Implement and link ac_t_rei1 (#221)

This commit is contained in:
Hexalotl
2024-01-17 01:07:15 -08:00
committed by GitHub
parent 4e796fb1e9
commit 2c85a35412
3 changed files with 96 additions and 0 deletions
+3
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@@ -494,6 +494,9 @@ ac_t_pistol.c:
.text: [0x804A95F4, 0x804A9858]
.rodata: [0x80645EF8, 0x80645F00]
.data: [0x8068EE98, 0x8068EEF8]
ac_t_rei1.c:
.text: [0x804A9858, 0x804A99AC]
.data: [0x8068EEF8, 0x8068EF38]
ac_t_tumbler.c:
.text: [0x804A9CC4, 0x804A9F24]
.rodata: [0x80645F10, 0x80645F18]
+10
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@@ -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_Rei1_Profile;
typedef void (*REI1_PROC)(ACTOR*);
typedef struct t_rei1_s {
TOOLS_ACTOR tools_class;
REI1_PROC proc;
int current_id;
} REI1_ACTOR;
#ifdef __cplusplus
}
#endif
+83
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@@ -0,0 +1,83 @@
#include "ac_t_rei1.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTRI1_actor_ct(ACTOR* actor, GAME* game);
static void aTRI1_actor_draw(ACTOR* actor, GAME* game);
static void aTRI1_actor_move(ACTOR* actor, GAME* game);
static void aTRI1_setupAction(ACTOR* actor, int action);
ACTOR_PROFILE T_Rei1_Profile = {
mAc_PROFILE_T_REI1,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_TOOLS,
sizeof(REI1_ACTOR),
&aTRI1_actor_ct,
NONE_ACTOR_PROC,
&aTRI1_actor_move,
&aTRI1_actor_draw,
NULL
};
extern Gfx crw_rei1_body_model[];
static void aTRI1_actor_ct(ACTOR* actor, GAME* game){
aTRI1_setupAction(actor, 4);
}
static void aTRI1_destruct(ACTOR* actor){
Actor_delete(actor);
}
static void aTRI1_setupAction(ACTOR* actor, int action){
REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
static REI1_PROC process[] = {
(REI1_PROC)none_proc1, (REI1_PROC)none_proc1, (REI1_PROC)none_proc1, aTRI1_destruct,(REI1_PROC)none_proc1, NULL
};
rei1->proc = process[action];
rei1->current_id = action;
rei1->tools_class.work0 = action;
}
static void aTRI1_actor_move(ACTOR* actor, GAME* game){
REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
if(rei1->tools_class.work0 != rei1->current_id){
aTRI1_setupAction(actor, rei1->tools_class.work0);
}
rei1->proc(actor);
}
static void aTRI1_actor_draw(ACTOR* actor, GAME* game){
REI1_ACTOR* rei1 = (REI1_ACTOR*)actor;
GRAPH* graph;
Gfx* gfxp;
if(rei1->tools_class.init_matrix == 1){
graph = game->graph;
OPEN_DISP(graph);
Matrix_put(&rei1->tools_class.matrix_work);
Matrix_Position_Zero(&rei1->tools_class.actor_class.world.position);
rei1->tools_class.init_matrix = 0;
_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++, crw_rei1_body_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}
}