mirror of
https://github.com/krystalgamer/spidey-decomp.git
synced 2024-11-23 13:29:48 +00:00
f475ebca20
Linux build
275 lines
4.7 KiB
C++
275 lines
4.7 KiB
C++
#include "switch.h"
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#include "trig.h"
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#include "baddy.h"
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#include "spidey.h"
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#include "validate.h"
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extern CBaddy* ControlBaddyList;
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extern CPlayer* MechList;
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extern i32 NumNodes;
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extern i16 **gTrigNodes;
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// @Ok
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// @Test
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void CSwitch::AI(void)
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{
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if (this->field_44 & 1)
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{
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this->field_44 &= 0xFFFE;
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switch (this->field_100)
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{
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case 0:
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this->SwitchOff();
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break;
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case 1:
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this->SwitchOn();
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this->SignalAttachedItems();
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break;
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case 2:
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this->SwitchInactive();
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break;
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default:
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print_if_false(0, "invalid switch state");
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break;
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}
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}
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if (this->field_100 == 2 || this->field_100 == 3 || this->field_100 == 4)
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{
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if (this->field_FC)
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{
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this->field_F8 += this->field_80;
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if (this->field_F8 > this->field_FC)
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{
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this->field_F8 = 0;
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if (this->field_100 == 2)
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{
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this->SwitchOff();
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}
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else
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{
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this->PulseLFA1Node(this->field_124 == 0 ? 3 : 2);
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this->field_100 = 5;
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}
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}
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}
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}
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if (this->field_100 == 3 || this->field_100 == 4)
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{
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this->field_108->mFlags &= 0xFFFE;
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u32 res;
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u32 Int = this->field_108->field_24 & 0xFF;
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if (Int < 0x80)
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{
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Int += this->field_80;
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res = (((Int << 8 ) | Int) << 8) | Int;
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}
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else
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{
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res = 0x808080;
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}
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this->field_24 = res;
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}
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if (this->field_100 == 5)
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{
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u32 v18 = 4 * this->field_80;
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u32 v19 = this->field_108->field_24 & 0xFF;
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if (v19 > v18)
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{
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u32 diff = v19 - v18;
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this->field_108->field_24 = (((diff << 8) | diff) << 8) | diff;
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}
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else
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{
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this->field_108->mFlags |= 0x21;
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reinterpret_cast<CBody*>(this->field_108)->Die();
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this->field_108->field_24 = 0;
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}
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}
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}
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// @Ok
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void CSwitch::PulseLFA1Node(i32 a1)
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{
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CVector v3;
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i32 nodeIndex = 1;
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v3.vx = 0;
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v3.vy = 0;
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v3.vz = 0;
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if (NumNodes > 1)
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{
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for (; nodeIndex < NumNodes; nodeIndex++)
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{
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if (*gTrigNodes[nodeIndex] != 1)
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continue;
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Trig_GetPosition(&v3, nodeIndex);
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switch (a1)
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{
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case 0:
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if ( (v3.vx & 0xFFFFF000) != 409600 || v3.vy || v3.vz)
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break;
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Trig_SendPulseToNode(nodeIndex);
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return;
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case 1:
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if (v3.vx || v3.vy || v3.vz)
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break;
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Trig_SendPulseToNode(nodeIndex);
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return;
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case 2:
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if ( (v3.vx & 0xFFFFF000) != 409600 || v3.vy || (v3.vz & 0xFFFFF000) != 409600)
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break;
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Trig_SendPulseToNode(nodeIndex);
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return;
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case 3:
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if ( v3.vx || v3.vy || (v3.vz & 0xFFFFF000) != 409600)
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break;
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Trig_SendPulseToNode(nodeIndex);
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return;
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}
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}
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}
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print_if_false(0, "Node not found?");
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}
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// @Ok
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void CSwitch::Flick(void)
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{
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switch (this->field_100)
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{
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case 1:
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this->SwitchOn();
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this->SignalAttachedItems();
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break;
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case 2:
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this->SwitchOff();
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if (!this->field_FC)
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this->SignalAttachedItems();
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break;
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case 3:
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case 4:
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if (MechList)
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MechList->field_568 += this->field_124 ? -1 : 1;
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this->PulseLFA1Node(this->field_124 == 0);
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this->field_100 = 5;
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break;
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case 5:
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if (MechList)
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MechList->field_568 += this->field_124 ? -1 : 1;
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break;
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default:
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return;
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}
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}
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// @Ok
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CSwitch* Switch_GetCSwitchObjectFromItem(CItem *pItem)
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{
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print_if_false(pItem != 0, "Bad item");
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for (CItem *cur = ControlBaddyList; cur; cur = reinterpret_cast<CItem*>(cur->field_20))
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{
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if (cur->field_38 == 407)
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{
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CSwitch* pSwitch = reinterpret_cast<CSwitch*>(cur);
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if (pSwitch->field_104 == pItem || pSwitch->field_108 == pItem)
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return pSwitch;
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}
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}
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return 0;
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}
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// @Ok
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CSwitch::~CSwitch(void)
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{
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this->DeleteFrom(reinterpret_cast<CBody**>(&ControlBaddyList));
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}
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// @Ok
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INLINE void CSwitch::SwitchOn(void)
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{
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this->field_F8 = 0;
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this->field_100 = 2;
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Switch_SetVisible(1, this->field_108);
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Switch_SetVisible(0, this->field_104);
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}
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// @Ok
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INLINE void CSwitch::SignalAttachedItems(void)
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{
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Trig_SendPulse(Trig_GetLinksPointer(this->field_DE));
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}
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// @Ok
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void __inline CSwitch::SwitchInactive(void)
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{
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this->field_100 = 0;
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}
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// @Ok
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CVector* CSwitch::GetAutoAimTargetPointer(void)
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{
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switch(this->field_100)
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{
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case 1:
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return &this->field_10C;
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case 2:
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case 3:
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case 4:
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case 5:
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return &this->field_118;
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default:
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return NULL;
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}
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}
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// @Ok
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void __inline Switch_SetVisible(bool a1, CItem* pItem)
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{
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print_if_false(pItem != 0, "Bad item");
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if (a1)
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pItem->mFlags &= 0xFFDE;
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else
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pItem->mFlags |= 0x21;
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}
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// @Ok
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void __inline CSwitch::SwitchOff(void)
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{
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this->field_100 = 1;
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Switch_SetVisible(false, this->field_108);
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Switch_SetVisible(true, this->field_104);
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}
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void validate_CSwitch(void)
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{
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VALIDATE_SIZE(CSwitch, 0x128);
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VALIDATE(CSwitch, field_F8, 0xF8);
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VALIDATE(CSwitch, field_FC, 0xFC);
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VALIDATE(CSwitch, field_100, 0x100);
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VALIDATE(CSwitch, field_104, 0x104);
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VALIDATE(CSwitch, field_108, 0x108);
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VALIDATE(CSwitch, field_10C, 0x10C);
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VALIDATE(CSwitch, field_118, 0x118);
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VALIDATE(CSwitch, field_124, 0x124);
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}
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