link ac_hanabi

This commit is contained in:
Prakxo
2023-09-23 19:27:40 +02:00
parent 31dc246b21
commit 1793054fa4
4 changed files with 142 additions and 0 deletions
+4
View File
@@ -342,6 +342,10 @@ ac_t_flag.c:
.text: [0x804A8454, 0x804A8834]
.rodata: [0x80645EB0, 0x80645EC8]
.data: [0x8068EC28, 0x8068EC50]
ac_t_hanabi.c:
.text: [0x804A8834, 0x804A8A9C]
.rodata: [0x80645EC8, 0x80645ED0]
.data: [0x8068EC50, 0x8068ECB0]
ac_t_pistol.c:
.text: [0x804A95F4, 0x804A9858]
.rodata: [0x80645EF8, 0x80645F00]
+10
View File
@@ -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_Hanabi_Profile;
typedef void (*HANABI_PROC)(ACTOR*);
typedef struct t_hanabi_s{
TOOLS_ACTOR tools_class;
u8 pad2[0x8];
HANABI_PROC proc;
int current_id;
}HANABI_ACTOR;
#ifdef __cplusplus
}
#endif
+2
View File
@@ -40,6 +40,8 @@ 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_53 53
enum actor_part {
ACTOR_PART_FG,
+126
View File
@@ -0,0 +1,126 @@
#include "ac_t_hanabi.h"
#include "m_rcp.h"
#include "m_name_table.h"
#include "sys_matrix.h"
static void aTHB_actor_ct(ACTOR* actor, GAME* game);
static void aTHB_actor_dt(ACTOR* actor, GAME* game);
static void aTHB_actor_move(ACTOR* actor, GAME* game);
static void aTHB_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE T_Hanabi_Profile = {
mAc_PROFILE_T_HANABI,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_53,
sizeof(HANABI_ACTOR),
&aTHB_actor_ct,
&aTHB_actor_dt,
&aTHB_actor_move,
&aTHB_actor_draw,
NULL
};
static void aTHB_setupAction(ACTOR* actor, int idx);
extern Gfx main_utiwa1_model[];
static void aTHB_actor_ct(ACTOR* actor, GAME* game){
aTHB_setupAction(actor, 1);
}
static void aTHB_actor_dt(ACTOR* actor, GAME* game){
}
static void aTHB_calc_scale(ACTOR* actor, int idx){
static f32 aim[] = {1.0f, 0.0f};
f32 hanabi_scale = actor->scale.x;
chase_f(&hanabi_scale, aim[idx],0.05f);
actor->scale.x = hanabi_scale;
actor->scale.y = hanabi_scale;
actor->scale.z = hanabi_scale;
}
void aTHB_takeout(ACTOR* actor){
aTHB_calc_scale(actor, 0);
}
void aTHB_putaway(ACTOR* actor){
aTHB_calc_scale(actor, 1);
}
void aTHB_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTHB_setupAction(ACTOR* actor, int idx){
HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
static HANABI_PROC process[] = {(HANABI_PROC)none_proc1, aTHB_takeout,aTHB_putaway,aTHB_destruct,
(HANABI_PROC)none_proc1,NULL};
static f32 start_scale[] = {0.0f, 0.0f, 1.0f,1.0f,1.0f,0.0f,0.0f};
f32 scale;
hanabi->proc = process[idx];
hanabi->current_id = idx;
hanabi->tools_class.process_id = idx;
scale = start_scale[idx];
hanabi->tools_class.actor_class.scale.x = scale;
hanabi->tools_class.actor_class.scale.y = scale;
hanabi->tools_class.actor_class.scale.z = scale;
}
static void aTHB_actor_move(ACTOR* actor, GAME* game){
HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
int t = hanabi->tools_class.process_id;
if(t!= hanabi->current_id){
aTHB_setupAction(actor, t);
}
hanabi->proc(actor);
}
static void aTHB_actor_draw(ACTOR* actor, GAME* game){
HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
GRAPH* graph = game->graph;
Gfx* gfxp;
OPEN_DISP(graph);
if(hanabi->tools_class.enable == 1){
Matrix_put(&hanabi->tools_class.matrix_work);
Matrix_Position_Zero(&hanabi->tools_class.actor_class.world.position);
hanabi->tools_class.enable = 0;
}
else{
Matrix_translate(hanabi->tools_class.actor_class.world.position.x, hanabi->tools_class.actor_class.world.position.y,
hanabi->tools_class.actor_class.world.position.z, FALSE);
Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
}
Matrix_scale(hanabi->tools_class.actor_class.scale.x, hanabi->tools_class.actor_class.scale.y, hanabi->tools_class.actor_class.scale.z, TRUE);
_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++, main_utiwa1_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}