mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-25 15:05:09 -04:00
406 lines
13 KiB
C
406 lines
13 KiB
C
#include "ac_flag.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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#include "m_msg.h"
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#include "m_debug.h"
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#include "m_needlework.h"
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#include "m_needlework_ovl.h"
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#include "libultra/libultra.h"
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enum {
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aFLAG_ACTION_WAIT,
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aFLAG_ACTION_TALK,
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aFLAG_ACTION_TALK_END,
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aFLAG_ACTION_OPEN_WAIT,
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aFLAG_ACTION_END_WAIT,
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aFLAG_ACTION_UP,
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aFLAG_ACTION_DOWN,
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aFLAG_ACTION_NUM
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};
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static void aFLAG_actor_ct(ACTOR* actor, GAME* game);
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static void aFLAG_actor_dt(ACTOR* actor, GAME* game);
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static void aFLAG_actor_init(ACTOR* actor, GAME* game);
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static void aFLAG_actor_draw(ACTOR* actor, GAME* game);
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ACTOR_PROFILE Flag_Profile = {
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mAc_PROFILE_FLAG,
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ACTOR_PART_ITEM,
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ACTOR_STATE_TA_SET,
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FLAG,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(STRUCTURE_ACTOR),
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&aFLAG_actor_ct,
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&aFLAG_actor_dt,
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&aFLAG_actor_init,
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&aFLAG_actor_draw,
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NULL,
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};
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static u8 aFLAG_shadow_vtx_fix_flg_table[8] = { FALSE, TRUE, TRUE, FALSE, TRUE, FALSE, FALSE, TRUE };
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extern Vtx obj_frag_shadow_v[];
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extern Gfx obj_frag_shadowT_model[];
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static bIT_ShadowData_c aFLAG_shadow_data = { 8, aFLAG_shadow_vtx_fix_flg_table, 60.0f, obj_frag_shadow_v,
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obj_frag_shadowT_model };
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extern cKF_Skeleton_R_c cKF_bs_r_obj_s_frag;
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extern cKF_Skeleton_R_c cKF_bs_r_obj_w_frag;
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extern cKF_Animation_R_c cKF_ba_r_obj_s_frag;
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extern cKF_Animation_R_c cKF_ba_r_obj_w_frag;
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extern u8 hakushi_tex[];
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extern u16 hakushi_pal[];
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static void aFLAG_setup_action(STRUCTURE_ACTOR* flag, int action);
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static void aFLAG_actor_ct(ACTOR* actor, GAME* game) {
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static cKF_Skeleton_R_c* skl[] = { &cKF_bs_r_obj_s_frag, &cKF_bs_r_obj_w_frag };
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static cKF_Animation_R_c* ani[] = { &cKF_ba_r_obj_s_frag, &cKF_ba_r_obj_w_frag };
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STRUCTURE_ACTOR* flag;
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int isWinter;
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flag = (STRUCTURE_ACTOR*)actor;
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isWinter = Common_Get(time.season) == mTM_SEASON_WINTER;
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flag->action = 32;
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flag->arg1_f = 132.5f;
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cKF_SkeletonInfo_R_ct(&flag->keyframe, skl[isWinter], ani[isWinter], flag->work_area, flag->morph_area);
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cKF_SkeletonInfo_R_init_standard_repeat(&flag->keyframe, ani[isWinter], NULL);
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cKF_SkeletonInfo_R_play(&flag->keyframe);
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aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
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}
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static void aFLAG_actor_dt(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* flag = (STRUCTURE_ACTOR*)actor;
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cKF_SkeletonInfo_R_dt(&flag->keyframe);
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}
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static void aFLAG_set_talk_info(ACTOR* actor) {
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rgba_t window_color;
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mDemo_Set_msg_num(0x3066);
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mDemo_Set_talk_display_name(FALSE);
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mDemo_Set_ListenAble();
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window_color.r = 185;
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window_color.g = 60;
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window_color.b = 40;
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window_color.a = 255;
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mDemo_Set_talk_window_color(&window_color);
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mDemo_Set_camera(TRUE);
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mDemo_Set_use_zoom_sound(TRUE);
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}
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static void aFLAG_talk_end(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
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if (mMsg_Check_main_wait(msg_p) != FALSE) {
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mMsg_request_main_forceoff();
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aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
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}
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}
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static void aFLAG_talk(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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mMsg_Window_c* msg_p;
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PLAYER_ACTOR* player_actor;
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s16 target_y;
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s_xyz target_rot;
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msg_p = mMsg_Get_base_window_p();
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if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)flag) != FALSE) {
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player_actor = get_player_actor_withoutCheck(game_play);
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target_rot = player_actor->actor_class.shape_info.rotation;
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target_y = search_position_angleY(&player_actor->actor_class.world.position, &flag->actor_class.world.position);
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add_calc_short_angle2(&target_rot.y, target_y, 0.3f, 0x1000, 0x100);
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(*get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->Set_force_position_angle_proc)(
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gamePT, NULL, &target_rot, mPlayer_FORCE_POSITION_ANGLE_ROTY);
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if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
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switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
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case mChoice_CHOICE0:
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mMsg_request_main_disappear_wait_type1(mMsg_Get_base_window_p());
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aFLAG_setup_action(flag, aFLAG_ACTION_DOWN);
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break;
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case mChoice_CHOICE1:
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mMsg_request_main_disappear_wait_type1(mMsg_Get_base_window_p());
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aFLAG_setup_action(flag, aFLAG_ACTION_TALK_END);
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break;
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}
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}
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} else {
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aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
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}
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}
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static void aFLAG_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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PLAYER_ACTOR* player_actor;
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if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)flag) == FALSE) {
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player_actor = get_player_actor_withoutCheck(game_play);
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if (player_actor != NULL) {
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mDemo_Request(mDemo_TYPE_TALK, (ACTOR*)flag, aFLAG_set_talk_info);
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}
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} else {
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aFLAG_setup_action(flag, aFLAG_ACTION_TALK);
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}
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}
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static void aFLAG_menu_open_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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mSM_open_submenu(&game_play->submenu, mSM_OVL_NEEDLEWORK, 0, common_data.player_no);
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aFLAG_setup_action(flag, aFLAG_ACTION_END_WAIT);
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}
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static void aFLAG_menu_end_wait(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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Submenu* submenu;
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Submenu_Item_c* sm_item;
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u8 design_index;
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submenu = &game_play->submenu;
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if (submenu->open_flag == FALSE) {
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sm_item = submenu->item_p;
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if (sm_item->item == RSV_NO) {
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design_index = mNW_get_image_no(submenu, sm_item->slot_no) & 7;
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bcopy(Player_Design_Get(design_index), Save_GetPointer(island.flag_design.design),
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sizeof(mNW_original_tex_c));
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osWritebackDCache(Save_GetPointer(island.flag_design.design), sizeof(mNW_original_tex_c));
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Save_Get(island.flag_design).flag_design_set = TRUE;
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Save_Get(island.flag_design).palette = Player_Palette_Get(design_index);
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sAdo_OngenTrgStart(0x461, &flag->actor_class.world.position);
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mISL_SetNowPlayerAction(4);
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}
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sAdo_OngenTrgStart(0x163, &flag->actor_class.world.position);
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aFLAG_setup_action(flag, aFLAG_ACTION_UP);
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}
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}
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static void aFLAG_up(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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f32 starting_x;
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f32 middle_x;
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f32 ending_x;
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f32 ending_frame;
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f32 third_point_frame;
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f32 second_point_frame;
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f32 first_point_frame;
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f32 normalized_x_length;
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// Flag moves from bottom to top in two distinct "phases" as if the rope was pulled twice
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starting_x = 72.5f;
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middle_x = 110.0f;
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ending_x = 132.5f;
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ending_frame = 100.0f;
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third_point_frame = 70.0f;
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second_point_frame = 55.0f;
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first_point_frame = 15.0f;
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if (REGADDR(NMREG, 0) != 0) {
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starting_x = REGADDR(NMREG, 0);
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}
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if (REGADDR(NMREG, 1) != 0) {
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ending_x = REGADDR(NMREG, 1);
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}
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if (REGADDR(NMREG, 2) != 0) {
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middle_x = REGADDR(NMREG, 2);
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}
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if (REGADDR(NMREG, 3) != 0) {
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ending_frame = REGADDR(NMREG, 3);
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}
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if (REGADDR(NMREG, 4) != 0) {
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second_point_frame = REGADDR(NMREG, 4);
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}
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if (REGADDR(NMREG, 5) != 0) {
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first_point_frame = REGADDR(NMREG, 5);
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}
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if (REGADDR(NMREG, 6) != 0) {
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third_point_frame = REGADDR(NMREG, 6);
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}
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if (flag->arg1 == second_point_frame) {
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sAdo_OngenTrgStart(0x163U, &flag->actor_class.world.position);
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}
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if (flag->arg1 <= first_point_frame) {
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normalized_x_length = (middle_x - starting_x) / (first_point_frame * second_point_frame);
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flag->arg1_f = starting_x + (normalized_x_length * flag->arg1 * flag->arg1);
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} else if (flag->arg1 <= second_point_frame) {
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normalized_x_length = (middle_x - starting_x) / (second_point_frame * (first_point_frame - second_point_frame));
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flag->arg1_f =
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middle_x + (normalized_x_length * (flag->arg1 - second_point_frame) * (flag->arg1 - second_point_frame));
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} else if (flag->arg1 <= third_point_frame) {
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normalized_x_length =
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(ending_x - middle_x) / ((third_point_frame - second_point_frame) * (ending_frame - second_point_frame));
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flag->arg1_f =
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middle_x + (normalized_x_length * (flag->arg1 - second_point_frame) * (flag->arg1 - second_point_frame));
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} else {
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normalized_x_length =
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(ending_x - middle_x) / ((ending_frame - second_point_frame) *
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((third_point_frame - second_point_frame) - (ending_frame - second_point_frame)));
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flag->arg1_f = ending_x + (normalized_x_length * (flag->arg1 - ending_frame) * (flag->arg1 - ending_frame));
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}
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flag->arg1 += 1;
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if (flag->arg1 >= ending_frame) {
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flag->arg1 = 0;
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mMsg_request_main_forceoff();
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aFLAG_setup_action(flag, aFLAG_ACTION_WAIT);
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}
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}
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static void aFLAG_down(STRUCTURE_ACTOR* flag, GAME_PLAY* game_play) {
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f32 normalized_x_length;
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f32 x_length;
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f32 starting_x;
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f32 ending_x;
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f32 ending_frame;
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f32 midpoint_frame;
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if (mMsg_Check_main_wait(mMsg_Get_base_window_p()) != FALSE) {
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// Flag moves down in a smooth motion from top to bottom
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starting_x = 72.5;
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ending_x = 132.5;
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ending_frame = 40.0f;
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midpoint_frame = 16.0f;
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if (REGADDR(NMREG, 0) != 0) {
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starting_x = REGADDR(NMREG, 0);
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}
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if (REGADDR(NMREG, 1) != 0) {
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ending_x = REGADDR(NMREG, 1);
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}
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if (REGADDR(NMREG, 7) != 0) {
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ending_frame = REGADDR(NMREG, 7);
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}
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if (REGADDR(NMREG, 8) != 0) {
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midpoint_frame = REGADDR(NMREG, 8);
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}
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x_length = ending_x - starting_x;
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if (flag->arg1 == 2) {
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sAdo_OngenTrgStart(0x164U, &flag->actor_class.world.position);
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}
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// arg1_f is used to set the joint x position
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if (flag->arg1 <= midpoint_frame) {
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normalized_x_length = -(x_length / (midpoint_frame * ending_frame));
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flag->arg1_f = ending_x + (flag->arg1 * (normalized_x_length * flag->arg1));
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} else {
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normalized_x_length = -(x_length / (ending_frame * (midpoint_frame - ending_frame)));
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flag->arg1_f =
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starting_x + (normalized_x_length * (flag->arg1 - ending_frame) * (flag->arg1 - ending_frame));
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}
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flag->arg1 += 1;
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if (flag->arg1 >= ending_frame) {
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flag->arg1 = 0;
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aFLAG_setup_action(flag, aFLAG_ACTION_OPEN_WAIT);
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}
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}
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}
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static void aFLAG_setup_action(STRUCTURE_ACTOR* flag, int action) {
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static aSTR_MOVE_PROC process[aFLAG_ACTION_NUM] = {
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&aFLAG_wait, &aFLAG_talk, &aFLAG_talk_end, &aFLAG_menu_open_wait, &aFLAG_menu_end_wait, &aFLAG_up, &aFLAG_down
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};
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flag->action_proc = process[action];
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}
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static void aFLAG_actor_move(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* flag;
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f32 wind_power;
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s16 wind_angle;
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flag = (STRUCTURE_ACTOR*)actor;
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wind_power = mEnv_GetWindPowerF();
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flag->arg0_f = wind_power;
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flag->keyframe.frame_control.speed = flag->arg0_f * 0.5f + 0.5f;
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wind_angle = mEnv_GetWindAngleS();
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flag->arg2_f = wind_angle;
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cKF_SkeletonInfo_R_play(&flag->keyframe);
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(*flag->action_proc)(flag, (GAME_PLAY*)game);
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}
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static void aFLAG_actor_init(ACTOR* actor, GAME* game) {
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mFI_SetFG_common(DUMMY_FLAG, actor->home.position, FALSE);
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aFLAG_actor_move(actor, game);
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actor->mv_proc = &aFLAG_actor_move;
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}
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static int aFLAG_before_draw(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape,
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u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
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STRUCTURE_ACTOR* flag = (STRUCTURE_ACTOR*)arg;
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if (joint_idx == 4) {
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joint_pos->x = flag->arg1_f * 100.0f;
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}
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return TRUE;
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}
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static void aFLAG_actor_draw(ACTOR* actor, GAME* game) {
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GRAPH* graph;
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cKF_SkeletonInfo_R_c* keyframe;
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Gfx* gfx;
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Mtx* mtx;
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STRUCTURE_ACTOR* flag;
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u16* pal;
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u8* texture;
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flag = (STRUCTURE_ACTOR*)actor;
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graph = game->graph;
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keyframe = &flag->keyframe;
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mtx = GRAPH_ALLOC_TYPE(graph, Mtx, keyframe->skeleton->num_shown_joints);
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if (mtx != NULL) {
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_texture_z_light_fog_prim_npc(graph);
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_texture_z_light_fog_prim_xlu(graph);
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if (Save_Get(island.flag_design).flag_design_set != FALSE) {
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pal = mNW_PaletteIdx2Palette(Save_Get(island.flag_design).palette);
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texture = (u8*)Save_GetPointer(island.flag_design.design);
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} else {
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pal = hakushi_pal;
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texture = hakushi_tex;
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}
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OPEN_DISP(graph);
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gfx = NOW_POLY_OPA_DISP;
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gSPSegment(gfx++, G_MWO_SEGMENT_8, pal);
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gSPSegment(gfx++, G_MWO_SEGMENT_9, texture);
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SET_POLY_OPA_DISP(gfx);
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CLOSE_DISP(graph);
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cKF_Si3_draw_R_SV(game, keyframe, mtx, &aFLAG_before_draw, NULL, actor);
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(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aFLAG_shadow_data, FALSE);
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}
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}
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