Files
ac-decomp/src/actor/ac_mural.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

92 lines
2.9 KiB
C

#include "ac_mural.h"
#include "m_debug.h"
#include "m_name_table.h"
#include "m_player_lib.h"
#include "sys_matrix.h"
static void Mural_Actor_ct(ACTOR* actorx, GAME* game);
static void Mural_Actor_dt(ACTOR* actorx, GAME* game);
static void Mural_Actor_move(ACTOR* actorx, GAME* game);
static void Mural_Actor_draw(ACTOR* actorx, GAME* game);
ACTOR_PROFILE Mural_Profile = {
mAc_PROFILE_MURAL,
ACTOR_PART_BG,
ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES | ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_MURAL,
sizeof(MURAL_ACTOR),
&Mural_Actor_ct,
&Mural_Actor_dt,
&Mural_Actor_move,
&Mural_Actor_draw,
NULL,
};
static u8 tex[aML_MURAL_NUM][(32 * 32) / 2] ATTRIBUTE_ALIGN(32);
static u16 pal[aML_MURAL_NUM][16] ATTRIBUTE_ALIGN(32);
static void Mural_Actor_ct(ACTOR* actorx, GAME* game) {
MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
int i;
for (i = 0; i < aML_MURAL_NUM; i++) {
mural->mural[i].tex_p = tex[i];
mural->mural[i].pal_p = pal[i];
mPlib_Load_PlayerTexAndPallet(mural->mural[i].tex_p, mural->mural[i].pal_p, i);
mural->mural[i].type = 0;
}
}
static void Mural_Actor_dt(ACTOR* actorx, GAME* game) {
// nothing
}
static void Mural_Actor_move(ACTOR* actorx, GAME* game) {
MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
if (REGADDR(TAKREG, 10) == 0 || REGADDR(TAKREG, 10) == 1) {
if (REGADDR(TAKREG, 12) >= 0 && REGADDR(TAKREG, 12) < 255) {
if (REGADDR(TAKREG, 11) >= 0 && REGADDR(TAKREG, 11) < aML_MURAL_NUM) {
mural->mural[REGADDR(TAKREG, 11)].type = REGADDR(TAKREG, 10);
mPlib_Load_PlayerTexAndPallet(mural->mural[REGADDR(TAKREG, 11)].tex_p,
mural->mural[REGADDR(TAKREG, 11)].pal_p, REGADDR(TAKREG, 12));
}
}
}
actorx->world.position.y = 140.0f;
}
extern Gfx obj_mural_model[];
static void Mural_Actor_draw(ACTOR* actorx, GAME* game) {
MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
int y;
int x;
int i;
i = 0;
for (y = 0; y < aML_MURAL_Y_NUM; y++) {
for (x = 0; x < aML_MURAL_X_NUM; x++, i++) {
OPEN_DISP(game->graph);
Matrix_translate(actorx->world.position.x + x * 24.0f, actorx->world.position.y - y * 24.0f,
actorx->world.position.z, 0);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
/* Segment 8 holds the palette */
gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_8, mural->mural[i].pal_p);
/* Segment 9 holds the texture */
gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_9, mural->mural[i].tex_p);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_OPA_DISP, obj_mural_model);
CLOSE_DISP(game->graph);
}
}
}