mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-08-01 15:59:48 -04:00
120 lines
3.6 KiB
C
120 lines
3.6 KiB
C
#include "ac_t_hanabi.h"
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#include "m_rcp.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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static void aTHB_actor_ct(ACTOR* actor, GAME* game);
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static void aTHB_actor_dt(ACTOR* actor, GAME* game);
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static void aTHB_actor_move(ACTOR* actor, GAME* game);
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static void aTHB_actor_draw(ACTOR* actor, GAME* game);
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ACTOR_PROFILE T_Hanabi_Profile = { mAc_PROFILE_T_HANABI,
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ACTOR_PART_BG,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_HANABI,
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sizeof(HANABI_ACTOR),
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&aTHB_actor_ct,
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&aTHB_actor_dt,
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&aTHB_actor_move,
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&aTHB_actor_draw,
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NULL };
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static void aTHB_setupAction(ACTOR* actor, int idx);
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extern Gfx main_utiwa1_model[];
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static void aTHB_actor_ct(ACTOR* actor, GAME* game) {
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aTHB_setupAction(actor, 1);
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}
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static void aTHB_actor_dt(ACTOR* actor, GAME* game) {
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}
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static void aTHB_calc_scale(ACTOR* actor, int idx) {
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static f32 aim[] = { 1.0f, 0.0f };
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f32 hanabi_scale = actor->scale.x;
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chase_f(&hanabi_scale, aim[idx], 0.05f);
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actor->scale.x = hanabi_scale;
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actor->scale.y = hanabi_scale;
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actor->scale.z = hanabi_scale;
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}
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static void aTHB_takeout(ACTOR* actor) {
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aTHB_calc_scale(actor, 0);
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}
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static void aTHB_putaway(ACTOR* actor) {
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aTHB_calc_scale(actor, 1);
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}
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static void aTHB_destruct(ACTOR* actor) {
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Actor_delete(actor);
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}
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static void aTHB_setupAction(ACTOR* actor, int idx) {
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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static HANABI_PROC process[] = { (HANABI_PROC)none_proc1, aTHB_takeout, aTHB_putaway, aTHB_destruct,
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(HANABI_PROC)none_proc1, NULL };
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static f32 start_scale[] = { 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f };
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f32 scale;
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hanabi->proc = process[idx];
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hanabi->current_id = idx;
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hanabi->tools_class.work0 = idx;
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scale = start_scale[idx];
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hanabi->tools_class.actor_class.scale.x = scale;
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hanabi->tools_class.actor_class.scale.y = scale;
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hanabi->tools_class.actor_class.scale.z = scale;
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}
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static void aTHB_actor_move(ACTOR* actor, GAME* game) {
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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int t = hanabi->tools_class.work0;
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if (t != hanabi->current_id) {
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aTHB_setupAction(actor, t);
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}
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hanabi->proc(actor);
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}
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static void aTHB_actor_draw(ACTOR* actor, GAME* game) {
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HANABI_ACTOR* hanabi = (HANABI_ACTOR*)actor;
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GRAPH* graph = game->graph;
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Gfx* gfxp;
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OPEN_DISP(graph);
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if (hanabi->tools_class.init_matrix == 1) {
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Matrix_put(&hanabi->tools_class.matrix_work);
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Matrix_Position_Zero(&hanabi->tools_class.actor_class.world.position);
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hanabi->tools_class.init_matrix = 0;
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} else {
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Matrix_translate(hanabi->tools_class.actor_class.world.position.x,
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hanabi->tools_class.actor_class.world.position.y,
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hanabi->tools_class.actor_class.world.position.z, FALSE);
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Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
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}
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Matrix_scale(hanabi->tools_class.actor_class.scale.x, hanabi->tools_class.actor_class.scale.y,
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hanabi->tools_class.actor_class.scale.z, TRUE);
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxp++, main_utiwa1_model);
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SET_POLY_OPA_DISP(gfxp);
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CLOSE_DISP(graph);
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}
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