Files
ac-decomp/src/ac_buggy.c
T
2024-03-25 14:41:45 -07:00

130 lines
3.2 KiB
C

#include "ac_buggy.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"
// clang-format off
enum {
aBGY_ACTION_WAIT,
aBGY_ACTION_OPEN_WAIT,
aBGY_ACTION_CLOSE_DOOR,
aBGY_ACTION_OPEN_DOOR,
aBGY_ACTION_NUM
};
// clang-format on
static void aBGY_actor_ct(ACTOR* actor, GAME* game);
static void aBGY_actor_dt(ACTOR* actor, GAME* game);
static void aBGY_actor_init(ACTOR* actor, GAME* game);
static void aBGY_actor_draw(ACTOR* actor, GAME* game);
// clang-format off
ACTOR_PROFILE Buggy_Profile = {
mAc_PROFILE_BUGGY,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
FORTUNE_TENT,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aBGY_actor_ct,
&aBGY_actor_dt,
&aBGY_actor_init,
&aBGY_actor_draw,
NULL
};
// clang-format on
// clang-format off
static u8 aBGY_shadow_vtx_fix_flg_table[] = {
TRUE, TRUE, FALSE, TRUE,
FALSE, FALSE, TRUE, FALSE,
FALSE, TRUE, TRUE, FALSE,
TRUE, FALSE, FALSE, FALSE
};
// clang-format on
extern Vtx obj_uranai_shadow_v[];
extern Gfx obj_uranai_shadowT_model[];
// clang-format off
static bIT_ShadowData_c aBGY_shadow_data = {
14,
aBGY_shadow_vtx_fix_flg_table,
60.0f,
obj_uranai_shadow_v,
obj_uranai_shadowT_model
};
// clang-format on
extern cKF_Skeleton_R_c cKF_bs_r_obj_s_uranai;
extern cKF_Skeleton_R_c cKF_bs_r_obj_w_uranai;
static void change_FGUnit(STRUCTURE_ACTOR* buggy, int type);
static void aBGY_set_bgOffset(STRUCTURE_ACTOR* buggy, int offs);
static void aBGY_setup_action(STRUCTURE_ACTOR* buggy, int action);
static int aBGY_ctrl_light(STRUCTURE_ACTOR* buggy);
static void aBGY_actor_ct(ACTOR* actor, GAME* game) {
static cKF_Skeleton_R_c* skl[] = { &cKF_bs_r_obj_s_uranai, &cKF_bs_r_obj_w_uranai };
STRUCTURE_ACTOR* buggy;
GAME_PLAY* play;
PLAYER_ACTOR* player;
int winter;
int action;
int x;
int z;
f32 speed;
buggy = (STRUCTURE_ACTOR*)actor;
play = (GAME_PLAY*)game;
player = get_player_actor_withoutCheck(play);
buggy->season = Common_Get(time.season);
winter = buggy->season == mTM_SEASON_WINTER;
cKF_SkeletonInfo_R_ct(&buggy->keyframe, skl[winter], NULL, buggy->work_area, buggy->morph_area);
aBGY_set_bgOffset(buggy, 1);
change_FGUnit(buggy, 1);
x = (int)buggy->actor_class.world.position.x;
z = (int)(buggy->actor_class.world.position.z + 100.0f);
action = aBGY_ACTION_WAIT;
if ((int)player->actor_class.world.position.x == x && (int)player->actor_class.world.position.z == z) {
action = aBGY_ACTION_OPEN_WAIT;
}
aBGY_setup_action(buggy, action);
buggy->actor_class.talk_distance = 80.0;
cKF_SkeletonInfo_R_play(&buggy->keyframe);
buggy->arg0_f = aBGY_ctrl_light(buggy) ? 1.0f : 0.0f;
}
static void aBGY_actor_dt(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* buggy;
buggy = (STRUCTURE_ACTOR*)actor;
change_FGUnit(buggy, 0);
cKF_SkeletonInfo_R_dt(&buggy->keyframe);
}
#include "../src/ac_buggy_move.c_inc"
#include "../src/ac_buggy_draw.c_inc"