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https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
link ef_room_sunshine_posthouse
This commit is contained in:
@@ -397,6 +397,10 @@ ef_room_sunshine_police.c:
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.text: [0x804CF784, 0x804CFF8C]
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.rodata: [0x80646420, 0x80646470]
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.data: [0x8069C050, 0x8069C078]
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ef_room_sunshine_posthouse.c:
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.text: [0x804CFF8C, 0x804D0704]
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.rodata: [0x80646470, 0x806464B8]
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.data: [0x8069C078, 0x8069C0A0]
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m_huusui_room_ovl.c:
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.text: [0x804D1BBC, 0x804D2164]
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.rodata: [0x80646558, 0x806465C8]
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@@ -3,6 +3,7 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ef_room_sunshine.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -10,6 +11,10 @@ extern "C" {
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extern ACTOR_PROFILE Room_Sunshine_Posthouse_Profile;
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typedef struct effect_room_sunshine_posthouse_s{
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ROOMSUNSHINE_ACTOR ef_sunshine_class;
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}ROOMSUNSHINEPOSTHOUSE_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -41,6 +41,7 @@ typedef void (*mActor_proc)(ACTOR*, GAME*);
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#define ACTOR_OBJ_BANK_12 12
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#define ACTOR_OBJ_BANK_16 16
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#define ACTOR_OBJ_BANK_41 41
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#define ACTOR_OBJ_BANK_43 43
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#define ACTOR_OBJ_BANK_44 44
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#define ACTOR_OBJ_BANK_53 53
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@@ -0,0 +1,208 @@
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#include "ef_room_sunshine_posthouse.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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#include "m_debug.h"
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#include "m_collision_bg.h"
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#include "sys_matrix.h"
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void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* play);
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void Ef_Room_Sunshine_Posthouse_actor_dt(ACTOR* actor, GAME* play);
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void Ef_Room_Sunshine_PosthouseL_actor_draw(ACTOR* actor, GAME* play);
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void Ef_Room_Sunshine_PosthouseL_actor_move(ACTOR* actor, GAME* play);
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void Ef_Room_Sunshine_PosthouseR_actor_draw(ACTOR* actor, GAME* play);
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void Ef_Room_Sunshine_PosthouseR_actor_move(ACTOR* actor, GAME* play);
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extern Gfx obj_yubinkyoku_shine_modelT[];
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ACTOR_PROFILE Room_Sunshine_Posthouse_Profile = {
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mAc_PROFILE_ROOM_SUNSHINE_POSTHOUSE,
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ACTOR_PART_EFFECT,
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ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_43,
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sizeof(ROOMSUNSHINEPOSTHOUSE_ACTOR),
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Ef_Room_Sunshine_Posthouse_actor_ct,
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NONE_ACTOR_PROC,
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Ef_Room_Sunshine_PosthouseR_actor_move,
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Ef_Room_Sunshine_PosthouseR_actor_draw,
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NULL,
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};
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void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* game){
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ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
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xyz_t pos;
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xyz_t pos2;
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xyz_t pos3;
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posthouse->ef_sunshine_class.unk_174 = 0;
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if(posthouse->ef_sunshine_class.actor_class.actor_specific == 0){
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posthouse->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PosthouseL_actor_move;
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posthouse->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PosthouseL_actor_draw;
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}
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else{
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
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}
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pos = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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posthouse->ef_sunshine_class.actor_class.scale.x = 0.05f;
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posthouse->ef_sunshine_class.actor_class.scale.y = 0.05f;
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posthouse->ef_sunshine_class.actor_class.scale.z = 0.05f;
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switch(posthouse->ef_sunshine_class.actor_class.actor_specific){
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case 2:
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posthouse->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PosthouseL_actor_move;
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posthouse->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PosthouseL_actor_draw;
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posthouse->ef_sunshine_class.actor_class.world.position.x += 5.0f;
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pos2 = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2);
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 6.0f;
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break;
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case 3:
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 5.0f;
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pos3 = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3);
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posthouse->ef_sunshine_class.actor_class.world.position.x += 6.0f;
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break;
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}
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}
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f32 calc_scale_Ef_Room_Sunshine_Posthouse(int flag, int sec){
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if(flag == 0){
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return 0.05f * (1.5f * sin_s((sec << 14) / 28800.0f));
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}
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else{
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return 0.05f * (1.5f * sin_s((sec << 14) / 14400.0f));
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}
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}
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int calc_alpha_Ef_Room_SunshinePosthouse(){
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f32 ret;
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int sec;
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if(Common_Get(time.now_sec) < 14400){
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ret = 120.0f * ((14400 - Common_Get(time.now_sec)) / 14400.0f);
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}
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else if(Common_Get(time.now_sec) < 72000){
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//any other number matches codegen, but 43200 breaks
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sec = (Common_Get(time.now_sec) - 43200) >= 0 ?
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(Common_Get(time.now_sec) - 43200U) : -(Common_Get(time.now_sec) - 43200U);
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ret = 255.0f * ((28800 - sec) / 28800.0f);
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}
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else{
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ret = 120.0f * ((14400 - (86400 - Common_Get(time.now_sec))) / 14400.0f);
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}
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if((Common_Get(weather) == 1) || (Common_Get(weather) == 2)){
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ret *= 0.6f;
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}
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return (u8)ret;
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}
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void Ef_Room_Sunshine_PosthouseL_actor_move(ACTOR* actor, GAME* game){
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ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
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if(Common_Get(time.now_sec) < 14400){
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posthouse->ef_sunshine_class.actor_class.scale.x = calc_scale_Ef_Room_Sunshine_Posthouse(1, Common_Get(time.now_sec));
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}
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else if ((Common_Get(time.now_sec) >= 43200) && (Common_Get(time.now_sec) < 72000)){
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posthouse->ef_sunshine_class.actor_class.scale.x = calc_scale_Ef_Room_Sunshine_Posthouse(0, Common_Get(time.now_sec) - 43200);
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}
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else{
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posthouse->ef_sunshine_class.actor_class.scale.x = 0.0f;
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}
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}
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void Ef_Room_Sunshine_PosthouseR_actor_move(ACTOR* actor, GAME* game){
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ROOMSUNSHINEPOSTHOUSE_ACTOR* posthouse = (ROOMSUNSHINEPOSTHOUSE_ACTOR*)actor;
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if((Common_Get(time.now_sec) >= 14400) && (Common_Get(time.now_sec) < 43200)){
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posthouse->ef_sunshine_class.actor_class.scale.x = -calc_scale_Ef_Room_Sunshine_Posthouse(0, 43200 - Common_Get(time.now_sec));
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}
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else if (Common_Get(time.now_sec) >= 72000){
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posthouse->ef_sunshine_class.actor_class.scale.x = -calc_scale_Ef_Room_Sunshine_Posthouse(1, 86400 -Common_Get(time.now_sec));
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}
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else{
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posthouse->ef_sunshine_class.actor_class.scale.x = 0.0f;
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}
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}
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void setup_mode_Ef_Room_Sunshine_Posthouse(ACTOR* actor, GAME_PLAY* play){
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ROOMSUNSHINE_ACTOR* sunshine = (ROOMSUNSHINE_ACTOR*)actor;
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u8* color;
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int calc;
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GRAPH* graph = play->game.graph;
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OPEN_DISP(graph);
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Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
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sunshine->actor_class.world.position.z, 0);
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Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z,1);
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gDPPipeSync(NEXT_POLY_XLU_DISP);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if((Common_Get(time.now_sec) >= 14400) && (Common_Get(time.now_sec) < 72000)){
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color =play->kankyo.base_light.sun_color_window;
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}
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else{
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color =play->kankyo.base_light.moon_color_window;
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}
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calc = ((u8)calc_alpha_Ef_Room_SunshinePosthouse() * mKK_windowlight_alpha_get());
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, calc, color[0], color[1], color[2], 255);
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CLOSE_DISP(graph);
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}
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void Ef_Room_Sunshine_PosthouseL_actor_draw(ACTOR* actor, GAME* game){
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GRAPH* graph;
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GAME_PLAY* play = (GAME_PLAY*)game;
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if((mKK_windowlight_alpha_get() < 9.99999974738e-05f) || (actor->scale.x == 0.0f)){
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return;
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}
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graph = play->game.graph;
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setup_mode_Ef_Room_Sunshine_Posthouse(actor, play);
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OPEN_DISP(graph);
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gSPDisplayList(NEXT_POLY_XLU_DISP, obj_yubinkyoku_shine_modelT);
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CLOSE_DISP(graph);
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}
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void Ef_Room_Sunshine_PosthouseR_actor_draw(ACTOR* actor, GAME* game){
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GRAPH* graph;
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GAME_PLAY* play = (GAME_PLAY*)game;
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if((mKK_windowlight_alpha_get() < 9.99999974738e-05f) || (actor->scale.x == 0.0f)){
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return;
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}
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graph = play->game.graph;
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setup_mode_Ef_Room_Sunshine_Posthouse(actor, play);
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OPEN_DISP(graph);
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gSPDisplayList(NEXT_POLY_XLU_DISP, obj_yubinkyoku_shine_modelT);
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CLOSE_DISP(graph);
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}
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