Merge pull request #231 from Hexalotl/ac_t_utiwa

Implement and link ac_t_utiwa
This commit is contained in:
Cuyler36
2024-01-21 19:51:24 -05:00
committed by GitHub
3 changed files with 128 additions and 1 deletions
+4
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@@ -514,6 +514,10 @@ ac_t_tumbler.c:
.text: [0x804A9CC4, 0x804A9F24]
.rodata: [0x80645F10, 0x80645F18]
.data: [0x8068EFE0, 0x8068F040]
ac_t_utiwa.c:
.text: [0x804AA4C8, 0x804AA72C]
.data: [0x8068F310, 0x8068F370]
.rodata: [0x80645F30, 0x80645F38]
ac_t_zinnia1.c:
.text: [0x804AA72C, 0x804AA880]
.data: [0x8068F370, 0x8068F3B0]
+9 -1
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@@ -2,7 +2,7 @@
#define AC_T_UTIWA_H
#include "types.h"
#include "m_actor.h"
#include "ac_tools.h"
#ifdef __cplusplus
extern "C" {
@@ -10,6 +10,14 @@ extern "C" {
extern ACTOR_PROFILE T_Utiwa_Profile;
typedef void (*UTIWA_PROC)(ACTOR*);
typedef struct t_utiwa_s{
TOOLS_ACTOR tools_class;
UTIWA_PROC proc;
int current_id;
} UTIWA_ACTOR;
#ifdef __cplusplus
}
#endif
+115
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@@ -0,0 +1,115 @@
#include "ac_t_utiwa.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
static void aTUT_actor_ct(ACTOR* actor, GAME* game);
static void aTUT_actor_move(ACTOR* actor, GAME* game);
static void aTUT_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE T_Utiwa_Profile = {
mAc_PROFILE_T_UTIWA,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_HANABI,
sizeof(UTIWA_ACTOR),
&aTUT_actor_ct,
NONE_ACTOR_PROC,
&aTUT_actor_move,
&aTUT_actor_draw,
NULL
};
extern Gfx main_utiwa1_model[];
static void aTUT_setupAction(ACTOR* actor, int idx);
static void aTUT_actor_ct(ACTOR* actor, GAME* game) {
aTUT_setupAction(actor, 1);
}
static void aTUT_calc_scale(ACTOR* actor, int idx) {
static f32 aim[] = {1.0f, 0.0f};
f32 utiwa_scale = actor->scale.x;
chase_f(&utiwa_scale, aim[idx], 0.05f);
actor->scale.x = utiwa_scale;
actor->scale.y = utiwa_scale;
actor->scale.z = utiwa_scale;
}
static void aTUT_takeout(ACTOR* actor) {
aTUT_calc_scale(actor, 0);
}
static void aTUT_putaway(ACTOR* actor) {
aTUT_calc_scale(actor, 1);
}
static void aTUT_destruct(ACTOR* actor) {
Actor_delete(actor);
}
static void aTUT_setupAction(ACTOR* actor, int idx) {
static UTIWA_PROC process[] = {(UTIWA_PROC)none_proc1, aTUT_takeout, aTUT_putaway, aTUT_destruct,
(UTIWA_PROC)none_proc1, NULL};
static f32 start_scale[] = {0.0f, 0.0f, 1.0f,1.0f,1.0f,0.0f,0.0f};
UTIWA_ACTOR* utiwa = (UTIWA_ACTOR*)actor;
f32 scale;
utiwa->proc = process[idx];
utiwa->current_id = idx;
utiwa->tools_class.work0 = idx;
scale = start_scale[idx];
utiwa->tools_class.actor_class.scale.x = scale;
utiwa->tools_class.actor_class.scale.y = scale;
utiwa->tools_class.actor_class.scale.z = scale;
}
static void aTUT_actor_move(ACTOR* actor, GAME* game) {
UTIWA_ACTOR* utiwa = (UTIWA_ACTOR*)actor;
int idx = utiwa->tools_class.work0;
if (idx != utiwa->current_id) {
aTUT_setupAction(actor, idx);
}
utiwa->proc(actor);
}
static void aTUT_actor_draw(ACTOR* actor, GAME* game) {
UTIWA_ACTOR* utiwa = (UTIWA_ACTOR*)actor;
GRAPH* graph = game->graph;
Gfx* gfxp;
OPEN_DISP(graph);
if(utiwa->tools_class.init_matrix == 1){
Matrix_put(&utiwa->tools_class.matrix_work);
Matrix_Position_Zero(&utiwa->tools_class.actor_class.world.position);
utiwa->tools_class.init_matrix = 0;
}
else{
Matrix_translate(utiwa->tools_class.actor_class.world.position.x, utiwa->tools_class.actor_class.world.position.y,
utiwa->tools_class.actor_class.world.position.z, FALSE);
Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
}
Matrix_scale(utiwa->tools_class.actor_class.scale.x, utiwa->tools_class.actor_class.scale.y, utiwa->tools_class.actor_class.scale.z, TRUE);
_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++, main_utiwa1_model);
SET_POLY_OPA_DISP(gfxp);
CLOSE_DISP(graph);
}