0f;
camRot.y = 0.0f;
camRot.z = 0.0f;
@ -299,7 +298,7 @@ static void FocusStart(void) {
static void CreatePlayerStart(void) {
Vec boardPos;
float temp_f30;
float offsetX;
omObjData *boardObj;
PlayerStartWork *boardData;
s8 i;
@ -313,22 +312,22 @@ static void CreatePlayerStart(void) {
boardData->isBoardVisible = 0;
boardData->index = i;
boardData->unk03 = -1;
boardData->unk0A = -1;
boardData->unk0C = -1;
boardData->model = -1;
boardData->diceParManId = -1;
boardData->state = 1;
boardData->unk01 = i * 30;
boardData->unk00_field3 = 0;
boardData->unk00_field4 = 0;
boardData->unk06 = 2;
boardData->unk04 = 1;
boardData->delay = i * 30;
boardData->isActionable = 0;
boardData->hasRolled = 0;
boardData->yRot = 2;
boardData->digit = 1;
boardData->unk0E = 0x3C;
boardData->unk08 = BoardModelCreate(DATA_MAKE_NUM(DATADIR_BOARD, 0x18), NULL, 0);
BoardModelVisibilitySet(boardData->unk08, 0);
BoardModelMotionSpeedSet(boardData->unk08, 0.0f);
OSs8tof32(&i, &temp_f30);
temp_f30 = 135.0f * (temp_f30 - 2.0f + 0.5f);
boardData->diceMdl = BoardModelCreate(DATA_MAKE_NUM(DATADIR_BOARD, 0x18), NULL, 0);
BoardModelVisibilitySet(boardData->diceMdl, 0);
BoardModelMotionSpeedSet(boardData->diceMdl, 0.0f);
OSs8tof32(&i, &offsetX);
offsetX = 135.0f * (offsetX - 2.0f + 0.5f);
BoardModelVisibilitySet(BoardPlayerModelGet(playerOrderOld[boardData->index]), 1);
boardObj->trans.x = boardPos.x + temp_f30;
boardObj->trans.x = boardPos.x + offsetX;
boardObj->trans.y = boardPos.y + 700.0f;
boardObj->trans.z = boardPos.z + 100.0f;
BoardPlayerPosSet(playerOrderOld[boardData->index], boardObj->trans.x, boardObj->trans.y, boardObj->trans.z);
@ -354,8 +353,8 @@ static void ExecPlayerStart(omObjData *object) {
omDelObjEx(HuPrcCurrentGet(), object);
return;
}
if (data->unk01 != 0) {
data->unk01--;
if (data->delay != 0) {
data->delay--;
return;
}
switch (data->state) {
@ -385,7 +384,7 @@ static void ExecPlayerStart(omObjData *object) {
static void PlayerFall(omObjData *object, PlayerStartWork *data) {
float temp_f31;
if (data->unk00_field3 != 0) {
if (data->isActionable != 0) {
SetPlayerStartState(playerOrderOld[data->index], 0);
BoardPlayerIdleSet(playerOrderOld[data->index]);
if (_CheckFlag(FLAG_ID_MAKE(1, 11)) && data->index == 3) {
@ -393,29 +392,29 @@ static void PlayerFall(omObjData *object, PlayerStartWork *data) {
}
return;
}
if (data->unk02 > 200) {
data->unk02 = -56;
if (data->time > 200) {
data->time = -56;
}
OSu8tof32(&data->unk02, &temp_f31);
OSu8tof32(&data->time, &temp_f31);
object->trans.y += -0.08166667f * temp_f31 * temp_f31;
if (object->trans.y < spacePos.y) {
object->trans.y = spacePos.y;
data->unk02 = 0;
data->time = 0;
BoardPlayerMotionShiftSet(playerOrderOld[data->index], 5, 0.0f, 4.0f, HU3D_MOTATTR_NONE);
data->unk01 = 0xC;
data->unk00_field3 = 1;
data->delay = 0xC;
data->isActionable = 1;
}
data->unk02++;
data->time++;
BoardPlayerPosSet(playerOrderOld[data->index], object->trans.x, object->trans.y, object->trans.z);
}
static void PlayerWaitSpeak(omObjData *object, PlayerStartWork *data) {
float yRot;
if (data->unk02 == 0) {
if (data->time == 0) {
yRot = 180.0f + BoardPlayerRotYGet(playerOrderOld[data->index]);
BoardPlayerMotBlendSet(playerOrderOld[data->index], yRot, 0xF);
data->unk02 = 1;
data->time = 1;
return;
}
if (BoardPlayerMotBlendCheck(playerOrderOld[data->index])) {
@ -430,17 +429,17 @@ static void PlayerDiceFall(omObjData *object, PlayerStartWork *data) {
float min;
s32 i;
if (data->unk02 == 0) {
if (data->time == 0) {
HuAudFXPlay(0x302);
BoardPlayerPosGet(playerOrderOld[data->index], &boardPos);
min = 250.0f;
max = 700.0f;
object->rot.x = (min - max) / 30.0f;
boardPos.y += max;
BoardModelPosSetV(data->unk08, &boardPos);
BoardModelVisibilitySet(data->unk08, 1);
BoardModelPosSetV(data->diceMdl, &boardPos);
BoardModelVisibilitySet(data->diceMdl, 1);
} else {
if (data->unk02 > 30.0f) {
if (data->time > 30.0f) {
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
if (data->index == 3) {
BoardTutorialHookExec(1, 0);
@ -453,11 +452,11 @@ static void PlayerDiceFall(omObjData *object, PlayerStartWork *data) {
SetPlayerStartState(playerOrderOld[data->index], 4);
return;
}
BoardModelPosGet(data->unk08, &boardPos);
BoardModelPosGet(data->diceMdl, &boardPos);
boardPos.y += object->rot.x;
BoardModelPosSetV(data->unk08, &boardPos);
BoardModelPosSetV(data->diceMdl, &boardPos);
}
data->unk02++;
data->time++;
}
static s32 digitMdlTbl[9] = {
@ -472,177 +471,177 @@ static s32 playerOrderMesTbl[3] = {
MAKE_MESSID(0x15, 0x15)
};
static void PlayerDiceRoll(omObjData *arg0, PlayerStartWork *arg1) {
static void PlayerDiceRoll(omObjData *object, PlayerStartWork *data) {
Vec boardPos;
float var_f30;
u32 var_r28;
s8 var_r29;
s8 temp_r26;
float time;
u32 jumpCheck;
s8 player;
s8 digit;
var_r28 = 0;
if (arg1->unk02 > arg1->unk06) {
arg1->unk02 = 0;
temp_r26 = arg1->unk04;
jumpCheck = 0;
if (data->time > data->yRot) {
data->time = 0;
digit = data->digit;
do {
arg1->unk04 = BoardRandMod(9);
} while (arg1->unk04 == temp_r26);
OSs8tof32(&arg1->unk04, &var_f30);
BoardModelMotionTimeSet(arg1->unk08, var_f30 + 0.5f);
data->digit = BoardRandMod(9);
} while (data->digit == digit);
OSs8tof32(&data->digit, &time);
BoardModelMotionTimeSet(data->diceMdl, time + 0.5f);
}
if (arg1->unk00_field4 == 0) {
if (GWPlayer[playerOrderOld[arg1->index]].com) {
if (data->hasRolled == 0) {
if (GWPlayer[playerOrderOld[data->index]].com) {
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
if (arg1->unk0E != 0) {
arg1->unk0E--;
if (data->unk0E != 0) {
data->unk0E--;
} else {
var_r28 = 0x100;
jumpCheck = PAD_BUTTON_A;
}
} else if (BoardRandMod(100) < 5) {
var_r28 = 0x100;
jumpCheck = PAD_BUTTON_A;
}
} else {
var_r28 = HuPadBtnDown[GWPlayer[playerOrderOld[arg1->index]].port];
jumpCheck = HuPadBtnDown[GWPlayer[playerOrderOld[data->index]].port];
}
if (var_r28 == 0x100) {
BoardPlayerDiceJumpStart(playerOrderOld[arg1->index]);
arg1->unk00_field4 = 1;
if (jumpCheck == PAD_BUTTON_A) {
BoardPlayerDiceJumpStart(playerOrderOld[data->index]);
data->hasRolled = 1;
}
} else {
if (BoardPlayerDiceJumpCheck(playerOrderOld[arg1->index])) {
SetPlayerStartState(playerOrderOld[arg1->index], 5);
arg1->unk06 = 360;
arg0->rot.x = arg0->rot.y = 1.0f;
arg1->unk04 = BoardRandMod(9);
if (BoardPlayerDiceJumpCheck(playerOrderOld[data->index])) {
SetPlayerStartState(playerOrderOld[data->index], 5);
data->yRot = 360;
object->rot.x = object->rot.y = 1.0f;
data->digit = BoardRandMod(9);
HuAudFXPlay(0x303);
if (hitFX[arg1->index] != -1) {
HuAudFXStop(hitFX[arg1->index]);
hitFX[arg1->index] = -1;
if (hitFX[data->index] != -1) {
HuAudFXStop(hitFX[data->index]);
hitFX[data->index] = -1;
}
var_r29 = 0;
while (var_r29 < 4) {
if (playerOrderNew[var_r29] == arg1->unk04 && var_r29 != playerOrderOld[arg1->index]) {
arg1->unk04 = BoardRandMod(9);
var_r29 = 0;
player = 0;
while (player < 4) {
if (playerOrderNew[player] == data->digit && player != playerOrderOld[data->index]) {
data->digit = BoardRandMod(9);
player = 0;
} else {
var_r29++;
player++;
}
}
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
arg1->unk04 = tutorialRollTbl[arg1->index];
data->digit = tutorialRollTbl[data->index];
}
playerOrderNew[playerOrderOld[arg1->index]] = arg1->unk04;
arg1->unk0A = BoardModelCreate(digitMdlTbl[arg1->unk04], NULL, 0);
BoardModelPosGet(arg1->unk08, &boardPos);
playerOrderNew[playerOrderOld[data->index]] = data->digit;
data->model = BoardModelCreate(digitMdlTbl[data->digit], NULL, 0);
BoardModelPosGet(data->diceMdl, &boardPos);
boardPos.x += 50.0 * sin(0.0);
boardPos.z += 50.0 * cos(0.0);
BoardModelPosSetV(arg1->unk0A, &boardPos);
BoardModelMotionStart(arg1->unk0A, 0, 0);
BoardModelMotionSpeedSet(arg1->unk0A, 0.0f);
BoardModelMotionTimeSet(arg1->unk0A, 0.0f);
BoardModelLayerSet(arg1->unk0A, 2);
arg1->unk0C = BoardDiceEffectCreate();
Hu3DParManPosSet(arg1->unk0C, boardPos.x, boardPos.y, boardPos.z);
Hu3DParManTimeLimitSet(arg1->unk0C, 0x96);
BoardModelVisibilitySet(arg1->unk08, 0);
BoardModelPosSetV(data->model, &boardPos);
BoardModelMotionStart(data->model, 0, 0);
BoardModelMotionSpeedSet(data->model, 0.0f);
BoardModelMotionTimeSet(data->model, 0.0f);
BoardModelLayerSet(data->model, 2);
data->diceParManId = BoardDiceEffectCreate();
Hu3DParManPosSet(data->diceParManId, boardPos.x, boardPos.y, boardPos.z);
Hu3DParManTimeLimitSet(data->diceParManId, 0x96);
BoardModelVisibilitySet(data->diceMdl, 0);
return;
}
}
arg1->unk02++;
data->time++;
}
static void PlayerDiceNumShow(omObjData *arg0, PlayerStartWork *arg1) {
float var_f30;
static void PlayerDiceNumShow(omObjData *object, PlayerStartWork *data) {
float yRot;
arg1->unk06 -= 18;
if (arg1->unk06 < 0) {
arg1->unk06 = 0;
SetPlayerStartState(playerOrderOld[arg1->index], 0);
data->yRot -= 18;
if (data->yRot < 0) {
data->yRot = 0;
SetPlayerStartState(playerOrderOld[data->index], 0);
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
BoardTutorialHookExec(2, 0);
}
}
OSs16tof32(&arg1->unk06, &var_f30);
BoardModelRotYSet(arg1->unk0A, var_f30);
OSs16tof32(&data->yRot, &yRot);
BoardModelRotYSet(data->model, yRot);
}
static void PlayerDiceNumHide(omObjData *arg0, PlayerStartWork *arg1) {
float var_f28;
static void PlayerDiceNumHide(omObjData *object, PlayerStartWork *data) {
float yRot;
switch (arg1->unk02) {
switch (data->time) {
case 0:
arg1->unk06 += 18;
if (arg1->unk06 > 360) {
arg1->unk06 = 0;
arg1->unk02 = 1;
arg0->rot.x = 1.0f;
arg0->rot.y = 1.0f;
data->yRot += 18;
if (data->yRot > 360) {
data->yRot = 0;
data->time = 1;
object->rot.x = 1.0f;
object->rot.y = 1.0f;
}
OSs16tof32(&arg1->unk06, &var_f28);
BoardModelRotYSet(arg1->unk0A, var_f28);
OSs16tof32(&data->yRot, &yRot);
BoardModelRotYSet(data->model, yRot);
return;
case 1:
arg1->unk06 += 9;
if (arg1->unk06 > 180) {
arg1->unk06 = 0;
arg1->unk02 = 2;
data->yRot += 9;
if (data->yRot > 180) {
data->yRot = 0;
data->time = 2;
}
OSs16tof32(&arg1->unk06, &var_f28);
arg0->rot.x = 1.0 + 1.3f * sind(var_f28);
OSs16tof32(&data->yRot, &yRot);
object->rot.x = 1.0 + 1.3f * sind(yRot);
break;
case 2:
arg1->unk06 += 9;
if (arg1->unk06 > 180) {
arg1->unk06 = 179;
arg1->unk02 = 3;
data->yRot += 9;
if (data->yRot > 180) {
data->yRot = 179;
data->time = 3;
}
OSs16tof32(&arg1->unk06, &var_f28);
arg0->rot.x = cosd(0.5f * var_f28);
arg0->rot.y = 1.0 + 1.3f * sind(var_f28);
OSs16tof32(&data->yRot, &yRot);
object->rot.x = cosd(0.5f * yRot);
object->rot.y = 1.0 + 1.3f * sind(yRot);
break;
case 3:
BoardModelVisibilitySet(arg1->unk0A, 0);
arg1->isBoardVisible = 1;
BoardModelVisibilitySet(data->model, 0);
data->isBoardVisible = 1;
return;
}
BoardModelScaleSet(arg1->unk0A, arg0->rot.x, arg0->rot.y, 1.0f);
BoardModelScaleSet(data->model, object->rot.x, object->rot.y, 1.0f);
}
static void SetPlayerStartState(s32 arg0, s32 arg1) {
PlayerStartWork *temp_r31;
omObjData *temp_r30;
static void SetPlayerStartState(s32 player, s32 state) {
PlayerStartWork *data;
omObjData *object;
temp_r30 = playerStartObj[arg0];
temp_r31 = OM_GET_WORK_PTR(temp_r30, PlayerStartWork);
temp_r31->state = arg1;
temp_r31->unk02 = 0;
temp_r31->unk01 = 0;
switch (arg1) {
object = playerStartObj[player];
data = OM_GET_WORK_PTR(object, PlayerStartWork);
data->state = state;
data->time = 0;
data->delay = 0;
switch (state) {
case 4:
hitFX[arg0] = HuAudFXPlay(0x300);
hitFX[player] = HuAudFXPlay(0x300);
break;
case 5:
break;
case 6:
temp_r31->unk06 = 0;
data->yRot = 0;
break;
}
}
static s32 GetPlayerStartState(s32 arg0) {
PlayerStartWork *temp_r31;
omObjData *temp_r30;
static s32 GetPlayerStartState(s32 player) {
PlayerStartWork *data;
omObjData *object;
temp_r30 = playerStartObj[arg0];
temp_r31 = OM_GET_WORK_PTR(temp_r30, PlayerStartWork);
return temp_r31->state;
object = playerStartObj[player];
data = OM_GET_WORK_PTR(object, PlayerStartWork);
return data->state;
}
static void ExecStartRoll(void) {
s32 sp84[] = { 0, 1, 2, 3, 4, 5, 6, 7 };
s32 var_r29;
s32 var_r23;
s32 var_r22;
s32 var_r24;
s32 id;
s32 time;
s32 coinCount;
s32 j;
s32 i;
if (!_CheckFlag(FLAG_ID_MAKE(1, 11))) {
@ -653,11 +652,11 @@ static void ExecStartRoll(void) {
HuPrcVSleep();
}
_CheckFlag(FLAG_ID_MAKE(1, 11));
var_r29 = startMesTbl[GWBoardGet()][0];
BoardWinCreate(2, var_r29, BoardWinPortraitGetStar());
id = startMesTbl[GWBoardGet()][0];
BoardWinCreate(2, id, BoardWinPortraitGetStar());
BoardWinWait();
var_r29 = startMesTbl[GWBoardGet()][1];
BoardWinCreate(2, var_r29, BoardWinPortraitGetStar());
id = startMesTbl[GWBoardGet()][1];
BoardWinCreate(2, id, BoardWinPortraitGetStar());
BoardWinWait();
BoardWinKill();
for (i = 0; i < 4; i++) {
@ -695,11 +694,11 @@ static void ExecStartRoll(void) {
BoardTutorialHookExec(3, i);
} else {
if (i == 0) {
var_r29 = startMesTbl[GWBoardGet()][2];
id = startMesTbl[GWBoardGet()][2];
} else {
var_r29 = playerOrderMesTbl[i - 1];
id = playerOrderMesTbl[i - 1];
}
BoardWinCreate(0, var_r29, -1);
BoardWinCreate(0, id, -1);
BoardWinInsertMesSet(BoardPlayerGetCharMess(i), i);
BoardWinWait();
}
@ -716,23 +715,23 @@ static void ExecStartRoll(void) {
BoardPlayerIdleSet(i);
}
if (!_CheckFlag(FLAG_ID_MAKE(1, 11))) {
var_r29 = startMesTbl[GWBoardGet()][3];
BoardWinCreate(2, var_r29, BoardWinPortraitGetStar());
id = startMesTbl[GWBoardGet()][3];
BoardWinCreate(2, id, BoardWinPortraitGetStar());
BoardWinWait();
HuPrcSleep(30);
if (GWBoardGet() == BOARD_ID_EXTRA1 || GWBoardGet() == BOARD_ID_EXTRA2) {
var_r22 = 100;
var_r23 = 1;
coinCount = 100;
time = 1;
} else {
var_r22 = 10;
var_r23 = 6;
coinCount = 10;
time = 6;
}
for (i = 0; i < var_r22; i++) {
for (var_r24 = 0; var_r24 < 4; var_r24++) {
BoardPlayerCoinsAdd(var_r24, 1);
for (i = 0; i < coinCount; i++) {
for (j = 0; j < 4; j++) {
BoardPlayerCoinsAdd(j, 1);
}
HuAudFXPlay(7);
HuPrcSleep(var_r23);
HuPrcSleep(time);
}
for (i = 0; i < 4; i++) {
BoardPlayerMotionShiftSet(i, 7, 0.0f, 8.0f, HU3D_MOTATTR_NONE);
@ -749,16 +748,16 @@ static void ExecStartRoll(void) {
for (i = 0; i < 4; i++) {
BoardPlayerIdleSet(i);
}
var_r29 = startMesTbl[GWBoardGet()][4];
BoardWinCreate(2, var_r29, BoardWinPortraitGetStar());
id = startMesTbl[GWBoardGet()][4];
BoardWinCreate(2, id, BoardWinPortraitGetStar());
BoardWinWait();
BoardWinKill();
}
}
static void InitCamera(void) {
Vec sp14;
Vec sp8;
Vec offset;
Vec rotTarget;
camStartFocusPos.x = 0.0f;
camStartFocusPos.y = 100.0f;
@ -793,96 +792,96 @@ static void InitCamera(void) {
BoardModelPosSetV(camFocus, &camStartFocusPos);
if (_CheckFlag(FLAG_ID_MAKE(1, 11))) {
BoardCameraMoveSet(0);
sp14.x = spacePos.x + 150.0f;
sp14.y = spacePos.y + 100.0f;
sp14.z = spacePos.z + 150.0f;
BoardModelPosSetV(camFocus, &sp14);
sp8.x = -22.0f;
sp8.y = 0.0f;
sp8.z = 0.0f;
sp14.x = sp14.y = sp14.z = 0.0f;
BoardCameraMotionStartEx(camFocus, &sp8, NULL, 1500.0f, -1.0f, 1);
offset.x = spacePos.x + 150.0f;
offset.y = spacePos.y + 100.0f;
offset.z = spacePos.z + 150.0f;
BoardModelPosSetV(camFocus, &offset);
rotTarget.x = -22.0f;
rotTarget.y = 0.0f;
rotTarget.z = 0.0f;
offset.x = offset.y = offset.z = 0.0f;
BoardCameraMotionStartEx(camFocus, &rotTarget, NULL, 1500.0f, -1.0f, 1);
BoardCameraMotionWait();
BoardCameraMoveSet(1);
} else {
sp14.x = 0.0f;
sp14.y = 0.0f;
sp14.z = 0.0f;
sp8.x = -70.0f;
sp8.y = 0.0f;
sp8.z = 0.0f;
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = 0.0f;
rotTarget.x = -70.0f;
rotTarget.y = 0.0f;
rotTarget.z = 0.0f;
BoardCameraMoveSet(0);
BoardCameraMotionStartEx(camFocus, &sp8, &sp14, 14000.0f, -1.0f, 1);
BoardCameraMotionStartEx(camFocus, &rotTarget, &offset, 14000.0f, -1.0f, 1);
BoardCameraMotionWait();
BoardCameraMoveSet(1);
}
}
static void InitHost(void) {
Vec sp8;
Vec newPos;
if (!_CheckFlag(FLAG_ID_MAKE(1, 11))) {
hostMdl = BoardStarHostMdlGet();
sp8.x = spacePos.x + 150.0f;
sp8.y = spacePos.y;
sp8.z = spacePos.z - 50.0f;
BoardModelPosSetV(hostMdl, &sp8);
newPos.x = spacePos.x + 150.0f;
newPos.y = spacePos.y;
newPos.z = spacePos.z - 50.0f;
BoardModelPosSetV(hostMdl, &newPos);
BoardModelVisibilitySet(hostMdl, 1);
BoardModelMotionStart(hostMdl, 1, 0x40000001);
}
}
static void CreateTapWin(void) {
float sp8[2];
float var_f31;
float var_f30;
s32 var_r31;
float dimensions[2];
float x;
float y;
s32 id;
if (!_CheckFlag(FLAG_ID_MAKE(1, 11))) {
var_r31 = MAKE_MESSID(0x12, 0x14);
HuWinMesMaxSizeGet(1, sp8, var_r31);
var_f31 = -10000.0f;
var_f30 = 368.0f;
tapWin = HuWinCreate(var_f31, var_f30, sp8[0], sp8[1], 0);
id = MAKE_MESSID(0x12, 0x14);
HuWinMesMaxSizeGet(1, dimensions, id);
x = -10000.0f;
y = 368.0f;
tapWin = HuWinCreate(x, y, dimensions[0], dimensions[1], 0);
HuWinBGTPLvlSet(tapWin, 0.0f);
HuWinMesSpeedSet(tapWin, 0);
HuWinMesSet(tapWin, var_r31);
HuWinMesSet(tapWin, id);
HuWinDispOff(tapWin);
}
}
static void OrderPlayers(void) {
s32 temp_r29;
PlayerConfig *temp_r28;
PlayerState *temp_r27;
s32 pOrderTemp;
PlayerConfig *playerCfg;
PlayerState *state;
s32 i;
s32 j;
temp_r28 = HuMemDirectMallocNum(HEAP_SYSTEM, sizeof(GWPlayerCfg), MEMORY_DEFAULT_NUM);
temp_r27 = HuMemDirectMallocNum(HEAP_SYSTEM, sizeof(GWPlayer), MEMORY_DEFAULT_NUM);
playerCfg = HuMemDirectMallocNum(HEAP_SYSTEM, sizeof(GWPlayerCfg), MEMORY_DEFAULT_NUM);
state = HuMemDirectMallocNum(HEAP_SYSTEM, sizeof(GWPlayer), MEMORY_DEFAULT_NUM);
for (i = 0; i < 4; i++) {
playerOrderOld[i] = i;
memcpy(temp_r28 + i, &GWPlayerCfg[i], sizeof(PlayerConfig));
memcpy(temp_r27 + i, &GWPlayer[i], sizeof(PlayerState));
memcpy(playerCfg + i, &GWPlayerCfg[i], sizeof(PlayerConfig));
memcpy(state + i, &GWPlayer[i], sizeof(PlayerState));
}
for (i = 0; i < 3; i++) {
for (j = 3; j > i; j--) {
if (playerOrderNew[j - 1] < playerOrderNew[j]) {
temp_r29 = playerOrderNew[j];
pOrderTemp = playerOrderNew[j];
playerOrderNew[j] = playerOrderNew[j - 1];
playerOrderNew[j - 1] = temp_r29;
temp_r29 = playerOrderOld[j];
playerOrderNew[j - 1] = pOrderTemp;
pOrderTemp = playerOrderOld[j];
playerOrderOld[j] = playerOrderOld[j - 1];
playerOrderOld[j - 1] = temp_r29;
playerOrderOld[j - 1] = pOrderTemp;
}
}
}
for (i = 0; i < 4; i++) {
memcpy(&GWPlayerCfg[i], temp_r28 + playerOrderOld[i], sizeof(PlayerConfig));
memcpy(&GWPlayer[i], temp_r27 + playerOrderOld[i], sizeof(PlayerState));
memcpy(&GWPlayerCfg[i], playerCfg + playerOrderOld[i], sizeof(PlayerConfig));
memcpy(&GWPlayer[i], state + playerOrderOld[i], sizeof(PlayerState));
GWPlayer[i].port = GWPlayerCfg[i].pad_idx;
GWPlayerCfg[i].pad_idx = GWPlayerCfg[i].pad_idx;
}
HuMemDirectFree(temp_r28);
HuMemDirectFree(temp_r27);
HuMemDirectFree(playerCfg);
HuMemDirectFree(state);
}