Merge pull request #106 from robojumper/d_a_obj_underground_switch

d_a_obj_underground_switch with a single regswap
This commit is contained in:
robojumper
2024-11-14 22:57:16 +01:00
committed by GitHub
12 changed files with 212 additions and 67 deletions
+2 -2
View File
@@ -20,10 +20,10 @@ bool dAcOJunkRep_c::getState() {
bool dAcOJunkRep_c::createHeap() {
mResFile = getOarcResFile("Junk");
if (!loadMdl(mModel1, sMdlName1)) {
if (!loadMdl(mModel1, getMdlName1())) {
return false;
}
if (!loadMdl(mModel2, sMdlName2)) {
if (!loadMdl(mModel2, getMdlName2())) {
return false;
}
@@ -1,4 +0,0 @@
#include "d/a/obj/d_a_obj_junk_repairing.h"
char dAcOJunkRep_c::sMdlName1[] = "JunkRepairobject";
char dAcOJunkRep_c::sMdlName2[] = "JunkRepairobjectB";
+145 -6
View File
@@ -1,17 +1,156 @@
#include "d/a/obj/d_a_obj_underground_switch.h"
#include "common.h"
#include "d/a/d_a_player.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/flag/sceneflag_manager.h"
#include "m/m_vec.h"
#include "nw4r/g3d/g3d_resanmclr.h"
#include "nw4r/g3d/g3d_resmdl.h"
#include "toBeSorted/event_manager.h"
SPECIAL_ACTOR_PROFILE(OBJ_UG_SWITCH, dAcOUgSwitch_c, fProfile::OBJ_UG_SWITCH, 0x15A, 0, 3);
STATE_DEFINE(dAcOUgSwitch_c, Off);
STATE_DEFINE(dAcOUgSwitch_c, Active);
STATE_DEFINE(dAcOUgSwitch_c, On);
void dAcOUgSwitch_c::initializeState_Off() {}
void dAcOUgSwitch_c::executeState_Off() {}
const f32 dAcOUgSwitch_c::sActivationRadius = 40.0f;
const u8 dAcOUgSwitch_c::sEventTimer = 15;
bool dAcOUgSwitch_c::createHeap() {
// Why. Regswap...
void *data = getOarcResFile("SwitchPass");
mRes = data;
nw4r::g3d::ResMdl mdl = mRes.GetResMdl("SwitchPass");
TRY_CREATE(mMdl.create(mdl, &heap_allocator, 0x120));
mRes = data;
mdl = mRes.GetResMdl("SwitchPass");
nw4r::g3d::ResAnmClr clr = mRes.GetResAnmClr("SwitchPass_Light");
TRY_CREATE(mAnmClr.create(mdl, clr, &heap_allocator, nullptr, 1));
mMdl.setAnm(mAnmClr);
return true;
}
int dAcOUgSwitch_c::create() {
mActiveSceneFlag = params & 0xFF;
field_0x3BD = (params >> 8) & 0xFF;
setVariant((params >> 16) & 0xF);
if (!initAllocatorWork1Heap(0x1000, "dAcOUgSwitch_c::m_allocator", 0x20)) {
return FAILED;
}
mOnEventTimer = 0;
updateMatrix();
mMdl.setLocalMtx(mWorldMtx);
mMdl.setPriorityDraw(0x82, 0x7F);
if (!SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
if (mVariant == 0) {
mStateMgr.changeState(StateID_Active);
} else {
mStateMgr.changeState(StateID_Off);
}
} else {
mStateMgr.changeState(StateID_On);
}
boundingBox.Set(mVec3_c(-50.0f, -20.0f, -50.0f), mVec3_c(50.0f, 20.0f, 50.0f));
return SUCCEEDED;
}
int dAcOUgSwitch_c::doDelete() {
return SUCCEEDED;
}
int dAcOUgSwitch_c::actorExecute() {
mStateMgr.executeState();
return SUCCEEDED;
}
int dAcOUgSwitch_c::actorExecuteInEvent() {
if (EventManager::isInEvent(this, "OnSwitchCount")) {
if (mOnEventTimer != 0 && --mOnEventTimer == 0) {
if (mVariant == 0 && !SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
SceneflagManager::sInstance->setFlag(roomid, mActiveSceneFlag);
} else {
if (mVariant == 1 && !SceneflagManager::sInstance->checkBoolFlag(roomid, field_0x3BD)) {
SceneflagManager::sInstance->setFlag(roomid, field_0x3BD);
}
}
EventManager::finishEvent(this, "OnSwitchCount");
}
return SUCCEEDED;
}
return NOT_READY;
}
int dAcOUgSwitch_c::draw() {
drawModelType1(&mMdl);
return SUCCEEDED;
}
void dAcOUgSwitch_c::initializeState_Off() {
mAnmClr.setFrame(0.0f, 0);
}
void dAcOUgSwitch_c::executeState_Off() {
if (mVariant == 1 && SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
mStateMgr.changeState(StateID_Active);
}
}
void dAcOUgSwitch_c::finalizeState_Off() {}
void dAcOUgSwitch_c::initializeState_Active() {}
void dAcOUgSwitch_c::executeState_Active() {}
void dAcOUgSwitch_c::initializeState_Active() {
mAnmClr.setFrame(1.0f, 0);
}
void dAcOUgSwitch_c::executeState_Active() {
if (mVariant == 0 && !SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
if (isWithinPlayerRadius(sActivationRadius) && dAcPy_c::LINK->checkActionFlags(dAcPy_c::FLG0_CRAWLING)) {
mOnEventTimer = sEventTimer;
playSound(0xB12);
mStateMgr.changeState(StateID_On);
}
}
if (mVariant == 1) {
if (!SceneflagManager::sInstance->checkBoolFlag(roomid, field_0x3BD)) {
if (isWithinPlayerRadius(sActivationRadius) && dAcPy_c::LINK->checkActionFlags(dAcPy_c::FLG0_CRAWLING)) {
mOnEventTimer = sEventTimer;
playSound(0xB13);
mStateMgr.changeState(StateID_On);
}
}
if (!SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
mStateMgr.changeState(StateID_Off);
}
}
}
void dAcOUgSwitch_c::finalizeState_Active() {}
void dAcOUgSwitch_c::initializeState_On() {}
void dAcOUgSwitch_c::executeState_On() {}
void dAcOUgSwitch_c::initializeState_On() {
mAnmClr.setFrame(2.0f, 0);
static volatile u32 FLAGS_1 = 0x00000001;
static u32 FLAGS_2 = 0x00100001;
u32 f1 = FLAGS_1;
u32 f2 = FLAGS_2;
Event event = Event("OnSwitchCount", 100, f2 & ~f1, nullptr, nullptr);
EventManager::alsoSetAsCurrentEvent(this, &event, nullptr);
}
void dAcOUgSwitch_c::executeState_On() {
if (!SceneflagManager::sInstance->checkBoolFlag(roomid, mActiveSceneFlag)) {
if (mVariant == 0) {
mStateMgr.changeState(StateID_Active);
} else {
mStateMgr.changeState(StateID_Off);
}
}
}
void dAcOUgSwitch_c::finalizeState_On() {}
void dAcOUgSwitch_c::setVariant(int variant) {
if (variant == 0) {
mVariant = 0;
} else {
mVariant = 1;
}
}