diff options
Diffstat (limited to 'src/engine/objects/Seagull.cpp')
| -rw-r--r-- | src/engine/objects/Seagull.cpp | 127 |
1 files changed, 56 insertions, 71 deletions
diff --git a/src/engine/objects/Seagull.cpp b/src/engine/objects/Seagull.cpp index 5f0b12a7e..cced70348 100644 --- a/src/engine/objects/Seagull.cpp +++ b/src/engine/objects/Seagull.cpp @@ -1,8 +1,8 @@ #include <libultraship.h> #include <libultra/gbi.h> #include "Seagull.h" -#include "engine/Actor.h" #include <vector> +#include "World.h" #include "port/Game.h" @@ -29,9 +29,14 @@ extern SplineData D_800E6280; SplineData* D_800E633C[] = { &D_800E6034, &D_800E60F0, &D_800E61B4, &D_800E6280 }; -OSeagull::OSeagull(s32 i, Vec3f pos) { - size_t objectId; - _idx = i; +size_t OSeagull::_count = 0; + +OSeagull::OSeagull(Vec3f pos) { + size_t objectIndex; + _idx = _count; + _pos[0] = pos[0]; + _pos[1] = pos[1]; + _pos[2] = pos[2]; s16 randZ; s16 randX; @@ -40,60 +45,48 @@ OSeagull::OSeagull(s32 i, Vec3f pos) { randY = random_int(20); randZ = random_int(200) + -100.0; - SpawnPos[0] = pos[0] + randX; - SpawnPos[1] = pos[1] + randY; - SpawnPos[2] = pos[2] + randZ; - //for (i = 0; i < NUM_SEAGULLS; i++) { - //objectId = indexObjectList2[i]; - //init_object(objectId, 0); + objectIndex = indexObjectList2[_idx]; + init_object(objectIndex, 0); - //set_obj_origin_pos(objectId, pos[0], pos[1], pos[2]); - //if (i < (NUM_SEAGULLS / 2)) { - //gObjectList[objectId].unk_0D5 = 0; - //} else { - // gObjectList[objectId].unk_0D5 = 1; - //} - //} -} + set_obj_origin_pos(objectIndex, pos[0], pos[1], pos[2]); + if (_idx < (NUM_SEAGULLS / 2)) { + gObjectList[objectIndex].unk_0D5 = 0; + } else { + gObjectList[objectIndex].unk_0D5 = 1; + } -bool OSeagull::IsMod() { return true; } + _count++; +} void OSeagull::Tick() { Object* object; - UNUSED s32* var_s4; - s32 temp_s0; + s32 objectIndex = indexObjectList2[_idx]; - //for (var_s3 = 0; var_s3 < NUM_SEAGULLS; var_s3++) { - //temp_s0 = indexObjectList2[_idx]; - - //object = &gObjectList[temp_s0]; - if (_state == 0) { + object = &gObjectList[objectIndex]; + if (object->state == 0) { return; } - OSeagull::func_80082714(temp_s0, _idx); - OSeagull::func_8008275C(temp_s0); - if (_toggle) { - _toggle = false; + OSeagull::func_80082714(objectIndex, _idx); + OSeagull::func_8008275C(objectIndex); + if (func_80072320(objectIndex, 2) != 0) { + func_800722CC(objectIndex, 2); if (D_80165A90 != 0) { D_80165A90 = 0; D_80183E40[0] = 0.0f; D_80183E40[1] = 0.0f; D_80183E40[2] = 0.0f; if (gGamestate != CREDITS_SEQUENCE) { - func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43)); + func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43)); } else { - //temp_s0 = indexObjectList2[1]; - //! @todo confirm this is equivallent to indexObjectList2[1]; - if (_idx == 1) { - if (gCutsceneShotTimer <= 150) { - //object = &gObjectList[temp_s0]; - func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43)); - } + objectIndex = indexObjectList2[1]; + if (gCutsceneShotTimer <= 150) { + object = &gObjectList[objectIndex]; + func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43)); } } } @@ -114,19 +107,16 @@ void OSeagull::Tick() { D_80165908 = 0; } -void OSeagull::Draw(Camera* camera) { // render_object_seagulls - s32 var_s1; - //for (i = 0; i < NUM_SEAGULLS; i++) { - var_s1 = indexObjectList2[_idx]; - //! @todo: Quick hack to let seagull work in actor system. Should be cameraId not camera->playerId - //if (func_8008A364(var_s1, camera->playerId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) { - D_80165908 = 1; - _toggle = true; - //} - //if (is_obj_flag_status_active(var_s1, VISIBLE) != 0) { - OSeagull::func_800552BC(var_s1); - //} - //} +void OSeagull::Draw(s32 cameraId) { // render_object_seagulls + s32 objectIndex = indexObjectList2[_idx]; + + if (func_8008A364(objectIndex, cameraId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) { + D_80165908 = 1; + _toggle = true; + } + if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) { + OSeagull::func_800552BC(objectIndex); + } } void OSeagull::func_800552BC(s32 objectIndex) { @@ -155,11 +145,11 @@ void OSeagull::func_8008275C(s32 objectIndex) { case 2: func_8008B78C(objectIndex); vec3f_copy(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos); - func_8000D940(SpawnPos, (s16*) &gObjectList[objectIndex].unk_0C6, + func_8000D940(gObjectList[objectIndex].origin_pos, (s16*) &gObjectList[objectIndex].unk_0C6, gObjectList[objectIndex].unk_034, 0.0f, 0); - Offset[0] *= 2.0; - Offset[1] *= 2.5; - Offset[2] *= 2.0; + gObjectList[objectIndex].offset[0] *= 2.0; + gObjectList[objectIndex].offset[1] *= 2.5; + gObjectList[objectIndex].offset[2] *= 2.0; object_calculate_new_pos_offset(objectIndex); gObjectList[objectIndex].direction_angle[1] = get_angle_between_two_vectors(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos); @@ -169,31 +159,26 @@ void OSeagull::func_8008275C(s32 objectIndex) { } void OSeagull::func_8008241C(s32 objectIndex, s32 arg1) { - UNUSED s16 stackPadding0; + s16 randZ; + s16 randX; + s16 randY; gObjectList[objectIndex].unk_0D8 = 1; gObjectList[objectIndex].model = (Gfx*) d_course_koopa_troopa_beach_unk4; gObjectList[objectIndex].vertex = (Vtx*) d_course_koopa_troopa_beach_unk_data5; gObjectList[objectIndex].sizeScaling = 0.2f; gObjectList[objectIndex].unk_0DD = 1; - // if (gGamestate == CREDITS_SEQUENCE) { - // set_obj_origin_pos(objectIndex, randX + -360.0, randY + 60.0, randZ + -1300.0); - // } else if (gObjectList[objectIndex].unk_0D5 != 0) { - // set_obj_origin_pos(objectIndex, (randX + 328.0) * xOrientation, randY + 20.0, randZ + 2541.0); - // } else { - // set_obj_origin_pos(objectIndex, (randX + -985.0) * xOrientation, randY + 15.0, randZ + 1200.0); - // } + randX = random_int(0x00C8) + -100.0; + randY = random_int(0x0014); + randZ = random_int(0x00C8) + -100.0; + + set_obj_origin_pos(objectIndex, (randX + _pos[0]) * xOrientation, randY + _pos[1], randZ + _pos[2]); set_obj_direction_angle(objectIndex, 0U, 0U, 0U); gObjectList[objectIndex].unk_034 = 1.0f; func_80086EF0(objectIndex); - //gObjectList[objectIndex].spline = D_800E633C[arg1 % 4]; - spline = D_800E633C[arg1 % 4]; - //set_object_flag(objectIndex, 0x800); - //object_next_state(objectIndex); - _status |= 0x800; - _timer = 0; - _status &= ~0x2000; - _state++; + gObjectList[objectIndex].spline = D_800E633C[arg1 % 4]; + set_object_flag(objectIndex, 0x00000800); + object_next_state(objectIndex); } |
