Files
ac-decomp/src/actor/ac_weather_leaf.c
T
Luke Street 1b0b96665a Migrate to dtk-template
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
2024-10-28 19:18:21 -06:00

206 lines
5.4 KiB
C

#include "ac_weather_leaf.h"
#include "main.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "m_field_info.h"
#include "m_malloc.h"
#include "m_player_lib.h"
#include "sys_matrix.h"
extern Gfx ef_otiba01_setmode[];
extern Gfx ef_otiba01_00_modelT[];
extern Gfx ef_otiba01_01_modelT[];
extern Gfx ef_otiba01_02_modelT[];
static void aWeatherLeaf_make(ACTOR*, GAME*);
static void aWeatherLeaf_ct(aWeather_Priv*, GAME*);
static void aWeatherLeaf_move(aWeather_Priv*, GAME*);
static void aWeatherLeaf_set(GAME*);
static void aWeatherLeaf_draw(aWeather_Priv*, GAME*);
Gfx* ef_otiba_model_tbl[] = {
ef_otiba01_00_modelT,
ef_otiba01_01_modelT,
ef_otiba01_02_modelT,
};
aWeather_Profile_c iam_weather_leaf = {
aWeatherLeaf_make, aWeatherLeaf_ct, aWeatherLeaf_move, aWeatherLeaf_set, aWeatherLeaf_draw,
};
static int aWeatherLeaf_DecideMakeLeafCount(ACTOR* actor, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
if (weather->current_level == 1) {
return (game->frame_counter & 15) == 0;
}
return (game->frame_counter & 7) == 0;
}
static void aWeatherLeaf_make(ACTOR* actor, GAME* game) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
aWeather_Priv* priv;
f32 x, z;
xyz_t pos = weather->pos;
f32 y = 230.0f + pos.y;
int count = Common_Get(clip.weather_clip)->get_priv_num(actor);
xyz_t base = { 0.0f, 0.0f, 0.0f };
xyz_t mod_pos;
if (aWeatherLeaf_DecideMakeLeafCount(actor, game) != 0) {
base.y = -0.8f + (RANDOM_F(-0.0999999642372f));
if (count != -1) {
x = -100.0f + (RANDOM_F(200.0f));
z = -200.0f + (RANDOM_F(380.0f));
mod_pos = pos;
mod_pos.x += x;
mod_pos.z += z;
mod_pos.y = y;
priv = Common_Get(clip.weather_clip)->get_priv(4, 280, &mod_pos, &base, actor, count);
if (priv != NULL) {
aWeatherLeaf_ct(priv, game);
priv->work[3] = 0;
priv->work[4] = 156.5f + (RANDOM_F(260.5));
priv->currentY = y;
}
}
}
}
static void aWeatherLeaf_ct(aWeather_Priv* priv, GAME*) {
priv->work[0] = RANDOM_F(3.0f);
priv->work[1] = RANDOM_F(65535.0f);
priv->work[2] = RANDOM_F(65535.0f);
}
static int aWeatherLeaf_CheckLeafBorder(aWeather_Priv* priv) {
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
int ret = 0;
f32 leafTemp;
xyz_t pos;
if (weather != NULL) {
pos = weather->pos;
leafTemp = priv->pos.x;
if (leafTemp < (-100.0f + pos.x)) {
ret |= 2;
}
if (leafTemp > (100.0f + pos.x)) {
ret |= 8;
}
leafTemp = priv->pos.z;
if (leafTemp > (180.0f + pos.z)) {
ret |= 4;
}
if (leafTemp < (-200.0f + pos.z)) {
ret |= 1;
}
}
return ret;
}
static void aWeatherLeaf_CheckLeafScroll(aWeather_Priv* priv) {
int border = aWeatherLeaf_CheckLeafBorder(priv);
if (border != 0) {
if ((border >> 1) & 1) {
priv->pos.x += 200.0f;
}
if ((border >> 3) & 1) {
priv->pos.x -= 200.0f;
}
if ((border >> 2) & 1) {
priv->pos.z -= 380.0f;
}
if (border & 1) {
priv->pos.z += 380.0f;
}
}
if (Common_Get(clip.weather_clip) != NULL) {
f32 y;
WEATHER_ACTOR* weather = (WEATHER_ACTOR*)Common_Get(clip.weather_clip)->actor;
if (weather != NULL) {
y = 230.0f + weather->pos.y;
if (priv->pos.y < +weather->pos.y) {
priv->pos.y = (y + (priv->pos.y - priv->currentY));
priv->currentY = y;
}
}
}
}
static void aWeatherLeaf_SetWind2Leaf(aWeather_Priv* priv) {
priv->pos.x += 0.45f;
}
static void aWeatherLeaf_move(aWeather_Priv* priv, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
priv->pos.x += priv->speed.x;
priv->pos.y += priv->speed.y;
priv->pos.z += priv->speed.z;
priv->work[3] += priv->work[4];
aWeatherLeaf_SetWind2Leaf(priv);
aWeatherLeaf_CheckLeafScroll(priv);
priv->work[1] += 0x8DC;
priv->work[2] += 0x474;
}
static void aWeatherLeaf_set(GAME* game) {
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_otiba01_setmode);
CLOSE_DISP(game->graph);
}
void aWeatherLeaf_draw(aWeather_Priv* priv, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
Mtx* work;
f32 scale;
f32 min;
xyz_t pos;
xyz_t screen_pos;
pos.x = priv->pos.x + (6.0f * sin_s(priv->work[3]));
pos.z = priv->pos.z + (6.0f * cos_s(priv->work[3]));
pos.y = priv->pos.y;
Game_play_Projection_Trans(play, &pos, &screen_pos);
if ((screen_pos.x >= 0.0f) && (screen_pos.x < SCREEN_WIDTH_F) && (screen_pos.y >= 0.0f) &&
(screen_pos.y < SCREEN_HEIGHT_F)) {
work = GRAPH_ALLOC_TYPE(game->graph, Mtx, 1);
OPEN_DISP(game->graph);
suMtxMakeSRT(work, 0.00499999988824f, 0.00499999988824f, 0.00499999988824f, priv->work[2], priv->work[1],
priv->work[2], pos.x, pos.y, pos.z);
gSPMatrix(NEXT_POLY_XLU_DISP, work, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_otiba_model_tbl[priv->work[0]]);
CLOSE_DISP(game->graph);
}
}