Files
ac-decomp/src/ac_flag.c
T
2024-03-16 11:54:26 -04:00

406 lines
13 KiB
C

#include "ac_flag.h"
#include "m_name_table.h"
#include "sys_matrix.h"
#include "m_lib.h"
#include "m_rcp.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_msg.h"
#include "m_debug.h"
#include "m_needlework.h"
#include "m_needlework_ovl.h"
#include "libultra/libultra.h"
enum {
aFLAG_ACTION_WAIT,
aFLAG_ACTION_TALK,
aFLAG_ACTION_TALK_END,
aFLAG_ACTION_OPEN_WAIT,
aFLAG_ACTION_END_WAIT,
aFLAG_ACTION_UP,
aFLAG_ACTION_DOWN,
aFLAG_ACTION_NUM
};
static void aFLAG_actor_ct(ACTOR* actor, GAME* game);
static void aFLAG_actor_dt(ACTOR* actor, GAME* game);
static void aFLAG_actor_init(ACTOR* actor, GAME* game);
static void aFLAG_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE Flag_Profile = {
mAc_PROFILE_FLAG,
ACTOR_PART_ITEM,
ACTOR_STATE_TA_SET,
FLAG,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_ACTOR),
&aFLAG_actor_ct,
&aFLAG_actor_dt,
&aFLAG_actor_init,
&aFLAG_actor_draw,
NULL,
};
static u8 aFLAG_shadow_vtx_fix_flg_table[8] = { FALSE, TRUE, TRUE, FALSE, TRUE, FALSE, FALSE, TRUE };
extern Vtx obj_frag_shadow_v[];
extern Gfx obj_frag_shadowT_model[];
static bIT_ShadowData_c aFLAG_shadow_data = { 8, aFLAG_shadow_vtx_fix_flg_table, 60.0f, obj_frag_shadow_v,
obj_frag_shadowT_model };
extern cKF_Skeleton_R_c cKF_bs_r_obj_s_frag;
extern cKF_Skeleton_R_c cKF_bs_r_obj_w_frag;
extern cKF_Animation_R_c cKF_ba_r_obj_s_frag;
extern cKF_Animation_R_c cKF_ba_r_obj_w_frag;
extern u8 hakushi_tex[];
extern u16 hakushi_pal[];
static void aFLAG_setup_action(STRUCTURE_ACTOR* flag, int action);
static void aFLAG_actor_ct(ACTOR* actor, GAME* game) {
static cKF_Skeleton_R_c* skl[] = { &cKF_bs_r_obj_s_frag, &cKF_bs_r_obj_w_frag };
static cKF_Animation_R_c* ani[] = { &cKF_ba_r_obj_s_frag, &cKF_ba_r_obj_w_frag };
STRUCTURE_ACTOR* flag;
int isWinter;
flag = (STRUCTURE_ACTOR*)actor;
isWinter = Common_Get(time.season) == mTM_SEASON_WINTER;
flag->action = 32;
flag->arg1_f = 132.5f;
cKF_SkeletonInfo_R_ct(&flag->keyframe, skl[isWinter], ani[isWinter], flag->work_area, flag->morph_area);
cKF_SkeletonInfo_R_init_standard_repeat(&flag->keyframe, ani[isWinter], NULL);
cKF_SkeletonInfo_R_play(&flag->keyframe);
aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
}
static void aFLAG_actor_dt(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* flag = (STRUCTURE_ACTOR*)actor;
cKF_SkeletonInfo_R_dt(&flag->keyframe);
}
static void aFLAG_set_talk_info(ACTOR* actor) {
rgba_t window_color;
mDemo_Set_msg_num(0x3066);
mDemo_Set_talk_display_name(FALSE);
mDemo_Set_ListenAble();
window_color.r = 185;
window_color.g = 60;
window_color.b = 40;
window_color.a = 255;
mDemo_Set_talk_window_color(&window_color);
mDemo_Set_camera(TRUE);
mDemo_Set_use_zoom_sound(TRUE);
}
static void aFLAG_talk_end(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
if (mMsg_Check_main_wait(msg_p) != FALSE) {
mMsg_request_main_forceoff();
aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
}
}
static void aFLAG_talk(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
mMsg_Window_c* msg_p;
PLAYER_ACTOR* player_actor;
s16 target_y;
s_xyz target_rot;
msg_p = mMsg_Get_base_window_p();
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)flag) != FALSE) {
player_actor = get_player_actor_withoutCheck(game_play);
target_rot = player_actor->actor_class.shape_info.rotation;
target_y = search_position_angleY(&player_actor->actor_class.world.position, &flag->actor_class.world.position);
add_calc_short_angle2(&target_rot.y, target_y, 0.3f, 0x1000, 0x100);
(*get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->Set_force_position_angle_proc)(
gamePT, NULL, &target_rot, mPlayer_FORCE_POSITION_ANGLE_ROTY);
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0:
mMsg_request_main_disappear_wait_type1(mMsg_Get_base_window_p());
aFLAG_setup_action(flag, aFLAG_ACTION_DOWN);
break;
case mChoice_CHOICE1:
mMsg_request_main_disappear_wait_type1(mMsg_Get_base_window_p());
aFLAG_setup_action(flag, aFLAG_ACTION_TALK_END);
break;
}
}
} else {
aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
}
}
static void aFLAG_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
PLAYER_ACTOR* player_actor;
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)flag) == FALSE) {
player_actor = get_player_actor_withoutCheck(game_play);
if (player_actor != NULL) {
mDemo_Request(mDemo_TYPE_TALK, (ACTOR*)flag, aFLAG_set_talk_info);
}
} else {
aFLAG_setup_action(flag, aFLAG_ACTION_TALK);
}
}
static void aFLAG_menu_open_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
mSM_open_submenu(&game_play->submenu, mSM_OVL_NEEDLEWORK, 0, common_data.player_no);
aFLAG_setup_action(flag, aFLAG_ACTION_END_WAIT);
}
static void aFLAG_menu_end_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
Submenu* submenu;
Submenu_Item_c* sm_item;
u8 design_index;
submenu = &game_play->submenu;
if (submenu->open_flag == FALSE) {
sm_item = submenu->item_p;
if (sm_item->item == RSV_NO) {
design_index = mNW_get_image_no(submenu, sm_item->slot_no) & 7;
bcopy(Player_Design_Get(design_index), Save_GetPointer(island.flag_design.design),
sizeof(mNW_original_tex_c));
osWritebackDCache(Save_GetPointer(island.flag_design.design), sizeof(mNW_original_tex_c));
Save_Get(island.flag_design).flag_design_set = TRUE;
Save_Get(island.flag_design).palette = Player_Palette_Get(design_index);
sAdo_OngenTrgStart(0x461, &flag->actor_class.world.position);
mISL_SetNowPlayerAction(4);
}
sAdo_OngenTrgStart(0x163, &flag->actor_class.world.position);
aFLAG_setup_action(flag, aFLAG_ACTION_UP);
}
}
static void aFLAG_up(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
f32 starting_x;
f32 middle_x;
f32 ending_x;
f32 ending_frame;
f32 third_point_frame;
f32 second_point_frame;
f32 first_point_frame;
f32 normalized_x_length;
// Flag moves from bottom to top in two distinct "phases" as if the rope was pulled twice
starting_x = 72.5f;
middle_x = 110.0f;
ending_x = 132.5f;
ending_frame = 100.0f;
third_point_frame = 70.0f;
second_point_frame = 55.0f;
first_point_frame = 15.0f;
if (REGADDR(NMREG, 0) != 0) {
starting_x = REGADDR(NMREG, 0);
}
if (REGADDR(NMREG, 1) != 0) {
ending_x = REGADDR(NMREG, 1);
}
if (REGADDR(NMREG, 2) != 0) {
middle_x = REGADDR(NMREG, 2);
}
if (REGADDR(NMREG, 3) != 0) {
ending_frame = REGADDR(NMREG, 3);
}
if (REGADDR(NMREG, 4) != 0) {
second_point_frame = REGADDR(NMREG, 4);
}
if (REGADDR(NMREG, 5) != 0) {
first_point_frame = REGADDR(NMREG, 5);
}
if (REGADDR(NMREG, 6) != 0) {
third_point_frame = REGADDR(NMREG, 6);
}
if (flag->arg1 == second_point_frame) {
sAdo_OngenTrgStart(0x163U, &flag->actor_class.world.position);
}
if (flag->arg1 <= first_point_frame) {
normalized_x_length = (middle_x - starting_x) / (first_point_frame * second_point_frame);
flag->arg1_f = starting_x + (normalized_x_length * flag->arg1 * flag->arg1);
} else if (flag->arg1 <= second_point_frame) {
normalized_x_length = (middle_x - starting_x) / (second_point_frame * (first_point_frame - second_point_frame));
flag->arg1_f =
middle_x + (normalized_x_length * (flag->arg1 - second_point_frame) * (flag->arg1 - second_point_frame));
} else if (flag->arg1 <= third_point_frame) {
normalized_x_length =
(ending_x - middle_x) / ((third_point_frame - second_point_frame) * (ending_frame - second_point_frame));
flag->arg1_f =
middle_x + (normalized_x_length * (flag->arg1 - second_point_frame) * (flag->arg1 - second_point_frame));
} else {
normalized_x_length =
(ending_x - middle_x) / ((ending_frame - second_point_frame) *
((third_point_frame - second_point_frame) - (ending_frame - second_point_frame)));
flag->arg1_f = ending_x + (normalized_x_length * (flag->arg1 - ending_frame) * (flag->arg1 - ending_frame));
}
flag->arg1 += 1;
if (flag->arg1 >= ending_frame) {
flag->arg1 = 0;
mMsg_request_main_forceoff();
aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
}
}
static void aFLAG_down(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
f32 normalized_x_length;
f32 x_length;
f32 starting_x;
f32 ending_x;
f32 ending_frame;
f32 midpoint_frame;
if (mMsg_Check_main_wait(mMsg_Get_base_window_p()) != FALSE) {
// Flag moves down in a smooth motion from top to bottom
starting_x = 72.5;
ending_x = 132.5;
ending_frame = 40.0f;
midpoint_frame = 16.0f;
if (REGADDR(NMREG, 0) != 0) {
starting_x = REGADDR(NMREG, 0);
}
if (REGADDR(NMREG, 1) != 0) {
ending_x = REGADDR(NMREG, 1);
}
if (REGADDR(NMREG, 7) != 0) {
ending_frame = REGADDR(NMREG, 7);
}
if (REGADDR(NMREG, 8) != 0) {
midpoint_frame = REGADDR(NMREG, 8);
}
x_length = ending_x - starting_x;
if (flag->arg1 == 2) {
sAdo_OngenTrgStart(0x164U, &flag->actor_class.world.position);
}
// arg1_f is used to set the joint x position
if (flag->arg1 <= midpoint_frame) {
normalized_x_length = -(x_length / (midpoint_frame * ending_frame));
flag->arg1_f = ending_x + (flag->arg1 * (normalized_x_length * flag->arg1));
} else {
normalized_x_length = -(x_length / (ending_frame * (midpoint_frame - ending_frame)));
flag->arg1_f =
starting_x + (normalized_x_length * (flag->arg1 - ending_frame) * (flag->arg1 - ending_frame));
}
flag->arg1 += 1;
if (flag->arg1 >= ending_frame) {
flag->arg1 = 0;
aFLAG_setup_action(flag, aFLAG_ACTION_OPEN_WAIT);
}
}
}
static void aFLAG_setup_action(STRUCTURE_ACTOR* flag, int action) {
static aSTR_MOVE_PROC process[aFLAG_ACTION_NUM] = {
&aFLAG_wait, &aFLAG_talk, &aFLAG_talk_end, &aFLAG_menu_open_wait, &aFLAG_menu_end_wait, &aFLAG_up, &aFLAG_down
};
flag->action_proc = process[action];
}
static void aFLAG_actor_move(ACTOR* actor, GAME* game) {
STRUCTURE_ACTOR* flag;
f32 wind_power;
s16 wind_angle;
flag = (STRUCTURE_ACTOR*)actor;
wind_power = mEnv_GetWindPowerF();
flag->arg0_f = wind_power;
flag->keyframe.frame_control.speed = flag->arg0_f * 0.5f + 0.5f;
wind_angle = mEnv_GetWindAngleS();
flag->arg2_f = wind_angle;
cKF_SkeletonInfo_R_play(&flag->keyframe);
(*flag->action_proc)(flag, (GAME_PLAY*)game);
}
static void aFLAG_actor_init(ACTOR* actor, GAME* game) {
mFI_SetFG_common(DUMMY_FLAG, actor->home.position, FALSE);
aFLAG_actor_move(actor, game);
actor->mv_proc = &aFLAG_actor_move;
}
static int aFLAG_before_draw(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
STRUCTURE_ACTOR* flag = (STRUCTURE_ACTOR*)arg;
if (joint_idx == 4) {
joint_pos->x = flag->arg1_f * 100.0f;
}
return TRUE;
}
static void aFLAG_actor_draw(ACTOR* actor, GAME* game) {
GRAPH* graph;
cKF_SkeletonInfo_R_c* keyframe;
Gfx* gfx;
Mtx* mtx;
STRUCTURE_ACTOR* flag;
u16* pal;
u8* texture;
flag = (STRUCTURE_ACTOR*)actor;
graph = game->graph;
keyframe = &flag->keyframe;
mtx = GRAPH_ALLOC_TYPE(graph, Mtx, keyframe->skeleton->num_shown_joints);
if (mtx != NULL) {
_texture_z_light_fog_prim_npc(graph);
_texture_z_light_fog_prim_xlu(graph);
if (Save_Get(island.flag_design).flag_design_set != FALSE) {
pal = mNW_PaletteIdx2Palette(Save_Get(island.flag_design).palette);
texture = (u8*)Save_GetPointer(island.flag_design.design);
} else {
pal = hakushi_pal;
texture = hakushi_tex;
}
OPEN_DISP(graph);
gfx = NOW_POLY_OPA_DISP;
gSPSegment(gfx++, G_MWO_SEGMENT_8, pal);
gSPSegment(gfx++, G_MWO_SEGMENT_9, texture);
SET_POLY_OPA_DISP(gfx);
CLOSE_DISP(graph);
cKF_Si3_draw_R_SV(game, keyframe, mtx, &aFLAG_before_draw, NULL, actor);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aFLAG_shadow_data, FALSE);
}
}