link ac_weather_rain

This commit is contained in:
Prakxo
2023-11-04 20:19:42 +01:00
parent 92c28ee596
commit 172a3460bc
3 changed files with 219 additions and 1 deletions
+4
View File
@@ -549,6 +549,10 @@ ac_weather.c:
.text: [0x8060193C, 0x80602E70]
.rodata: [0x8064BAE8, 0x8064BB08]
.data: [0x806D1D50, 0x806D1DA0]
ac_weather_rain.c:
.text: [0x80602E70, 0x80603494]
.rodata: [0x8064BB08,0x8064BB30]
.data: [0x806D1DB8, 0x806D1DF8]
m_select.c:
.text: [0x80627F88, 0x80629CA8]
.rodata: [0x8064D1B0, 0x8064D1B8]
+1 -1
View File
@@ -20,7 +20,7 @@ typedef struct ac_weather_priv_s{
s16 timer;
s16 work[5];
u8 use;
s8 id;
u8 id;
u8 status;
}aWeather_Priv;
+214
View File
@@ -0,0 +1,214 @@
#include "ac_weather_rain.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "m_field_info.h"
#include "m_malloc.h"
#include "m_player_lib.h"
extern Gfx ef_ame02_setmode[];
extern Gfx ef_ame02_00_modelT[];
extern Gfx ef_ame02_01_modelT[];
extern Gfx ef_ame02_02_modelT[];
extern Gfx ef_ame02_03_modelT[];
extern Gfx ef_ame02_04_modelT[];
static Gfx* aWeather_rain_picha_disp[] = {
ef_ame02_00_modelT,
ef_ame02_01_modelT,
ef_ame02_02_modelT,
ef_ame02_03_modelT,
};
static void aWeatherRain_make(ACTOR*, GAME*);
static void aWeatherRain_ct(aWeather_Priv*, GAME*);
static void aWeatherRain_move(aWeather_Priv*, GAME*);
static void aWeatherRain_set(GAME*);
static void aWeatherRain_draw(aWeather_Priv*, GAME*);
aWeather_Profile_c iam_weather_rain = {
aWeatherRain_make,
aWeatherRain_ct,
aWeatherRain_move,
aWeatherRain_set,
aWeatherRain_draw,
};
static int aWeatherRain_DecideMakeRainCount(WEATHER_ACTOR* weather){
if(weather->current_level == 1){
return 1;
}
return( weather->current_level -2 ? 0 : -1) + 3;
}
static void aWeatherRain_make(ACTOR* actor, GAME* game){
int i;
int priv_num;
GAME_PLAY* play = (GAME_PLAY*)game;
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
aWeather_Priv* priv;
xyz_t pos;
xyz_t pos_mod;
xyz_t speed;
int count;
f32 x,y,z;
count = aWeatherRain_DecideMakeRainCount(weather);
pos = weather->pos;
for(i = 0; i < count; i++){
priv_num = Common_Get(clip.weather_clip)->get_priv_num(weather);
if (priv_num != -1){
x = -130.0f + (RANDOM_F(260.0f));
z = -200.0f + (RANDOM_F(360.0f));
pos_mod = pos;
speed = ZeroVec;
speed.y = -9.5f + (RANDOM_F(-2.5f));
speed.y += -2.0f;
pos_mod.x += x;
pos_mod.z += z;
if(mEv_CheckTitleDemo() == -9){
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
pos_mod.y = 70.0f + (120.0f + player->actor_class.world.position.y);
}
else{
pos_mod.y = 70.0f + (120.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(pos_mod, 0.0f));
}
priv = Common_Get(clip.weather_clip)->get_priv(1, 1000, &pos_mod, &speed, (WEATHER_ACTOR*)actor, priv_num);
if(priv != NULL){
aWeatherRain_ct(priv,game);
priv->work[0] = 0;
}
}
}
}
static void aWeatherRain_ct(aWeather_Priv*, GAME*){
}
static void aWeatherRain_MoveRain(aWeather_Priv* priv){
priv->pos.x += priv->speed.x;
priv->pos.y += priv->speed.y;
priv->pos.z += priv->speed.z;
}
static void aWeatherRain_MakePicha(WEATHER_ACTOR* weather, GAME* game, xyz_t pos){
int priv_num = Common_Get(clip.weather_clip)->get_priv_num(weather);
GAME_PLAY* play = (GAME_PLAY*)game;
aWeather_Priv* priv;
f32 y;
if(priv_num != -1){
if(mEv_CheckTitleDemo() == -9){
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
y = player->actor_class.world.position.y;
pos.y = y;
}
else{
y = mCoBG_GetBgY_OnlyCenter_FromWpos(pos, 0.0f);
pos.y = y;
}
priv = Common_Get(clip.weather_clip)->get_priv(1, 8, &pos, NULL, weather,priv_num);
if(priv != NULL){
aWeatherRain_ct(priv,game);
priv->work[0] = 1;
}
}
}
static void aWeatherRain_set(GAME* game){
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_ame02_setmode);
CLOSE_DISP(game->graph);
}
static void aWeatherRain_move(aWeather_Priv* priv, GAME* game){
WEATHER_ACTOR* weather;
s16 timer = (1000 - priv->timer);
if(priv->work[0] == 0){
aWeatherRain_MoveRain(priv);
if((timer >= 10) && (Common_Get(clip.weather_clip) != NULL)){
weather = Common_Get(clip.weather_clip)->actor;
if(weather != NULL){
(Common_Get(clip.weather_clip)->remove_priv(weather, priv->id));
aWeatherRain_MakePicha(weather, game, priv->pos);
}
}
}
}
void aWeatherRain_draw(aWeather_Priv* priv, GAME* game){
static f32 rain_scale[] = {
0.000299999985145f, 0.035f, 0.01f,
};
static f32 picha_scale[] = {
0.0033f,0.0033f,0.0033f,
};
GAME_PLAY* play = (GAME_PLAY*)game;
s16 disp;
xyz_t pos;
s16 angle;
GRAPH* graph;
Mtx* work;
angle = Common_Get(clip.weather_clip)->actor->current_yAngle;
disp = 8 - priv->timer;
pos = priv->pos;
if(priv->work[0] == 1){
graph = play->game.graph;
disp = disp >> 1;
Matrix_translate(pos.x,pos.y,pos.z, FALSE);
Matrix_mult(&play->billboard_matrix, 1);
Matrix_scale(picha_scale[0], picha_scale[1], picha_scale[2], TRUE);
OPEN_DISP(graph);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, aWeather_rain_picha_disp[(disp)]);
CLOSE_DISP(graph);
}
else if(priv->work[0] == 0){
work = GRAPH_ALLOC_TYPE(game->graph, Mtx, 1);
OPEN_DISP( play->game.graph);
suMtxMakeSRT(work, rain_scale[0], rain_scale[1], rain_scale[2], 0, angle, 0, pos.x, pos.y, pos.z);
gSPMatrix(NEXT_POLY_XLU_DISP, work, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_ame02_04_modelT);
CLOSE_DISP( play->game.graph);
}
}