Implement & link ac_museum

This commit is contained in:
Hexalotl
2024-03-27 21:55:52 -07:00
parent 20912610ee
commit e7c7e50fec
5 changed files with 352 additions and 1 deletions
+4
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@@ -798,6 +798,10 @@ ac_lotus.c:
ac_mikuji.c:
.text: [0x805B414C, 0x805B44C4]
.data: [0x806C5C10, 0x806C5CA0]
ac_museum.c:
.text: [0x805B44C4, 0x805B4CF4]
.rodata: [0x8064AA00, 0x8064AA50]
.data: [0x806C5CA0, 0x806C5DC0]
ac_my_house.c:
.text: [0x805B4CF4, 0x805B63FC]
.rodata: [0x8064AA50, 0x8064AAA0]
+1 -1
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@@ -2,7 +2,7 @@
#define AC_MUSEUM_H
#include "types.h"
#include "m_actor.h"
#include "ac_structure.h"
#ifdef __cplusplus
extern "C" {
+4
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@@ -23,6 +23,10 @@ typedef struct s_xyz_s {
s16 x, y, z;
} s_xyz;
typedef struct s_xz_s {
s16 x, z;
} s_xz;
typedef struct {
u32 r:8;
u32 g:8;
+1
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@@ -2732,6 +2732,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define DUMMY_LOTUS 0xF11B
#define DUMMY_DOUZOU 0xF11D
#define DUMMY_NAMEPLATE 0xF11F
#define DUMMY_MUSEUM 0xF120
#define DUMMY_FLAG 0xF122
#define DUMMY_TENT 0xF127
#define DUMMY_BOAT 0xF128
+342
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@@ -0,0 +1,342 @@
#include "ac_museum.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"
static void aMsm_actor_ct(ACTOR* actor, GAME* game);
static void aMsm_actor_init(ACTOR* actor, GAME* game);
static void aMsm_actor_draw(ACTOR* actor, GAME* game);
// clang-format off
ACTOR_PROFILE Museum_Profile = {
mAc_PROFILE_MUSEUM,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
MUSEUM,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aMsm_actor_ct,
mActor_NONE_PROC1,
&aMsm_actor_init,
&aMsm_actor_draw,
NULL
};
// clang-format on
// clang-format off
static u8 aMsm_shadow_vtx_fix_flg_table[] = {
TRUE, FALSE, FALSE, TRUE,
FALSE, TRUE, TRUE, FALSE
};
// clang-format on
extern Vtx obj_museum_shadow_v[];
extern Gfx obj_museum_shadowT_model[];
// clang-format off
static bIT_ShadowData_c aMsm_shadow_data = {
8,
aMsm_shadow_vtx_fix_flg_table,
60.0f,
obj_museum_shadow_v,
obj_museum_shadowT_model
};
// clang-format on
// clang-format off
static Door_data_c aMsm_museum_enter_data = {
SCENE_MUSEUM_ENTRANCE,
mSc_DIRECT_NORTH,
FALSE,
0,
{240,0,440},
EMPTY_NO,
1,
{0,0,0},
};
// clang-format on
extern Gfx obj_s_museum_lightT_model[];
extern Gfx obj_s_museum_t1_model[];
extern Gfx obj_s_museum_t2_model[];
extern Gfx obj_s_museum_t3T_model[];
extern Gfx obj_s_museum_windowT_model[];
extern Gfx obj_w_museum_lightT_model[];
extern Gfx obj_w_museum_t1_model[];
extern Gfx obj_w_museum_t2_model[];
extern Gfx obj_w_museum_t3T_model[];
extern Gfx obj_w_museum_windowT_model[];
static void aMsm_set_bgOffset(STRUCTURE_ACTOR* kamakura);
static int aMsm_ctrl_light();
static void aMsm_actor_ct(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* museum;
museum = (STRUCTURE_ACTOR*)actor;
museum->season = Common_Get(time.season);
aMsm_set_bgOffset(museum);
actor->cull_width = 1000.0f;
actor->cull_radius = 1600.0f;
museum->arg0_f = aMsm_ctrl_light() ? 1.0f : 0.0f;
}
static void aMsm_set_bgOffset(STRUCTURE_ACTOR* museum) {
// clang-format off
static s_xz unit_offset[35] = {
{ -3, -2 },
{ -2, -2 },
{ -1, -2 },
{ 0, -2 },
{ 1, -2 },
{ 2, -2 },
{ 3, -2 },
{ -3, -1 },
{ -2, -1 },
{ -1, -1 },
{ 0, -1 },
{ 1, -1 },
{ 2, -1 },
{ 3, -1 },
{ -3, 0 },
{ -2, 0 },
{ -1, 0 },
{ 0, 0 },
{ 1, 0 },
{ 2, 0 },
{ 3, 0 },
{ -3, 1 },
{ -2, 1 },
{ -1, 1 },
{ 0, 1 },
{ 1, 1 },
{ 2, 1 },
{ 3, 1 },
{ -3, 2 },
{ -2, 2 },
{ -1, 2 },
{ 0, 2 },
{ 1, 2 },
{ 2, 2 },
{ 3, 2 }
};
// clang-format on
static const mCoBG_OffsetTable_c rewrite_data = {mCoBG_ATTRIBUTE_NONE, 10, 10, 10, 10, 10, 0 };
xyz_t pos = { 0.0f, 0.0f, 0.0f };
int i;
for (i = 0; i < 35; i++) {
pos.x = museum->actor_class.world.position.x + ((mFI_UT_WORLDSIZE_X_F * (f32)unit_offset[i].x));
pos.z = museum->actor_class.world.position.z + ((mFI_UT_WORLDSIZE_Z_F * (f32)unit_offset[i].z));
mCoBG_SetPluss5PointOffset_file(pos, rewrite_data, __FILE__, 291);
}
}
static void aMsm_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) {
return;
}
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->home.position.x;
pos.z = actor->home.position.z + 120.0f;
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 = MUSEUM;
door_data->wipe_type = 1;
mBGMPsComp_make_ps_wipe(0x2168);
}
static int aMsm_ctrl_light() {
int now_sec = Common_Get(time.now_sec);
return !(now_sec < (64800) && now_sec >= (21600));
}
static int aMsm_check_player(ACTOR* actor, GAME_PLAY* play) {
PLAYER_ACTOR* player;
int res;
u16 y;
f32 t;
f32 xOffs;
f32 zOffs;
player = GET_PLAYER_ACTOR(play);
res = 1;
if (player == NULL) {
return 0;
}
y = player->actor_class.shape_info.rotation.y;
xOffs = actor->world.position.x;
xOffs = SQ(player->actor_class.world.position.x - xOffs);
zOffs = (actor->world.position.z + 100.0f);
zOffs = SQ(player->actor_class.world.position.z - zOffs);
t = (xOffs) + (zOffs);
if ((y > DEG2SHORT_ANGLE2(135.0f)) && (y < DEG2SHORT_ANGLE2(225.0f)) && (t < 1100.0f)) { // 0x6000 && 0xA000
res = 2;
}
return res;
}
static void aMsm_actor_move(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* museum;
GAME_PLAY* play;
f32 target;
xyz_t pos;
play = (GAME_PLAY*)game;
museum = (STRUCTURE_ACTOR*)actor;
target = aMsm_ctrl_light() ? 1.0f : 0.0f;
chase_f(&museum->arg0_f, target, 0.019532442f);
if (museum == GET_PLAYER_ACTOR_NOW()->get_door_label_proc(gamePT)) {
aMsm_rewrite_out_data(&museum->actor_class, play);
goto_other_scene(play, &aMsm_museum_enter_data, 0);
return;
}
if (aMsm_check_player(actor, play) != 2) {
return;
}
pos.x = actor->world.position.x;
pos.y = GET_PLAYER_ACTOR(play)->actor_class.world.position.y;
pos.z = actor->world.position.z + 100.0f;
mPlib_request_main_door_type1(game, &pos, -DEG2SHORT_ANGLE(180.0f), TRUE, actor); // 0x8000
}
static void aMsm_actor_init(ACTOR* actor, GAME* game) {
xyz_t pos;
pos = actor->home.position;
mFI_SetFG_common(DUMMY_MUSEUM, pos, FALSE);
aMsm_actor_move(actor, game);
actor->mv_proc = aMsm_actor_move;
}
// clang-format off
static Gfx* aMsm_summer_disp_table[] = {
obj_s_museum_lightT_model,
obj_s_museum_t1_model,
obj_s_museum_t2_model,
obj_s_museum_t3T_model,
obj_s_museum_windowT_model
};
// clang-format on
// clang-format off
static Gfx* aMsm_winter_disp_table[] = {
obj_w_museum_lightT_model,
obj_w_museum_t1_model,
obj_w_museum_t2_model,
obj_w_museum_t3T_model,
obj_w_museum_windowT_model
};
// clang-format on
static void aMsm_actor_draw(ACTOR* actor, GAME* game) {
static Gfx** disp_info[] = { aMsm_summer_disp_table, aMsm_winter_disp_table };
STRUCTURE_ACTOR* museum;
GRAPH* graph;
Mtx* mtx;
u16* pal;
Gfx** disp;
f32 color;
int r1;
int g1;
int b1;
int l2;
int r2;
int g2;
int b2;
museum = (STRUCTURE_ACTOR*)actor;
graph = game->graph;
pal = Common_Get(clip).structure_clip->get_pal_segment_proc(aSTR_PAL_MUSEUM);
disp = disp_info[museum->season == mTM_SEASON_WINTER];
_texture_z_light_fog_prim_xlu(graph);
_texture_z_light_fog_prim_npc(graph);
_texture_z_light_fog_prim_shadow(graph);
OPEN_DISP(graph);
{
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(NEXT_SHADOW_DISP, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_8, pal);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, pal);
gSPSegment(NEXT_SHADOW_DISP, G_MWO_SEGMENT_8, pal);
gDPPipeSync(NEXT_POLY_OPA_DISP);
color = museum->arg0_f;
r1 = ((color * 255.0f) + 0.5f);
g1 = ((color * 255.0f) + 0.5f);
b1 = ((color * 150.0f) + 0.5f);
gDPSetPrimColor(NEXT_POLY_OPA_DISP, 0, 0, r1, g1, b1, 255);
gSPDisplayList(NEXT_POLY_OPA_DISP, disp[0]);
gSPDisplayList(NEXT_POLY_OPA_DISP, disp[1]);
gSPDisplayList(NEXT_POLY_OPA_DISP, disp[2]);
gSPDisplayList(NEXT_POLY_OPA_DISP, disp[3]);
gDPPipeSync(NEXT_POLY_XLU_DISP);
if (museum->arg0_f > 0.0f) {
r2 = 255;
g2 = 255;
b2 = 150;
l2 = (museum->arg0_f * 120.0f) + 0.5f;
} else {
l2 = 0;
r2 = 0;
g2 = 0;
b2 = 0;
}
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, l2, r2, g2, b2, 0);
gSPDisplayList(NEXT_POLY_XLU_DISP, disp[4]);
}
CLOSE_DISP(graph);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aMsm_shadow_data, TRUE);
}