Implement & link ac_ins_amenbo

This commit is contained in:
Cuyler36
2024-04-29 09:55:41 -04:00
parent e685ccb9c9
commit 2aa1228f3a
4 changed files with 240 additions and 0 deletions
+4
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@@ -770,6 +770,10 @@ ac_insect.c:
.rodata: [0x80649E00, 0x80649E70]
.data: [0x806C2C80, 0x806C3200]
.bss: [0x8131B2C8, 0x81320738]
ac_ins_amenbo.c:
.text: [0x80595C74, 0x80596388]
.rodata: [0x80649E70, 0x80649EC8]
.data: [0x806C3200, 0x806C3230]
ac_boat.c:
.text: [0x805A6CF4, 0x805A856C]
.rodata: [0x8064A5B0, 0x8064A630]
+18
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@@ -0,0 +1,18 @@
#ifndef AC_INS_AMENBO_H
#define AC_INS_AMENBO_H
#include "types.h"
#include "ac_insect_h.h"
#ifdef __cplusplus
extern "C" {
#endif
extern void aIAB_actor_init(ACTOR* actorx, GAME* game);
extern void aIAB_actor_move(ACTOR* actorx, GAME* game);
#ifdef __cplusplus
}
#endif
#endif
+2
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@@ -35,6 +35,8 @@ typedef enum audio_sound_effects {
NA_SE_LIGHT_ON,
NA_SE_LIGHT_OFF,
NA_SE_25 = 0x25,
NA_SE_DRAWER_SHUT = 0x3A,
NA_SE_ITEM_GET = 0x40,
+216
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@@ -0,0 +1,216 @@
#include "ac_ins_amenbo.h"
#include "m_field_info.h"
#include "m_name_table.h"
#include "m_common_data.h"
#include "m_player_lib.h"
enum {
aIAB_ACTION_WAIT,
aIAB_ACTION_LET_ESCAPE,
aIAB_ACTION_MOVE,
aIAB_ACTION_REST,
aIAB_ACTION_NUM
};
#define aIAB_SCALE(insect) ((insect)->f32_work0)
#define aIAB_SCALE_RATE(insect) ((insect)->f32_work1)
#define aIAB_HIT_WALL(insect) ((insect)->s32_work3)
#define aIAB_RANDOM_ANGLE() ((s16)((fqrand() - 0.5f) * (f32)DEG2SHORT_ANGLE2(120.0f)))
static void aIAB_actor_move(ACTOR* actorx, GAME* game);
static void aIAB_setupAction(aINS_INSECT_ACTOR* insect, int action, GAME* game);
extern void aIAB_actor_init(ACTOR* actorx, GAME* game) {
aINS_INSECT_ACTOR* insect = (aINS_INSECT_ACTOR*)actorx;
int act;
if (actorx->actor_specific == 0) {
actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, -14.0f);
xyz_t_move(&actorx->home.position, &actorx->world.position);
insect->bg_type = 2;
act = aIAB_ACTION_MOVE;
} else {
act = aIAB_ACTION_LET_ESCAPE;
}
insect->bg_range = mFI_UNIT_BASE_SIZE_F;
insect->bg_height = -14.0f;
insect->item = ITM_INSECT34;
actorx->mv_proc = aIAB_actor_move;
aIAB_setupAction(insect, act, game);
}
static void aIAB_anime_proc(aINS_INSECT_ACTOR* insect) {
insect->_1E0 += 0.5f;
if (insect->_1E0 >= 2.0f) {
insect->_1E0 -= 2.0f;
}
}
static void aIAB_BGcheck(aINS_INSECT_ACTOR* insect) {
if ((insect->tools_actor.actor_class.bg_collision_check.result.hit_wall & mCoBG_HIT_WALL_FRONT) != 0 &&
aIAB_HIT_WALL(insect) == FALSE) {
aIAB_HIT_WALL(insect) = TRUE;
}
}
static void aIAB_make_hamon(ACTOR* actorx, GAME* game) {
xyz_t ef_pos;
xyz_t water_flow;
s16 dir;
xyz_t_move(&ef_pos, &actorx->world.position);
ef_pos.y = mCoBG_GetWaterHeight_File(actorx->world.position, __FILE__, 210);
mCoBG_GetWaterFlow(&water_flow, actorx->bg_collision_check.result.unit_attribute);
dir = atans_table(water_flow.z, water_flow.x);
eEC_CLIP->effect_make_proc(eEC_EFFECT_TURI_HAMON, ef_pos, 1, dir, game, EMPTY_NO, 1, 0);
}
static void aIAB_let_escape(ACTOR* actorx, GAME* game) {
aINS_INSECT_ACTOR* insect = (aINS_INSECT_ACTOR*)actorx;
f32 grav;
aIAB_anime_proc(insect);
grav = actorx->gravity;
grav += grav * 0.1f * 0.5f;
if (grav > 12.0f) {
grav = 12.0f;
}
actorx->gravity = grav;
sAdo_OngenPos((u32)actorx, NA_SE_25, &actorx->world.position);
}
static void aIAB_move(ACTOR* actorx, GAME* game) {
aINS_INSECT_ACTOR* insect = (aINS_INSECT_ACTOR*)actorx;
f32 scale = aIAB_SCALE(insect);
chase_f(&aIAB_SCALE_RATE(insect), -0.0021f, 0.00035f);
scale += aIAB_SCALE_RATE(insect);
if (scale < 0.0f) {
scale = 0.0f;
}
aIAB_SCALE(insect) = scale;
actorx->scale.x = 0.01f + scale;
actorx->scale.y = 0.01f - scale;
aIAB_BGcheck(insect);
/* Change to rest action if not moving or if hit a wall */
if (F32_IS_ZERO(actorx->speed) || aIAB_HIT_WALL(insect) == TRUE) {
aIAB_setupAction(insect, aIAB_ACTION_REST, game);
}
}
static void aIAB_rest(ACTOR* actorx, GAME* game) {
aINS_INSECT_ACTOR* insect = (aINS_INSECT_ACTOR*)actorx;
aIAB_BGcheck(insect);
insect->timer--;
/* When timer is 0, move again */
if (insect->timer <= 0) {
aIAB_setupAction(insect, aIAB_ACTION_MOVE, game);
}
}
static void aIAB_let_escape_init(aINS_INSECT_ACTOR* insect, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player;
insect->life_time = 0;
insect->alpha_time = 80;
insect->tools_actor.actor_class.gravity = 0.06f;
insect->tools_actor.actor_class.max_velocity_y = 12.0f;
insect->tools_actor.actor_class.speed = 4.0f;
insect->tools_actor.actor_class.shape_info.rotation.x = 0;
player = GET_PLAYER_ACTOR(play);
if (player != NULL) {
s16 angleY = player->actor_class.shape_info.rotation.y + aIAB_RANDOM_ANGLE();
insect->tools_actor.actor_class.world.angle.y = angleY;
insect->tools_actor.actor_class.shape_info.rotation.y = angleY;
}
insect->insect_flags.bit_1 = TRUE;
insect->insect_flags.bit_2 = TRUE;
}
static void aIAB_move_init(aINS_INSECT_ACTOR* insect, GAME* game) {
ACTOR* actorx = (ACTOR*)insect;
s16 angleY = insect->tools_actor.actor_class.world.angle.y;
s16 newAngle;
/* Turn around if hit a wall */
if (aIAB_HIT_WALL(insect) == TRUE) {
angleY += DEG2SHORT_ANGLE2(180.0f);
}
/* Add random angle between -60, 60 */
newAngle = angleY + aIAB_RANDOM_ANGLE();
insect->tools_actor.actor_class.world.angle.y = newAngle;
insect->tools_actor.actor_class.shape_info.rotation.y = newAngle;
insect->tools_actor.actor_class.gravity = 0.3f;
insect->tools_actor.actor_class.max_velocity_y = -2.0f;
insect->target_speed = 0.0f;
insect->speed_step = 0.05f - RANDOM_F(0.03f);
insect->tools_actor.actor_class.speed = 2.3f;
aIAB_SCALE(insect) = 0.0f;
aIAB_SCALE_RATE(insect) = 0.0021f;
aIAB_HIT_WALL(insect) = FALSE;
aIAB_make_hamon(actorx, game);
}
static void aIAB_rest_init(aINS_INSECT_ACTOR* insect, GAME* game) {
insect->tools_actor.actor_class.speed = 0.0f;
insect->speed_step = 0.0f;
if (aIAB_HIT_WALL(insect) == TRUE) {
insect->timer = 0;
} else {
insect->timer = 2.0f * RANDOM_F(30.0f);
}
insect->tools_actor.actor_class.scale.y = 0.01f;
}
typedef void (*aIAB_INIT_PROC)(aINS_INSECT_ACTOR*, GAME*);
static void aIAB_setupAction(aINS_INSECT_ACTOR* insect, int action, GAME* game) {
static aIAB_INIT_PROC init_proc[] = {
(aIAB_INIT_PROC)&none_proc1,
&aIAB_let_escape_init,
&aIAB_move_init,
&aIAB_rest_init,
};
static aINS_ACTION_PROC act_proc[] = {
(aINS_ACTION_PROC)&none_proc1,
&aIAB_let_escape,
&aIAB_move,
&aIAB_rest,
};
insect->action = action;
insect->action_proc = act_proc[action];
(*init_proc[action])(insect, game);
}
extern void aIAB_actor_move(ACTOR* actorx, GAME* game) {
aINS_INSECT_ACTOR* insect = (aINS_INSECT_ACTOR*)actorx;
u32 label = mPlib_Get_item_net_catch_label();
if (label == (u32)actorx) {
insect->alpha0 = 255;
aIAB_setupAction(insect, aIAB_ACTION_LET_ESCAPE, game);
} else if (insect->insect_flags.bit_3 == TRUE && insect->insect_flags.bit_2 == FALSE) {
aIAB_setupAction(insect, aIAB_ACTION_LET_ESCAPE, game);
} else {
(*insect->action_proc)(actorx, game);
}
}