diff options
Diffstat (limited to 'src/REL/d/a/obj/d_a_obj_sun_light.cpp')
| -rw-r--r-- | src/REL/d/a/obj/d_a_obj_sun_light.cpp | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/src/REL/d/a/obj/d_a_obj_sun_light.cpp b/src/REL/d/a/obj/d_a_obj_sun_light.cpp index e69de29b..d1983877 100644 --- a/src/REL/d/a/obj/d_a_obj_sun_light.cpp +++ b/src/REL/d/a/obj/d_a_obj_sun_light.cpp @@ -0,0 +1,64 @@ +#include <d/a/obj/d_a_obj_sun_light.h> +#include <toBeSorted/arc_managers/current_stage_arc_manager.h> +#include <toBeSorted/room_manager.h> +#include <toBeSorted/scgame.h> + +SPECIAL_ACTOR_PROFILE(OBJ_SUN_LIGHT, dAcOsunLight_c, fProfile::OBJ_SUN_LIGHT, 0x0219, 0, 3); + +STATE_DEFINE(dAcOsunLight_c, Wait); + +bool dAcOsunLight_c::createHeap() { + mBrres = CurrentStageArcManager::sInstance->getData("g3d/stage.brres"); + RoomManager::bindStageResToFile(&mBrres); + RoomManager::bindSkyCmnToResFile(&mBrres); + nw4r::g3d::ResMdl mdl = mBrres.GetResMdl("StageF000Light"); + TRY_CREATE(mModel.create(mdl, &heap_allocator, 0x120)); + nw4r::g3d::ResAnmTexSrt srt = mBrres.GetResAnmTexSrt("StageF000Light"); + TRY_CREATE(mTexAnm.create(mdl, srt, &heap_allocator, nullptr, 1)); + return true; +} + +int dAcOsunLight_c::create() { + if (!initAllocatorWork1Heap(-1, "dAcOsunLight_c::m_allocator", 0x20)) { + return FAILED; + } + + mModel.setAnm(mTexAnm); + mStateMgr.changeState(StateID_Wait); + mModel.setPriorityDraw(0x1C, 9); + setBoundingBox(mVec3_c(-200.0f, -100.0f, -200.0f), mVec3_c(200.0f, 600.0f, 500.0f)); + return SUCCEEDED; +} + +int dAcOsunLight_c::doDelete() { + return 1; +} + +int dAcOsunLight_c::actorExecute() { + mStateMgr.executeState(); + if (isDay()) { + mTexAnm.play(); + } + updateMatrix(); + mModel.setLocalMtx(worldMatrix); + return 1; +} + +int dAcOsunLight_c::draw() { + if (isDay()) { + drawModelType1(&mModel); + } + return 1; +} + +void dAcOsunLight_c::initializeState_Wait() {} + +void dAcOsunLight_c::executeState_Wait() {} + +void dAcOsunLight_c::finalizeState_Wait() {} + +bool dAcOsunLight_c::isDay() { + // return !ScGame::currentSpawnInfo.isNight(); + // TODO TempFix? + return !(u8)ScGame::currentSpawnInfo.night; +} |
