d_a_obj_shed OK

This commit is contained in:
swekka
2025-12-06 15:31:18 +01:00
parent fca71a77bc
commit 86a321b23e
4 changed files with 154 additions and 29 deletions
+109 -4
View File
@@ -1,13 +1,118 @@
#include "d/a/obj/d_a_obj_shed.h"
#include "c/c_lib.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/bg/d_bg_s.h"
#include "d/d_stage.h"
#include "d/flag/sceneflag_manager.h"
#include "f/f_base.h"
#include "m/m_angle.h"
#include "m/m_vec.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "nw4r/g3d/res/g3d_resmdl.h"
#include "s/s_Math.h"
#include "toBeSorted/arc_managers/current_stage_arc_manager.h"
#include "toBeSorted/event.h"
SPECIAL_ACTOR_PROFILE(OBJ_SHED, dAcOShed_c, fProfile::OBJ_SHED, 0x256, 0, 6);
STATE_DEFINE(dAcOShed_c, Wait);
STATE_DEFINE(dAcOShed_c, Move);
// copy from d_a_obj_fairy - TODO move it to a shared file
inline static void vecCylCalc(mVec3_c &target, const mAng &rot, f32 factor) {
target.x += factor * rot.sin();
target.z += factor * rot.cos();
}
bool dAcOShed_c::createHeap() {
void *data = CurrentStageArcManager::GetInstance()->getData("g3d/stage.brres");
mResFile = nw4r::g3d::ResFile(data);
dStage_c::bindSkyCmnToResFile(&mResFile);
nw4r::g3d::ResMdl mdl = mResFile.GetResMdl("StageF000Shed");
TRY_CREATE(mMdl.create(mdl, &mAllocator, 0x120, 1, nullptr));
void *dzb = CurrentStageArcManager::GetInstance()->getData("dzb/StageF000Shed.dzb");
void *plc = CurrentStageArcManager::GetInstance()->getData("dat/StageF000Shed.plc");
updateMatrix();
return !mBgW.Set((cBgD_t *)dzb, (PLC *)plc, cBgW::MOVE_BG_e, &mWorldMtx, &mScale);
}
int dAcOShed_c::create() {
mEventId = getFromParams(0, 0xFF);
mSceneFlag = getFromParams(8, 0xFF);
CREATE_ALLOCATOR(dAcOShed_c);
mBgW.SetCrrFunc(dBgS_MoveBGProc_Typical);
dBgS::GetInstance()->Regist(&mBgW, this);
mAcceleration = 0.0f;
mMaxSpeed = -40.0f;
if (mSceneFlag < 0xFF) {
bool flag = SceneflagManager::sInstance->checkFlag(mRoomID, mSceneFlag);
if (flag) {
mIsOpen = true;
mVec = mPosition;
vecCylCalc(mVec, mRotation.y - 0x4000, 230.0f);
mPosition = mVec;
}
}
mStateMgr.changeState(StateID_Wait);
mBoundingBox.Set(mVec3_c(-115.0f, -0.0f, -10.0f), mVec3_c(115.0f, 260.0f, 10.0f));
return SUCCEEDED;
}
int dAcOShed_c::doDelete() {
return SUCCEEDED;
}
int dAcOShed_c::actorExecute() {
mStateMgr.executeState();
calcVelocity();
mPosition += mVelocity;
mPosition += mStts.mCcMove;
updateMatrix();
mMdl.setLocalMtx(mWorldMtx);
mBgW.Move();
return SUCCEEDED;
}
int dAcOShed_c::draw() {
drawModelType1(&mMdl);
return SUCCEEDED;
}
void dAcOShed_c::initializeState_Wait() {}
void dAcOShed_c::executeState_Wait() {}
void dAcOShed_c::executeState_Wait() {
if (!mIsOpen && mSceneFlag < 0xFF) {
if (SceneflagManager::sInstance->checkBoolFlag(mRoomID, mSceneFlag)) {
mStateMgr.changeState(StateID_Move);
}
}
}
void dAcOShed_c::finalizeState_Wait() {}
void dAcOShed_c::initializeState_Move() {}
void dAcOShed_c::executeState_Move() {}
void dAcOShed_c::finalizeState_Move() {}
volatile u32 FLAGS_1 = 0x00000001;
u32 FLAGS_2 = 0x00100001;
void dAcOShed_c::initializeState_Move() {
if (mEventId != 0xFF) {
u32 f1 = FLAGS_1;
u32 f2 = FLAGS_2;
Event ev(mEventId, mRoomID, f2 & ~f1, 0, 0);
mEvent.scheduleEvent(ev, 0);
}
mAngle.y = mRotation.y + 0x4000;
mVec = mPosition;
vecCylCalc(mVec, mAngle.y, 230.0f);
mMoveTimer = 0x3c;
}
void dAcOShed_c::executeState_Move() {
if (sLib::calcTimer(&mMoveTimer) == 0 && cLib::chasePosXZ(mPosition, mVec, 5.f)) {
mStateMgr.changeState(StateID_Wait);
}
}
void dAcOShed_c::finalizeState_Move() {
mIsOpen = true;
}