Implement & link ac_goza (#318)

This commit is contained in:
Hexalotl
2024-03-27 03:24:45 -07:00
committed by GitHub
parent 746226b3e2
commit 20912610ee
6 changed files with 259 additions and 1 deletions
+4
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@@ -775,6 +775,10 @@ ac_fallSESW.c:
.text: [0x805AEF84, 0x805AF278]
.rodata: [0x8064A830, 0x8064A858]
.data: [0x806C5148, 0x806C51B0]
ac_goza.c:
.text: [0x805AF4C4, 0x805AF924]
.rodata: [0x8064A868, 0x8064A878]
.data: [0x806C5200, 0x806C5340]
ac_kago.c:
.text: [0x805B1A08, 0x805B1D50]
.data: [0x806C5750, 0x806C57A8]
+1 -1
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@@ -2,7 +2,7 @@
#define AC_GOZA_H
#include "types.h"
#include "m_actor.h"
#include "ac_structure.h"
#ifdef __cplusplus
extern "C" {
+1
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@@ -2721,6 +2721,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define DUMMY_BUGGY 0xF105
#define DUMMY_CAR 0xF106
#define DUMMY_KAMAKURA 0xF107
#define DUMMY_GOZA 0xF108
#define DUMMY_RADIO 0xF109
#define DUMMY_YATAI 0xF10A
#define DUMMY_TUKIMI 0xF10A
+110
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@@ -0,0 +1,110 @@
#include "ac_goza.h"
#include "m_name_table.h"
#include "bg_item_h.h"
#include "m_common_data.h"
#include "m_house.h"
#include "m_player_lib.h"
#include "m_demo.h"
#include "ac_intro_demo.h"
#include "m_bgm.h"
#include "sys_matrix.h"
#include "m_rcp.h"
#include "libforest/gbi_extensions.h"
enum {
aGOZ_UNKNOWN,
aGOZ_ACTION_NUM
};
static void aGOZ_actor_ct(ACTOR* actor, GAME* game);
static void aGOZ_actor_init(ACTOR* actor, GAME* game);
static void aGOZ_actor_draw(ACTOR* actor, GAME* game);
// clang-format off
ACTOR_PROFILE Goza_Profile = {
mAc_PROFILE_GOZA,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
SAKURA_TABLE0,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aGOZ_actor_ct,
mActor_NONE_PROC1,
&aGOZ_actor_init,
&aGOZ_actor_draw,
NULL
};
// clang-format on
// clang-format off
static u8 aGOZ_shadow_vtx_fix_flg_tableA[] = {
TRUE, TRUE, FALSE, FALSE,
FALSE, TRUE, TRUE, TRUE,
FALSE, FALSE, FALSE, TRUE,
TRUE, TRUE, FALSE, FALSE,
FALSE, TRUE, TRUE, TRUE,
FALSE, FALSE, FALSE, TRUE,
TRUE, TRUE, TRUE, TRUE
};
// clang-format on
// clang-format off
static u8 aGOZ_shadow_vtx_fix_flg_tableB[] = {
FALSE, TRUE, TRUE, FALSE,
FALSE, TRUE, FALSE, TRUE,
TRUE, FALSE, FALSE, TRUE,
FALSE, TRUE, TRUE, FALSE,
FALSE, TRUE, FALSE, TRUE,
TRUE, FALSE, FALSE, TRUE,
TRUE, TRUE, TRUE, TRUE
};
// clang-format on
extern Vtx obj_e_hfes_shadow_a_v[];
extern Gfx obj_e_hfes_shadow_a_modelT[];
// clang-format off
static bIT_ShadowData_c aGOZ_shadow_dataA = {
28,
aGOZ_shadow_vtx_fix_flg_tableA,
20.0f,
obj_e_hfes_shadow_a_v,
obj_e_hfes_shadow_a_modelT
};
// clang-format on
extern Vtx obj_e_hfes_shadow_b_v[];
extern Gfx obj_e_hfes_shadow_b_modelT[];
// clang-format off
static bIT_ShadowData_c aGOZ_shadow_dataB = {
28,
aGOZ_shadow_vtx_fix_flg_tableB,
20.0f,
obj_e_hfes_shadow_b_v,
obj_e_hfes_shadow_b_modelT
};
// clang-format on
static bIT_ShadowData_c* aGOZ_shadow_data_table[] = { &aGOZ_shadow_dataB, &aGOZ_shadow_dataA };
static void aGOZ_setup_action(STRUCTURE_ACTOR* goza, int action);
static void aGOZ_set_bgOffset(STRUCTURE_ACTOR* kamakura, int offs);
static void aGOZ_actor_ct(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* goza;
goza = (STRUCTURE_ACTOR*)actor;
goza->arg1 = (actor->npc_id - SAKURA_TABLE0) & 1;
aGOZ_setup_action(goza, aGOZ_UNKNOWN);
aGOZ_set_bgOffset(goza, 1);
}
#include "../src/ac_goza_move.c_inc"
#include "../src/ac_goza_draw.c_inc"
+54
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@@ -0,0 +1,54 @@
extern Gfx obj_e_hanami_a_model[];
extern Gfx obj_e_hanami_b_model[];
extern Gfx obj_e_hanami_a_modelT[];
extern Gfx obj_e_hanami_b_modelT[];
static void aGOZ_actor_draw(ACTOR* actor, GAME* game) {
static Gfx* gfx_opa_table[] = { obj_e_hanami_a_model, obj_e_hanami_b_model };
static Gfx* gfx_xlu_table[] = { obj_e_hanami_a_modelT, obj_e_hanami_b_modelT };
STRUCTURE_ACTOR* goza;
GRAPH* graph;
Mtx* mtx;
int type;
Gfx* poly_opa;
Gfx* poly_xlu;
goza = (STRUCTURE_ACTOR*)actor;
graph = game->graph;
type = goza->arg1 & 1;
_Matrix_to_Mtx_new(graph);
_texture_z_light_fog_prim_shadow(graph);
_texture_z_light_fog_prim_xlu(graph);
_texture_z_light_fog_prim_npc(graph);
OPEN_DISP(graph);
{
poly_opa = NOW_POLY_OPA_DISP;
mtx = _Matrix_to_Mtx_new(graph);
if (mtx != NULL) {
gSPMatrix(poly_opa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(poly_opa++, gfx_opa_table[type]);
}
SET_POLY_OPA_DISP(poly_opa);
poly_xlu = NOW_POLY_XLU_DISP;
mtx = _Matrix_to_Mtx_new(graph);
if (mtx != NULL) {
gSPMatrix(poly_xlu++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(poly_xlu++, gfx_xlu_table[type]);
}
SET_POLY_XLU_DISP(poly_xlu);
}
CLOSE_DISP(graph);
if (mtx == NULL) {
return;
}
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, aGOZ_shadow_data_table[type & 1], FALSE);
}
+89
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@@ -0,0 +1,89 @@
static void aGOZ_set_bgOffset(STRUCTURE_ACTOR* goza, int offs) {
// clang-format off
static mCoBG_OffsetTable_c rewrite_dataA[] = {
{ mCoBG_ATTRIBUTE_NONE, 0, 0, 0, 0, 0, 0 },
{ mCoBG_ATTRIBUTE_NONE, 2, 0, 2, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 0, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 0, 2, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 2, 0 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 0, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 0, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 0, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 0, 0, 0, 0, 0, 0 }
};
// clang-format on
// clang-format off
static mCoBG_OffsetTable_c rewrite_dataB[] = {
{ mCoBG_ATTRIBUTE_NONE, 2, 0, 2, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 0, 1 },
{ mCoBG_ATTRIBUTE_NONE, 0, 0, 0, 0, 0, 0 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 0, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 2, 0 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 2, 0, 1 },
{ mCoBG_ATTRIBUTE_NONE, 0, 0, 0, 0, 0, 0 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 0, 2, 2, 1 },
{ mCoBG_ATTRIBUTE_NONE, 2, 2, 2, 0, 2, 1 }
};
// clang-format on
static mCoBG_OffsetTable_c* rewrite_data[] = { rewrite_dataA, rewrite_dataB };
int j;
int i;
mCoBG_OffsetTable_c* offset;
xyz_t pos;
offset = rewrite_data[goza->arg1 & 1];
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
pos = goza->actor_class.world.position;
pos.x += mFI_UT_WORLDSIZE_X_F * j;
pos.z += mFI_UT_WORLDSIZE_Z_F * i;
mCoBG_SetPluss5PointOffset_file(pos, *offset, __FILE__, 167);
offset++;
}
}
}
static void aGOZ_setup_action(STRUCTURE_ACTOR* goza, int action) {
static aSTR_MOVE_PROC process[] = { (aSTR_MOVE_PROC)&none_proc1 };
goza->action_proc = process[action];
}
static void aGOZ_actor_move(ACTOR* actor, GAME* game) {
GAME_PLAY* play;
STRUCTURE_ACTOR* goza;
PLAYER_ACTOR* player;
int bx1;
int bz1;
int bx2;
int bz2;
play = (GAME_PLAY*)game;
goza = (STRUCTURE_ACTOR*)actor;
player = GET_PLAYER_ACTOR(play);
mFI_Wpos2BlockNum(&bx1, &bz1, actor->world.position);
mFI_Wpos2BlockNum(&bx2, &bz2, player->actor_class.world.position);
if ((mDemo_Check(mDemo_TYPE_SCROLL, &player->actor_class) == FALSE) &&
(mDemo_Check(mDemo_TYPE_SCROLL2, &player->actor_class) == FALSE) &&
(mDemo_Check(mDemo_TYPE_SCROLL3, &player->actor_class) == FALSE) && ((bx1 != bx2) || (bz1 != bz2))) {
Actor_delete(actor);
} else {
goza->action_proc(goza, play);
}
}
static void aGOZ_actor_init(ACTOR* actor, GAME* game) {
xyz_t pos;
pos = actor->home.position;
mFI_SetFG_common(DUMMY_GOZA, pos, FALSE);
aGOZ_actor_move(actor, game);
actor->mv_proc = aGOZ_actor_move;
}