link ac_tent

This commit is contained in:
Prakxo
2024-02-20 18:46:25 +01:00
parent ee712d69e3
commit bd5bf8f147
5 changed files with 304 additions and 3 deletions
+293
View File
@@ -0,0 +1,293 @@
#include "ac_tent.h"
#include "bg_item_h.h"
#include "m_player_lib.h"
#include "m_collision_bg.h"
#include "m_field_info.h"
#include "sys_matrix.h"
#include "m_common_data.h"
static void aTnt_actor_ct(ACTOR* actor, GAME* game);
static void aTnt_actor_dt(ACTOR* actor, GAME* game);
static void aTnt_actor_init(ACTOR* actor, GAME* game);
static void aTnt_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE Tent_Profile = {
mAc_PROFILE_TENT,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
TENT,
ACTOR_OBJ_BANK_KEEP,
sizeof(ACTOR_TENT),
aTnt_actor_ct,
aTnt_actor_dt,
aTnt_actor_init,
aTnt_actor_draw,
NULL,
};
extern Vtx obj_s_tent_shadow_v[];
extern Gfx obj_s_tent_shadow_modelT[];
u8 aTNT_shadow_vtx_fix_flg_table[] = { FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, TRUE, TRUE,FALSE,TRUE,TRUE,FALSE,FALSE,TRUE,TRUE
,FALSE,FALSE,TRUE,TRUE,FALSE,FALSE,TRUE,TRUE,FALSE,FALSE,TRUE,TRUE,FALSE };
bIT_ShadowData_c aTnt_shadow_data = {
28,
aTNT_shadow_vtx_fix_flg_table,
60.0f,
obj_s_tent_shadow_v,
obj_s_tent_shadow_modelT,
};
Door_data_c aTnt_tent_enter_data = {
SCENE_TENT,
4,
FALSE,
0,
{120,0,220},
EMPTY_NO,
1,
{0,0,0},
};
static void aTnt_ChangeFg(ACTOR* actor, int type);
static void aTnt_SetupAction(ACTOR* actor, int type);
static void aTnt_SetBgOffset(ACTOR* actor, int offset);
static int aTnt_ControlLight(ACTOR* actor);
void aTnt_actor_ct(ACTOR* actor, GAME* game) {
ACTOR_TENT* tent = (ACTOR_TENT*)actor;
f32 t;
aTnt_ChangeFg(actor, 1);
aTnt_SetupAction(actor, 0);
aTnt_SetBgOffset(actor, 1);
if (aTnt_ControlLight(actor) != 0) {
t = 1.0f;
} else {
t = 0.0f;
}
tent->structure_class.arg0_f = t;
}
void aTnt_actor_dt(ACTOR* actor, GAME* game) {
aTnt_ChangeFg(actor, 0);
}
void aTnt_ChangeFg(ACTOR* actor, int type) {
xyz_t pos = actor->world.position;
mActor_name_t* name;
pos.z += 80.0f;
if (type == 0) {
mFI_SetFG_common(0, pos, 1);
return;
}
name = mFI_GetUnitFG(pos);
if (name != NULL) {
if (mSN_ClearSnowman(name) == 0) {
int dug = FALSE;
if ((((*name >= BURIED_PITFALL_START) && (*name <= BURIED_PITFALL_END)) || (*name == SHINE_SPOT))) {
dug = TRUE;
}
if (dug == TRUE) {
mPB_keep_item(bg_item_fg_sub_dig2take_conv(*name));
mFI_SetFG_common(RSV_NO, pos, 1);
mFI_Wpos2DepositOFF(pos);
} else {
mFI_Wpos2DepositOFF(pos);
mPB_keep_item(*name);
mFI_SetFG_common(RSV_NO, pos, 1);
}
} else {
mFI_SetFG_common(RSV_NO, pos, 1);
}
}
}
void aTnt_SetBgOffset(ACTOR* actor, int type) {
static mCoBG_OffsetTable_c height_table_ct[] = {
{100, 3, 1, 1, 7, 7, 0},
{100, 10, 10, 10, 10, 10, 0},
{100, 3, 7, 7, 1, 1, 0},
{100, 3, 1, 1, 7, 7, 0},
{100, 10, 10, 10, 10, 10, 0},
{100, 3, 7, 7, 1, 1, 0},
{100, 3, 3, 3, 3, 3, 0},
{100, 10, 10, 10, 10, 10, 0},
{100, 3, 3, 3, 3, 3, 0},
};
static mCoBG_OffsetTable_c* height_table[] = {height_table_ct, height_table_ct};
mCoBG_OffsetTable_c* tbl = height_table[type];
int j;
int i;
for (i = -1; i <= 1; i++) {
for (j = -1; j <= 1; j++) {
xyz_t pos = actor->world.position;
pos.x += 40.0f * j;
pos.z += 40.0f * i;
mCoBG_SetPluss5PointOffset_file(pos, tbl[0], __FILE__, 286);
tbl++;
}
}
}
void aTnt_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
Door_data_c* door_data = Common_GetPointer(structure_exit_door_data);
if (play->fb_wipe_mode == 0) {
xyz_t pos;
door_data->next_scene_id = Save_Get(scene_no);
door_data->exit_orientation = 0;
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 = TENT;
door_data->wipe_type = 1;
mBGMPsComp_make_ps_wipe(0x2168);
}
}
int aTnt_check_player(ACTOR* actor, GAME_PLAY* play) {
u16 y;
f32 xOffs;
f32 zOffs;
f32 t;
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
if (player != NULL) {
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 > 0x6000) && (y < 0xA000) && (t < 1600.0f)) {
return 1;
}
}
return 0;
}
void aTnt_wait(STRUCTURE_ACTOR* actor, GAME_PLAY* play) {
xyz_t pos;
if (actor == GET_PLAYER_ACTOR_NOW()->get_door_label_proc(gamePT)) {
aTnt_rewrite_out_data(&actor->actor_class, play);
goto_other_scene(play, &aTnt_tent_enter_data, 1);
} else if (aTnt_check_player(&actor->actor_class, play) != 0) {
pos.x = actor->actor_class.world.position.x;
pos.y = GET_PLAYER_ACTOR(play)->actor_class.world.position.y;
pos.z = 68.0f + actor->actor_class.world.position.z;
mPlib_request_main_door_type1(&play->game, &pos, -0x8000, 1, &actor->actor_class);
}
}
void aTnt_SetupAction(ACTOR* actor, int type) {
static aSTR_MOVE_PROC process[] = {
aTnt_wait,
};
ACTOR_TENT* tent = (ACTOR_TENT*)actor;
tent->structure_class.action_proc = process[type];
tent->structure_class.action = type;
}
int aTnt_ControlLight(ACTOR*) {
if (Common_Get(time.now_sec) >= 18000 && Common_Get(time.now_sec) < 64800) {
return 0;
}
return 1;
}
void aTnt_actor_move(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* tent = (STRUCTURE_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
int bx1;
int bz1;
int bx2;
int bz2;
if ((mFI_Wpos2BlockNum(&bx1, &bz1, actor->world.position) != 0) &&
(mFI_Wpos2BlockNum(&bx2, &bz2, actor->world.position) != 0) && ((bx1 != bx2) || (bz1 != bz2)) &&
(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)) {
Actor_delete(actor);
} else {
f32 window;
tent->action_proc(tent, play);
window = (aTnt_ControlLight(actor) != 0) ? 1.0f : 0.0f;
chase_f(&tent->arg0_f, window, 0.019532442f);
}
}
void aTnt_actor_init(ACTOR* actor, GAME* game) {
mFI_SetFG_common(DUMMY_TENT, actor->home.position, 0);
aTnt_actor_move(actor, game);
actor->mv_proc = aTnt_actor_move;
}
Gfx* aTnt_MakeWindowPrimDisplayList(ACTOR* actor, GAME* game) {
ACTOR_TENT* tent = (ACTOR_TENT*)actor;
GRAPH* graph = game->graph;
Gfx* gfx = GRAPH_ALLOC_TYPE(graph, Gfx, 2);
f32 tent_color = tent->structure_class.arg0_f;
OPEN_DISP(graph);
gDPSetPrimColor(&gfx[0], 0, 255, (int)(tent_color * 255.0f), (int)(tent_color * 255.0f), (int)(tent_color * 150.0f),
255);
gSPEndDisplayList(&gfx[1]);
CLOSE_DISP(graph);
return gfx;
}
extern Gfx obj_s_tent_model[];
void aTnt_actor_draw(ACTOR* actor, GAME* game) {
Mtx* m = _Matrix_to_Mtx_new(game->graph);
Gfx* gfx = aTnt_MakeWindowPrimDisplayList(actor, game);
if (gfx != NULL) {
_texture_z_light_fog_prim_npc(game->graph);
_texture_z_light_fog_prim_shadow(game->graph);
OPEN_DISP(game->graph);
gSPMatrix(NEXT_POLY_OPA_DISP, m, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(NEXT_POLY_OPA_DISP, 8, gfx);
gSPDisplayList(NEXT_POLY_OPA_DISP, obj_s_tent_model);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aTnt_shadow_data, FALSE);
CLOSE_DISP(game->graph);
}
}