Create main and player headers

This commit is contained in:
gamemasterplc 2024-01-06 21:00:11 -06:00
parent 2a1c4b808d
commit b2186e5d09
6 changed files with 266 additions and 197 deletions

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@ -1015,7 +1015,7 @@ MainFunc = .text:0x8005BF9C; // type:function size:0x7D0 scope:local
BoardTurnNext = .text:0x8005C76C; // type:function size:0x8C
ExecTurnStart = .text:0x8005C7F8; // type:function size:0x28C scope:local
BoardNextOvlSet = .text:0x8005CA84; // type:function size:0xC4
BoardIsStarted = .text:0x8005CB48; // type:function size:0x8C
BoardStartCheck = .text:0x8005CB48; // type:function size:0x8C
CreateBoard = .text:0x8005CBD4; // type:function size:0x410 scope:local
DestroyBoard = .text:0x8005CFE4; // type:function size:0x128 scope:local
BoardLightHookSet = .text:0x8005D10C; // type:function size:0xC
@ -1195,7 +1195,7 @@ BoardPlayerAutoSizeSet = .text:0x80068E6C; // type:function size:0x9C
BoardPlayerAutoSizeGet = .text:0x80068F08; // type:function size:0x40
BoardPlayerMoveAwayIsDone = .text:0x80068F48; // type:function size:0x1C
BoardPlayerMoveAwayStart = .text:0x80068F64; // type:function size:0x224
BoardPlayerCurrMoveAwayStart = .text:0x80069188; // type:function size:0x40
BoardPlayerMoveAwayStartCurr = .text:0x80069188; // type:function size:0x40
MoveAwayObjFunc = .text:0x800691C8; // type:function size:0x100 scope:local
BoardBowserSuitInit = .text:0x800692C8; // type:function size:0x1A4
BoardBowserSuitKill = .text:0x8006946C; // type:function size:0x128

132
include/game/board/main.h Normal file
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@ -0,0 +1,132 @@
#ifndef _BOARD_MAIN_H
#define _BOARD_MAIN_H
#include "game/gamework_data.h"
#include "game/object.h"
#include "game/data.h"
#include "dolphin.h"
typedef struct board_focus_data {
u16 view_type;
s16 time;
s16 max_time;
float fov_start;
float fov_end;
float zoom_start;
float zoom_end;
Vec rot_start;
Vec rot_end;
Vec target_start;
Vec target_end;
} BoardFocusData;
typedef struct board_camera_data {
struct {
u8 hide_all : 1;
u8 moving : 1;
u8 quaking : 1;
};
u16 mask;
s16 target_mdl;
s16 target_space;
s32 quake_timer;
float quake_strength;
float fov;
float near;
float far;
float aspect;
float viewport_x;
float viewport_y;
float viewport_w;
float viewport_h;
float viewport_near;
float viewport_far;
Vec pos;
Vec up;
Vec target;
Vec offset;
Vec rot;
float zoom;
void (*pos_calc)(struct board_camera_data *);
BoardFocusData focus;
} BoardCameraData;
static inline s32 BoardCurrGet()
{
return GWSystem.board;
}
static inline s32 BoardPartyFlagGet()
{
s32 value = GWSystem.party;
return value;
}
extern BoardCameraData boardCamera;
extern Process *boardObjMan;
extern Process *boardMainProc;
extern u32 boardRandSeed;
extern omObjData *boardMainObj;
typedef void (*BoardFunc)(void);
typedef void (*BoardLightHook)(void);
typedef void (*BoardCameraPosCalcFunc)(BoardCameraData *camera);
void BoardCommonInit(BoardFunc create, BoardFunc destroy);
void BoardKill(void);
s32 BoardIsKill(void);
void BoardPauseEnableSet(s32 value);
s32 BoardPauseEnableGet();
void BoardSaveInit(s32 board);
void BoardStoryConfigSet(s32 mg_type, s32 diff_story);
void BoardPartyConfigSet(s32 team, s32 bonus_star, s32 mg_type, s32 max_turn, s32 p1_handicap, s32 p2_handicap, s32 p3_handicap, s32 p4_handicap);
BOOL BoardTurnNext(void);
void BoardNextOvlSet(OverlayID overlay);
s32 BoardStartCheck(void);
void BoardCameraBackup(void);
void BoardCameraRestore(void);
void BoardCameraScissorSet(s32 x, s32 y, s32 w, s32 h);
void BoardCameraViewSet(s32 type);
s32 BoardCameraPosGet(Vec *dst);
s32 BoardCameraTargetGet(Vec *dst);
s32 BoardCameraRotGet(Vec *dst);
float BoardCameraZoomGet();
s32 BoardCameraDirGet(Vec *dst);
s32 BoardCameraPointDirGet(Vec *point, Vec *dst);
void BoardCameraMaskSet(u16 mask);
void BoardCameraMoveSet(s32 move);
void BoardCameraOffsetSet(float x, float y, float z);
void BoardCameraTargetPlayerSet(s32 player);
void BoardCameraTargetModelSet(s16 model);
void BoardCameraTargetSpaceSet(s32 space);
void BoardCameraPosCalcFuncSet(BoardCameraPosCalcFunc func);
void BoardCameraQuakeSet(s32 duration, float strength);
void BoardCameraQuakeReset();
void BoardCameraTargetSet(float x, float y, float z);
void BoardCameraPosSet(float x, float y, float z);
void BoardCameraXRotZoomSet(float zoom, float x_rot);
void BoardCameraZoomSet(float zoom);
void BoardCameraRotSet(float x, float y);
void BoardCameraNearFarSet(float near, float far);
void BoardCameraNearFarGet(float *near, float *far);
void BoardCameraMotionStart(s16 model_target, Vec *rot_target, float zoom_target, float fov_target);
void BoardCameraMotionStartEx(s16 model_target, Vec *rot_target, Vec *offset_end, float zoom_target, float fov_target, s16 max_time);
void BoardCameraFovSet(float fov);
s32 BoardCameraCullCheck(Vec *point, float radius);
s32 BoardCameraMotionIsDone(void);
void BoardCameraMotionWait(void);
void BoardCameraInit(void);
float BoardArcSin(float value);
float BoardArcCos(float value);
void BoardRandInit(void);
u32 BoardRand(void);
u32 BoardRandMod(u32 value);
float BoardRandFloat(void);
float BoardVecDistXZCalc(Vec *vec1, Vec *vec2);
s32 BoardVecMaxDistXZCheck(Vec *vec1, Vec *vec2, float max_dist);
s32 BoardVecMinDistCheck(Vec *vec1, Vec *vec2, float min_dist);
s32 BoardDataDirReadAsync(s32 data_num);
void BoardDataAsyncWait(s32 status);
#endif

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@ -0,0 +1,43 @@
#ifndef _BOARD_PLAYER_H
#define _BOARD_PLAYER_H
#include "game/gamework_data.h"
extern s16 boardPlayerMdl[4];
static inline s16 BoardPlayerHandicapGet(s32 player)
{
return GWPlayer[player].handicap;
}
static inline s32 BoardPlayerGetCurrIdx()
{
return GWSystem.player_curr;
}
static inline PlayerState *BoardPlayerGet(s32 player)
{
return &GWPlayer[player];
}
static inline PlayerState *BoardPlayerGetCurr()
{
return &GWPlayer[BoardPlayerGetCurrIdx()];
}
static inline s16 BoardPlayerModelGet(s32 player)
{
PlayerState *player_ptr = BoardPlayerGet(player);
return boardPlayerMdl[player_ptr->player_idx];
}
static inline s16 BoardPlayerModelGetCurr()
{
PlayerState *player = BoardPlayerGetCurr();
return boardPlayerMdl[player->player_idx];
}
void BoardPlayerCoinsSet(s32 player, s32 value);
void BoardPlayerAutoSizeSet(s32 player, s32 value);
#endif

View file

@ -57,7 +57,7 @@ typedef struct player_state {
u16 com : 1;
u16 character : 4;
u16 auto_size : 2;
u16 field01_bit9 : 1;
u16 field00_bit9 : 1;
};
/* 0x02 */ struct {
u8 team : 1;

View file

@ -1,4 +1,5 @@
#include "common.h"
#include "board_unsplit.h"
#include "game/gamework_data.h"
#include "math.h"
#include "game/object.h"
#include "game/flag.h"
@ -6,52 +7,8 @@
#include "game/wipe.h"
#include "string.h"
#include "game/hsfman.h"
typedef struct board_focus_data {
u16 view_type;
s16 time;
s16 max_time;
float fov_start;
float fov_end;
float zoom_start;
float zoom_end;
Vec rot_start;
Vec rot_end;
Vec target_start;
Vec target_end;
} BoardFocusData;
typedef struct board_camera_data {
struct {
u8 hide_all : 1;
u8 moving : 1;
u8 quaking : 1;
};
u16 mask;
s16 target_mdl;
s16 target_space;
s32 quake_timer;
float quake_strength;
float fov;
float near;
float far;
float aspect;
float viewport_x;
float viewport_y;
float viewport_w;
float viewport_h;
float viewport_near;
float viewport_far;
Vec pos;
Vec up;
Vec target;
Vec offset;
Vec rot;
float zoom;
void (*pos_calc)(struct board_camera_data *camera);
BoardFocusData focus;
} BoardCameraData;
#include "game/board/main.h"
#include "game/board/player.h"
typedef struct camera_view {
s16 x_rot;
@ -59,7 +16,6 @@ typedef struct camera_view {
s16 fov;
} CameraView;
typedef void (*VoidFunc)(void);
omObjData *boardMainObj;
u32 boardRandSeed;
@ -70,11 +26,11 @@ void *boardTurnStartFunc;
u32 lbl_801D3F00;
u32 lbl_801D3EFC;
u32 lbl_801D3EF8;
VoidFunc boardTurnFunc;
void *boardLightSetHook;
void *boardLightResetHook;
static VoidFunc destroyFunc;
static VoidFunc createFunc;
BoardFunc boardTurnFunc;
BoardLightHook boardLightSetHook;
BoardLightHook boardLightResetHook;
static BoardFunc destroyFunc;
static BoardFunc createFunc;
static BOOL cameraUseBackup;
static omObjData *tauntObj;
static omObjData *cameraObj;
@ -95,8 +51,7 @@ static CameraView camViewTbl[] = {
{ -33, 3200, 25 },
};
extern void BoardPlayerCoinsSet(s32 player, s32 value);
extern void BoardPlayerAutoSizeSet(s32 player, s32 value);
extern void BoardModelPosGet(s16 model, Vec *pos);
extern void BoardSpacePosGet(s32 layer, s32 space, Vec *pos);
@ -134,49 +89,6 @@ static void DestroyMainFunc(void);
static void CreateBoard(void);
static void DestroyBoard(void);
static inline s32 BoardCurrGet()
{
return GWSystem.board;
}
static inline s32 BoardPartyFlagGet()
{
s32 value = GWSystem.party;
return value;
}
static inline s16 BoardHandicapGet(s32 player)
{
return GWPlayer[player].handicap;
}
static inline s32 BoardPlayerCurrGetIdx()
{
return GWSystem.player_curr;
}
static inline PlayerState *BoardPlayerGet(s32 player)
{
return &GWPlayer[player];
}
static inline PlayerState *BoardPlayerCurrGet()
{
return &GWPlayer[BoardPlayerCurrGetIdx()];
}
static inline s16 BoardPlayerModelGet(s32 player)
{
PlayerState *player_ptr = BoardPlayerGet(player);
return boardPlayerMdl[player_ptr->player_idx];
}
static inline s16 BoardPlayerCurrModelGet()
{
PlayerState *player = BoardPlayerCurrGet();
return boardPlayerMdl[player->player_idx];
}
static inline int GWMGTypeGet()
{
return GWSystem.mg_type;
@ -187,10 +99,9 @@ static inline int GWMessSpeedGet()
return GWSystem.mess_speed;
}
#define BOARD_FABS(value) ((value < 0) ? -(value) : (value))
#define BoardFAbs(value) ((value < 0) ? -(value) : (value))
void BoardCommonInit(VoidFunc create, VoidFunc destroy)
void BoardCommonInit(BoardFunc create, BoardFunc destroy)
{
omSysPauseEnable(FALSE);
if(!_CheckFlag(FLAG_ID_MAKE(1, 0))) {
@ -339,7 +250,7 @@ void BoardKill(void)
BoardTutorialHookExec(29, 0);
}
HuAudFXAllStop();
if(!BoardIsStarted()) {
if(!BoardStartCheck()) {
WipeCreate(WIPE_MODE_OUT, WIPE_TYPE_NORMAL, -1);
boardTutorialF = 1;
while(WipeStatGet()) {
@ -439,7 +350,7 @@ void BoardSaveInit(s32 board)
if(!BoardPartyFlagGet() || _CheckFlag(FLAG_ID_MAKE(1, 11))) {
GWStarsSet(i, 0);
} else {
GWStarsSet(i, BoardHandicapGet(i));
GWStarsSet(i, BoardPlayerHandicapGet(i));
}
}
}
@ -599,7 +510,7 @@ static void MainFunc(void)
while(WipeStatGet()) {
HuPrcVSleep();
}
BoardPlayerCurrMoveAwayStart(GWPlayer[i].space_curr, 1);
BoardPlayerMoveAwayStartCurr(GWPlayer[i].space_curr, 1);
fade_type = 0;
} else {
if(BoardCurrGet() == 7 || BoardCurrGet() == 8) {
@ -609,7 +520,7 @@ static void MainFunc(void)
while(WipeStatGet()) {
HuPrcVSleep();
}
BoardPlayerCurrMoveAwayStart(GWPlayer[i].space_curr, 1);
BoardPlayerMoveAwayStartCurr(GWPlayer[i].space_curr, 1);
fade_type = 0;
}
} else {
@ -669,7 +580,7 @@ void BoardNextOvlSet(OverlayID overlay)
BoardKill();
}
BOOL BoardIsStarted(void)
s32 BoardStartCheck(void)
{
if(_CheckFlag(FLAG_ID_MAKE(1, 2)) || _CheckFlag(FLAG_ID_MAKE(1, 3)) || _CheckFlag(FLAG_ID_MAKE(1, 4)) || _CheckFlag(FLAG_ID_MAKE(1, 5)) || _CheckFlag(FLAG_ID_MAKE(1, 6))) {
return 1;
@ -868,7 +779,7 @@ void BoardCameraViewSet(s32 type)
} else {
size = 1.0f;
}
BoardCameraTargetModelSet(BoardPlayerCurrModelGet());
BoardCameraTargetModelSet(BoardPlayerModelGetCurr());
BoardPlayerPosGet(GWSystem.player_curr, &focus->target_end);
BoardCameraOffsetSet(0.0f, 100.0f*size, 0.0f);
focus->target_end.y += 100.0f*size;
@ -1022,7 +933,7 @@ void BoardCameraTargetSpaceSet(s32 space)
camera->offset.x = camera->offset.y = camera->offset.z = 0;
}
void BoardCameraPosCalcFuncSet(void (*func)(struct board_camera_data *camera))
void BoardCameraPosCalcFuncSet(BoardCameraPosCalcFunc func)
{
BoardCameraData *camera = &boardCamera;
if(!camera) {
@ -1042,7 +953,7 @@ void BoardCameraQuakeSet(s32 duration, float strength)
camera->quake_timer = duration;
}
void BoardCameraQuakeReset(s32 duration, float strength)
void BoardCameraQuakeReset()
{
BoardCameraData *camera = &boardCamera;
camera->quaking = 0;
@ -1093,7 +1004,6 @@ void BoardCameraNearFarSet(float near, float far)
camera->far = far;
}
void BoardCameraNearFarGet(float *near, float *far)
{
BoardCameraData *camera = &boardCamera;
@ -1180,7 +1090,7 @@ s32 BoardCameraCullCheck(Vec *point, float radius)
}
BoardCameraPointDirGet(point, &pos);
dot = VECDotProduct(&dir, &pos);
if(BoardFAbs(dot) < cos((camera->fov*M_PI)/180)) {
if(BOARD_FABS(dot) < cos((camera->fov*M_PI)/180)) {
return 0;
} else {
return 1;
@ -1365,7 +1275,7 @@ float BoardArcSin(float value)
s32 sign;
if(value < 0) {
sign = 1;
value = BoardFAbs(value);
value = BOARD_FABS(value);
} else {
sign = 0;
}
@ -1378,14 +1288,14 @@ float BoardArcSin(float value)
result = 1.0f-atanf((float)sqrtf(1-(value*value))/value);
}
if(sign) {
result = BoardFAbs(result);
result = BOARD_FABS(result);
}
return result;
}
float BoardArcCos(float value)
{
if(BoardFAbs(value) > 1) {
if(BOARD_FABS(value) > 1) {
return 0;
}
return 1.0f-BoardArcSin(value);

View file

@ -1,19 +1,12 @@
#include "common.h"
#include "board_unsplit.h"
#include "game/gamework_data.h"
#include "game/gamework.h"
#include "game/window.h"
#include "game/object.h"
#include "game/process.h"
#include "game/board/player.h"
#include "game/board/main.h"
//// #include "game/board/main.h"
extern s32 BoardIsStarted(void);
extern void BoardCameraMoveSet(s32);
extern void BoardCameraViewSet(s32);
extern void BoardPauseEnableSet(s32);
extern void BoardCameraTargetPlayerSet(s32);
extern void BoardCameraOffsetSet(float, float, float);
extern void BoardCameraTargetModelSet(s16);
extern void BoardCameraTargetPlayerSet(s32);
extern Process* boardObjMan;
//// #include "game/board/space.h"
extern s32 BoardSpaceFlagPosGet(s32, s32, u32);
extern void BoardSpaceDirPosGet(s32, s32, Vec*);
@ -176,15 +169,6 @@ static s16 suitMdl = -1;
static s16 suitPlayerMdl = -1;
static s16 suitCurrMot = -1;
inline PlayerState* GetPlayer(s32 index) {
return &GWPlayer[index];
}
inline s16 GetBoardPlayer(s32 index) {
PlayerState *player = GetPlayer(index);
return boardPlayerMdl[player->player_idx];
}
s32 BoardRollTypeGet(void) {
return rollType;
}
@ -225,7 +209,7 @@ void BoardPlayerInit(void) {
BoardPlayerSizeSet(var_r31, 0);
GWPlayer[var_r31].color = 0;
GWPlayer[var_r31].bowser_suit = 0;
GWPlayer[var_r31].field01_bit9 = 0;
GWPlayer[var_r31].field00_bit9 = 0;
GWPlayer[var_r31].field08_bit3 = 0;
}
return;
@ -241,7 +225,7 @@ void BoardPlayerInit(void) {
}
void BoardPlayerModelInit(void) {
s32 sp64[0x10];
s32 sp64[14];
s32 var_r31;
s32 var_r30;
s32 temp_r29;
@ -319,7 +303,7 @@ void BoardPlayerModelKill(void) {
PlayerState* temp_r29;
for (var_r31 = 0; var_r31 < 4; var_r31++) {
temp_r30 = GetPlayer(var_r31);
temp_r30 = BoardPlayerGet(var_r31);
if (boardPlayerMdl[temp_r30->player_idx] != -1) {
BoardModelKill(boardPlayerMdl[temp_r30->player_idx]);
boardPlayerMdl[temp_r30->player_idx] = -1;
@ -333,22 +317,22 @@ void BoardPlayerModelKill(void) {
}
void BoardPlayerLayerSet(s32 arg0, s32 arg1) {
BoardModelLayerSet(GetBoardPlayer(arg0), arg1);
BoardModelLayerSet(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerCameraSet(s32 arg0, u16 arg1) {
BoardModelCameraSet(GetBoardPlayer(arg0), arg1);
BoardModelCameraSet(BoardPlayerModelGet(arg0), arg1);
}
void fn_80062A40(s32 arg0, f32 arg8) {
fn_8006DDE8(GetBoardPlayer(arg0), arg8);
fn_8006DDE8(BoardPlayerModelGet(arg0), arg8);
}
void BoardPlayerExistCheck(s32 arg0, s32 arg1) {
if (arg1 == 0) {
BoardModelExistCheck(GetBoardPlayer(arg0), 0);
BoardModelExistCheck(BoardPlayerModelGet(arg0), 0);
} else {
BoardModelExistCheck(GetBoardPlayer(arg0), 1);
BoardModelExistCheck(BoardPlayerModelGet(arg0), 1);
}
}
@ -358,7 +342,7 @@ s32 BoardPlayerItemAdd(s32 arg0, s32 arg1) {
s32 var_r31;
var_r29 = -1;
var_r30 = GetPlayer(arg0);
var_r30 = BoardPlayerGet(arg0);
for (var_r31 = 0; var_r31 < 3; var_r31++) {
if (GWPlayer[arg0].items[var_r31] == -1) {
HuAudFXPlay(0x360);
@ -375,7 +359,7 @@ s32 BoardPlayerItemRemove(s32 arg0, s32 arg1) {
s32 temp_r29;
PlayerState* temp_r28;
temp_r28 = GetPlayer(arg0);
temp_r28 = BoardPlayerGet(arg0);
temp_r29 = temp_r28->items[arg1];
if (temp_r28->items[arg1] == -1) {
return temp_r29;
@ -447,15 +431,15 @@ void BoardPlayerCurrSpacePosDirGet(s32 arg0, Point3d* arg1) {
}
void BoardPlayerAmbSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
BoardModelAmbSet(GetBoardPlayer(arg0), arg8, arg9, argA);
BoardModelAmbSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
}
void BoardPlayerMtxSet(s32 arg0, Mtx arg1) {
BoardModelMtxSet(GetBoardPlayer(arg0), arg1);
BoardModelMtxSet(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerPosSetV(s32 arg0, Vec* arg1) {
BoardModelPosSetV(GetBoardPlayer(arg0), arg1);
BoardModelPosSetV(BoardPlayerModelGet(arg0), arg1);
if (GWPlayer[arg0].bowser_suit != 0) {
BoardModelPosSetV(suitMdl, arg1);
@ -463,7 +447,7 @@ void BoardPlayerPosSetV(s32 arg0, Vec* arg1) {
}
void BoardPlayerPosSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
BoardModelPosSet(GetBoardPlayer(arg0), arg8, arg9, argA);
BoardModelPosSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
if (GWPlayer[arg0].bowser_suit != 0) {
BoardModelPosSet(suitMdl, arg8, arg9, argA);
@ -471,11 +455,11 @@ void BoardPlayerPosSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
}
void BoardPlayerPosGet(s32 arg0, Vec* arg1) {
BoardModelPosGet(GetBoardPlayer(arg0), arg1);
BoardModelPosGet(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerRotSetV(s32 arg0, Vec* arg1) {
BoardModelRotSetV(GetBoardPlayer(arg0), arg1);
BoardModelRotSetV(BoardPlayerModelGet(arg0), arg1);
if (GWPlayer[arg0].bowser_suit != 0) {
BoardModelRotSetV(suitMdl, arg1);
@ -483,7 +467,7 @@ void BoardPlayerRotSetV(s32 arg0, Vec* arg1) {
}
void BoardPlayerRotSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
BoardModelRotSet(GetBoardPlayer(arg0), arg8, arg9, argA);
BoardModelRotSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
if (GWPlayer[arg0].bowser_suit != 0) {
BoardModelRotSet(suitMdl, arg8, arg9, argA);
@ -491,7 +475,7 @@ void BoardPlayerRotSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
}
void BoardPlayerRotGet(s32 arg0, Vec* arg1) {
BoardModelRotGet(GetBoardPlayer(arg0), arg1);
BoardModelRotGet(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerRotYSet(s32 arg0, f32 arg8) {
@ -501,7 +485,7 @@ void BoardPlayerRotYSet(s32 arg0, f32 arg8) {
if (arg8 > 360.0f) {
arg8 -= 360.0f;
}
BoardModelRotYSet(GetBoardPlayer(arg0), arg8);
BoardModelRotYSet(BoardPlayerModelGet(arg0), arg8);
if (GWPlayer[arg0].bowser_suit != 0) {
BoardModelRotYSet(suitMdl, arg8);
}
@ -513,47 +497,47 @@ f32 BoardPlayerRotYGet(s32 arg0) {
if (GWPlayer[arg0].bowser_suit != 0) {
var_f31 = BoardModelRotYGet(suitMdl);
} else {
var_f31 = BoardModelRotYGet(GetBoardPlayer(arg0));
var_f31 = BoardModelRotYGet(BoardPlayerModelGet(arg0));
}
return var_f31;
}
void BoardPlayerScaleSetV(s32 arg0, Vec* arg1) {
BoardModelScaleSetV(GetBoardPlayer(arg0), arg1);
BoardModelScaleSetV(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerScaleSet(s32 arg0, f32 arg8, f32 arg9, f32 argA) {
BoardModelScaleSet(GetBoardPlayer(arg0), arg8, arg9, argA);
BoardModelScaleSet(BoardPlayerModelGet(arg0), arg8, arg9, argA);
}
void BoardPlayerScaleGet(s32 arg0, s32 *arg1) {
BoardModelScaleGet(GetBoardPlayer(arg0), arg1);
BoardModelScaleGet(BoardPlayerModelGet(arg0), arg1);
}
s16 BoardPlayerCurrMotionGet(s32 arg0) {
PlayerState* player = GetPlayer(arg0);
PlayerState* player = BoardPlayerGet(arg0);
return playerMot[player->player_idx];
}
void BoardPlayerVoiceEnableSet(s32 arg0, s32 arg1, s32 arg2) {
BoardModelVoiceEnableSet(GetBoardPlayer(arg0), arg1, arg2);
BoardModelVoiceEnableSet(BoardPlayerModelGet(arg0), arg1, arg2);
}
void BoardPlayerMotionCreate(s32 arg0, s32 arg1) {
BoardModelMotionCreate(GetBoardPlayer(arg0), arg1);
BoardModelMotionCreate(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerMotionKill(s32 arg0, s32 arg1) {
BoardModelMotionKill(GetBoardPlayer(arg0), arg1);
BoardModelMotionKill(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerMotionEndCheck(s32 arg0) {
BoardModelMotionEndCheck(GetBoardPlayer(arg0));
BoardModelMotionEndCheck(BoardPlayerModelGet(arg0));
}
void BoardPlayerMotionEndWait(s32 arg0) {
while (BoardModelMotionEndCheck(GetBoardPlayer(arg0)) == 0) {
while (BoardModelMotionEndCheck(BoardPlayerModelGet(arg0)) == 0) {
HuPrcVSleep();
}
}
@ -562,11 +546,11 @@ void BoardPlayerMotionStart(s32 arg0, s32 arg1, s32 arg2) {
PlayerState* player;
s32 temp_r29;
player = GetPlayer(arg0);
player = BoardPlayerGet(arg0);
if (arg1 == 0) {
}
if (arg1 != playerMot[player->player_idx]) {
temp_r29 = BoardModelMotionStart(GetBoardPlayer(arg0), arg1, arg2);
temp_r29 = BoardModelMotionStart(BoardPlayerModelGet(arg0), arg1, arg2);
if (temp_r29 == 0) {
playerMot[player->player_idx] = arg1;
}
@ -577,11 +561,11 @@ void BoardPlayerMotionShiftSet(s32 arg0, s32 arg1, f32 arg8, f32 arg9, s32 arg2)
PlayerState* player;
s32 temp_r29;
player = GetPlayer(arg0);
player = BoardPlayerGet(arg0);
if (arg1 == 0) {
}
if (arg1 != playerMot[player->player_idx]) {
temp_r29 = BoardModelMotionShiftSet(GetBoardPlayer(arg0), arg1, arg8, arg9, arg2);
temp_r29 = BoardModelMotionShiftSet(BoardPlayerModelGet(arg0), arg1, arg8, arg9, arg2);
if (temp_r29 == 0) {
playerMot[player->player_idx] = arg1;
}
@ -589,31 +573,31 @@ void BoardPlayerMotionShiftSet(s32 arg0, s32 arg1, f32 arg8, f32 arg9, s32 arg2)
}
void BoardPlayerMotionSpeedSet(s32 arg0, f32 arg8) {
BoardModelMotionSpeedSet(GetBoardPlayer(arg0), arg8);
BoardModelMotionSpeedSet(BoardPlayerModelGet(arg0), arg8);
}
void BoardPlayerMotionTimeSet(s32 arg0, f32 arg8) {
BoardModelMotionTimeSet(GetBoardPlayer(arg0), arg8);
BoardModelMotionTimeSet(BoardPlayerModelGet(arg0), arg8);
}
f32 BoardPlayerMotionTimeGet(s32 arg0) {
BoardModelMotionTimeGet(GetBoardPlayer(arg0));
BoardModelMotionTimeGet(BoardPlayerModelGet(arg0));
}
f32 BoardPlayerMotionMaxTimeGet(s32 arg0) {
BoardModelMotionMaxTimeGet(GetBoardPlayer(arg0));
BoardModelMotionMaxTimeGet(BoardPlayerModelGet(arg0));
}
void BoardPlayerMotionTimeRangeSet(s32 arg0, f32 arg8, f32 arg9) {
BoardModelMotionTimeRangeSet(GetBoardPlayer(arg0), arg8, arg9);
BoardModelMotionTimeRangeSet(BoardPlayerModelGet(arg0), arg8, arg9);
}
void BoardPlayerModelAttrSet(s32 arg0, s32 arg1) {
BoardModelAttrSet(GetBoardPlayer(arg0), arg1);
BoardModelAttrSet(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerModelAttrReset(s32 arg0, s32 arg1) {
BoardModelAttrReset(GetBoardPlayer(arg0), arg1);
BoardModelAttrReset(BoardPlayerModelGet(arg0), arg1);
}
void BoardPlayerCoinsSet(s32 arg0, s32 arg1) {
@ -628,7 +612,7 @@ void BoardPlayerCoinsAdd(s32 arg0, s32 arg1) {
PlayerState* player;
s16 coins;
player = GetPlayer(arg0);
player = BoardPlayerGet(arg0);
if ((arg1 > 0) && (player->coins_total < 0x3E7)) {
player->coins_total += arg1;
if (player->coins_total > 0x3E7) {
@ -646,7 +630,7 @@ void BoardPlayerSizeSet(s32 arg0, s32 arg1) {
PlayerState* temp_r27;
Vec temp_r4[3] = { { 1, 1, 1 }, { 0.3, 0.3, 0.3 }, { 2.5, 2.5, 2.5 } };
temp_r27 = GetPlayer(arg0);
temp_r27 = BoardPlayerGet(arg0);
temp_r27->size = arg1;
if (arg1 == 2) {
CharModelSetStepType(GWPlayer[arg0].character, 4);
@ -655,13 +639,13 @@ void BoardPlayerSizeSet(s32 arg0, s32 arg1) {
} else {
CharModelSetStepType(GWPlayer[arg0].character, 0);
}
BoardModelScaleSetV(GetBoardPlayer(arg0), &temp_r4[arg1]);
BoardModelScaleSetV(BoardPlayerModelGet(arg0), &temp_r4[arg1]);
}
s32 BoardPlayerSizeGet(s32 arg0) {
PlayerState* temp_r30;
temp_r30 = GetPlayer(arg0);
temp_r30 = BoardPlayerGet(arg0);
if (temp_r30 != 0) {
arg0 = temp_r30->size;
}
@ -696,22 +680,22 @@ s32 BoardPlayerTeamFind(s32 arg0) {
return var_r31;
}
s32 BoardPlayerRankCalc(s32 arg0) {
s32 temp_r29;
s32 var_r30;
s32 var_r31;
s32 sp8[4];
s32 BoardPlayerRankCalc(s32 player) {
s32 coins;
s32 rank;
s32 i;
s32 score[4];
for (var_r31 = 0; var_r31 < 4; var_r31++) {
temp_r29 = GWCoinsGet(var_r31);
sp8[var_r31] = temp_r29 | (GWStarsGet(var_r31) << 0xA);
for (i = 0; i < 4; i++) {
coins = GWCoinsGet(i);
score[i] = coins | (GWStarsGet(i) << 0xA);
}
for (var_r30 = 0, var_r31 = 0; var_r31 < 4; var_r31++) {
if ((var_r31 != arg0) && (sp8[arg0] < sp8[var_r31])) {
var_r30++;
for (rank = 0, i = 0; i < 4; i++) {
if ((i != player) && (score[player] < score[i])) {
rank++;
}
}
return var_r30;
return rank;
}
void BoardPlayerPreTurnHookSet(s32 arg0, s32 (*arg1)()) {
@ -913,12 +897,12 @@ void BoardPlayerSizeRestore(s32 arg0) {
s32 var_r28;
s32 var_r27;
temp_r24 = GetPlayer(arg0);
temp_r24 = BoardPlayerGet(arg0);
if (temp_r24 != 0) {
var_r28 = temp_r24->size;
}
if (var_r28 != 0) {
temp_r23 = GetPlayer(arg0);
temp_r23 = BoardPlayerGet(arg0);
if (temp_r23 != 0) {
var_r27 = temp_r23->size;
}
@ -945,8 +929,8 @@ void BoardPlayerZoomRestore(s32 arg0) {
Vec sp18;
Vec spC;
sp8 = GetPlayer(arg0);
BoardModelPosGet(GetBoardPlayer(arg0), &spC);
sp8 = BoardPlayerGet(arg0);
BoardModelPosGet(BoardPlayerModelGet(arg0), &spC);
temp_r27 = GWPlayer[arg0].space_curr;
var_r31 = GWSystem.player_curr;
if (var_r31 == -1) {