Implement & link ac_shop_manekin

This commit is contained in:
Cuyler36
2025-01-16 16:22:50 -05:00
parent c4f0a79961
commit 80ca047709
4 changed files with 367 additions and 3 deletions
+1 -1
View File
@@ -1051,7 +1051,7 @@ config.libs = [
Object(Matching, "actor/ac_shop_goods.c"),
Object(Matching, "actor/ac_shop_indoor.c"),
Object(Matching, "actor/ac_shop_level.c"),
Object(NonMatching, "actor/ac_shop_manekin.c"),
Object(Matching, "actor/ac_shop_manekin.c"),
Object(NonMatching, "actor/ac_shop_umbrella.c"),
Object(Matching, "actor/ac_shrine.c"),
Object(Matching, "actor/ac_sign.c"),
+1 -2
View File
@@ -28,7 +28,7 @@ typedef void (*aSM_CHANGE2NAKEDMANEKIN_PROC)(int ut_x, int ut_z);
typedef void (*aSM_NAKED2CLOTH_PROC)(int ut_x, int ut_z);
typedef struct shop_manekin_clip_s {
SHOP_MANEKIN_ACTOR* shop_manekin_actor_p;
ACTOR* shop_manekin_actor_p;
aSM_MANEKIN_DMA_AGAIN_PROC manekin_dma_again_proc;
aSM_CHANGE2NAKEDMANEKIN_PROC change2naked_manekin_proc;
aSM_NAKED2CLOTH_PROC naked2cloth_proc;
@@ -53,4 +53,3 @@ extern ACTOR_PROFILE Shop_Manekin_Profile;
#endif
#endif
+1
View File
@@ -2005,6 +2005,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define ITM_CLOTH252 (ITM_CLOTH_START + 252)
#define ITM_CLOTH253 (ITM_CLOTH_START + 253)
#define ITM_CLOTH254 (ITM_CLOTH_START + 254)
#define ITM_CLOTH_MANEKIN (ITM_CLOTH_START + 255)
#define ITM_CLOTH_END (ITM_CLOTH_START + 255)
#define ITM_ETC_START 0x2500
+364
View File
@@ -0,0 +1,364 @@
#include "ac_shop_manekin.h"
#include "m_common_data.h"
#include "m_malloc.h"
#include "m_player_lib.h"
#include "m_rcp.h"
#include "sys_matrix.h"
static void Shop_Manekin_Actor_ct(ACTOR* actorx, GAME* game);
static void Shop_Manekin_Actor_dt(ACTOR* actorx, GAME* game);
static void Shop_Manekin_Actor_move(ACTOR* actorx, GAME* game);
static void Shop_Manekin_Actor_draw(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Shop_Manekin_Profile = {
mAc_PROFILE_SHOP_MANEKIN,
ACTOR_PART_CONTROL,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(SHOP_MANEKIN_ACTOR),
&Shop_Manekin_Actor_ct,
&Shop_Manekin_Actor_dt,
&Shop_Manekin_Actor_move,
&Shop_Manekin_Actor_draw,
NULL,
};
// clang-format on
static int aSM_CountCurrentBlockManekin(xyz_t pos) {
int ux;
int uz;
int bx;
int bz;
mActor_name_t* fg_p;
int i;
int count;
ux = mFI_WposX2UtNumX(pos.x);
// @BUG - they're calling the wrong function here, should be the Z coordinate variant.
// Effectively harmless since x & z are equivalent in GC, but a bug nonetheless.
#ifndef BUGFIXES
uz = mFI_WposX2UtNumX(pos.z);
#else
uz = mFI_WposZ2UtNumZ(pos.z);
#endif
bx = ux / UT_X_NUM;
bz = uz / UT_Z_NUM;
fg_p = mFI_BkNumtoUtFGTop(bx, bz);
count = 0;
for (i = 0; i < UT_TOTAL_NUM; i++) {
if (ITEM_IS_CLOTH(*fg_p) || *fg_p == RSV_SHOP_SOLD_CLOTH) {
count++;
}
fg_p++;
}
return count;
}
static u8* aSM_SucureBank(size_t size, GAME* game) {
return (u8*)zelda_malloc_align(size, 32);
}
static int aSM_SecureManakinBank(ACTOR* actorx, GAME* game) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int i;
u8* tex_p;
u8* pal_p;
u32 size;
size = (count + 1) * mNW_DESIGN_TEX_SIZE;
tex_p = aSM_SucureBank(size, game);
if (tex_p == NULL) {
return FALSE;
}
for (i = 0; i < count; i++) {
manekin[i].tex_p = tex_p + (i * mNW_DESIGN_TEX_SIZE);
}
shop_manekin->naked_tex_p = tex_p + (count * mNW_DESIGN_TEX_SIZE);
size = (count + 1) * mNW_PALETTE_SIZE;
pal_p = aSM_SucureBank(size, game);
if (pal_p == NULL) {
return FALSE;
}
// wtf is going on here, is this fakematch?
for (i = 0; i < count; i++, pal_p++) {
manekin[i].palette_p = pal_p-- + (i * mNW_PALETTE_SIZE);
}
shop_manekin->naked_pal_p = pal_p + (count * mNW_PALETTE_SIZE);
return TRUE;
}
static void aSM_SearchManekinPlace(int* ux, int* uz, mActor_name_t* item, int idx, int bx, int bz) {
mActor_name_t* fg_p = mFI_BkNumtoUtFGTop(bx, bz);
int count = 0;
int i;
*ux = 0;
*uz = 0;
for (i = 0; i < UT_TOTAL_NUM; i++) {
if (ITEM_IS_CLOTH(fg_p[i]) || fg_p[i] == RSV_SHOP_SOLD_CLOTH) {
if (count == idx) {
*ux = i % UT_X_NUM;
*uz = i / UT_X_NUM;
*item = fg_p[i];
break;
}
count++;
}
}
}
static mCoBG_bg_size_c l_manekin_mBgData = { 16.0f, 16.0f, 16.0f, 16.0f };
static void aSM_ManekinCt(ACTOR* actorx) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int bx = shop_manekin->now_block_x;
int bz = shop_manekin->now_block_z;
static s16 angle_y = 0;
if (shop_manekin->manekin_actors != NULL) {
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int count = shop_manekin->current_block_manekin_num;
int i;
for (i = 0; i < count; i++) {
int* ux_p = &manekin->ut_x;
int* uz_p = &manekin->ut_z;
manekin->naked = FALSE;
manekin->tex_p = NULL;
manekin->palette_p = NULL;
aSM_SearchManekinPlace(ux_p, uz_p, &manekin->item, i, bx, bz);
if (manekin->item == RSV_SHOP_SOLD_CLOTH) {
manekin->item = ITM_CLOTH_START;
manekin->naked = TRUE;
}
manekin->wpos.x = bx * mFI_BK_WORLDSIZE_X_F + (*ux_p) * mFI_UT_WORLDSIZE_X_F + mFI_UT_WORLDSIZE_HALF_X_F;
manekin->wpos.y = 0.0f;
manekin->wpos.z = bz * mFI_BK_WORLDSIZE_Z_F + (*uz_p) * mFI_UT_WORLDSIZE_Z_F + mFI_UT_WORLDSIZE_HALF_Z_F;
manekin->wpos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(manekin->wpos, 0.0f);
manekin->move_bg_num = mCoBG_RegistMoveBg(&manekin->bg_regist, &manekin->wpos, NULL, &angle_y, 40.0f, &l_manekin_mBgData, NULL, NULL, NULL, mCoBG_FTR_TYPE_NUM, mCoBG_ATTRIBUTE_STONE, 40.0f);
manekin++;
}
}
}
static void aSM_SecureManekinSubActor(ACTOR* actorx) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
size_t size = sizeof(MANEKIN_ACTOR);
size_t aligned_size = ALIGN_NEXT(size, 8);
shop_manekin->manekin_actors = NULL;
shop_manekin->manekin_actors = (MANEKIN_ACTOR*)zelda_malloc(count * aligned_size);
if (shop_manekin->manekin_actors != NULL) {
aSM_ManekinCt(actorx);
}
}
static void aSM_GetNowBlockNumber(ACTOR* actorx) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
xyz_t pos = actorx->world.position;
int ux = mFI_WposX2UtNumX(pos.x);
int uz = mFI_WposX2UtNumX(pos.z); // @BUG - again, using X instead of Z
shop_manekin->now_block_x = ux / UT_X_NUM;
shop_manekin->now_block_z = uz / UT_Z_NUM;
}
static void aSM_DmaManekinTexPal(ACTOR* actorx) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int count = shop_manekin->current_block_manekin_num;
int i;
if (manekin != NULL) {
for (i = 0; i < count; i++) {
u8* tex_p = manekin[i].tex_p;
u8* pal_p = manekin[i].palette_p;
int idx = ITEM_IS_CLOTH(manekin[i].item) != FALSE ? (manekin[i].item - ITM_CLOTH_START) : 0;
mPlib_Load_PlayerTexAndPallet(tex_p, pal_p, idx);
}
}
mPlib_Load_PlayerTexAndPallet(shop_manekin->naked_tex_p, shop_manekin->naked_pal_p, ITM_CLOTH_MANEKIN - ITM_CLOTH_START);
}
static void aSM_ManekinDmaAgain(void);
static void aSM_Change2NakedManekin(int ux, int uz);
static void aSM_Naked2Cloth(int ux, int uz);
static void aSM_SetClipProc(ACTOR* actorx, int free) {
if (free) {
CLIP(shop_manekin_clip) = NULL;
} else {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
aSM_Clip_c* clip = &shop_manekin->clip;
CLIP(shop_manekin_clip) = clip;
clip->shop_manekin_actor_p = actorx;
clip->manekin_dma_again_proc = &aSM_ManekinDmaAgain;
clip->change2naked_manekin_proc = &aSM_Change2NakedManekin;
clip->naked2cloth_proc = &aSM_Naked2Cloth;
}
}
static void Shop_Manekin_Actor_ct(ACTOR* actorx, GAME* game) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
shop_manekin->naked_tex_p = NULL;
shop_manekin->naked_pal_p = NULL;
aSM_GetNowBlockNumber(actorx);
shop_manekin->current_block_manekin_num = aSM_CountCurrentBlockManekin(actorx->world.position);
aSM_SecureManekinSubActor(actorx);
aSM_SecureManakinBank(actorx, game);
aSM_DmaManekinTexPal(actorx);
aSM_SetClipProc(actorx, FALSE);
}
static void Shop_Manekin_Actor_dt(ACTOR* actorx, GAME* game) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int i;
for (i = 0; i < count; i++) {
mCoBG_CrossOffMoveBg(manekin[i].move_bg_num);
}
if (shop_manekin->manekin_actors != NULL) {
zelda_free(shop_manekin->manekin_actors);
}
aSM_SetClipProc(actorx, TRUE);
}
extern Gfx obj_shop_manekin_model[];
static void Shop_Manekin_Actor_draw(ACTOR* actorx, GAME* game) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
LightsN* lights;
int i;
if (manekin != NULL) {
for (i = 0; i < count; i++) {
xyz_t pos = manekin[i].wpos;
OPEN_DISP(game->graph);
_texture_z_light_fog_prim(game->graph);
Matrix_translate(pos.x, pos.y, pos.z, 0);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
lights = Global_light_read(&play->global_light, game->graph);
LightsN_list_check(lights, play->global_light.list, &pos);
LightsN_disp(lights, game->graph);
if (manekin[i].naked) {
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_1_TXT_SEG, shop_manekin->naked_tex_p);
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_2_TXT_SEG, shop_manekin->naked_pal_p);
} else {
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_1_TXT_SEG, manekin[i].tex_p);
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_2_TXT_SEG, manekin[i].palette_p);
}
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(NEXT_POLY_OPA_DISP, obj_shop_manekin_model);
CLOSE_DISP(game->graph);
}
}
}
static void Shop_Manekin_Actor_move(ACTOR* actorx, GAME* game) {
// nothing
}
static void aSM_ManekinDmaAgain(void) {
if (CLIP(shop_manekin_clip) != NULL) {
ACTOR* actorx = CLIP(shop_manekin_clip)->shop_manekin_actor_p;
if (actorx != NULL) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int i;
for (i = 0; i < count; i++) {
u8* tex_p = manekin[i].tex_p;
u8* pal_p = manekin[i].palette_p;
int idx = ITEM_IS_CLOTH(manekin[i].item) != FALSE ? (manekin[i].item - ITM_CLOTH_START) : 0;
mPlib_Load_PlayerTexAndPallet(tex_p, pal_p, idx);
}
mPlib_Load_PlayerTexAndPallet(shop_manekin->naked_tex_p, shop_manekin->naked_pal_p, ITM_CLOTH_MANEKIN - ITM_CLOTH_START);
}
}
}
static void aSM_Change2NakedManekin(int ux, int uz) {
ux %= UT_X_NUM;
uz %= UT_Z_NUM;
if (CLIP(shop_manekin_clip) != NULL) {
ACTOR* actorx = CLIP(shop_manekin_clip)->shop_manekin_actor_p;
if (actorx != NULL) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int i;
for (i = 0; i < count; i++) {
if (manekin->ut_x == ux && manekin->ut_z == uz) {
manekin->naked = TRUE;
break;
}
manekin++;
}
}
}
}
static void aSM_Naked2Cloth(int ux, int uz) {
ux %= UT_X_NUM;
uz %= UT_Z_NUM;
if (CLIP(shop_manekin_clip) != NULL) {
ACTOR* actorx = CLIP(shop_manekin_clip)->shop_manekin_actor_p;
if (actorx != NULL) {
SHOP_MANEKIN_ACTOR* shop_manekin = (SHOP_MANEKIN_ACTOR*)actorx;
int count = shop_manekin->current_block_manekin_num;
MANEKIN_ACTOR* manekin = shop_manekin->manekin_actors;
int i;
for (i = 0; i < count; i++) {
if (manekin->ut_x == ux && manekin->ut_z == uz) {
manekin->naked = FALSE;
break;
}
manekin++;
}
}
}
}