link ef_room_sunshine_posthouse

This commit is contained in:
Prakxo
2023-10-07 22:40:18 +02:00
parent 4e7c4b3d94
commit 147487a140
4 changed files with 218 additions and 0 deletions
+4
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@@ -397,6 +397,10 @@ ef_room_sunshine_police.c:
.text: [0x804CF784, 0x804CFF8C]
.rodata: [0x80646420, 0x80646470]
.data: [0x8069C050, 0x8069C078]
ef_room_sunshine_posthouse.c:
.text: [0x804CFF8C, 0x804D0704]
.rodata: [0x80646470, 0x806464B8]
.data: [0x8069C078, 0x8069C0A0]
m_huusui_room_ovl.c:
.text: [0x804D1BBC, 0x804D2164]
.rodata: [0x80646558, 0x806465C8]
+5
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor.h"
#include "ef_room_sunshine.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +11,10 @@ extern "C" {
extern ACTOR_PROFILE Room_Sunshine_Posthouse_Profile;
typedef struct effect_room_sunshine_posthouse_s{
ROOMSUNSHINE_ACTOR ef_sunshine_class;
}ROOMSUNSHINEPOSTHOUSE_ACTOR;
#ifdef __cplusplus
}
#endif
+1
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@@ -41,6 +41,7 @@ typedef void (*mActor_proc)(ACTOR*, GAME*);
#define ACTOR_OBJ_BANK_12 12
#define ACTOR_OBJ_BANK_16 16
#define ACTOR_OBJ_BANK_41 41
#define ACTOR_OBJ_BANK_43 43
#define ACTOR_OBJ_BANK_44 44
#define ACTOR_OBJ_BANK_53 53
+208
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@@ -0,0 +1,208 @@
#include "ef_room_sunshine_posthouse.h"
#include "m_common_data.h"
#include "m_name_table.h"
#include "m_debug.h"
#include "m_collision_bg.h"
#include "sys_matrix.h"
void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* play);
void Ef_Room_Sunshine_Posthouse_actor_dt(ACTOR* actor, GAME* play);
void Ef_Room_Sunshine_PosthouseL_actor_draw(ACTOR* actor, GAME* play);
void Ef_Room_Sunshine_PosthouseL_actor_move(ACTOR* actor, GAME* play);
void Ef_Room_Sunshine_PosthouseR_actor_draw(ACTOR* actor, GAME* play);
void Ef_Room_Sunshine_PosthouseR_actor_move(ACTOR* actor, GAME* play);
extern Gfx obj_yubinkyoku_shine_modelT[];
ACTOR_PROFILE Room_Sunshine_Posthouse_Profile = {
mAc_PROFILE_ROOM_SUNSHINE_POSTHOUSE,
ACTOR_PART_EFFECT,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_43,
sizeof(ROOMSUNSHINEPOSTHOUSE_ACTOR),
Ef_Room_Sunshine_Posthouse_actor_ct,
NONE_ACTOR_PROC,
Ef_Room_Sunshine_PosthouseR_actor_move,
Ef_Room_Sunshine_PosthouseR_actor_draw,
NULL,
};
void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* game){
ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
xyz_t pos;
xyz_t pos2;
xyz_t pos3;
posthouse->ef_sunshine_class.unk_174 = 0;
if(posthouse->ef_sunshine_class.actor_class.actor_specific == 0){
posthouse->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PosthouseL_actor_move;
posthouse->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PosthouseL_actor_draw;
}
else{
posthouse->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
}
pos = posthouse->ef_sunshine_class.actor_class.world.position;
posthouse->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
posthouse->ef_sunshine_class.actor_class.scale.x = 0.05f;
posthouse->ef_sunshine_class.actor_class.scale.y = 0.05f;
posthouse->ef_sunshine_class.actor_class.scale.z = 0.05f;
switch(posthouse->ef_sunshine_class.actor_class.actor_specific){
case 2:
posthouse->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PosthouseL_actor_move;
posthouse->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PosthouseL_actor_draw;
posthouse->ef_sunshine_class.actor_class.world.position.x += 5.0f;
pos2 = posthouse->ef_sunshine_class.actor_class.world.position;
posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2);
posthouse->ef_sunshine_class.actor_class.world.position.x -= 6.0f;
break;
case 3:
posthouse->ef_sunshine_class.actor_class.world.position.x -= 5.0f;
pos3 = posthouse->ef_sunshine_class.actor_class.world.position;
posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3);
posthouse->ef_sunshine_class.actor_class.world.position.x += 6.0f;
break;
}
}
f32 calc_scale_Ef_Room_Sunshine_Posthouse(int flag, int sec){
if(flag == 0){
return 0.05f * (1.5f * sin_s((sec << 14) / 28800.0f));
}
else{
return 0.05f * (1.5f * sin_s((sec << 14) / 14400.0f));
}
}
int calc_alpha_Ef_Room_SunshinePosthouse(){
f32 ret;
int sec;
if(Common_Get(time.now_sec) < 14400){
ret = 120.0f * ((14400 - Common_Get(time.now_sec)) / 14400.0f);
}
else if(Common_Get(time.now_sec) < 72000){
//any other number matches codegen, but 43200 breaks
sec = (Common_Get(time.now_sec) - 43200) >= 0 ?
(Common_Get(time.now_sec) - 43200U) : -(Common_Get(time.now_sec) - 43200U);
ret = 255.0f * ((28800 - sec) / 28800.0f);
}
else{
ret = 120.0f * ((14400 - (86400 - Common_Get(time.now_sec))) / 14400.0f);
}
if((Common_Get(weather) == 1) || (Common_Get(weather) == 2)){
ret *= 0.6f;
}
return (u8)ret;
}
void Ef_Room_Sunshine_PosthouseL_actor_move(ACTOR* actor, GAME* game){
ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
if(Common_Get(time.now_sec) < 14400){
posthouse->ef_sunshine_class.actor_class.scale.x = calc_scale_Ef_Room_Sunshine_Posthouse(1, Common_Get(time.now_sec));
}
else if ((Common_Get(time.now_sec) >= 43200) && (Common_Get(time.now_sec) < 72000)){
posthouse->ef_sunshine_class.actor_class.scale.x = calc_scale_Ef_Room_Sunshine_Posthouse(0, Common_Get(time.now_sec) - 43200);
}
else{
posthouse->ef_sunshine_class.actor_class.scale.x = 0.0f;
}
}
void Ef_Room_Sunshine_PosthouseR_actor_move(ACTOR* actor, GAME* game){
ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
if((Common_Get(time.now_sec) >= 14400) && (Common_Get(time.now_sec) < 43200)){
posthouse->ef_sunshine_class.actor_class.scale.x = -calc_scale_Ef_Room_Sunshine_Posthouse(0, 43200 - Common_Get(time.now_sec));
}
else if (Common_Get(time.now_sec) >= 72000){
posthouse->ef_sunshine_class.actor_class.scale.x = -calc_scale_Ef_Room_Sunshine_Posthouse(1, 86400 -Common_Get(time.now_sec));
}
else{
posthouse->ef_sunshine_class.actor_class.scale.x = 0.0f;
}
}
void setup_mode_Ef_Room_Sunshine_Posthouse(ACTOR* actor, GAME_PLAY* play){
ROOMSUNSHINE_ACTOR* sunshine = (ROOMSUNSHINE_ACTOR*)actor;
u8* color;
int calc;
GRAPH* graph = play->game.graph;
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z,1);
gDPPipeSync(NEXT_POLY_XLU_DISP);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if((Common_Get(time.now_sec) >= 14400) && (Common_Get(time.now_sec) < 72000)){
color =play->kankyo.base_light.sun_color_window;
}
else{
color =play->kankyo.base_light.moon_color_window;
}
calc = ((u8)calc_alpha_Ef_Room_SunshinePosthouse() * mKK_windowlight_alpha_get());
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, calc, color[0], color[1], color[2], 255);
CLOSE_DISP(graph);
}
void Ef_Room_Sunshine_PosthouseL_actor_draw(ACTOR* actor, GAME* game){
GRAPH* graph;
GAME_PLAY* play = (GAME_PLAY*)game;
if((mKK_windowlight_alpha_get() < 9.99999974738e-05f) || (actor->scale.x == 0.0f)){
return;
}
graph = play->game.graph;
setup_mode_Ef_Room_Sunshine_Posthouse(actor, play);
OPEN_DISP(graph);
gSPDisplayList(NEXT_POLY_XLU_DISP, obj_yubinkyoku_shine_modelT);
CLOSE_DISP(graph);
}
void Ef_Room_Sunshine_PosthouseR_actor_draw(ACTOR* actor, GAME* game){
GRAPH* graph;
GAME_PLAY* play = (GAME_PLAY*)game;
if((mKK_windowlight_alpha_get() < 9.99999974738e-05f) || (actor->scale.x == 0.0f)){
return;
}
graph = play->game.graph;
setup_mode_Ef_Room_Sunshine_Posthouse(actor, play);
OPEN_DISP(graph);
gSPDisplayList(NEXT_POLY_XLU_DISP, obj_yubinkyoku_shine_modelT);
CLOSE_DISP(graph);
}