link ac_biscus

This commit is contained in:
Prakxo
2023-09-18 20:17:56 +02:00
parent 212b5bba70
commit 142e7a0d92
9 changed files with 414 additions and 0 deletions
+12
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@@ -312,6 +312,18 @@ ac_t_bag1.c:
ac_t_bag2.c:
.text: [0x804A79F8, 0x804A7B4C]
.data: [0x8068EA48, 0x8068EA88]
ac_t_biscus1.c:
.text: [0x804A7B4C, 0x804A7CA0]
.data: [0x8068EA88, 0x8068EAC8]
ac_t_biscus2.c:
.text: [0x804A7CA0, 0x804A7DF4]
.data: [0x8068EAC8, 0x8068EB08]
ac_t_biscus3.c:
.text: [0x804A7DF4, 0x804A7F48]
.data: [0x8068EB08, 0x8068EB48]
ac_t_biscus4.c:
.text: [0x804A7F48, 0x804A809C]
.data: [0x8068EB48, 0x8068EB88]
ac_t_pistol.c:
.text: [0x804A95F4, 0x804A9858]
.rodata: [0x80645EF8, 0x80645F00]
+10
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor.h"
#include "ac_tools.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +11,15 @@ extern "C" {
extern ACTOR_PROFILE T_Biscus1_Profile;
typedef void (*BISCUS1_PROC)(ACTOR*);
typedef struct t_biscus1_s{
TOOLS_ACTOR tools_class;
u8 pad2[0x8];
BISCUS1_PROC proc;
int current_id;
}BISCUS1_ACTOR;
#ifdef __cplusplus
}
#endif
+10
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor.h"
#include "ac_tools.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +11,15 @@ extern "C" {
extern ACTOR_PROFILE T_Biscus2_Profile;
typedef void (*BISCUS2_PROC)(ACTOR*);
typedef struct t_biscus2_s{
TOOLS_ACTOR tools_class;
u8 pad2[0x8];
BISCUS2_PROC proc;
int current_id;
}BISCUS2_ACTOR;
#ifdef __cplusplus
}
#endif
+10
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor.h"
#include "ac_tools.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +11,15 @@ extern "C" {
extern ACTOR_PROFILE T_Biscus3_Profile;
typedef void (*BISCUS3_PROC)(ACTOR*);
typedef struct t_biscus3_s{
TOOLS_ACTOR tools_class;
u8 pad2[0x8];
BISCUS3_PROC proc;
int current_id;
}BISCUS3_ACTOR;
#ifdef __cplusplus
}
#endif
+12
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor.h"
#include "ac_tools.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +11,17 @@ extern "C" {
extern ACTOR_PROFILE T_Biscus4_Profile;
typedef void (*BISCUS4_PROC)(ACTOR*);
typedef struct t_biscus4_s{
TOOLS_ACTOR tools_class;
u8 pad2[0x8];
BISCUS4_PROC proc;
int current_id;
}BISCUS4_ACTOR;
#ifdef __cplusplus
}
#endif
+90
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@@ -0,0 +1,90 @@
#include "ac_t_biscus1.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTB1_actor_ct(ACTOR* actor, GAME*);
static void aTB1_actor_move(ACTOR* actor, GAME*);
static void aTB1_actor_draw(ACTOR* actor, GAME*);
static void aTB1_setupAction(ACTOR*, int);
ACTOR_PROFILE T_Biscus1_Profile = {
mAc_PROFILE_T_BISCUS1,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_16,
sizeof(BISCUS1_ACTOR),
&aTB1_actor_ct,
NONE_ACTOR_PROC,
&aTB1_actor_move,
&aTB1_actor_draw,
NULL
};
extern Gfx crw_biscus1_body_model[];
static void aTB1_actor_ct(ACTOR* actor, GAME*){
aTB1_setupAction(actor,4);
}
static void aTB1_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTB1_setupAction(ACTOR*actor, int action){
BISCUS1_ACTOR* biscus = (BISCUS1_ACTOR*)actor;
static BISCUS1_PROC process[] = {
(BISCUS1_PROC)none_proc1,(BISCUS1_PROC)none_proc1,(BISCUS1_PROC)none_proc1,aTB1_destruct,(BISCUS1_PROC)none_proc1,NULL
};
biscus->proc = process[action];
biscus->current_id = action;
biscus->tools_class.process_id = action;
}
static void aTB1_actor_move(ACTOR* actor, GAME*){
BISCUS1_ACTOR* biscus = (BISCUS1_ACTOR*)actor;
if(biscus->tools_class.process_id != biscus->current_id){
aTB1_setupAction(actor, biscus->tools_class.process_id);
}
biscus->proc(actor);
}
static void aTB1_actor_draw(ACTOR* actor, GAME* game){
BISCUS1_ACTOR* biscus = (BISCUS1_ACTOR*)actor;
GRAPH* graph;
Gfx* gfxp;
if(biscus->tools_class.enable == 1){
graph = game->graph;
OPEN_DISP(graph);
Matrix_put(&biscus->tools_class.matrix_work);
Matrix_Position_Zero(&biscus->tools_class.actor_class.world.position);
biscus->tools_class.enable = 0;
_texture_z_light_fog_prim_npc(graph);
gfxp = NOW_POLY_OPA_DISP;
gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxp++, crw_biscus1_body_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}
}
+90
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@@ -0,0 +1,90 @@
#include "ac_t_biscus2.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTB2_actor_ct(ACTOR* actor, GAME*);
static void aTB2_actor_move(ACTOR* actor, GAME*);
static void aTB2_actor_draw(ACTOR* actor, GAME*);
static void aTB2_setupAction(ACTOR*, int);
ACTOR_PROFILE T_Biscus2_Profile = {
mAc_PROFILE_T_BISCUS2,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_16,
sizeof(BISCUS2_ACTOR),
&aTB2_actor_ct,
NONE_ACTOR_PROC,
&aTB2_actor_move,
&aTB2_actor_draw,
NULL
};
extern Gfx crw_biscus2_body_model[];
static void aTB2_actor_ct(ACTOR* actor, GAME*){
aTB2_setupAction(actor,4);
}
static void aTB2_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTB2_setupAction(ACTOR*actor, int action){
BISCUS2_ACTOR* biscus = (BISCUS2_ACTOR*)actor;
static BISCUS2_PROC process[] = {
(BISCUS2_PROC)none_proc1,(BISCUS2_PROC)none_proc1,(BISCUS2_PROC)none_proc1,aTB2_destruct,(BISCUS2_PROC)none_proc1,NULL
};
biscus->proc = process[action];
biscus->current_id = action;
biscus->tools_class.process_id = action;
}
static void aTB2_actor_move(ACTOR* actor, GAME*){
BISCUS2_ACTOR* biscus = (BISCUS2_ACTOR*)actor;
if(biscus->tools_class.process_id != biscus->current_id){
aTB2_setupAction(actor, biscus->tools_class.process_id);
}
biscus->proc(actor);
}
static void aTB2_actor_draw(ACTOR* actor, GAME* game){
BISCUS2_ACTOR* biscus = (BISCUS2_ACTOR*)actor;
GRAPH* graph;
Gfx* gfxp;
if(biscus->tools_class.enable == 1){
graph = game->graph;
OPEN_DISP(graph);
Matrix_put(&biscus->tools_class.matrix_work);
Matrix_Position_Zero(&biscus->tools_class.actor_class.world.position);
biscus->tools_class.enable = 0;
_texture_z_light_fog_prim_npc(graph);
gfxp = NOW_POLY_OPA_DISP;
gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxp++, crw_biscus2_body_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}
}
+90
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@@ -0,0 +1,90 @@
#include "ac_t_biscus3.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTB3_actor_ct(ACTOR* actor, GAME*);
static void aTB3_actor_move(ACTOR* actor, GAME*);
static void aTB3_actor_draw(ACTOR* actor, GAME*);
static void aTB3_setupAction(ACTOR*, int);
ACTOR_PROFILE T_Biscus3_Profile = {
mAc_PROFILE_T_BISCUS3,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_16,
sizeof(BISCUS3_ACTOR),
&aTB3_actor_ct,
NONE_ACTOR_PROC,
&aTB3_actor_move,
&aTB3_actor_draw,
NULL
};
extern Gfx crw_biscus3_body_model[];
static void aTB3_actor_ct(ACTOR* actor, GAME*){
aTB3_setupAction(actor,4);
}
static void aTB3_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTB3_setupAction(ACTOR*actor, int action){
BISCUS3_ACTOR* biscus = (BISCUS3_ACTOR*)actor;
static BISCUS3_PROC process[] = {
(BISCUS3_PROC)none_proc1,(BISCUS3_PROC)none_proc1,(BISCUS3_PROC)none_proc1,aTB3_destruct,(BISCUS3_PROC)none_proc1,NULL
};
biscus->proc = process[action];
biscus->current_id = action;
biscus->tools_class.process_id = action;
}
static void aTB3_actor_move(ACTOR* actor, GAME*){
BISCUS3_ACTOR* biscus = (BISCUS3_ACTOR*)actor;
if(biscus->tools_class.process_id != biscus->current_id){
aTB3_setupAction(actor, biscus->tools_class.process_id);
}
biscus->proc(actor);
}
static void aTB3_actor_draw(ACTOR* actor, GAME* game){
BISCUS3_ACTOR* biscus = (BISCUS3_ACTOR*)actor;
GRAPH* graph;
Gfx* gfxp;
if(biscus->tools_class.enable == 1){
graph = game->graph;
OPEN_DISP(graph);
Matrix_put(&biscus->tools_class.matrix_work);
Matrix_Position_Zero(&biscus->tools_class.actor_class.world.position);
biscus->tools_class.enable = 0;
_texture_z_light_fog_prim_npc(graph);
gfxp = NOW_POLY_OPA_DISP;
gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxp++, crw_biscus3_body_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}
}
+90
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@@ -0,0 +1,90 @@
#include "ac_t_biscus4.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTB4_actor_ct(ACTOR* actor, GAME*);
static void aTB4_actor_move(ACTOR* actor, GAME*);
static void aTB4_actor_draw(ACTOR* actor, GAME*);
static void aTB4_setupAction(ACTOR*, int);
ACTOR_PROFILE T_Biscus4_Profile = {
mAc_PROFILE_T_BISCUS4,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_16,
sizeof(BISCUS4_ACTOR),
&aTB4_actor_ct,
NONE_ACTOR_PROC,
&aTB4_actor_move,
&aTB4_actor_draw,
NULL
};
extern Gfx crw_biscus4_body_model[];
static void aTB4_actor_ct(ACTOR* actor, GAME*){
aTB4_setupAction(actor,4);
}
static void aTB4_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTB4_setupAction(ACTOR*actor, int action){
BISCUS4_ACTOR* biscus = (BISCUS4_ACTOR*)actor;
static BISCUS4_PROC process[] = {
(BISCUS4_PROC)none_proc1,(BISCUS4_PROC)none_proc1,(BISCUS4_PROC)none_proc1,aTB4_destruct,(BISCUS4_PROC)none_proc1,NULL
};
biscus->proc = process[action];
biscus->current_id = action;
biscus->tools_class.process_id = action;
}
static void aTB4_actor_move(ACTOR* actor, GAME*){
BISCUS4_ACTOR* biscus = (BISCUS4_ACTOR*)actor;
if(biscus->tools_class.process_id != biscus->current_id){
aTB4_setupAction(actor, biscus->tools_class.process_id);
}
biscus->proc(actor);
}
static void aTB4_actor_draw(ACTOR* actor, GAME* game){
BISCUS4_ACTOR* biscus = (BISCUS4_ACTOR*)actor;
GRAPH* graph;
Gfx* gfxp;
if(biscus->tools_class.enable == 1){
graph = game->graph;
OPEN_DISP(graph);
Matrix_put(&biscus->tools_class.matrix_work);
Matrix_Position_Zero(&biscus->tools_class.actor_class.world.position);
biscus->tools_class.enable = 0;
_texture_z_light_fog_prim_npc(graph);
gfxp = NOW_POLY_OPA_DISP;
gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxp++, crw_biscus4_body_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}
}