mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-02 09:39:50 -04:00
138 lines
3.5 KiB
C
138 lines
3.5 KiB
C
#include "ac_shop.h"
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#include "m_name_table.h"
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#include "bg_item_h.h"
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#include "m_common_data.h"
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#include "m_house.h"
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#include "m_player_lib.h"
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#include "m_demo.h"
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#include "ac_intro_demo.h"
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#include "m_bgm.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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#include "libforest/gbi_extensions.h"
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// clang-format off
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enum {
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aSHOP_ACTION_CLOSE_WAIT,
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aSHOP_ACTION_OPEN_WAIT,
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aSHOP_ACTION_CLOSE_DOOR,
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aSHOP_ACTION_OPEN_DOOR,
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aSHOP_ACTION_PL_INTO_WAIT,
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aSHOP_ACTION_NUM
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};
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// clang-format on
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static void aSHOP_actor_ct(ACTOR* actor, GAME* game);
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static void aSHOP_actor_dt(ACTOR* actor, GAME* game);
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static void aSHOP_actor_init(ACTOR* actor, GAME* game);
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static void aSHOP_actor_draw(ACTOR* actor, GAME* game);
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// clang-format off
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ACTOR_PROFILE Shop_Profile = {
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mAc_PROFILE_SHOP,
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ACTOR_PART_ITEM,
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ACTOR_STATE_TA_SET,
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SHOP0,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(STRUCTURE_ACTOR),
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&aSHOP_actor_ct,
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&aSHOP_actor_dt,
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&aSHOP_actor_init,
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&aSHOP_actor_draw,
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NULL
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};
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// clang-format on
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// clang-format off
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static u8 aSHOP_shadow_vtx_fix_flg_table[] = {
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TRUE, FALSE, TRUE, FALSE,
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TRUE, FALSE, FALSE, TRUE
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};
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// clang-format on
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extern Vtx obj_shop1_shadow_v[];
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extern Gfx obj_shop1_shadowT_model[];
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// clang-format off
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static bIT_ShadowData_c aSHOP_shadow_data = {
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8,
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aSHOP_shadow_vtx_fix_flg_table,
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60.0f,
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obj_shop1_shadow_v,
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obj_shop1_shadowT_model
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};
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// clang-format on
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extern cKF_Skeleton_R_c cKF_bs_r_obj_s_shop1;
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extern cKF_Skeleton_R_c cKF_bs_r_obj_w_shop1;
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static void aSHOP_set_bgOffset(STRUCTURE_ACTOR* shop, int offs);
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static void aSHOP_setup_action(STRUCTURE_ACTOR* shop, int action);
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static int aSHOP_ctrl_light(STRUCTURE_ACTOR* shop);
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static void aSHOP_actor_ct(ACTOR* actor, GAME* game) {
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static cKF_Skeleton_R_c* skl[] = { &cKF_bs_r_obj_s_shop1, &cKF_bs_r_obj_w_shop1 };
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STRUCTURE_ACTOR* shop;
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GAME_PLAY* play;
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PLAYER_ACTOR* player;
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int winter;
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int action;
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int x;
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int z;
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shop = (STRUCTURE_ACTOR*)actor;
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play = (GAME_PLAY*)game;
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player = GET_PLAYER_ACTOR(play);
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shop->season = Common_Get(time.season);
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action = aSHOP_ACTION_OPEN_WAIT;
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winter = shop->season == mTM_SEASON_WINTER;
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cKF_SkeletonInfo_R_ct(&shop->keyframe, skl[winter], NULL, shop->work_area, shop->morph_area);
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aSHOP_set_bgOffset(shop, 1);
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actor->world.position.x = actor->world.position.x + -20.0f;
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actor->world.position.z = actor->world.position.z + 20.0f;
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actor->talk_distance = 80.0f;
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actor->cull_width = 550.0f;
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actor->cull_radius = 550.0f;
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if (mSP_ShopOpen() != 2) {
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action = aSHOP_ACTION_CLOSE_WAIT;
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}
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x = (int)(shop->actor_class.world.position.x - 68.29f);
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z = (int)(shop->actor_class.world.position.z + 68.29f);
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if ((int)player->actor_class.world.position.x == x && (int)player->actor_class.world.position.z == z) {
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action = aSHOP_ACTION_OPEN_WAIT;
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}
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aSHOP_setup_action(shop, action);
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if (aSHOP_ctrl_light(shop)) {
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shop->arg0 = DEG2SHORT_ANGLE(90.0f) - 1;
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} else {
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shop->arg0 = DEG2SHORT_ANGLE(0.0f);
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}
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shop->keyframe_state = cKF_SkeletonInfo_R_play(&shop->keyframe);
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shop->keyframe_saved_keyframe = 1;
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}
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static void aSHOP_actor_dt(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* shop;
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shop = (STRUCTURE_ACTOR*)actor;
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cKF_SkeletonInfo_R_dt(&shop->keyframe);
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actor->world.position.x = actor->world.position.x - -20.0f;
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actor->world.position.z = actor->world.position.z - 20.0f;
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}
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#include "../src/ac_shop_move.c_inc"
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#include "../src/ac_shop_draw.c_inc"
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