Files
ac-decomp/src/actor/ac_yatai_move.c_inc
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

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static void aYAT_set_bgOffset(STRUCTURE_ACTOR* yatai, int idx){
static mCoBG_OffsetTable_c height_table_ct_l[9] = {
{ 0x64, 0, 0, 0, 0, 0, 0 },
{ 0x64, 8, 0, 8, 8, 8, 1 },
{ 0x64, 8, 8, 8, 8, 0, 1 },
{ 0x64, 8, 0, 8, 8, 8, 1 },
{ 0x64, 8, 8, 8, 8, 8, 0 },
{ 0x64, 8, 8, 8, 0, 8, 1 },
{ 0x64, 8, 8, 0, 8, 8, 1 },
{ 0x64, 8, 8, 8, 0, 8, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 }
};
static mCoBG_OffsetTable_c height_table_ct_r[9] = {
{ 0x64, 8, 0, 8, 8, 8, 1 },
{ 0x64, 8, 8, 8, 8, 0, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 },
{ 0x64, 8, 8, 0, 8, 8, 1 },
{ 0x64, 8, 8, 8, 8, 8, 0 },
{ 0x64, 8, 8, 8, 8, 0, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 },
{ 0x64, 8, 8, 0, 8, 8, 1 },
{ 0x64, 8, 8, 8, 0, 8, 1 }
};
static mCoBG_OffsetTable_c* height_table[4] = {
height_table_ct_l, height_table_ct_r,
height_table_ct_l, height_table_ct_r
};
static f32 addX[3] = { -40.0f, 0.0f, 40.0f };
static f32 addZ[3] = { -40.0f, 0.0f, 40.0f };
mCoBG_OffsetTable_c* offset;
int type;
int i;
int j;
xyz_t pos;
offset = height_table[idx];
type = idx & 1;
for (i = 0; i < 3; i++) {
pos.z = 40.0f + (yatai->actor_class.home.position.z + addZ[i]);
for (j = 0; j < 3; j++) {
if (type == 0) {
if (j + i * 3 != 0 && j + i * 3 != 8) {
pos.x = (yatai->actor_class.home.position.x + addX[j]);
mCoBG_SetPluss5PointOffset_file(pos, *offset, __FILE__, 123);
}
}
else {
if (j + i * 3 != 2 && j + i * 3 != 6) {
pos.x = (yatai->actor_class.home.position.x + addX[j]);
mCoBG_SetPluss5PointOffset_file(pos, *offset, __FILE__, 129);
}
}
offset++;
}
}
}
static void aYAT_actor_move(ACTOR* actor, GAME* game) {
PLAYER_ACTOR* player_actor;
int yatai_bx;
int yatai_bz;
int player_bx;
int player_bz;
player_actor = get_player_actor_withoutCheck((GAME_PLAY*)game);
mFI_Wpos2BlockNum(&yatai_bx, &yatai_bz, actor->world.position);
mFI_Wpos2BlockNum(&player_bx, &player_bz, player_actor->actor_class.world.position);
if (mDemo_Check(mDemo_TYPE_SCROLL, &player_actor->actor_class) == FALSE
&& mDemo_Check(mDemo_TYPE_SCROLL2, &player_actor->actor_class) == FALSE
&& mDemo_Check(mDemo_TYPE_SCROLL3, &player_actor->actor_class) == FALSE
&& (yatai_bx != player_bx || yatai_bz != player_bz))
{
Actor_delete(actor);
}
}
static void aYAT_actor_init(ACTOR* actor, GAME* game){
STRUCTURE_ACTOR* yatai = (STRUCTURE_ACTOR*)actor;
mFI_SetFG_common(DUMMY_YATAI, actor->home.position, FALSE);
aYAT_actor_move(actor, game);
actor->mv_proc = aYAT_actor_move;
}