CPlayer.cpp 46 KB

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  1. #include "CPlayer.h"
  2. #include "ACT.h"
  3. #include "CAnimManager.h"
  4. #include "CBall.h"
  5. #include "CBallProj.h"
  6. #include "CPlayerManager.h"
  7. #include "GL.h"
  8. #include "GM.h"
  9. #include "GPA.h"
  10. #include "GU.h"
  11. #include "SNDGAME.h"
  12. #include "TGame.h"
  13. #include "XMATH.h"
  14. #include "XSYS.h"
  15. #include "TStateList.h"
  16. int LOCO_SPEED_WALK_MIN = 0x321; // 0033E988
  17. int LOCO_SPEED_WALK_MAX = 0x321; // 0033E98C
  18. int LOCO_SPEED_WALK_AVG = 0x321; // 0033E990
  19. int LOCO_SPEED_JOG_MIN = 0xC84; // 0033E994
  20. int LOCO_SPEED_JOG_MAX = 0xE9A; // 0033E998
  21. int LOCO_SPEED_JOG_AVG = 0xD8F; // 0033E99C
  22. int LOCO_SPEED_SPRINT_MIN = 0xE9A; // 0033E9A0
  23. int LOCO_SPEED_SPRINT_MAX = 0x11BB; // 0033E9A4
  24. int LOCO_SPEED_SPRINT_AVG = 0x102A; // 0033E9A8
  25. //-------------------------------------------------------------------------------------------------
  26. // 0011DE8C
  27. void CPlayer::SetPos(int i1, int i2) {}
  28. //-------------------------------------------------------------------------------------------------
  29. // 00125D8C
  30. void CPlayer::SetPos(TPoint3D r1) {}
  31. //-------------------------------------------------------------------------------------------------
  32. // 00154314 ^_^
  33. uint64_t CPlayer::GetDistance(TPoint point1) { return 0; }
  34. //-------------------------------------------------------------------------------------------------
  35. // 0015432C ^_^
  36. int CPlayer::GetDistanceSq(TPoint point1) { return 0; }
  37. //-------------------------------------------------------------------------------------------------
  38. // 0015CBD0
  39. void CPlayer::SetPos(TPoint point1) {
  40. LOGE("CPlayer::SetPos%p%x%x",this,point1.dx_0,point1.dy_4);
  41. }
  42. //-------------------------------------------------------------------------------------------------
  43. // 0016E630
  44. void CPlayer::UpdateFE() {}
  45. //-------------------------------------------------------------------------------------------------
  46. // 0016E64E ^_- 经过单元测试,功能正常
  47. void CPlayer::UpdateRot() {
  48. // locret_16E6AC
  49. }
  50. //-------------------------------------------------------------------------------------------------
  51. // 0016E6B0 ^_- 经过单元测试,功能正常
  52. void CPlayer::UpdateHeadRot() {
  53. // LOGI("CPlayer::UpdateHeadRot %p", this);
  54. // locret_16E798
  55. }
  56. //-------------------------------------------------------------------------------------------------
  57. // 0016E7A4 ^_^
  58. void CPlayer::UpdateFinalise() {}
  59. //-------------------------------------------------------------------------------------------------
  60. // 0016E7C2 ^_^
  61. void CPlayer::Update() {}
  62. //-------------------------------------------------------------------------------------------------
  63. // 0016E81A ^_^
  64. void CPlayer::UpdateSprint() {
  65. // locret_16E870
  66. }
  67. //-------------------------------------------------------------------------------------------------
  68. // 0016E874
  69. void CPlayer::UpdateFace() { LOGI("CPlayer::UpdateFace %p", this); }
  70. //-------------------------------------------------------------------------------------------------
  71. int UNITROT_X(int x) { return xsin(x) / 16; }
  72. int UNITROT_Y(int x) { return 0 - xcos(x) / 16; }
  73. // 0016E9BC
  74. // 0016E9BC 经过更衣室和游戏第一关测试正常
  75. void CPlayer::UpdatePosVel() {
  76. TAnimData *r6_pAnimData = GetAnimData();
  77. int r5_i;
  78. if ((r6_pAnimData->u_C.s_C.uc_d & 0x20) == 0 ||
  79. tStr32_44.field_14 < r6_pAnimData->filed_20[0].filed_0) {
  80. // loc_16E9D6
  81. r5_i = GetRunSpeed();
  82. } else {
  83. r5_i = 0;
  84. }
  85. // loc_16E9E2
  86. int r0_i, r1_i;
  87. if (s_158 == 0 && ballPosPrev_4.dz_8 == 0 && Point3D_14.dz_8 == 0) {
  88. // 0016E9FC
  89. if (tStr32_44.field_8 != 3) {
  90. // 0016EA02
  91. if (tStr32_44.field_8 || tStr32_44.sBlend_2E) {
  92. // loc_16EA0C
  93. int r7_i = u_0.s_2_0.s_0;
  94. if (u_0.s_2_0.s_0 != -1) {
  95. // 0016EA14
  96. if (tStr32_44.field_8 == 4) {
  97. // 0016EA18
  98. TAnimData *r2_pAnimData =
  99. &CAnimManager::s_tAnimData[tStr32_44.field_20];
  100. if (tStr32_44.sBlend_2E &&
  101. r2_pAnimData->filed_8 == 4) { // 0016EA34
  102. // 0016EA38
  103. // sint32 r3_si = (sint32)tStr32_44.u_2C.s_2C.uBlend_2E;
  104. // r3_si=((r3_si>>26)&0x1f)+tStr32_44.u_2C.s_2C.uBlend_2E;
  105. // uint r3_ui = UBFX(r3_si, 26, 5);
  106. short r3_si = tStr32_44.sBlend_2E;
  107. r0_i = GM_BlendAngle(r6_pAnimData->s_64, r2_pAnimData->s_64,
  108. r3_si / 32);
  109. } else {
  110. // loc_16EAC2
  111. //!!!!!!!修改
  112. r0_i = r6_pAnimData->s_64;
  113. }
  114. // loc_16EAC6
  115. int r6_i = r0_i + r7_i;
  116. r7_i = xsin(r6_i) / 4 * r5_i;
  117. r0_i = xcos(r6_i);
  118. // r1_i = 0 - (r0_i * 4096);
  119. if (r1_i < 0)
  120. r1_i = 0x3FFF;
  121. else
  122. r1_i = 0;
  123. r0_i = r1_i - (r0_i * 4096);
  124. r0_i = (r0_i >> 14) * r5_i / 4096;
  125. // loc_16EAF8
  126. r1_i = r7_i / 4096;
  127. } else {
  128. // loc_16EA86
  129. r0_i = xsin(r7_i);
  130. r0_i = r0_i / 4;
  131. int r6_i = r0_i * r5_i;
  132. r0_i = xcos(r7_i); // 0016EA9E
  133. // r1_i = 0 - ((uint)r0_i << 12);
  134. // r1_i = r1_i >> 31;
  135. // r1_i = (uint)r1_i >> 18;
  136. if (r1_i < 0)
  137. r1_i = 0x3fff;
  138. else
  139. r1_i = 0;
  140. r0_i = r1_i - ((uint)r0_i << 12);
  141. // //FF003FFF
  142. r0_i = r0_i >> 14;
  143. // FFFFFC00
  144. // loc_16EAF8
  145. r1_i = r6_i / 4096;
  146. r0_i = r0_i * r5_i / 4096;
  147. }
  148. } else {
  149. // loc_16EA80
  150. r0_i = 0;
  151. r1_i = 0;
  152. }
  153. } else {
  154. // loc_16EAB8
  155. r0_i = 0;
  156. r1_i = 0;
  157. Point3D_14.point_0.dx_0 = 0;
  158. Point3D_14.point_0.dy_4 = 0;
  159. }
  160. } else {
  161. // loc_16EA52
  162. int r6_i = GU_GetRot(ballPosPrev_4.point_0, point_78);
  163. int r7_i = UNITROT_X(r6_i) * r5_i;
  164. r0_i = UNITROT_Y(r6_i) * r5_i;
  165. r1_i = r7_i / 1024;
  166. r0_i = r0_i / 1024;
  167. }
  168. // loc_16EB04
  169. int r2_i = Point3D_14.point_0.dx_0;
  170. int r3_i = Point3D_14.point_0.dy_4;
  171. Point3D_14.point_0.dx_0 = ((r2_i * 96) + (r1_i * 32)) / 128;
  172. Point3D_14.point_0.dy_4 = ((r3_i * 96) + (r0_i * 32)) / 128;
  173. }
  174. // loc_16EB30
  175. ballPosPrev_4.point_0.dx_0 += Point3D_14.point_0.dx_0;
  176. ballPosPrev_4.point_0.dy_4 += Point3D_14.point_0.dy_4;
  177. if (Point3D_14.dz_8 || ballPosPrev_4.dz_8 >= 1) {
  178. // loc_16EB4A
  179. ballPosPrev_4.dz_8 += Point3D_14.dz_8;
  180. Point3D_14.dz_8 -= 98;
  181. if (ballPosPrev_4.dz_8 > -1) {
  182. return;
  183. }
  184. }
  185. // loc_16EB5E
  186. Point3D_14.dz_8 = 0;
  187. ballPosPrev_4.dz_8 = 0;
  188. }
  189. //-------------------------------------------------------------------------------------------------
  190. // 0016EB6C ^_^
  191. void CPlayer::UpdateFuturePos() {}
  192. //-------------------------------------------------------------------------------------------------
  193. // 0016EB86
  194. __attribute__((noinline)) void CPlayer::UpdateBallInHands() {
  195. LOGI("CPlayer::UpdateBallInHands %p", this);
  196. }
  197. //-------------------------------------------------------------------------------------------------
  198. // 0016EB88
  199. void CPlayer::SetPos(int i1, int i2, int i3) {
  200. // LOGI("CPlayer::SetPos %d %d %d", i1, i2, i3);
  201. }
  202. //-------------------------------------------------------------------------------------------------
  203. // 0016EBDE
  204. void CPlayer::SetPosDest() {}
  205. //-------------------------------------------------------------------------------------------------
  206. // 0016EBE6
  207. __attribute__((noinline)) void CPlayer::SetMoveDest(int i1, int i2) {
  208. LOGI("CPlayer::SetPosDest %p %d %d", this, i1, i2);
  209. }
  210. //-------------------------------------------------------------------------------------------------
  211. // 0016EBF2
  212. void CPlayer::SetMoveDest(TPoint point1) {
  213. LOGI("CPlayer::SetPosDest %p %d %d", this, point1.dx_0, point1.dy_4);
  214. }
  215. //-------------------------------------------------------------------------------------------------
  216. // 0016EBFE
  217. void CPlayer::SetRotExplicit(int i1) {}
  218. //-------------------------------------------------------------------------------------------------
  219. // 0016EC02
  220. __attribute__((noinline)) void CPlayer::SetRot(int r1, bool r2) {
  221. LOGI("CPlayer::SetRot %p %d %d", this, r1, r2);
  222. // locret_16EC0A
  223. }
  224. //-------------------------------------------------------------------------------------------------
  225. // 0016EC0C
  226. __attribute__((noinline)) void CPlayer::SetRot(TPoint point1, bool b2) {
  227. LOGI("CPlayer::SetPosDest %p %d %d %d", this, point1.dx_0, point1.dy_4, b2);
  228. }
  229. //-------------------------------------------------------------------------------------------------
  230. // 0016EC20
  231. __attribute__((noinline)) ushort CPlayer::GetRotPoint(TPoint point1) {
  232. LOGE("CPlayer::GetRotPoint0016EC20%p%x%x", this, point1.dx_0, point1.dy_4);
  233. return rand();
  234. }
  235. //-------------------------------------------------------------------------------------------------
  236. // 0016EC34
  237. __attribute__((noinline)) void CPlayer::SetFace(int i1) {
  238. LOGE("CPlayer::SetFace%p%x",this,i1);
  239. }
  240. //-------------------------------------------------------------------------------------------------
  241. // 0016EC3A
  242. __attribute__((noinline)) void CPlayer::SetFace(int i1, int i2) {
  243. LOGI("CPlayer::SetFace %p %d %d", this, i1, i2);
  244. }
  245. //-------------------------------------------------------------------------------------------------
  246. // 0016EC48
  247. void CPlayer::SetFace(TPoint point1) {}
  248. //-------------------------------------------------------------------------------------------------
  249. // 0016EC56
  250. void CPlayer::SetFaceDest() {}
  251. //-------------------------------------------------------------------------------------------------
  252. // 0016EC7A
  253. void CPlayer::Stop(int i1) {}
  254. //-------------------------------------------------------------------------------------------------
  255. // 0016EC8E ^_^
  256. int CPlayer::GetRotDest() {
  257. // 0016EC9E
  258. return 0;
  259. }
  260. //-------------------------------------------------------------------------------------------------
  261. // 0016ECB6
  262. __attribute__((noinline)) ushort CPlayer::GetRotPoint(TPoint3D point1) {
  263. LOGE("CPlayer::GetRotPoint0016ECB6 %p %x %x %x", this, point1.point_0.dx_0,
  264. point1.point_0.dy_4, point1.dz_8);
  265. return rand();
  266. }
  267. //-------------------------------------------------------------------------------------------------
  268. // 0016ECCC ^_^
  269. int CPlayer::GetRotBall() { return 0; }
  270. //-------------------------------------------------------------------------------------------------
  271. // 0016ECF0
  272. __attribute__((noinline)) void CPlayer::GetDistance(CPlayer *pPlayer1) {
  273. LOGI("CPlayer::GetDistance %p %p", this, pPlayer1);
  274. }
  275. //-------------------------------------------------------------------------------------------------
  276. // 0016ED1C
  277. __attribute__((noinline)) void CPlayer::GetDistanceSq(CPlayer *pPlayer1) {
  278. LOGI("CPlayer::GetDistanceSq %p %p", this, pPlayer1);
  279. }
  280. //-------------------------------------------------------------------------------------------------
  281. // 0016ED40 ^_^
  282. void CPlayer::SetSpaceRot(int i1, int i2) {}
  283. //-------------------------------------------------------------------------------------------------
  284. // 0016ED8A
  285. __attribute__((noinline)) void CPlayer::GetMoveDistance() {
  286. LOGI("CPlayer::GetMoveDistance %p", this);
  287. }
  288. //-------------------------------------------------------------------------------------------------
  289. // 0016ED96 ^_^
  290. void CPlayer::Init() {}
  291. //-------------------------------------------------------------------------------------------------
  292. // 0016EDD0 经过单元测试功能正常
  293. void CPlayer::SetupGoally(int i1, TPlayerInfo *pPlayerInfo2) {
  294. // LOGI("CPlayer::SetupGoally %p %d %p", this, i1, pPlayerInfo2);
  295. }
  296. //-------------------------------------------------------------------------------------------------
  297. // 0016EEC6 经过单元测试,功能正常
  298. void CPlayer::SetupPlayer(int i1, int i2, TPlayerInfo *pPlayerInfo3) {
  299. LOGI("CPlayer::SetupPlayer %p %d %d %p", this, i1, i2, pPlayerInfo3);
  300. }
  301. //-------------------------------------------------------------------------------------------------
  302. // 0016EFBC ^_^
  303. void CPlayer::SetupStandard() {}
  304. //-------------------------------------------------------------------------------------------------
  305. // 0016F008 ^_^
  306. void CPlayer::SetupOfficial() {}
  307. //-------------------------------------------------------------------------------------------------
  308. // 0016F044 经过单元测试同,功能正常
  309. void CPlayer::Reset() {
  310. // LOGI("CPlayer::Reset %p", this);
  311. }
  312. //-------------------------------------------------------------------------------------------------
  313. // 0016F114
  314. void CPlayer::CancelHeadInputControl() {}
  315. //-------------------------------------------------------------------------------------------------
  316. // 0016F11C
  317. void CPlayer::SetHeadRotRel(int r1, bool r2) {
  318. // locret_16F12A
  319. }
  320. //-------------------------------------------------------------------------------------------------
  321. // 0016F12C
  322. TPoint3D CPlayer::GetBonePos(int i2) {
  323. TPoint3D ret;
  324. return ret;
  325. }
  326. //-------------------------------------------------------------------------------------------------
  327. // 0016F13C 经过单元测试,功能正常
  328. TPoint CPlayer::GetTimePos(int i2) {
  329. LOGI("CPlayer::GetTimePos %p %d", this, i2);
  330. TPoint retPos;
  331. retPos.dx_0=i2+rand();
  332. retPos.dy_4=i2+rand();
  333. return retPos;
  334. }
  335. //-------------------------------------------------------------------------------------------------
  336. // 0016F280 ^_^
  337. int CPlayer::AttributeInterpolate_Internal(EPlayerAttribute eAttr1, int i2,
  338. int i3, int i4, int i5, int i6) {
  339. // LOGI("CPlayer::AttributeInterpolate_Internal %p %d %d %d %d %d %d", this,
  340. // eAttr1, i2, i3, i4, i5, i6);
  341. return 0;
  342. }
  343. //-------------------------------------------------------------------------------------------------
  344. // 0016F324 ^_- 经过单元测试,功能正常
  345. void CPlayer::UpdateAction() {
  346. // LOGI("CPlayer::UpdateAction %p", this);
  347. }
  348. //-------------------------------------------------------------------------------------------------
  349. // 0016F3D4
  350. __attribute__((noinline)) int CPlayer::ActionTend(int i1, TPoint3D *pPoint3D2) {
  351. LOGI("CPlayer::UpdateAction %p %d%x", this, i1, (uint)pPoint3D2);
  352. return rand() % 4;
  353. }
  354. //-------------------------------------------------------------------------------------------------
  355. // 0016F734
  356. __attribute__((noinline)) void CPlayer::UpdateActionSlideTackleX(int i1) {
  357. LOGI("CPlayer::UpdateActionSlideTackleX %p %d", this, i1);
  358. }
  359. //-------------------------------------------------------------------------------------------------
  360. // 0016FA40
  361. void CPlayer::UpdateActionSlideTackle(int i1) {}
  362. //-------------------------------------------------------------------------------------------------
  363. // 0016FAAC ^_^
  364. void CPlayer::UpdateActionConservativeTackle(int i1) {
  365. // LOGI("CPlayer::UpdateActionConservativeTackle entry %d", i1);
  366. // locret_16FB1A
  367. }
  368. //-------------------------------------------------------------------------------------------------
  369. // 0016FB24 ^_-
  370. void CPlayer::UpdateActionGKSave(int i1) {}
  371. //-------------------------------------------------------------------------------------------------
  372. // 0016FB94
  373. __attribute__((noinline)) void CPlayer::UpdateActionDeek(int i1) {
  374. LOGI("CPlayer::UpdateActionDeek %p %d", this, i1);
  375. }
  376. //-------------------------------------------------------------------------------------------------
  377. // 0016FE80 ^_^
  378. void CPlayer::UpdateActionControl(int i1) {
  379. // LOGI("CPlayer::UpdateActionControl %p %d", this, i1);
  380. }
  381. //-------------------------------------------------------------------------------------------------
  382. // 0016FF24 ^_^
  383. void CPlayer::UpdateActionKick(int i1) {}
  384. //-------------------------------------------------------------------------------------------------
  385. // 0016FF78 ^_-
  386. void CPlayer::UpdateActionGKKick(int i1) {}
  387. //-------------------------------------------------------------------------------------------------
  388. // 0016FFC8
  389. __attribute__((noinline)) void CPlayer::ClearAction() {
  390. LOGI("CPlayer::ClearAction %p", this);
  391. }
  392. //-------------------------------------------------------------------------------------------------
  393. // 0016FFD4 经过单元测试,功能正常
  394. bool CPlayer::ActionCheckIsStillValidRange(int i1, int i2, int i3) {
  395. // LOGI("CPlayer::ActionCheckIsStillValidRange %p %d %d %d", this, i1, i2,
  396. // i3);
  397. return true;
  398. }
  399. //-------------------------------------------------------------------------------------------------
  400. // 001700C0 ^_^
  401. void CPlayer::KickFail() {}
  402. //-------------------------------------------------------------------------------------------------
  403. // 001700E4 ^_^
  404. void CPlayer::ActionUpdateDynamic() {
  405. // locret_170126
  406. }
  407. //-------------------------------------------------------------------------------------------------
  408. // 0017012C //???
  409. void CPlayer::ActionTendSetupDest(TPoint3D point3D1) {
  410. TAnimData *r10_pAnimData = GetAnimData();
  411. int r1_i = r10_pAnimData->filed_20[s_15A].filed_4;
  412. ushort r0_us =r10_pAnimData->filed_20[s_15A].filed_2;
  413. r1_i = r1_i * us_122;
  414. aPoint3D_178[0] = point3D1;
  415. int r7 = (r0_us + u_0.s_2_0.s_0) & 0x3FFF;
  416. int r8_i = r1_i / 1024;
  417. int r0_i = xsin(r7) * r8_i; // 00170178 MUL.W R0, R0, R8
  418. r0_i = r0_i / 2048;
  419. point3D_164.point_0.dx_0 = point3D1.point_0.dx_0 - r0_i; // 00170184 SUB.W R0, R6, R0,ASR#11
  420. int r5 = us_122 * r10_pAnimData->filed_20[s_15A].filed_8;
  421. r0_i = xcos(r7) * r8_i; // 00170194 MUL.W R0, R0, R8
  422. point3D_164.point_0.dy_4 = point3D1.point_0.dy_4 + (r0_i / 2048);
  423. point3D_164.dz_8 = (point3D1.dz_8 - (r5 / 128));
  424. if(point3D_164.dz_8<0)
  425. point3D_164.dz_8=0;
  426. TPoint var_2C;
  427. if (r10_pAnimData->filed_54) {
  428. GetRootBoneOfs(&var_2C, r10_pAnimData);
  429. }
  430. // loc_1701C4
  431. field_170 = ballPosPrev_4.point_0.dx_0;
  432. field_174 = ballPosPrev_4.point_0.dy_4;
  433. }
  434. //-------------------------------------------------------------------------------------------------
  435. // 001701D0 ^_^
  436. void CPlayer::ActionTendSetup(TActionSetup *pActionSetup01, EACTION eAction2) {}
  437. //-------------------------------------------------------------------------------------------------
  438. // 00170242
  439. TPoint3D CPlayer::ActionGetPosFromDest() {
  440. TPoint3D ret_p3D;
  441. return ret_p3D;
  442. }
  443. //-------------------------------------------------------------------------------------------------
  444. // 001702B0 经过单元测试,功能正常
  445. void CPlayer::Animate(int i1) {
  446. // LOGI("CPlayer::Animate %d", i1);
  447. }
  448. //-------------------------------------------------------------------------------------------------
  449. // 0017039C ^_- 经过单元测试,功能正常
  450. void CPlayer::ApplyRootBoneOfs(TAnimData *pAniData1, int i2) {
  451. // LOGI("CPlayer::ApplyRootBoneOfs %d", i2);
  452. LOGE("ApplyRootBoneOfs%p%x%x", this, (uint)pAniData1, i2);
  453. }
  454. //-------------------------------------------------------------------------------------------------
  455. // 00170440 ^_-
  456. void CPlayer::SetNextState(TAnimData *pAnimData1) {
  457. // LOGI("CPlayer::SetNextState %p %p", this, pAnimData1);
  458. }
  459. //-------------------------------------------------------------------------------------------------
  460. // 001704DC ^_^
  461. __attribute__((noinline)) TAnimData *CPlayer::GetAnimData() {
  462. LOGE("TAnimData *CPlayer::GetAnimData");
  463. return (TAnimData *)rand();
  464. }
  465. //-------------------------------------------------------------------------------------------------
  466. // 001704F4 经过单元测试,功能正常
  467. void CPlayer::SetAnim(int i1) {
  468. if (CAnimManager::s_tAnimData[tStr32_44.field_10].filed_54 !=
  469. nullptr) { // 00170514
  470. // 00170516
  471. GetRootBoneMove(&Point3D_14.point_0);
  472. int r7_i = XMATH_Mag2D(&Point3D_14);
  473. int r1_i = GetSprintSpeed();
  474. if (r7_i > r1_i) { // 00170532
  475. // 00170534
  476. XMATH_Normalize(&Point3D_14, r1_i);
  477. }
  478. }
  479. ushort r9_us;
  480. // loc_17053C
  481. if (tStr32_44.sBlend_2E > 4096) {
  482. // 00170546
  483. r9_us = GetTrueRot() - tStr32_44.s_2C;
  484. tStr32_44.sBlend_2E = 0;
  485. tStr32_44.field_10 = tStr32_44.field_20;
  486. tStr32_44.field_14 = tStr32_44.field_24;
  487. tStr32_44.s_18 = tStr32_44.s_2A;
  488. u_0.s_2_0.s_2 = r9_us;
  489. } else {
  490. // loc_170572
  491. r9_us = u_0.s_2_0.s_2;
  492. }
  493. int r0_i;
  494. // loc_170578
  495. u_0.s_2_0.s_2 = GetTrueRot();
  496. if (field_10 >= 2) {
  497. // 00170586
  498. tStr32_44.field_20 = tStr32_44.field_10;
  499. tStr32_44.field_24 = tStr32_44.field_14;
  500. TAnimData *r8_pAnimData = &CAnimManager::s_tAnimData[tStr32_44.field_10];
  501. if (r8_pAnimData->filed_8 == 4) {
  502. // 001705AE
  503. r0_i = ((int)(((uint)(XMATH_Mag(&Point3D_14.point_0))) * 2)) /
  504. ((short)r8_pAnimData->us_18);
  505. r0_i *= tStr32_44.field_1C;
  506. r0_i /= 128;
  507. } else {
  508. // loc_1705D8
  509. r0_i = tStr32_44.field_1C;
  510. }
  511. // loc_1705DA
  512. tStr32_44.s_28 = r0_i;
  513. tStr32_44.sBlend_2E = 8192;
  514. // LOGE("tStr32_44.u_2C.s_2C.sBlend_2E=%x",tStr32_44.u_2C.s_2C.sBlend_2E);
  515. tStr32_44.s_2A = tStr32_44.s_18;
  516. tStr32_44.s_2C = (((8192 - r9_us) + u_0.s_2_0.s_2) & 0x3FFF) - 0x2000;
  517. } else {
  518. // loc_1705CE
  519. tStr32_44.s_2C = 0;
  520. tStr32_44.sBlend_2E = 0;
  521. }
  522. // loc_170604
  523. tStr32_44.field_10 = i1; // 0017060C
  524. tStr32_44.field_14 = 0;
  525. TAnimData *r5_pAnimData = &CAnimManager::s_tAnimData[i1];
  526. tStr32_44.s_C = r5_pAnimData->filed_6e;
  527. // 00170614
  528. if (tStr32_44.field_8 == 4) {
  529. // 00170624
  530. if (us_122) {
  531. // 0017062A
  532. r0_i = (131072 / us_122) * 512;
  533. } else {
  534. // loc_170642
  535. r0_i = 0x10000;
  536. }
  537. // loc_170646
  538. tStr32_44.field_1C = (int)(r5_pAnimData->filed_10 * r0_i) >> 16;
  539. // 00170648
  540. if (field_10 <= 1) {
  541. // 00170656
  542. if (!r5_pAnimData->filed_9) {
  543. // 0017065A
  544. tStr32_44.field_14 = XSYS_Random(0x10000);
  545. }
  546. } // loc_170666
  547. } else {
  548. // 00170636
  549. tStr32_44.field_1C = *(short *)&r5_pAnimData->filed_10;
  550. if (!tStr32_44.field_8) {
  551. // loc_170656
  552. // 00170656
  553. if (!r5_pAnimData->filed_9) {
  554. // 0017065A
  555. tStr32_44.field_14 = XSYS_Random(0x10000);
  556. }
  557. }
  558. }
  559. // loc_170666
  560. if (r5_pAnimData->us_1C) {
  561. // 0017066A
  562. u_0.s_2_0.s_2 = (u_0.s_2_0.s_2 - r5_pAnimData->us_1C) & 0x3FFF;
  563. }
  564. // loc_170674
  565. if (r5_pAnimData->filed_54) {
  566. // 00170678
  567. ApplyRootBoneOfs(r5_pAnimData, -1);
  568. }
  569. // loc_170684
  570. UpdateAnimCalcs();
  571. }
  572. //-------------------------------------------------------------------------------------------------
  573. // 00170694 ^_- 经过单元测试,功能正常
  574. void CPlayer::GetRootBoneMove(TPoint *pPoint1) {
  575. LOGI("CPlayer::GetRootBoneMove %p %p", this, pPoint1);
  576. }
  577. //-------------------------------------------------------------------------------------------------
  578. // 0017077C ^_- 经过单元测试,功能正常
  579. short CPlayer::GetTrueRot() {
  580. LOGI("CPlayer::GetRootBoneMove %p ", this);
  581. return rand() & 0x3fff;
  582. }
  583. //-------------------------------------------------------------------------------------------------
  584. // 00170820
  585. __attribute__((noinline)) bool CPlayer::AnimBlendNeeded() { return false; }
  586. //-------------------------------------------------------------------------------------------------
  587. // 0017082C ^_- 经过单元测试,功能正常
  588. void CPlayer::UpdateAnimCalcs() {
  589. // LOGI("CPlayer::UpdateAnimCalcs entry");
  590. LOGI("CPlayer::UpdateAnimCalcs %p ", this);
  591. // loc_1708C8
  592. }
  593. //-------------------------------------------------------------------------------------------------
  594. // 001708D0
  595. void CPlayer::SetTrophyData(ETrophyPos e1, ushort us2, ushort us3) {}
  596. //-------------------------------------------------------------------------------------------------
  597. // 001708DE
  598. __attribute__((noinline)) void CPlayer::ClearBlend() {}
  599. //-------------------------------------------------------------------------------------------------
  600. // 001708E8 后面的代码好像与
  601. // NIS的测试环境,通过单元测试,发现后面的代码不写,不影响逻辑
  602. void CPlayer::UpdateJostlePoint() {
  603. if (!tStr32_44.uc_1) return;
  604. // 001708F4
  605. if (tStr32_44.field_8 != 4) {
  606. if (tStr32_44.field_8 || tStr32_44.s_C != 5 || tStr58_A0.field_4 <= 1024)
  607. return;
  608. // 00170910
  609. // SetAnimFromStateLoco(int i1, int i2, int i3) {
  610. SetAnimFromStateLoco(-1, -1, 0);
  611. return;
  612. }
  613. // loc_170926
  614. if (tStr32_44.s_C != 40) return;
  615. // 0017092E
  616. TAnimData *r6_pAnimData = &CAnimManager::s_tAnimData[tStr32_44.field_10];
  617. // 00170944
  618. if (r6_pAnimData->s_64) return;
  619. //??? 后面的代码好像与
  620. // NIS的测试环境,通过单元测试,发现后面的代码不写,不影响逻辑
  621. }
  622. //-------------------------------------------------------------------------------------------------
  623. // 00170A14 ^_^
  624. bool CPlayer::SetReaction(int i1, int i2, int i3) { return true; }
  625. //-------------------------------------------------------------------------------------------------
  626. // 00170A50 经过单元测试,功能正常
  627. void CPlayer::UpdateAnimation() {
  628. // LOGI("CPlayer::UpdateAnimation %p", this);
  629. }
  630. //-------------------------------------------------------------------------------------------------
  631. // 00170BD0 ^_^
  632. void CPlayer::OverrideAnimFrame(int i1) {}
  633. //-------------------------------------------------------------------------------------------------
  634. // 00170C0C
  635. __attribute__((noinline)) void CPlayer::EnableIdleAnims(bool b1) {}
  636. //-------------------------------------------------------------------------------------------------
  637. // 00170C14 经过单元测试,功能正常
  638. void CPlayer::SetAnimFromStateGen(int i1, int i2, int i3) {
  639. LOGI("CPlayer::SetAnimFromStateGen %p %d %d %d", this, i1, i2, i3);
  640. }
  641. //-------------------------------------------------------------------------------------------------
  642. // 00170D10 经过单元测试,功能正常
  643. void CPlayer::SetAnimFromStateI() {
  644. // 00170D16
  645. if (tStr32_44.field_8) {
  646. // 00170D18
  647. if (tStr32_44.field_8 != 4) {
  648. if (tStr32_44.field_8 == 11) {
  649. // 00170D20
  650. if (tGame.mTLogic_6678.field_8 == 1) {
  651. // 00170D3A
  652. // loc_170DA8
  653. SetAnimFromStateGen(
  654. GetRotPoint(cBall.point3D_84),
  655. CAnimManager::s_tAnimData[tStr32_44.field_10].s_76, 0x200);
  656. } else {
  657. // loc_170D98
  658. SetAnimFromStateGen(
  659. GetRotPoint(g_vZero),
  660. CAnimManager::s_tAnimData[tStr32_44.field_10].s_76, 0x200);
  661. }
  662. } else {
  663. // loc_170D82
  664. SetAnimFromStateGen(-1, -1, 0);
  665. tStr32_44.field_14 = 0;
  666. }
  667. } else { // loc_170D6C
  668. SetAnimFromStateLoco(-1, -1, 0x180);
  669. tStr32_44.field_14 = 0;
  670. }
  671. } else {
  672. // loc_170D4E
  673. if (u_0.s_2_0.s_0 + 1 != 0) {
  674. // 00170D56
  675. if (Turn(u_0.s_2_0.s_0, u_0.s_2_0.s_0, false)) {
  676. // locret_170D96
  677. return;
  678. }
  679. // 00170D62
  680. tStr32_44.field_8 = 4;
  681. SetAnimFromStateLoco(-1, -1, 0x180);
  682. tStr32_44.field_14 = 0x2000;
  683. } else {
  684. // loc_170D6C
  685. SetAnimFromStateLoco(-1, -1, 0x180);
  686. tStr32_44.field_14 = 0;
  687. }
  688. }
  689. }
  690. //-------------------------------------------------------------------------------------------------
  691. // 00170DD4 ^_^
  692. void CPlayer::GetRootBoneOfs(TPoint *pPoint1, TAnimData *pAnimData2) {
  693. LOGE("CPlayer::GetRootBoneOfs%p%p%p",this,pPoint1,pAnimData2);
  694. }
  695. //-------------------------------------------------------------------------------------------------
  696. // 00170E50 ^_^
  697. void CPlayer::UpdateActOKTime() {}
  698. //-------------------------------------------------------------------------------------------------
  699. // 00170E98 ^_^
  700. int CPlayer::GetActionTime() { return 0; }
  701. //-------------------------------------------------------------------------------------------------
  702. // 00170EC8
  703. __attribute__((noinline)) void CPlayer::GetAnimTime() {
  704. LOGI("CPlayer::GetAnimTime %p", this);
  705. }
  706. //-------------------------------------------------------------------------------------------------
  707. // 00170EE0
  708. __attribute__((noinline)) int CPlayer::SetAnimFromStateAction(
  709. int i1, int i2, int i3, int i4, int i5, int i6, TActionSetup *pActionSetup7,
  710. int i8, int i9) {
  711. LOGI("CPlayer::SetAnimFromStateAction %p %d %d %d %d %d %d %p %d %d", this,
  712. i1, i2, i3, i4, i5, i6, pActionSetup7, i8, i9);
  713. return 0;
  714. }
  715. //-------------------------------------------------------------------------------------------------
  716. // 001714E4
  717. __attribute__((noinline)) void CPlayer::GetAnimActionPoint(
  718. TPoint *pPoint1, TAnimData *pAnimData2, int i3, int i4) {
  719. LOGI("CPlayer::GetAnimTime %p %p %p %d %d", this, pPoint1, pAnimData2, i3,
  720. i4);
  721. }
  722. //-------------------------------------------------------------------------------------------------
  723. // 00171534 没有测试到
  724. void CPlayer::GetActionPoint(TPoint3D *pPoint3D1) {
  725. LOGI("CPlayer::GetActionPoint %p %p", this, pPoint3D1);
  726. }
  727. //-------------------------------------------------------------------------------------------------
  728. // 001715EC 经过单元测试,功能正常
  729. void CPlayer::GetBonePosition(int i1, TPoint3D *pPoint3D2) {
  730. // LOGI("CPlayer::GetBonePosition %p %p", this, pPoint3D2);
  731. }
  732. //-------------------------------------------------------------------------------------------------
  733. // 00171798
  734. __attribute__((noinline)) void CPlayer::GetHandPosition(TPoint3D *pPoint3D1,
  735. bool b2) {
  736. LOGI("CPlayer::GetAnimTime %p %p %d", this, pPoint3D1, b2);
  737. }
  738. //-------------------------------------------------------------------------------------------------
  739. // 001717A8 ^_^ 经过单元测试,功能正常
  740. TPoint3D CPlayer::GetHandsPosition(int i1) {
  741. TPoint3D ret;
  742. return ret;
  743. }
  744. //-------------------------------------------------------------------------------------------------
  745. // 00171868
  746. __attribute__((noinline)) void CPlayer::GetBoneOrientation(
  747. int i1, TPoint3D *pPoint3D2) {
  748. LOGI("CPlayer::GetAnimTime %p %d %p", this, i1, pPoint3D2);
  749. }
  750. //-------------------------------------------------------------------------------------------------
  751. // 00172634 ^_^
  752. int CPlayer::GetDistanceSq(TPoint3D point3D1) { return 0; }
  753. //-------------------------------------------------------------------------------------------------
  754. // 00172EB2 ^_^
  755. bool CPlayer::Fell(TPoint point1, bool b3) { return true; }
  756. //-------------------------------------------------------------------------------------------------
  757. // 00172EE4
  758. bool CPlayer::Fell(int i1, bool b2) {
  759. bool r4_bret = rand();
  760. // loc_172FEE
  761. LOGE("CPlayer::Fell%x%x%p",i1,b2,this);
  762. return r4_bret;
  763. }
  764. //-------------------------------------------------------------------------------------------------
  765. // 00172F78 ^_-
  766. bool CPlayer::Trip(int i1, int i2) {
  767. bool r4_bret = rand();
  768. // loc_172FEE
  769. LOGE("CPlayer::Trip%x%x%p",i1,i2,this);
  770. return r4_bret;
  771. }
  772. //-------------------------------------------------------------------------------------------------
  773. // 00172FF8 ^_^
  774. void CPlayer::UpdateLogic() {
  775. if (NIS_Active()) return;
  776. // 00173002
  777. UpdateJostlePoint();
  778. UpdateIdle();
  779. UpdateReactions();
  780. UpdateBallReactions();
  781. UpdateFall();
  782. if (!uc_88) return;
  783. // 00173026
  784. if (cBall.ballPosPrev_4.dz_8 <= us_122 * 72 &&
  785. tStr58_A0.u_50.ui_50 <= 0x28000) {
  786. // 00173046
  787. if (tGame.field_6C38 <= 4 && cBall.speedXY_28 > 0x14DC) {
  788. uc_88 = 0;
  789. } else if (tGame.mTLogic_6678.team_40 == tStr32_44.uc_0) {
  790. uc_88 = 0;
  791. }
  792. } else {
  793. uc_88 = 0;
  794. }
  795. // loc_17306E
  796. }
  797. //-------------------------------------------------------------------------------------------------
  798. // 00173080 ^_^
  799. void CPlayer::UpdateIdle() {
  800. // LOGI("CPlayer::UpdateIdle %p", this);
  801. if (b_30) return;
  802. // 0017308C
  803. if (tGame.field_6C38 >= 6 && !tStr32_44.field_8) {
  804. // 001730A0
  805. // tStr32_44.s_C > 6 ||
  806. if ((tStr32_44.s_C != 6 && tStr32_44.s_C != 3 && tStr32_44.s_C != 2)) {
  807. // loc_1730B4
  808. field_120++;
  809. if ((int)field_120 >= 241) {
  810. // 001730CC
  811. if (XSYS_Random(0x12C) || uc_88) {
  812. // loc_1730D6
  813. if (tStr32_44.s_C == 6 || tStr32_44.s_C == 1) {
  814. // 001730E2
  815. NewPlayerStateX(0, -1, 0);
  816. } // loc_173104
  817. } else {
  818. // loc_173178
  819. NewPlayerStateX(0, -1, 0xB);
  820. }
  821. } //-> loc_173104
  822. } else {
  823. field_120 = 0;
  824. }
  825. } else {
  826. // loc_1730F2
  827. if (tStr32_44.field_8 == 14 && tStr32_44.s_C == 6) {
  828. // loc_173170
  829. field_120++;
  830. } else {
  831. // 001730FE
  832. field_120 = 0;
  833. }
  834. }
  835. // loc_1730FE
  836. // loc_173100
  837. // loc_173104
  838. if (tGame.mTLogic_6678.field_8 == 1 && tGame.mTLogic_6678.field_10 == 1) {
  839. // loc_17311A
  840. if (tGame.mTLogic_6678.field_38 <= 29 && tStr32_44.field_8 == 14 &&
  841. tStr32_44.field_14 > (tStr32_44.field_1C * 30)) {
  842. // 00173138
  843. NewPlayerStateX(0, -1, 0);
  844. if (tGame.mTLogic_6678.field_38 >= 61 && tStr32_44.field_8 == 0 &&
  845. tStr32_44.s_C == 2) {
  846. // 0017315E
  847. NewPlayerStateX(0, -1, 0);
  848. }
  849. }
  850. }
  851. // 00173118
  852. return;
  853. }
  854. //-------------------------------------------------------------------------------------------------
  855. // 00173188 ^_^
  856. void CPlayer::UpdateReactions() {
  857. if (field_8C) {
  858. // 00173192
  859. if (s_32) {
  860. // 00173196
  861. field_8C--;
  862. } else {
  863. // loc_17319A
  864. NewPlayerStateDataNIS(s_90, s_92, 0, s_94);
  865. field_8C = 0;
  866. }
  867. // loc_1731B2
  868. }
  869. // locret_1731B6
  870. }
  871. //-------------------------------------------------------------------------------------------------
  872. // 001731B8
  873. __attribute__((noinline)) void CPlayer::UpdateBallReactions() {
  874. UpdateTake();
  875. UpdateAvoid();
  876. }
  877. //-------------------------------------------------------------------------------------------------
  878. // 001731CA ^_-
  879. void CPlayer::UpdateFall() {
  880. if (tStr32_44.field_8 != 10) return;
  881. // 001731D6
  882. TAnimData *r1_data = GetAnimData();
  883. // 001731E2
  884. if (tStr32_44.s_C == 10) {
  885. // 001731E6
  886. SetNextState(r1_data);
  887. } else {
  888. // 001731F0
  889. if (tStr32_44.field_14 >= r1_data->filed_20[0].filed_0 &&
  890. tStr32_44.field_14 <
  891. (r1_data->filed_20[0].filed_0 + tStr32_44.field_1C)) {
  892. tStr32_44.s_18 = 1;
  893. }
  894. }
  895. // locret_173206
  896. }
  897. //-------------------------------------------------------------------------------------------------
  898. // 00173208
  899. __attribute__((noinline)) void CPlayer::UpdateAvoid() {
  900. LOGI("CPlayer::UpdateAvoid %p", this);
  901. }
  902. //-------------------------------------------------------------------------------------------------
  903. // 001733C4
  904. __attribute__((noinline)) void CPlayer::IsWalking() {
  905. LOGI("CPlayer::IsWalking %p", this);
  906. }
  907. //-------------------------------------------------------------------------------------------------
  908. // 001733EC
  909. bool CPlayer::IsSprinting() {
  910. // locret_173412
  911. return false;
  912. }
  913. //-------------------------------------------------------------------------------------------------
  914. // 00173414
  915. __attribute__((noinline)) void CPlayer::IsStanding() {
  916. LOGI("CPlayer::IsStanding %p", this);
  917. }
  918. //-------------------------------------------------------------------------------------------------
  919. // 0017341E
  920. __attribute__((noinline)) void CPlayer::IsFacing(int i1, int i2) {
  921. LOGI("CPlayer::IsFacing %p %d %d", this, i1, i2);
  922. }
  923. //-------------------------------------------------------------------------------------------------
  924. // 00173442
  925. __attribute__((noinline)) void CPlayer::IsAtDest(TPoint *pPoint1, int i2) {
  926. LOGI("CPlayer::IsAtDest %p %d %d", this, (int)pPoint1, i2);
  927. }
  928. //-------------------------------------------------------------------------------------------------
  929. // 0017346C
  930. __attribute__((noinline)) void CPlayer::UpdateMovement() {
  931. LOGI("CPlayer::UpdateMovement %p", this);
  932. }
  933. //-------------------------------------------------------------------------------------------------
  934. // 00173DBA ^_^
  935. void CPlayer::SetStateStand(bool b1) {}
  936. //-------------------------------------------------------------------------------------------------
  937. // 00173DD4 ^_^
  938. void CPlayer::SetStateLoco() {}
  939. //-------------------------------------------------------------------------------------------------
  940. // 00173E58
  941. __attribute__((noinline)) void CPlayer::SetAnimFromStateLoco(int i1, int i2,
  942. int i3) {
  943. LOGI("CPlayer::SetAnimFromStateLoco %p %d %d %d", this, i1, i2, i3);
  944. }
  945. //-------------------------------------------------------------------------------------------------
  946. // 00174074
  947. void CPlayer::CheckAvoid(TPoint *pPoint1, int i2, int i3) {
  948. // LOGI("CPlayer::CheckAvoid %p %p %d %d", this, pPoint1, i2, i3);
  949. // tStr32_44.uc_1
  950. }
  951. //-------------------------------------------------------------------------------------------------
  952. // 001741FC
  953. __attribute__((noinline)) void CPlayer::SetConstantSpeed(bool b1) {
  954. LOGI("CPlayer::SetConstantSpeed %p %d", this, b1);
  955. }
  956. //-------------------------------------------------------------------------------------------------
  957. // 00174204 ^_^
  958. int CPlayer::GetAverageRunSpeed() { return 0; }
  959. //-------------------------------------------------------------------------------------------------
  960. // 00174260 ^_^
  961. void CPlayer::SetAverageRunSpeed(int i1) {}
  962. //-------------------------------------------------------------------------------------------------
  963. // 00174290
  964. void CPlayer::GetInterceptRunSpeed() {}
  965. //-------------------------------------------------------------------------------------------------
  966. // 00174294
  967. __attribute__((noinline)) void CPlayer::GetWalkSpeed() {
  968. LOGI("CPlayer::GetWalkSpeed %p", this);
  969. }
  970. //-------------------------------------------------------------------------------------------------
  971. // 001742B4 ^_^
  972. int CPlayer::GetSprintSpeed() {
  973. LOGE("this=%xCPlayer::GetRunSpeed", (uint)this);
  974. return rand();
  975. }
  976. //-------------------------------------------------------------------------------------------------
  977. // 00174310 ^_^
  978. int CPlayer::GetTargetRunSpeed() { return 0; }
  979. //-------------------------------------------------------------------------------------------------
  980. // 0017432C //^_^
  981. int CPlayer::GetCurrentRunSpeed() {
  982. // LOGI("CPlayer::GetCurrentRunSpeed %p", this);
  983. return 0;
  984. }
  985. //-------------------------------------------------------------------------------------------------
  986. // 00174458 ^_-
  987. int CPlayer::GetRunSpeed() {
  988. int dret = 0;
  989. // loc_1744BA
  990. LOGE("this=%xCPlayer::GetRunSpeed", (uint)this);
  991. return rand() + 0x409360;
  992. }
  993. //-------------------------------------------------------------------------------------------------
  994. // 001744CC
  995. int CPlayer::AttributeInterpolate(EPlayerAttribute eAttr1, int i2, int i3) {
  996. return 0;
  997. }
  998. //-------------------------------------------------------------------------------------------------
  999. // 001744E2
  1000. float CPlayer::GetMoveSpeed() { return 0.1f; }
  1001. //-------------------------------------------------------------------------------------------------
  1002. // 001744E8 ^_^
  1003. int CPlayer::GetInterceptMaxHeight() {
  1004. LOGE("%pGetInterceptMaxHeight",this);
  1005. return rand(); }
  1006. //-------------------------------------------------------------------------------------------------
  1007. // 00174530 ^_^
  1008. void CPlayer::SetUrgency(int i1) {
  1009. LOGI("CPlayer::SetUrgency %d %d", i1, s_82);
  1010. }
  1011. //-------------------------------------------------------------------------------------------------
  1012. // 00174550 经过单元测试,功能正常
  1013. void CPlayer::SetUrgencyTime(int i1, bool b2) {
  1014. // LOGI("CPlayer::SetUrgencyTime %p %d", this, i1);
  1015. }
  1016. //-------------------------------------------------------------------------------------------------
  1017. // 0017464C ^_- 经过单元测试,功能正常
  1018. void CPlayer::UpdateUrgency() {
  1019. // LOGI("CPlayer::UpdateUrgency %p", this);
  1020. // 00174652
  1021. }
  1022. //-------------------------------------------------------------------------------------------------
  1023. // 001746EE
  1024. __attribute__((noinline)) void CPlayer::GetDirMoveX() {
  1025. LOGI("CPlayer::GetCurrentRunSpeed %p", this);
  1026. }
  1027. //-------------------------------------------------------------------------------------------------
  1028. // 00174702
  1029. __attribute__((noinline)) void CPlayer::GetDirMoveY() {
  1030. LOGI("CPlayer::GetCurrentRunSpeed %p", this);
  1031. }
  1032. //-------------------------------------------------------------------------------------------------
  1033. // 0017471E
  1034. void CPlayer::NewPlayerStateX(int i1, int i2, int i3) {}
  1035. //-------------------------------------------------------------------------------------------------
  1036. // 0017472E ^_^
  1037. void CPlayer::NewPlayerStateXF(int i1, int i2, int i3, int i4) {}
  1038. //-------------------------------------------------------------------------------------------------
  1039. // 00174778
  1040. __attribute__((noinline)) void CPlayer::NewPlayerStateGen(int i1) {
  1041. LOGI("CPlayer::NewPlayerStateGen %p %d", this, i1);
  1042. }
  1043. //-------------------------------------------------------------------------------------------------
  1044. // 001747A8
  1045. __attribute__((noinline)) void CPlayer::NewPlayerStateData(int i1, int i2,
  1046. int i3, int i4) {
  1047. LOGI("CPlayer::NewPlayerStateData %p %d %d %d %d", this, i1, i2, i3, i4);
  1048. }
  1049. //-------------------------------------------------------------------------------------------------
  1050. // 001748A8 初步测试调用不到
  1051. void CPlayer::NewPlayerStateDataNIS(int i1, int i2, int i3, int i4) {
  1052. LOGI("CPlayer::NewPlayerStateDataNIS %p %d %d %d %d %d", this, i1, i2, i3, i4,
  1053. tStr32_44.uc_2);
  1054. }
  1055. //-------------------------------------------------------------------------------------------------
  1056. // 001749A0 ^_^
  1057. __attribute__((noinline)) bool CPlayer::CheckBlockedOff(int i1) {
  1058. // 00174A0E
  1059. return false;
  1060. }
  1061. //-------------------------------------------------------------------------------------------------
  1062. // 00174A24 没有测试到
  1063. __attribute__((noinline)) bool CPlayer::NewPlayerStateXFKick(
  1064. TPoint3D point3D1, int i2, int i3, TActionSetup *pActionSetup4, int i5,
  1065. int i6) {
  1066. // LOGI("CPlayer::NewPlayerStateXFKick %p poiint %d %d %d", this,
  1067. // point3D1.point_0.dx_0, point3D1.point_0.dy_4, point3D1.dz_8);
  1068. LOGI("CPlayer::NewPlayerStateXFKick %d %d %p %d %d", i2, i3, pActionSetup4,
  1069. i5, i6);
  1070. // loc_174ACE
  1071. return false;
  1072. }
  1073. //-------------------------------------------------------------------------------------------------
  1074. // 00174ADC
  1075. __attribute__((noinline)) void CPlayer::UpdateTake() {
  1076. LOGI("CPlayer::UpdateTake %p", this);
  1077. }
  1078. //-------------------------------------------------------------------------------------------------
  1079. // 00174C9C
  1080. __attribute__((noinline)) void CPlayer::ControlTakeBall(int i1) {
  1081. LOGI("CPlayer::ControlTakeBall %p %d", this, i1);
  1082. }
  1083. //-------------------------------------------------------------------------------------------------
  1084. // 00174FBC
  1085. __attribute__((noinline)) void CPlayer::SetAnimControl(
  1086. int i1, int i2, int i3, int i4, int i5, int i6, int i7,
  1087. TActionSetup *pActionSetup) {
  1088. LOGI("CPlayer::SetAnimControl %p %d %d %d %d %d %d %d %p", this, i1, i2, i3,
  1089. i4, i5, i6, i7, pActionSetup);
  1090. }
  1091. //-------------------------------------------------------------------------------------------------
  1092. // 0017555C
  1093. __attribute__((noinline)) void CPlayer::ControlFinish(int i1, int i2, int i3) {
  1094. LOGI("CPlayer::ControlTakeBall %p %d %d %d", this, i1, i2, i3);
  1095. }
  1096. //-------------------------------------------------------------------------------------------------
  1097. // 00175968
  1098. int CPlayer::SetAnimTurn(int i1, int i2, int i3, int i4, int i5, int i6, int i7, TActionSetup *pActionSetup) {
  1099. short i_r6; // r6
  1100. unsigned int i_r11; // r11
  1101. unsigned int v12; // r2
  1102. TStateList *i_r5; // r5
  1103. int i_r4; // r4
  1104. int i_r7; // r7
  1105. int iVal_r6; // r6
  1106. TAnimData *p_tAnimData_r3; // r3
  1107. int i_r2; // r2
  1108. int v24; // r2
  1109. short v27; // r2
  1110. int i_value3_r3; // r3
  1111. int i_value4_r1; // r1
  1112. int i_value2_r2; // r2
  1113. int i_value5_r2; // r2
  1114. int i_tmp_r1; // r1
  1115. int i_tmp1_r0; // r0
  1116. int result; // r0
  1117. int i_value1_4; // [sp+4h] [bp-4Ch]
  1118. int i_C; // [sp+Ch] [bp-44h]
  1119. short i_10; // [sp+10h] [bp-40h]
  1120. short i_14; // [sp+14h] [bp-3Ch]
  1121. short i_18; // [sp+18h] [bp-38h]
  1122. unsigned int i_1C; // [sp+1Ch] [bp-34h]
  1123. CPlayer *pThis; // [sp+20h] [bp-30h]
  1124. int i_24; // [sp+24h] [bp-2Ch]
  1125. short i_28; // [sp+28h] [bp-28h]
  1126. //0017596C
  1127. i_28 = i1 + 8192 - i2;
  1128. i_r6 = 8192 - i2 + i3;
  1129. i_10 = i4 + 8192 - i2;
  1130. i_r11 = (i7 >> 7) & 0x200;
  1131. v12 = this->tStr32_44.field_8;
  1132. this->tStr32_44.field_8 = 5;
  1133. i_14 = i4 + 8192 - i3;
  1134. i_1C = v12;
  1135. i_r5 = CAnimManager::StateInfoGet(5); //call 001564D8
  1136. i_r4 = CAnimManager::StateInfoGetAnimCount(this->tStr32_44.field_8); //call 001564EC
  1137. i_24 = -1;
  1138. i_r7 = 0;
  1139. i_C = 0x7FFFFFFF;
  1140. i_18 = i_r6 + 0x2000;
  1141. //001759D2
  1142. for( int i = 0; i < i_r4 ;i++) //001759E4
  1143. {
  1144. //001759E8
  1145. iVal_r6 = i_r5->filed_8[i_r7++];
  1146. p_tAnimData_r3 = &CAnimManager::s_tAnimData[iVal_r6];
  1147. i_r2 = p_tAnimData_r3->u_C.filed_C;
  1148. //001759FE
  1149. if (i_r11 == (i_r2 & i_r11) && (i_r2 & (i_r11 ^ 0x200)) == 0) //2个条件合并
  1150. {
  1151. //00175A0C
  1152. if (p_tAnimData_r3->filed_74 == i5 && (short)p_tAnimData_r3->s_76 == i6) //2个条件合并
  1153. {
  1154. v24 = 0;
  1155. if (i5 >= 2) //00175A18
  1156. {
  1157. //00175A1E
  1158. v24 = abs( ((i_28 - p_tAnimData_r3->filed_70) & 16383 )- 8192); //优化后的结果,汇编并没有abs函数调用
  1159. }
  1160. //00175A3C
  1161. if (v24 <= 2730)
  1162. {
  1163. //00175A44
  1164. i_value1_4 = v24 << 7;
  1165. v27 = (p_tAnimData_r3->us_1E + 0x2000 - p_tAnimData_r3->us_1C) & 16383;
  1166. i_value3_r3 = abs(((i_18 - (p_tAnimData_r3->s_64 + v27)) & 0x3FFF) - 8192); //优化后的结果,汇编并没有abs函数调用
  1167. //00175A7E
  1168. if (i_value3_r3 <= 2730)
  1169. {
  1170. //00175A86
  1171. i_value4_r1 = abs(((i_14 + p_tAnimData_r3->s_64) & 16383) - 8192); //优化后的结果,汇编并没有abs函数调用
  1172. // 00175A7E
  1173. if (i_value4_r1 <= 2730)
  1174. {
  1175. //00175A86
  1176. i_value2_r2 = abs(((i_10 + 8192 - v27) & 16383) - 8192); //优化后的结果,汇编并没有abs函数调用
  1177. //00175AA4
  1178. if (i_value2_r2 <= 0xAAA)
  1179. {
  1180. //00175AAA
  1181. i_value5_r2 = i_value1_4 + (i_value2_r2 << 7) + ((i_value3_r3 + i_value4_r1) << 7);
  1182. if (i_value5_r2 < i_C) {
  1183. //00175AE2
  1184. i_value5_r2 += XSYS_Random(0x200); //call 001F4F44
  1185. }
  1186. //00175AF0
  1187. i_tmp_r1 = i_C;
  1188. i_tmp1_r0 = i_24;
  1189. if (i_value5_r2 < i_C) {
  1190. i_tmp1_r0 = iVal_r6;
  1191. }
  1192. i_24 = i_tmp1_r0;
  1193. if (i_value5_r2 < i_C) {
  1194. i_tmp_r1 = i_value5_r2;
  1195. }
  1196. i_C = i_tmp_r1;
  1197. }
  1198. }
  1199. }
  1200. i++; //00175A7C 原始是NEG,但是他以用负数计算,我这用正数计算,就+1即可
  1201. }
  1202. }
  1203. }
  1204. }
  1205. //00175B06
  1206. if (i_24 < 0)
  1207. {
  1208. //00175B14
  1209. this->tStr32_44.field_8 = i_1C;
  1210. result = 0;
  1211. }
  1212. else
  1213. {
  1214. //00175B0A
  1215. LOGI("CPlayer::SetAnimTurn: %p %d",this,i_24);
  1216. this->SetAnim(i_24); //call 001704F4
  1217. result = 1;
  1218. }
  1219. return result;
  1220. }
  1221. //-------------------------------------------------------------------------------------------------
  1222. // 00175B2C
  1223. __attribute__((noinline)) bool CPlayer::Turn(int i1, int i2, bool b3) {
  1224. LOGI("CPlayer::ControlTakeBall %p %d %d %d", this, i1, i2, b3);
  1225. return rand()%2;
  1226. }
  1227. //-------------------------------------------------------------------------------------------------
  1228. // 00178AAC 经过单元测试,功能正常
  1229. __attribute__((noinline)) CPlayer &CPlayer::operator=(CPlayer const &other) {
  1230. return *this;
  1231. }
  1232. //-------------------------------------------------------------------------------------------------
  1233. /*
  1234. 001700E4
  1235. */