implement and link ac_tukimi

This commit is contained in:
Hexalotl
2024-02-10 23:10:28 -08:00
parent 37c78eee4b
commit 401d13a895
6 changed files with 209 additions and 1 deletions
+4
View File
@@ -733,6 +733,10 @@ ac_train1.c:
.text: [0x805C0614, 0x805C0CC8]
.rodata: [0x8064AD80, 0x8064ADB0]
.data: [0x806C7300, 0x806C7388]
ac_tukimi.c:
.text: [0x805C0CC8, 0x805C11A8]
.rodata: [0x8064ADB0, 0x8064ADC0]
.data: [0x806C7388, 0x806C7400]
ac_yatai.c:
.text: [0x805C1D34, 0x805C217C]
.rodata: [0x8064ADC0, 0x8064ADC8]
+1 -1
View File
@@ -2,7 +2,7 @@
#define AC_TUKIMI_H
#include "types.h"
#include "m_actor.h"
#include "ac_structure.h"
#ifdef __cplusplus
extern "C" {
+1
View File
@@ -2698,6 +2698,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define DUMMY_SHRINE 0xF103
#define DUMMY_RADIO 0xF109
#define DUMMY_YATAI 0xF10A
#define DUMMY_TUKIMI 0xF10A
#define DUMMY_MIKUJI 0xF10D
#define DUMMY_TAMA 0xF110
#define DUMMY_KOINOBORI 0xF114
+80
View File
@@ -0,0 +1,80 @@
#include "ac_tukimi.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
#include "m_common_data.h"
#include "m_player_lib.h"
static void aTUK_actor_ct(ACTOR* actor, GAME* game);
static void aTUK_actor_dt(ACTOR* actor, GAME* game);
static void aTUK_actor_init(ACTOR* actor, GAME* game);
static void aTUK_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE Tukimi_Profile = {
mAc_PROFILE_TUKIMI,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
NEWYEAR_SHRINE0,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aTUK_actor_ct,
&aTUK_actor_dt,
&aTUK_actor_init,
&aTUK_actor_draw,
NULL
};
u8 aTUK_shadow_vtx_fix_flg_table[8] = {
TRUE, TRUE, FALSE, FALSE,
TRUE, FALSE, TRUE, FALSE
};
extern Vtx obj_e_tukimi_l_shadow_v[];
extern Gfx obj_e_tukimi_l_shadow_model[];
static bIT_ShadowData_c aTUK_shadow_data_l = {
8, aTUK_shadow_vtx_fix_flg_table,
60.0f,
obj_e_tukimi_l_shadow_v,
obj_e_tukimi_l_shadow_model
};
extern Vtx obj_e_tukimi_r_shadow_v[];
extern Gfx obj_e_tukimi_r_shadow_model[];
static bIT_ShadowData_c aTUK_shadow_data_r = {
8, aTUK_shadow_vtx_fix_flg_table,
60.0f,
obj_e_tukimi_r_shadow_v,
obj_e_tukimi_r_shadow_model
};
extern cKF_Skeleton_R_c cKF_bs_r_obj_e_tukimi_l;
extern cKF_Skeleton_R_c cKF_bs_r_obj_e_tukimi_r;
static void aTUK_set_bgOffset(STRUCTURE_ACTOR* tukimi, int idx);
static void aTUK_setup_action(ACTOR* actor);
static void aTUK_actor_ct(ACTOR* actor, GAME* game) {
static cKF_Skeleton_R_c* skl[2] = { &cKF_bs_r_obj_e_tukimi_l, &cKF_bs_r_obj_e_tukimi_r };
STRUCTURE_ACTOR* tukimi = (STRUCTURE_ACTOR*)actor;
tukimi->arg0 = actor->npc_id - NEWYEAR_SHRINE0;
tukimi->structure_pal = tukimi->arg0 + aSTR_PAL_TUKIMI;
tukimi->structure_type = tukimi->arg0 + aSTR_TYPE_TUKIMI;
cKF_SkeletonInfo_R_ct(&tukimi->keyframe, skl[tukimi->arg0], NULL, tukimi->work_area, tukimi->morph_area);
aTUK_set_bgOffset(tukimi, tukimi->arg0 + 1);
aTUK_setup_action(actor);
cKF_SkeletonInfo_R_play(&tukimi->keyframe);
}
static void aTUK_actor_dt(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* tukimi = (STRUCTURE_ACTOR*)actor;
cKF_SkeletonInfo_R_dt(&tukimi->keyframe);
}
#include "../src/ac_tukimi_move.c_inc"
#include "../src/ac_tukimi_draw.c_inc"
+75
View File
@@ -0,0 +1,75 @@
extern Gfx obj_e_tukimi_l_endai_model[];
extern Gfx obj_e_tukimi_r_endai_model[];
static int aTUK_actor_draw_before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
if (joint_idx == 7) {
*joint_shape = NULL;
}
return TRUE;
}
static int aTUK_actor_draw_after(GAME* game,cKF_SkeletonInfo_R_c* info, int idx, Gfx** gfxp, u8* dispbuf, void* actor, s_xyz* rotation, xyz_t* translation) {
static Gfx* mdl[] = { obj_e_tukimi_l_endai_model, obj_e_tukimi_r_endai_model };
STRUCTURE_ACTOR* tukimi;
GRAPH* graph;
Mtx* mtx;
u16* pal;
Gfx* gfx;
tukimi = (STRUCTURE_ACTOR*)actor;
graph = game->graph;
if (idx == 7) {
mtx = _Matrix_to_Mtx_new(graph);
if (mtx != NULL) {
pal = (*Common_Get(clip).structure_clip->get_pal_segment_proc)(tukimi->structure_pal);
_texture_z_light_fog_prim_shadow(graph);
OPEN_DISP(graph);
gfx = NOW_SHADOW_DISP;
gSPSegment(gfx++, G_MWO_SEGMENT_8, pal);
gSPMatrix(gfx++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, mdl[tukimi->arg0]);
SET_SHADOW_DISP(gfx);
CLOSE_DISP(graph);
}
}
return TRUE;
}
static void aTUK_actor_draw(ACTOR* actor, GAME* game) {
static bIT_ShadowData_c* shadow_data[2] = { &aTUK_shadow_data_l, &aTUK_shadow_data_r };
GRAPH* graph;
cKF_SkeletonInfo_R_c* keyframe;
STRUCTURE_ACTOR* tukimi;
Gfx* gfx;
u16* pal;
Mtx* mtx;
graph = game->graph;
tukimi = (STRUCTURE_ACTOR*)actor;
keyframe = &tukimi->keyframe;
mtx = GRAPH_ALLOC_TYPE(graph, Mtx, keyframe->skeleton->num_shown_joints);
if (mtx != NULL) {
pal = Common_Get(clip.structure_clip)->get_pal_segment_proc(tukimi->structure_pal);
OPEN_DISP(graph);
_texture_z_light_fog_prim_npc(graph);
gfx = NOW_POLY_OPA_DISP;
gSPSegment(gfx++, G_MWO_SEGMENT_8, pal);
SET_POLY_OPA_DISP(gfx);
cKF_Si3_draw_R_SV(game, keyframe, mtx, aTUK_actor_draw_before, aTUK_actor_draw_after, actor);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, shadow_data[tukimi->arg0], FALSE);
CLOSE_DISP(graph);
}
}
+48
View File
@@ -0,0 +1,48 @@
extern cKF_Animation_R_c cKF_ba_r_obj_e_tukimi_l;
extern cKF_Animation_R_c cKF_ba_r_obj_e_tukimi_r;
static void aTUK_set_bgOffset(STRUCTURE_ACTOR* tukimi, int id) {
id = id == 0 ? 6 : 6;
mCoBG_SetPlussOffset(tukimi->actor_class.home.position, id, 100);
}
static void aTUK_setup_action(ACTOR* actor) {
static cKF_Animation_R_c* ani[] = { &cKF_ba_r_obj_e_tukimi_l, &cKF_ba_r_obj_e_tukimi_r };
STRUCTURE_ACTOR* tukimi = (STRUCTURE_ACTOR*)actor;
cKF_SkeletonInfo_R_init(&tukimi->keyframe, tukimi->keyframe.skeleton, ani[tukimi->arg0], 1.0f, 271.0f, 1.0f, 0.5f, 0.0f, 1, NULL);
}
static void aTUK_actor_move(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* tukimi;
GAME_PLAY* game_play;
PLAYER_ACTOR* player_actor;
int tukimi_bx;
int tukimi_bz;
int player_bx;
int player_bz;
tukimi = (STRUCTURE_ACTOR*)actor;
game_play = (GAME_PLAY*)game;
player_actor = get_player_actor_withoutCheck(game_play);
mFI_Wpos2BlockNum(&tukimi_bx, &tukimi_bz, tukimi->actor_class.world.position);
mFI_Wpos2BlockNum(&player_bx, &player_bz, player_actor->actor_class.world.position);
if (mDemo_Check(mDemo_TYPE_SCROLL, &player_actor->actor_class) == FALSE
&& mDemo_Check(mDemo_TYPE_SCROLL2, &player_actor->actor_class) == FALSE
&& mDemo_Check(mDemo_TYPE_SCROLL3, &player_actor->actor_class) == FALSE
&& (tukimi_bx != player_bx || tukimi_bz != player_bz))
{
Actor_delete(actor);
}
else {
cKF_SkeletonInfo_R_play(&tukimi->keyframe);
}
}
static void aTUK_actor_init(ACTOR* actor, GAME* game) {
mFI_SetFG_common(DUMMY_TUKIMI, actor->home.position, FALSE);
aTUK_actor_move(actor, game);
actor->mv_proc = aTUK_actor_move;
}