Fix Seagull, classes count their own instances --> cleanup

This commit is contained in:
MegaMech
2024-12-29 23:57:26 -07:00
parent 08e4bf3797
commit 2bd41c6d90
35 changed files with 422 additions and 443 deletions
+56 -71
View File
@@ -1,8 +1,8 @@
#include <libultraship.h>
#include <libultra/gbi.h>
#include "Seagull.h"
#include "engine/Actor.h"
#include <vector>
#include "World.h"
#include "port/Game.h"
@@ -29,9 +29,14 @@ extern SplineData D_800E6280;
SplineData* D_800E633C[] = { &D_800E6034, &D_800E60F0, &D_800E61B4, &D_800E6280 };
OSeagull::OSeagull(s32 i, Vec3f pos) {
size_t objectId;
_idx = i;
size_t OSeagull::_count = 0;
OSeagull::OSeagull(Vec3f pos) {
size_t objectIndex;
_idx = _count;
_pos[0] = pos[0];
_pos[1] = pos[1];
_pos[2] = pos[2];
s16 randZ;
s16 randX;
@@ -40,60 +45,48 @@ OSeagull::OSeagull(s32 i, Vec3f pos) {
randY = random_int(20);
randZ = random_int(200) + -100.0;
SpawnPos[0] = pos[0] + randX;
SpawnPos[1] = pos[1] + randY;
SpawnPos[2] = pos[2] + randZ;
//for (i = 0; i < NUM_SEAGULLS; i++) {
//objectId = indexObjectList2[i];
//init_object(objectId, 0);
objectIndex = indexObjectList2[_idx];
init_object(objectIndex, 0);
//set_obj_origin_pos(objectId, pos[0], pos[1], pos[2]);
//if (i < (NUM_SEAGULLS / 2)) {
//gObjectList[objectId].unk_0D5 = 0;
//} else {
// gObjectList[objectId].unk_0D5 = 1;
//}
//}
set_obj_origin_pos(objectIndex, pos[0], pos[1], pos[2]);
if (_idx < (NUM_SEAGULLS / 2)) {
gObjectList[objectIndex].unk_0D5 = 0;
} else {
gObjectList[objectIndex].unk_0D5 = 1;
}
_count++;
}
bool OSeagull::IsMod() { return true; }
void OSeagull::Tick() {
Object* object;
UNUSED s32* var_s4;
s32 temp_s0;
s32 objectIndex = indexObjectList2[_idx];
//for (var_s3 = 0; var_s3 < NUM_SEAGULLS; var_s3++) {
//temp_s0 = indexObjectList2[_idx];
//object = &gObjectList[temp_s0];
if (_state == 0) {
object = &gObjectList[objectIndex];
if (object->state == 0) {
return;
}
OSeagull::func_80082714(temp_s0, _idx);
OSeagull::func_8008275C(temp_s0);
if (_toggle) {
_toggle = false;
OSeagull::func_80082714(objectIndex, _idx);
OSeagull::func_8008275C(objectIndex);
if (func_80072320(objectIndex, 2) != 0) {
func_800722CC(objectIndex, 2);
if (D_80165A90 != 0) {
D_80165A90 = 0;
D_80183E40[0] = 0.0f;
D_80183E40[1] = 0.0f;
D_80183E40[2] = 0.0f;
if (gGamestate != CREDITS_SEQUENCE) {
func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
} else {
//temp_s0 = indexObjectList2[1];
//! @todo confirm this is equivallent to indexObjectList2[1];
if (_idx == 1) {
if (gCutsceneShotTimer <= 150) {
//object = &gObjectList[temp_s0];
func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
}
objectIndex = indexObjectList2[1];
if (gCutsceneShotTimer <= 150) {
object = &gObjectList[objectIndex];
func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
}
}
}
@@ -114,19 +107,16 @@ void OSeagull::Tick() {
D_80165908 = 0;
}
void OSeagull::Draw(Camera* camera) { // render_object_seagulls
s32 var_s1;
//for (i = 0; i < NUM_SEAGULLS; i++) {
var_s1 = indexObjectList2[_idx];
//! @todo: Quick hack to let seagull work in actor system. Should be cameraId not camera->playerId
//if (func_8008A364(var_s1, camera->playerId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) {
D_80165908 = 1;
_toggle = true;
//}
//if (is_obj_flag_status_active(var_s1, VISIBLE) != 0) {
OSeagull::func_800552BC(var_s1);
//}
//}
void OSeagull::Draw(s32 cameraId) { // render_object_seagulls
s32 objectIndex = indexObjectList2[_idx];
if (func_8008A364(objectIndex, cameraId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) {
D_80165908 = 1;
_toggle = true;
}
if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) {
OSeagull::func_800552BC(objectIndex);
}
}
void OSeagull::func_800552BC(s32 objectIndex) {
@@ -155,11 +145,11 @@ void OSeagull::func_8008275C(s32 objectIndex) {
case 2:
func_8008B78C(objectIndex);
vec3f_copy(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos);
func_8000D940(SpawnPos, (s16*) &gObjectList[objectIndex].unk_0C6,
func_8000D940(gObjectList[objectIndex].origin_pos, (s16*) &gObjectList[objectIndex].unk_0C6,
gObjectList[objectIndex].unk_034, 0.0f, 0);
Offset[0] *= 2.0;
Offset[1] *= 2.5;
Offset[2] *= 2.0;
gObjectList[objectIndex].offset[0] *= 2.0;
gObjectList[objectIndex].offset[1] *= 2.5;
gObjectList[objectIndex].offset[2] *= 2.0;
object_calculate_new_pos_offset(objectIndex);
gObjectList[objectIndex].direction_angle[1] =
get_angle_between_two_vectors(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos);
@@ -169,31 +159,26 @@ void OSeagull::func_8008275C(s32 objectIndex) {
}
void OSeagull::func_8008241C(s32 objectIndex, s32 arg1) {
UNUSED s16 stackPadding0;
s16 randZ;
s16 randX;
s16 randY;
gObjectList[objectIndex].unk_0D8 = 1;
gObjectList[objectIndex].model = (Gfx*) d_course_koopa_troopa_beach_unk4;
gObjectList[objectIndex].vertex = (Vtx*) d_course_koopa_troopa_beach_unk_data5;
gObjectList[objectIndex].sizeScaling = 0.2f;
gObjectList[objectIndex].unk_0DD = 1;
// if (gGamestate == CREDITS_SEQUENCE) {
// set_obj_origin_pos(objectIndex, randX + -360.0, randY + 60.0, randZ + -1300.0);
// } else if (gObjectList[objectIndex].unk_0D5 != 0) {
// set_obj_origin_pos(objectIndex, (randX + 328.0) * xOrientation, randY + 20.0, randZ + 2541.0);
// } else {
// set_obj_origin_pos(objectIndex, (randX + -985.0) * xOrientation, randY + 15.0, randZ + 1200.0);
// }
randX = random_int(0x00C8) + -100.0;
randY = random_int(0x0014);
randZ = random_int(0x00C8) + -100.0;
set_obj_origin_pos(objectIndex, (randX + _pos[0]) * xOrientation, randY + _pos[1], randZ + _pos[2]);
set_obj_direction_angle(objectIndex, 0U, 0U, 0U);
gObjectList[objectIndex].unk_034 = 1.0f;
func_80086EF0(objectIndex);
//gObjectList[objectIndex].spline = D_800E633C[arg1 % 4];
spline = D_800E633C[arg1 % 4];
//set_object_flag(objectIndex, 0x800);
//object_next_state(objectIndex);
_status |= 0x800;
_timer = 0;
_status &= ~0x2000;
_state++;
gObjectList[objectIndex].spline = D_800E633C[arg1 % 4];
set_object_flag(objectIndex, 0x00000800);
object_next_state(objectIndex);
}