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