diff --git a/config/rel_slices.yml b/config/rel_slices.yml index 71d01b16..b8986d2d 100644 --- a/config/rel_slices.yml +++ b/config/rel_slices.yml @@ -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] diff --git a/include/ac_t_rei1.h b/include/ac_t_rei1.h index 43ce62c2..6ced90c1 100644 --- a/include/ac_t_rei1.h +++ b/include/ac_t_rei1.h @@ -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 diff --git a/src/ac_t_rei1.c b/src/ac_t_rei1.c new file mode 100644 index 00000000..322a0c0c --- /dev/null +++ b/src/ac_t_rei1.c @@ -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); + } +}