/** * d_eye_hl.cpp * dolzel2 - Eye Highlight Management */ #include "d/d_eye_hl.h" #include "JSystem/J3DGraphBase/J3DTexture.h" #include "d/d_com_inf_game.h" #include "d/d_s_play.h" /* 8009C964-8009CA28 0972A4 00C4+00 0/0 2/2 0/0 .text entry__8dEyeHL_cFP12J3DModelDataPCc */ void dEyeHL_c::entry(J3DModelData* p_mData, char const* name) { J3DTexture* tex = p_mData->getTexture(); JUTNameTab* tex_nametab = p_mData->getTextureName(); if (tex != NULL && tex_nametab != NULL) { for (u16 i = 0; i < tex->getNum(); i++) { const char* tex_name = tex_nametab->getName(i); if (tex_name != NULL && !strcmp(tex_name, name)) { m_timg = tex->getResTIMG(i); m_lodBias = m_timg->LODBias; dEyeHL_mng_c::entry(this); return; } } } // "Eye Highlight Texture doesn't exist!\n" OSReport_Error("目のハイライトテクスチャーがありません!\n"); } /* 8009CA28-8009CA48 097368 0020+00 0/0 3/3 0/0 .text remove__8dEyeHL_cFv */ void dEyeHL_c::remove() { dEyeHL_mng_c::remove(this); } /* ############################################################################################## */ /* 80450FA8-80450FB0 0004A8 0004+04 3/3 0/0 0/0 .sbss m_obj__12dEyeHL_mng_c */ dEyeHL_c* dEyeHL_mng_c::m_obj; /* 8009CA48-8009CB14 097388 00CC+00 0/0 1/1 0/0 .text update__12dEyeHL_mng_cFv */ void dEyeHL_mng_c::update() { dEyeHL_c* obj = m_obj; if (g_envHIO.mOther.mLODBias == 0 || !dComIfGp_event_runCheck()) { for (; obj != NULL; obj = obj->m_next) { obj->m_timg->LODBias = obj->m_lodBias; } } else { s16 tmp = 2.0f * (dComIfGd_getView()->fovy - 45.0f); for (; obj != NULL; obj = obj->m_next) { ResTIMG* timg = obj->m_timg; timg->LODBias = obj->m_lodBias + tmp; timg->LODBias = cLib_minMaxLimit((s16)timg->LODBias, -400, 399); } } } /* 8009CB14-8009CB34 097454 0020+00 1/1 0/0 0/0 .text entry__12dEyeHL_mng_cFP8dEyeHL_c */ void dEyeHL_mng_c::entry(dEyeHL_c* i_obj) { if (m_obj != NULL) { m_obj->m_pre = i_obj; } i_obj->m_next = m_obj; m_obj = i_obj; } /* 8009CB34-8009CB88 097474 0054+00 1/1 0/0 0/0 .text remove__12dEyeHL_mng_cFP8dEyeHL_c */ void dEyeHL_mng_c::remove(dEyeHL_c* i_obj) { if (i_obj->m_timg != NULL) { dEyeHL_c* prev = i_obj->m_pre; dEyeHL_c* next = i_obj->m_next; if (next != NULL) { next->m_pre = prev; } if (prev == NULL) { m_obj = next; } else { prev->m_next = next; next = m_obj; } i_obj->m_timg->LODBias = i_obj->m_lodBias; i_obj->m_timg = NULL; i_obj->m_pre = NULL; i_obj->m_next = NULL; } }