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https://github.com/ACreTeam/ac-decomp
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Link bg_cherry_item
This commit is contained in:
@@ -599,6 +599,11 @@ ac_train_window.c:
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.text: [0x804AC510, 0x804AD428]
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.rodata: [0x80645FA8, 0x80645FF8]
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.data: [0x8068F600, 0x8068F830]
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bg_cherry_item.c:
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.text: [0x804AFC14, 0x804B6FB4]
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.rodata: [0x806460D8, 0x80646178]
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.data: [0x8068FC68, 0x80692BE0]
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.bss: [0x812FD4A8, 0x812FD938]
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bg_item.c:
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.text: [0x804B6FB4, 0x804BE338]
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.rodata: [0x80646178, 0x80646218]
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+1
-1
@@ -74,7 +74,7 @@ typedef enum bank_id {
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ACTOR_OBJ_BANK_33,
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ACTOR_OBJ_BANK_34,
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ACTOR_OBJ_BANK_35,
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ACTOR_OBJ_BANK_36,
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ACTOR_OBJ_BANK_BG_CHERRY_ITEM,
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ACTOR_OBJ_BANK_BG_WINTER_ITEM,
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ACTOR_OBJ_BANK_38,
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ACTOR_OBJ_BANK_39,
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@@ -0,0 +1,141 @@
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#include "bg_item.h"
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#include "bg_cherry_item.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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#include "m_malloc.h"
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#include "libultra/libultra.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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#include "m_skin_matrix.h"
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#include "gfxalloc.h"
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#include "m_rcp.h"
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#include "m_event_map_npc.h"
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#define GOLD_TREE_SAPLING_EFFECT_X 12.0f
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#define GOLD_TREE_SAPLING_EFFECT_Y 27.0f
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#define GOLD_TREE_SAPLING_EFFECT_Z 10.0f
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#define bIT_CLIP (Common_Get(clip).bg_item_clip)
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static void bCI_actor_ct(ACTOR* actorx, GAME* game);
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static void bCI_actor_dt(ACTOR* actorx, GAME* game);
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static void bCI_actor_move(ACTOR* actorx, GAME* game);
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static void bCI_actor_draw(ACTOR* actorx, GAME* game);
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ACTOR_PROFILE BgCherryItem_Profile = {
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mAc_PROFILE_BGCHERRYITEM,
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ACTOR_PART_ITEM,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_BG_CHERRY_ITEM,
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sizeof(BG_ITEM_ACTOR),
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&bCI_actor_ct,
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&bCI_actor_dt,
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&bCI_actor_move,
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&bCI_actor_draw,
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NULL,
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};
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static f32 pos_table[] = {
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20.0f, 60.0f, 100.0f, 140.0f, 180.0f, 220.0f, 260.0f, 300.0f,
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340.0f, 380.0f, 420.0f, 460.0f, 500.0f, 540.0f, 580.0f, 620.0f,
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};
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static f32 pos_table2[] = {
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0.0f, 40.0f, 80.0f, 120.0f, 160.0f, 200.0f, 240.0f, 280.0f,
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320.0f, 360.0f, 400.0f, 440.0f, 480.0f, 520.0f, 560.0f, 600.0f,
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};
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static void bg_item_common_draw_loop_type1(GRAPH* graph, Gfx** gfx_pp, bg_item_draw_list_c* draw_list,
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bg_item_draw_pos_c* draw_pos, Gfx** display_list_table);
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static void bg_item_common_s_draw_loop_type1(GRAPH* graph, Gfx** gfx_pp, bg_item_draw_list_c* draw_list,
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int shadow_vtx_count, Vtx* shadow_vtx, bg_item_draw_pos_c* draw_pos,
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Gfx** display_list_table);
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static int bIT_actor_drop_entry(bg_item_drop_table_c* drop_info, mActor_name_t fg_item, xyz_t* pos, xyz_t* target_pos,
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u16 flags, s16 layer);
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static void bit_cmn_single_drawS_shadow(GAME* game, bg_item_common_info_c* common_info, mActor_name_t fg_no, xyz_t* pos,
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s_xyz* angle, xyz_t* scale, u8 alpha, f32 shadow_pos, rgba_t* shadow_color);
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static int bIT_actor_hole_effect_entry(bg_item_hole_c* hole, mActor_name_t fg_item, xyz_t* pos, u16 frames,
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u16 wait_frames, s16 mode, s16 wait_type);
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#include "../src/bg_cherry_item_data.c_inc"
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#include "../src/bg_item_clip.c_inc"
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#include "../src/bg_item_common.c_inc"
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extern u16 obj_g_hole_pal[];
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extern u16 obj_b_hole_pal[];
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static void bCI_actor_ct(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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bg_item_common_c* common;
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bg_item_common_info_c* common_info;
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int i;
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int max;
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int event_type;
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PLAYER_ACTOR* player;
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mFI_block_tbl_c* block_table;
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bg_item_tbl_c* info_table;
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common = &bg_item->common;
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common_info = &common->common_info;
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bIT_clip_ct(actorx);
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mFI_InitItemTable(&bg_item->common.item_table);
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player = GET_PLAYER_ACTOR((GAME_PLAY*)game);
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event_type = mEvMN_GetEventTypeMap();
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if (player != NULL) {
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mFI_GetItemTable(&bg_item->common.item_table, player->actor_class.world.position, __FILE__, 269);
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mFI_BornItemON();
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}
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for (i = 0; i < bg_item->common.item_table.count; i++) {
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bIT_common_clear_treeatr(bg_item->common.item_table.block_info_tbl[i].block_x,
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bg_item->common.item_table.block_info_tbl[i].block_z,
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&bg_item->common.block_info_table.info_tbl[i]);
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if (event_type == -1 || mEvMN_GetMapIdx(event_type) == -1) {
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mFI_ClearHoleBlock(bg_item->common.item_table.block_info_tbl[i].block_x,
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bg_item->common.item_table.block_info_tbl[i].block_z);
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}
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}
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for (i = 0; i < mFM_VISIBLE_BLOCK_NUM; i++) {
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bg_item->common._139F4[i] = i;
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}
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bg_item->common.common_info._30 = 0x24;
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bg_item->common.common_info.draw_part_table_p = draw_part_table_a;
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common_info->pal_p[bIT_PAL_FLOWER_A] = g_fdinfo->field_palette.flower0_pal;
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common_info->pal_p[bIT_PAL_FLOWER_B] = g_fdinfo->field_palette.flower1_pal;
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common_info->pal_p[bIT_PAL_FLOWER_C] = g_fdinfo->field_palette.flower2_pal;
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common_info->pal_p[bIT_PAL_GRASS] = g_fdinfo->field_palette.grass_pal;
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common_info->pal_p[bIT_PAL_TREE] = g_fdinfo->field_palette.cedar_tree_pal;
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common_info->pal_p[bIT_PAL_PALM_TREE] = g_fdinfo->field_palette.palm_tree_pal;
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common_info->pal_p[bIT_PAL_GOLD_TREE] = g_fdinfo->field_palette.golden_tree_pal;
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common_info->pal_p[bIT_PAL_HOLE_G] = obj_g_hole_pal;
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common_info->pal_p[bIT_PAL_HOLE_S] = obj_b_hole_pal;
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bg_item->common.bg_item_actorx_p = actorx;
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for (i = 0; i < mFM_VISIBLE_BLOCK_NUM; i++) {
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bg_item->common.draw_table[i].draw_data.val = bIT_DRAW_TYPE_MAX - 1;
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bg_item->common.draw_table[i].draw_data.idx_p = bg_item->item_idx_info[i].idx;
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}
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common_info->pos_table_p = pos_table;
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bg_item_common_chg_BGDataR(common);
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bg_item_common_construct(game, common);
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}
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static void bCI_actor_dt(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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bg_item_common_destruct((GAME_PLAY*)game, actorx, &bg_item->common);
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bIT_clip_dt();
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}
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#include "../src/bg_cherry_item_move.c_inc"
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#include "../src/bg_cherry_item_draw.c_inc"
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,6 @@
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static void bCI_actor_draw(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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GAME_PLAY* play = (GAME_PLAY*)game;
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bg_item_common_draw(play, &bg_item->common, draw_part_table_a);
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}
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@@ -0,0 +1,36 @@
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static bg_item_type_data_c* type_data_table_p_a[bIT_TYPE_CAT_NUM] = {
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typeData_table_bgCherryItem, typeData_table_bgCherryItem2, typeData_table_ftr,
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typeData_table_item1, typeData_table_crack, typeData_table_dummy,
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};
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static int bg_cherry_item_talking_display_limit_check(int idx) {
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int res = FALSE;
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if ((idx >= bIT_DRAW_TYPE_TREE2 && idx <= bIT_DRAW_TYPE_TREE4_BG) ||
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(idx >= bIT_DRAW_TYPE_PALM002 && idx <= bIT_DRAW_TYPE_PALM004_CC) ||
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(idx >= bIT_DRAW_TYPE_CEDAR002 && idx <= bIT_DRAW_TYPE_CEDAR004) ||
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(idx >= bIT_DRAW_TYPE_GOLD_TREE002 && idx <= bIT_DRAW_TYPE_GOLD_TREE004) || idx == bIT_DRAW_TYPE_NOTICE ||
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idx == bIT_DRAW_TYPE_MAPBOARD || idx == bIT_DRAW_TYPE_MELODY) {
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res = TRUE;
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}
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return res;
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}
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static void bCI_actor_move(ACTOR* actorx, GAME* game) {
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BG_ITEM_ACTOR* bg_item = (BG_ITEM_ACTOR*)actorx;
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GAME_PLAY* play = (GAME_PLAY*)game;
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bg_item_common_c* common = &bg_item->common;
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bg_item_common_info_c* common_info = &common->common_info;
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common_info->type_data_table_p = type_data_table_p_a;
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common_info->pos_table_p = pos_table;
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common->flags = 0;
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if (Camera2_CheckCullingMode() != FALSE) {
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common->flags |= 1;
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}
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common->talk_display_limit_check_proc = &bg_cherry_item_talking_display_limit_check;
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bg_item_common_move(play, actorx, common);
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}
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@@ -11,6 +11,10 @@
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#include "m_rcp.h"
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#include "m_event_map_npc.h"
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#define GOLD_TREE_SAPLING_EFFECT_X 13.0f
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#define GOLD_TREE_SAPLING_EFFECT_Y 33.0f
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#define GOLD_TREE_SAPLING_EFFECT_Z 10.0f
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#define bIT_CLIP (Common_Get(clip).bg_item_clip)
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static void bIT_actor_ct(ACTOR* actorx, GAME* game);
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@@ -1501,9 +1501,9 @@ static void bIT_actor_drop_move_plant(bg_item_drop_c* drop) {
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if (drop->fg_item == GOLD_TREE_SAPLING) {
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xyz_t effect_pos;
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effect_pos.x = drop->position.x + 13.0f;
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effect_pos.y = drop->position.y + 33.0f;
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effect_pos.z = drop->position.z + 10.0f;
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effect_pos.x = drop->position.x + GOLD_TREE_SAPLING_EFFECT_X;
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effect_pos.y = drop->position.y + GOLD_TREE_SAPLING_EFFECT_Y;
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effect_pos.z = drop->position.z + GOLD_TREE_SAPLING_EFFECT_Z;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_KIGAE_LIGHT, effect_pos, 2, 0, gamePT, RSV_NO, -1, 0);
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}
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@@ -12,6 +12,10 @@
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#include "m_rcp.h"
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#include "m_event_map_npc.h"
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#define GOLD_TREE_SAPLING_EFFECT_X 13.0f
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#define GOLD_TREE_SAPLING_EFFECT_Y 33.0f
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#define GOLD_TREE_SAPLING_EFFECT_Z 10.0f
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#define bIT_CLIP (Common_Get(clip).bg_item_clip)
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static void bWI_actor_ct(ACTOR* actorx, GAME* game);
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