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https://github.com/ACreTeam/ac-decomp
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Implement & link ac_mbg
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#include "ac_mbg.h"
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#include "m_collision_bg.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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#include "m_name_table.h"
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static Vtx mbg_v[] = {
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#include "assets/mbg_v.inc"
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};
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static Gfx mbg_model[] = {
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gsDPPipeSync(),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
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gsDPSetCombineLERP(PRIMITIVE, 0, SHADE, 0, 0, 0, 0, 1, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED),
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gsDPSetPrimColor(0, 128, 255, 255, 0, 255),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
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gsSPVertex(&mbg_v[0], 8, 0),
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gsSP2Triangles(5, 6, 7, 0, 4, 5, 7, 0),
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gsSP2Triangles(7, 6, 2, 0, 7, 2, 3, 0),
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gsSP2Triangles(5, 1, 6, 0, 6, 1, 2, 0),
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gsSP2Triangles(4, 0, 5, 0, 5, 0, 1, 0),
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gsSP2Triangles(4, 7, 0, 0, 0, 7, 3, 0),
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gsSPEndDisplayList(),
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};
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static void Mbg_Actor_ct(ACTOR* actorx, GAME* game);
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static void Mbg_Actor_dt(ACTOR* actorx, GAME* game);
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static void Mbg_Actor_draw(ACTOR* actorx, GAME* game);
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static void Mbg_Actor_move(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Mbg_Profile = {
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mAc_PROFILE_MBG,
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ACTOR_PART_ITEM,
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ACTOR_STATE_NONE,
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ETC_MBG,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(MBG_ACTOR),
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&Mbg_Actor_ct,
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&Mbg_Actor_dt,
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&Mbg_Actor_move,
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&Mbg_Actor_draw,
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NULL
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};
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// clang-format on
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static void Mbg_Actor_ct(ACTOR* actorx, GAME* game) {
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MBG_ACTOR* mbg = (MBG_ACTOR*)actorx;
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mbg->move_bg_regist_idx = 0;
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mbg->original_pos = actorx->world.position;
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mbg->move_counter = 0.0f;
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actorx->shape_info.rotation.y = DEG2SHORT_ANGLE(60.0f); // 0x2AAA
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mbg->move_bg_regist_idx = mCoBG_RegistMoveBg(&mbg->move_bg_regist, &actorx->world.position,
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&actorx->last_world_position, &actorx->shape_info.rotation.y, 40.0f,
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NULL, NULL, NULL, NULL, 0, mCoBG_ATTRIBUTE_STONE, 80.0f);
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}
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static void Mbg_Actor_dt(ACTOR* actorx, GAME* game) {
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MBG_ACTOR* mbg = (MBG_ACTOR*)actorx;
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mCoBG_CrossOffMoveBg(mbg->move_bg_regist_idx);
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}
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static void Mbg_Actor_draw(ACTOR* actorx, GAME* game) {
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xyz_t pos = actorx->world.position;
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s16 angle_y = actorx->shape_info.rotation.y;
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GRAPH* graph = game->graph;
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OPEN_DISP(graph);
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_texture_z_light_fog_prim(graph);
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Matrix_translate(pos.x, pos.y, pos.z, 0);
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Matrix_RotateY(angle_y, 1);
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gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_OPA_DISP, mbg_model);
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CLOSE_DISP(graph);
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}
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static void Mbg_Actor_move(ACTOR* actorx, GAME* game) {
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MBG_ACTOR* mbg = (MBG_ACTOR*)actorx;
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f32 x_shift = sinf_table(DEG2RAD(mbg->move_counter)) * 60.0f;
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mbg->move_counter += 2.0f;
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while (mbg->move_counter > 360.0f) {
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mbg->move_counter -= 360.0f;
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}
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actorx->world.position.x = mbg->original_pos.x + x_shift;
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actorx->shape_info.rotation.y += DEG2SHORT_ANGLE(0.258179f); // 0x002F
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}
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