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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_police_box (#313)
This commit is contained in:
@@ -798,6 +798,10 @@ ac_needlework_shop.c:
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.text: [0x805B65C4, 0x805B7338]
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.rodata: [0x8064AAA0, 0x8064AAE8]
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.data: [0x806C6138, 0x806C62D0]
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ac_police_box.c:
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.text: [0x805B7338, 0x805B7B0C]
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.rodata: [0x8064AAE8, 0x8064AB18]
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.data: [0x806C62D0, 0x806C63C0]
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ac_post_office.c:
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.text: [0x805B7B0C, 0x805B887C]
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.rodata: [0x8064AB18, 0x8064AB58]
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@@ -2,7 +2,7 @@
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#define AC_POLICE_BOX_H
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#include "types.h"
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#include "m_actor.h"
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#include "ac_structure.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -2714,6 +2714,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
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#define DUMMY_HANIWA3 (DUMMY_HANIWA2 + 1)
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#define DUMMY_POST_OFFICE 0xF0FF
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#define DUMMY_NEEDLEWORK_SHOP 0xF0FF
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#define DUMMY_POLICE_STATION 0xF101
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#define DUMMY_RESERVE 0xF102
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#define DUMMY_SHRINE 0xF103
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#define DUMMY_BROKER_SHOP 0xF104
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@@ -0,0 +1,91 @@
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#include "ac_police_box.h"
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#include "m_name_table.h"
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#include "bg_item_h.h"
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#include "m_common_data.h"
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#include "m_house.h"
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#include "m_player_lib.h"
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#include "m_demo.h"
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#include "ac_intro_demo.h"
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#include "m_bgm.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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#include "libforest/gbi_extensions.h"
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static void aPBOX_actor_ct(ACTOR* actor, GAME* game);
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static void aPBOX_actor_init(ACTOR* actor, GAME* game);
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static void aPBOX_actor_draw(ACTOR* actor, GAME* game);
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// clang-format off
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ACTOR_PROFILE Police_Box_Profile = {
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mAc_PROFILE_POLICE_BOX,
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ACTOR_PART_ITEM,
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ACTOR_STATE_TA_SET,
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POLICE_STATION,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(STRUCTURE_ACTOR),
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&aPBOX_actor_ct,
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mActor_NONE_PROC1,
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&aPBOX_actor_init,
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&aPBOX_actor_draw,
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NULL
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};
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// clang-format on
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// clang-format off
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static u8 aPBOX_shadow_vtx_fix_flg_table0[] = {
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TRUE, FALSE, TRUE, FALSE,
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TRUE, FALSE, TRUE, FALSE,
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TRUE, FALSE, FALSE, TRUE,
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TRUE, FALSE, FALSE, TRUE,
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TRUE, FALSE, FALSE, TRUE
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};
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// clang-format on
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extern Vtx obj_s_kouban_shadow_v[];
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extern Gfx obj_s_kouban_shadow_model[];
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// clang-format off
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static bIT_ShadowData_c aPBOX_shadow_data = {
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20,
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aPBOX_shadow_vtx_fix_flg_table0,
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60.0f,
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obj_s_kouban_shadow_v,
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obj_s_kouban_shadow_model
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};
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// clang-format on
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// clang-format off
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static Door_data_c aPBOX_police_box_enter_data = {
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SCENE_POLICE_BOX,
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mSc_DIRECT_NORTH,
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FALSE,
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0,
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{ 200, 0, 380 },
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EMPTY_NO,
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1,
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{ 0, 0, 0 },
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};
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// clang-format on
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static void aPBOX_set_bgOffset(STRUCTURE_ACTOR* shop, int idx);
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static int aPBOX_ctrl_light(STRUCTURE_ACTOR* shop);
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static void aPBOX_actor_ct(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* box;
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box = (STRUCTURE_ACTOR*)actor;
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box->season = Common_Get(time.season);
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aPBOX_set_bgOffset(box, 0);
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if (aPBOX_ctrl_light(box) != FALSE) {
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box->action = DEG2SHORT_ANGLE(90.0f) - 1; // 0x3FFF
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} else {
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box->action = DEG2SHORT_ANGLE(0.0f);
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}
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}
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#include "../src/ac_police_box_move.c_inc"
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#include "../src/ac_police_box_draw.c_inc"
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@@ -0,0 +1,87 @@
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extern Gfx obj_s_kouban_model[];
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extern Gfx obj_w_kouban_model[];
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extern Gfx obj_s_kouban_window_model[];
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extern Gfx obj_w_kouban_window_model[];
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static void aPBOX_actor_draw(ACTOR* actor, GAME* game) {
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static Gfx* displayList[] = { obj_s_kouban_model, obj_w_kouban_model };
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static Gfx* mdl[] = { obj_s_kouban_window_model, obj_w_kouban_window_model };
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STRUCTURE_ACTOR* box;
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GRAPH* graph;
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f32 angle;
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int winter;
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int r1;
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int g1;
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int b1;
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int l2;
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int r2;
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int g2;
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int b2;
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u16* pal;
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Gfx* poly_opa;
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Gfx* poly_xlu;
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box = (STRUCTURE_ACTOR*)actor;
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graph = game->graph;
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pal = Common_Get(clip).structure_clip->get_pal_segment_proc(aSTR_PAL_POLICE_BOX);
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winter = box->season == mTM_SEASON_WINTER;
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if (box->action == DEG2SHORT_ANGLE(90.0f) - 1) { // 0x3FFF
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r1 = 255;
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g1 = 255;
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b1 = 150;
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l2 = 120;
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r2 = 255;
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g2 = 255;
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b2 = 150;
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} else if (box->action == DEG2SHORT_ANGLE(0.0f)) {
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r1 = 0;
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g1 = 0;
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b1 = 0;
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l2 = 0;
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r2 = 0;
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g2 = 0;
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b2 = 0;
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} else {
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r2 = 255;
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g2 = 255;
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b2 = 150;
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angle = (1.0f / (DEG2SHORT_ANGLE(90.0f) - 1)) * box->action;
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r1 = angle * 255.0f;
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g1 = angle * 255.0f;
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b1 = angle * 150.0f;
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l2 = angle * 120.0f;
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}
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OPEN_DISP(graph);
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{
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_texture_z_light_fog_prim_npc(graph);
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poly_opa = NOW_POLY_OPA_DISP;
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gSPMatrix(poly_opa++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(poly_opa++, G_MWO_SEGMENT_8, pal);
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gDPPipeSync(poly_opa++);
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gDPSetEnvColor(poly_opa++, r1, g1, b1, 0);
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gSPDisplayList(poly_opa++, displayList[winter]);
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SET_POLY_OPA_DISP(poly_opa);
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}
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{
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_texture_z_light_fog_prim_xlu(graph);
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poly_xlu = NOW_POLY_XLU_DISP;
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gDPSetPrimColor(poly_xlu++, 0, l2, r2, g2, b2, 0);
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gSPMatrix(poly_xlu++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(poly_xlu++, mdl[winter]);
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SET_POLY_XLU_DISP(poly_xlu);
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}
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CLOSE_DISP(graph);
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_texture_z_light_fog_prim_shadow(graph);
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(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aPBOX_shadow_data, FALSE);
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}
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@@ -0,0 +1,139 @@
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static void aPBOX_set_bgOffset(STRUCTURE_ACTOR* box, int idx) {
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// clang-format off
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static mCoBG_OffsetTable_c height_table_ct[] = {
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 0, 10, 10, 1 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 0, 10, 1 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 0, 10, 10, 10, 1 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 },
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{ mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 0, 1 }
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};
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// clang-format on
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static mCoBG_OffsetTable_c* height_table[] = { height_table_ct, height_table_ct };
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static f32 addX[] = { -40.0f, 0.0f, 40.0f };
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static f32 addZ[] = { 40.0f, 0.0f, -40.0f };
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mCoBG_OffsetTable_c* offset;
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int i;
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xyz_t pos;
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offset = height_table[idx];
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for (i = 0; i < 3; i++) {
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pos.z = box->actor_class.home.position.z + addZ[i];
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pos.x = box->actor_class.home.position.x + addX[0];
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mCoBG_SetPluss5PointOffset_file(pos, offset[0], __FILE__, 142);
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pos.x = box->actor_class.home.position.x + addX[1];
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mCoBG_SetPluss5PointOffset_file(pos, offset[1], __FILE__, 146);
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pos.x = box->actor_class.home.position.x + addX[2];
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mCoBG_SetPluss5PointOffset_file(pos, offset[2], __FILE__, 150);
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offset += 3;
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}
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}
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static void aPBOX_rewrite_out_data(STRUCTURE_ACTOR* shop, GAME_PLAY* play) {
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Door_data_c* door_data;
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xyz_t pos;
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door_data = Common_GetPointer(structure_exit_door_data);
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if (play->fb_wipe_mode == 0) {
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door_data->next_scene_id = Save_Get(scene_no);
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door_data->exit_orientation = mSc_DIRECT_SOUTH_EAST;
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door_data->exit_type = 0;
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door_data->extra_data = 3;
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pos.x = shop->actor_class.home.position.x + 60.0f;
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pos.z = shop->actor_class.home.position.z + 60.0f;
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pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(pos, 0.0f);
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door_data->exit_position.x = pos.x;
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door_data->exit_position.y = pos.y;
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door_data->exit_position.z = pos.z;
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door_data->door_actor_name = POLICE_STATION;
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door_data->wipe_type = 1;
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mBGMPsComp_make_ps_wipe(0x2168);
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}
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}
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static int aPBOX_check_player(ACTOR* actor, GAME_PLAY* play) {
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u16 y;
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f32 xOffs;
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f32 zOffs;
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f32 t;
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int res;
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PLAYER_ACTOR* player;
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player = GET_PLAYER_ACTOR(play);
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res = 1;
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if (player == NULL) {
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return 0;
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}
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y = player->actor_class.shape_info.rotation.y;
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xOffs = actor->world.position.x + 24.0f;
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zOffs = actor->world.position.z + 40.0f;
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xOffs = SQ(player->actor_class.world.position.x - xOffs);
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zOffs = SQ(player->actor_class.world.position.z - zOffs);
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t = (xOffs) + (zOffs);
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if ((y > 0x8000) && (y < 0xC000) && (t < 1100.0f)) {
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res = 2;
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}
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return res;
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}
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static int aPBOX_ctrl_light(STRUCTURE_ACTOR* shop) {
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int now_sec = Common_Get(time.now_sec);
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return !(now_sec < (64800) && now_sec >= (18000));
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}
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static void aPBOX_actor_move(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* box;
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GAME_PLAY* play;
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s16 target;
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xyz_t pos;
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box = (STRUCTURE_ACTOR*)actor;
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play = (GAME_PLAY*)game;
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target = (s16)box->action;
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if (aPBOX_ctrl_light(box)) {
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chase_s(&target, DEG2SHORT_ANGLE(90.0f) - 1, 320); // 0x3FFF
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} else {
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chase_s(&target, DEG2SHORT_ANGLE(0.0f), 320);
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}
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box->action = target;
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if (box == (*GET_PLAYER_ACTOR_NOW()->get_door_label_proc)(gamePT)) {
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aPBOX_rewrite_out_data(box, play);
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goto_other_scene(play, &aPBOX_police_box_enter_data, FALSE);
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} else {
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if (aPBOX_check_player(actor, play) == 2) {
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pos.x = actor->world.position.x + 50.0f;
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pos.y = GET_PLAYER_ACTOR(play)->actor_class.world.position.y;
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pos.z = actor->world.position.z + 50.0f;
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mPlib_request_main_door_type1(game, &pos, -DEG2SHORT_ANGLE(135.0f), TRUE, actor); //-0x6000
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}
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}
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}
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static void aPBOX_actor_init(ACTOR* actor, GAME* game) {
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mFI_SetFG_common(DUMMY_POLICE_STATION, actor->home.position, FALSE);
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aPBOX_actor_move(actor, game);
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actor->mv_proc = &aPBOX_actor_move;
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}
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