Merge pull request #316 from Hexalotl/ac_kamakura

Implement & link ac_kamakura
This commit is contained in:
Cuyler36
2024-03-26 14:28:13 -04:00
committed by GitHub
6 changed files with 410 additions and 1 deletions
+4
View File
@@ -778,6 +778,10 @@ ac_fallSESW.c:
ac_kago.c:
.text: [0x805B1A08, 0x805B1D50]
.data: [0x806C5750, 0x806C57A8]
ac_kamakura.c:
.text: [0x805B1D50, 0x805B27B8]
.rodata: [0x8064A948, 0x8064A978]
.data: [0x806C57A8, 0x806C58A0]
ac_koinobori.c:
.text: [0x805B27B8, 0x805B2AE0]
.data: [0x806C58A0, 0x806C5940]
+1 -1
View File
@@ -2,7 +2,7 @@
#define AC_KAMAKURA_H
#include "types.h"
#include "m_actor.h"
#include "ac_structure.h"
#ifdef __cplusplus
extern "C" {
+1
View File
@@ -2720,6 +2720,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define DUMMY_BROKER_SHOP 0xF104
#define DUMMY_BUGGY 0xF105
#define DUMMY_CAR 0xF106
#define DUMMY_KAMAKURA 0xF107
#define DUMMY_RADIO 0xF109
#define DUMMY_YATAI 0xF10A
#define DUMMY_TUKIMI 0xF10A
+98
View File
@@ -0,0 +1,98 @@
#include "ac_kamakura.h"
#include "m_name_table.h"
#include "bg_item_h.h"
#include "m_common_data.h"
#include "m_house.h"
#include "m_player_lib.h"
#include "m_demo.h"
#include "ac_intro_demo.h"
#include "m_bgm.h"
#include "sys_matrix.h"
#include "m_rcp.h"
#include "libforest/gbi_extensions.h"
enum {
aKKR_ACTION_WAIT,
aKKR_ACTION_DELETED1,
aKKR_ACTION_DELETED2,
aKKR_ACTION_DELETED3,
aKKR_ACTION_DELETED4,
aKKR_ACTION_DELETED5,
aKKR_ACTION_DELETED6,
aKKR_ACTION_DELETED7,
aKKR_ACTION_NUM
};
static void aKKR_actor_ct(ACTOR* actor, GAME* game);
static void aKKR_actor_dt(ACTOR* actor, GAME* game);
static void aKKR_actor_init(ACTOR* actor, GAME* game);
static void aKKR_actor_draw(ACTOR* actor, GAME* game);
// clang-format off
ACTOR_PROFILE Kamakura_Profile = {
mAc_PROFILE_KAMAKURA,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
KAMAKURA,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aKKR_actor_ct,
&aKKR_actor_dt,
&aKKR_actor_init,
&aKKR_actor_draw,
NULL
};
// clang-format on
// clang-format off
static u8 aKKR_shadow_vtx_fix_flg_table[] = {
TRUE, FALSE, FALSE, TRUE,
TRUE, FALSE, FALSE, TRUE,
FALSE, TRUE, TRUE, FALSE,
TRUE, FALSE, TRUE, FALSE,
FALSE, TRUE, TRUE, FALSE
};
// clang-format on
extern Vtx obj_w_kamakura_shadow_v[];
extern Gfx obj_e_kamakura_shadow_model[];
// clang-format off
static bIT_ShadowData_c aKKR_shadow_data = {
20,
aKKR_shadow_vtx_fix_flg_table,
60.0f,
obj_w_kamakura_shadow_v,
obj_e_kamakura_shadow_model
};
// clang-format on
static void change_FGUnit(STRUCTURE_ACTOR* kamakura, int type);
static void aKKR_setup_action(STRUCTURE_ACTOR* kamakura, int action);
static void aKKR_set_bgOffset(STRUCTURE_ACTOR* kamakura, int offs);
static int aKKR_ctrl_light(STRUCTURE_ACTOR* kamakura);
static void aKKR_actor_ct(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* kamakura;
kamakura = (STRUCTURE_ACTOR*)actor;
change_FGUnit(kamakura, 1);
aKKR_setup_action(kamakura, aKKR_ACTION_WAIT);
aKKR_set_bgOffset(kamakura, 1);
kamakura->arg0_f = aKKR_ctrl_light(kamakura) ? 1.0f : 0.0f;
}
static void aKKR_actor_dt(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* kamakura;
kamakura = (STRUCTURE_ACTOR*)actor;
change_FGUnit(kamakura, 0);
}
#include "../src/ac_kamakura_move.c_inc"
#include "../src/ac_kamakura_draw.c_inc"
+77
View File
@@ -0,0 +1,77 @@
extern Gfx kamakura_DL_model[];
extern Gfx obj_w_kamakura_window_model[];
static void aKKR_actor_draw(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* kamakura;
GRAPH* graph;
Mtx* mtx;
f32 color;
int r1;
int g1;
int b1;
int l2;
int r2;
int g2;
int b2;
u16* pal;
Gfx* poly_opa;
Gfx* poly_xlu;
kamakura = (STRUCTURE_ACTOR*)actor;
graph = game->graph;
color = kamakura->arg0_f;
pal = Common_Get(clip).structure_clip->get_pal_segment_proc(aSTR_PAL_KAMAKURA);
mtx = _Matrix_to_Mtx_new(graph);
if (mtx == NULL) {
return;
}
if (color > 0.0f) {
r2 = 255;
g2 = 255;
b2 = 150;
r1 = (color * 255.0f) + 0.5f;
g1 = (color * 255.0f) + 0.5f;
b1 = (color * 150.0f) + 0.5f;
l2 = (color * 120.0f) + 0.5f;
} else {
r1 = 0;
g1 = 0;
b1 = 0;
l2 = 0;
r2 = 0;
g2 = 0;
b2 = 0;
}
OPEN_DISP(graph);
{
_texture_z_light_fog_prim_npc(graph);
poly_opa = NOW_POLY_OPA_DISP;
gSPMatrix(poly_opa++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(poly_opa++, G_MWO_SEGMENT_8, pal);
gDPPipeSync(poly_opa++);
gDPSetEnvColor(poly_opa++, r1, g1, b1, 0);
gSPDisplayList(poly_opa++, kamakura_DL_model);
SET_POLY_OPA_DISP(poly_opa);
}
{
_texture_z_light_fog_prim_xlu(graph);
poly_xlu = NOW_POLY_XLU_DISP;
gSPMatrix(poly_xlu++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(poly_xlu++, 0, l2, r2, g2, b2, 0);
gSPDisplayList(poly_xlu++, obj_w_kamakura_window_model);
SET_POLY_XLU_DISP(poly_xlu);
}
CLOSE_DISP(graph);
_texture_z_light_fog_prim_shadow(graph);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aKKR_shadow_data, FALSE);
}
+229
View File
@@ -0,0 +1,229 @@
// clang-format off
static Door_data_c aKKR_kamakura_enter_data = {
SCENE_KAMAKURA,
mSc_DIRECT_NORTH,
FALSE,
0,
{160,0,300},
EMPTY_NO,
1,
{0,0,0},
};
// clang-format on
static void change_FGUnit(STRUCTURE_ACTOR* kamakura, int type) {
int dug;
xyz_t pos;
mActor_name_t* unit_fg;
xyz_t_move(&pos, &kamakura->actor_class.world.position);
pos.z += 80.0f;
if (type == FALSE) {
mFI_SetFG_common(EMPTY_NO, pos, TRUE);
return;
}
unit_fg = mFI_GetUnitFG(pos);
if (unit_fg == NULL) {
return;
}
if (mSN_ClearSnowman(unit_fg) == FALSE) {
dug = FALSE;
if ((((*unit_fg >= BURIED_PITFALL_START) && (*unit_fg <= BURIED_PITFALL_END)) || (*unit_fg == SHINE_SPOT))) {
dug = TRUE;
}
if (dug == TRUE) {
mPB_keep_item(bg_item_fg_sub_dig2take_conv(*unit_fg));
mFI_SetFG_common(RSV_NO, pos, 1);
mFI_Wpos2DepositOFF(pos);
} else {
mFI_Wpos2DepositOFF(pos);
mPB_keep_item(*unit_fg);
mFI_SetFG_common(RSV_NO, pos, 1);
}
} else {
mFI_SetFG_common(RSV_NO, pos, 1);
}
}
static void aKKR_set_bgOffset(STRUCTURE_ACTOR* kamakura, int offs) {
// clang-format off
static mCoBG_OffsetTable_c height_table_ct[] = {
{ mCoBG_ATTRIBUTE_NONE, 6, 0, 6, 6, 6, 1 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 6, 6, 0 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 6, 0, 1 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 6, 6, 0 },
{ mCoBG_ATTRIBUTE_NONE, 8, 8, 8, 8, 8, 0 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 6, 6, 0 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 0, 6, 6, 1 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 6, 6, 0 },
{ mCoBG_ATTRIBUTE_NONE, 6, 6, 6, 0, 6, 1 }
};
// clang-format on
static mCoBG_OffsetTable_c* height_table[] = { height_table_ct, height_table_ct };
static f32 addX[] = { -mFI_UT_WORLDSIZE_X_F, 0.0f, mFI_UT_WORLDSIZE_X_F };
static f32 addZ[] = { -mFI_UT_WORLDSIZE_Z_F, 0.0f, mFI_UT_WORLDSIZE_Z_F };
mCoBG_OffsetTable_c* offset;
int i;
xyz_t pos;
offset = height_table[offs];
for (i = 0; i < 3; i++) {
pos.z = kamakura->actor_class.home.position.z + addZ[i];
pos.x = kamakura->actor_class.home.position.x + addX[0];
mCoBG_SetPluss5PointOffset_file(pos, offset[0], __FILE__, 202);
pos.x = kamakura->actor_class.home.position.x + addX[1];
mCoBG_SetPluss5PointOffset_file(pos, offset[1], __FILE__, 206);
pos.x = kamakura->actor_class.home.position.x + addX[2];
mCoBG_SetPluss5PointOffset_file(pos, offset[2], __FILE__, 210);
offset += 3;
}
}
static void aKKR_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
Door_data_c* door_data;
xyz_t pos;
door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = mSc_DIRECT_SOUTH;
door_data->exit_type = 0;
door_data->extra_data = 3;
pos.x = actor->world.position.x;
pos.z = actor->world.position.z + 86.0f;
pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(pos, 0.0f);
door_data->exit_position.x = pos.x;
door_data->exit_position.y = pos.y;
door_data->exit_position.z = pos.z;
door_data->door_actor_name = KAMAKURA;
door_data->wipe_type = 1;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
static int aKKR_check_player(ACTOR* actor, GAME_PLAY* play) {
u16 y;
f32 xOffs;
f32 zOffs;
f32 t;
int res;
PLAYER_ACTOR* player;
player = GET_PLAYER_ACTOR(play);
res = 0;
if (player == NULL) {
return 0;
}
y = player->actor_class.shape_info.rotation.y;
xOffs = SQ(player->actor_class.world.position.x - actor->world.position.x);
zOffs = SQ(player->actor_class.world.position.z - (actor->world.position.z + 40.0f));
t = (xOffs) + (zOffs);
if ((y > DEG2SHORT_ANGLE2(135.0f)) && (y < DEG2SHORT_ANGLE2(225.0f)) && (t < 1600.0f)) { // 0x6000 && 0xA000
res = 1;
}
return res;
}
static void aKKR_wait(STRUCTURE_ACTOR* kamakura, GAME_PLAY* play) {
ACTOR* actor;
GAME* game;
xyz_t pos;
actor = &kamakura->actor_class;
game = &play->game;
if (kamakura == GET_PLAYER_ACTOR_NOW()->get_door_label_proc(gamePT)) {
aKKR_rewrite_out_data(actor, play);
goto_other_scene(play, &aKKR_kamakura_enter_data, TRUE);
return;
}
if (aKKR_check_player(actor, play) == 0) {
return;
}
pos.x = actor->world.position.x;
pos.y = GET_PLAYER_ACTOR(play)->actor_class.world.position.y;
pos.z = actor->world.position.z + 68.0f;
mPlib_request_main_door_type1(game, &pos, -DEG2SHORT_ANGLE(180.0f), TRUE, actor); // 0x8000
}
static void aKKR_setup_action(STRUCTURE_ACTOR* kamakura, int action) {
static aSTR_MOVE_PROC process[] = {
&aKKR_wait,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
};
kamakura->action_proc = process[action];
kamakura->action = action;
}
static int aKKR_ctrl_light(STRUCTURE_ACTOR* kamakura) {
int now_sec = Common_Get(time.now_sec);
return !(now_sec < (64800) && now_sec >= (21600));
}
static void aKKR_actor_move(ACTOR* actor, GAME* game) {
GAME_PLAY* play;
STRUCTURE_ACTOR* kamakura;
PLAYER_ACTOR* player;
int bx1;
int bz1;
int bx2;
int bz2;
f32 window;
play = (GAME_PLAY*)game;
kamakura = (STRUCTURE_ACTOR*)actor;
player = GET_PLAYER_ACTOR(play);
mFI_Wpos2BlockNum(&bx1, &bz1, actor->world.position);
mFI_Wpos2BlockNum(&bx2, &bz2, player->actor_class.world.position);
if ((mDemo_Check(mDemo_TYPE_SCROLL, &player->actor_class) == FALSE) &&
(mDemo_Check(mDemo_TYPE_SCROLL2, &player->actor_class) == FALSE) &&
(mDemo_Check(mDemo_TYPE_SCROLL3, &player->actor_class) == FALSE) && ((bx1 != bx2) || (bz1 != bz2))) {
Actor_delete(actor);
} else {
kamakura->action_proc(kamakura, play);
window = (aKKR_ctrl_light(kamakura) != 0) ? 1.0f : 0.0f;
chase_f(&kamakura->arg0_f, window, 0.019532442f);
}
}
static void aKKR_actor_init(ACTOR* actor, GAME* game) {
xyz_t pos;
pos = actor->home.position;
mFI_SetFG_common(DUMMY_KAMAKURA, pos, FALSE);
aKKR_actor_move(actor, game);
actor->mv_proc = aKKR_actor_move;
}