link ac_weather_sakura

This commit is contained in:
Prakxo
2023-11-07 01:10:17 +01:00
parent f472e9b05f
commit 50dd36933d
2 changed files with 212 additions and 0 deletions
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@@ -560,6 +560,10 @@ ac_weather_snow.c:
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.data: [0x806D1DF8, 0x806D1E10]
ac_weather_sakura.c:
.text: [0x80603B44, 0x8060420C]
.rodata: [0x8064BB88, 0x8064BBE8]
.data: [0x806D1E10, 0x806D1E28]
m_select.c:
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#include "ac_weather_sakura.h"
#include "main.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "m_field_info.h"
#include "m_malloc.h"
#include "m_player_lib.h"
#include "sys_matrix.h"
extern Gfx ef_hanabira01_00_setmode[];
extern Gfx ef_hanabira01_00_modelT[];
static void aWeatherSakura_make(ACTOR*, GAME*);
static void aWeatherSakura_ct(aWeather_Priv*, GAME*);
static void aWeatherSakura_move(aWeather_Priv*, GAME*);
static void aWeatherSakura_set(GAME*);
static void aWeatherSakura_draw(aWeather_Priv*, GAME*);
aWeather_Profile_c iam_weather_sakura = {
aWeatherSakura_make,
aWeatherSakura_ct,
aWeatherSakura_move,
aWeatherSakura_set,
aWeatherSakura_draw,
};
static int aWeatherSakura_DecideMakeSakuraCount(ACTOR* actor, GAME* game){
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
if(weather->current_level == 1){
return (game->frame_counter & 7) == 0;
}
return (game->frame_counter & 3) == 0;
}
static void aWeatherSakura_make(ACTOR* actor, GAME* game){
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
aWeather_Priv* priv;
f32 x,z;
xyz_t pos = weather->pos;
f32 y = 230.0f + pos.y;
int count = Common_Get(clip.weather_clip)->get_priv_num(actor);
xyz_t base = {0.0f, 0.0f, 0.0f};
xyz_t mod_pos;
if(aWeatherSakura_DecideMakeSakuraCount(actor, game) != 0){
base.y = -0.8f + (RANDOM_F(-0.0999999642372f));
if(count != -1){
x = -100.0f + (RANDOM_F(200.0f));
z = -200.0f + (RANDOM_F(380.0f));
mod_pos = pos;
mod_pos.x += x;
mod_pos.z += z;
mod_pos.y = y;
priv = Common_Get(clip.weather_clip)->get_priv(3, 280, &mod_pos, &base, actor, count);
if(priv != NULL){
aWeatherSakura_ct(priv, game);
priv->work[3]= 0;
priv->work[4] = 156.5f + (RANDOM_F(260.5));
priv->currentY = y;
}
}
}
}
static void aWeatherSakura_ct(aWeather_Priv* priv, GAME*){
priv->work[0] = RANDOM_F(65535.0f);
priv->work[1] = RANDOM_F(65535.0f);
priv->work[2] = RANDOM_F(65535.0f);
}
static int aWeatherSakura_CheckSakuraBorder(aWeather_Priv* priv){
WEATHER_ACTOR* weather = Common_Get(clip.weather_clip)->actor;
int ret = 0;
f32 sakuraTemp;
xyz_t pos;
if(weather != NULL){
pos = weather->pos;
sakuraTemp =priv->pos.x;
if(sakuraTemp < (-100.0f + pos.x)){
ret |= 2;
}
if(sakuraTemp > (100.0f + pos.x)){
ret |= 8;
}
sakuraTemp =priv->pos.z;
if(sakuraTemp > (180.0f + pos.z)){
ret |= 4;
}
if(sakuraTemp < (-200.0f + pos.z)){
ret |= 1;
}
}
return ret;
}
static void aWeatherSakura_CheckSakuraScroll(aWeather_Priv* priv){
int border = aWeatherSakura_CheckSakuraBorder(priv);
if(border != 0){
if((border >> 1) & 1){
priv->pos.x += 200.0f;
}
if((border >> 3) & 1){
priv->pos.x -= 200.0f;
}
if((border >> 2) & 1){
priv->pos.z -= 380.0f;
}
if(border & 1){
priv->pos.z += 380.0f;
}
}
if(Common_Get(clip.weather_clip) != NULL){
f32 y;
WEATHER_ACTOR* weather = Common_Get(clip.weather_clip)->actor;
if(weather != NULL){
y = 230.0f + weather->pos.y;
if(priv->pos.y < + weather->pos.y){
priv->pos.y = (y + (priv->pos.y - priv->currentY));
priv->currentY = y;
}
}
}
}
static void aWeatherSakura_SetWind2Sakura(aWeather_Priv* priv){
priv->pos.x += 0.45f;
}
static void aWeatherSakura_move(aWeather_Priv* priv, GAME* game){
GAME_PLAY* play = (GAME_PLAY*) game;
priv->pos.x += priv->speed.x;
priv->pos.y += priv->speed.y;
priv->pos.z += priv->speed.z;
priv->work[3] += priv->work[4];
aWeatherSakura_SetWind2Sakura(priv);
aWeatherSakura_CheckSakuraScroll(priv);
priv->work[0] += 0x200;
priv->work[1] += 0x8DC;
priv->work[2] += 0x474;
}
static void aWeatherSakura_set(GAME* game){
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabira01_00_setmode);
CLOSE_DISP(game->graph);
}
void aWeatherSakura_draw(aWeather_Priv* priv, GAME* game){
GAME_PLAY* play = (GAME_PLAY*) game;
xyz_t base = {0.05f, 0.05f, 0.05f};
Mtx* work;
f32 scale;
f32 min;
xyz_t pos;
xyz_t screen_pos;
pos.x = priv->pos.x + (6.0f * sin_s(priv->work[3]));
pos.z = priv->pos.z + (6.0f * cos_s(priv->work[3]));
pos.y = priv->pos.y;
Game_play_Projection_Trans(play, &pos, &screen_pos);
if(( screen_pos.x >= 0.0f) && (screen_pos.x < SCREEN_WIDTH_F) && ( screen_pos.y >= 0.0f) && (screen_pos.y < SCREEN_HEIGHT_F)){
work = GRAPH_ALLOC_TYPE(game->graph, Mtx, 1);
OPEN_DISP(game->graph);
suMtxMakeSRT(work, base.x, base.y, base.z, priv->work[2], priv->work[1], priv->work[2], pos.x, pos.y, pos.z);
gSPMatrix(NEXT_POLY_XLU_DISP, work, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabira01_00_modelT);
CLOSE_DISP( game->graph);
}
}