Shipwright/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c

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/*
* File: z_bg_jya_lift.c
* Overlay: ovl_Bg_Jya_Lift
* Description: Chain Platform (Spirit Temple)
*/
#include "z_bg_jya_lift.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS ACTOR_FLAG_4
void BgJyaLift_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaLift_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgJyaLift_Update(Actor* thisx, GlobalContext* globalCtx);
void BgJyaLift_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgJyaLift_SetFinalPosY(BgJyaLift* this);
void BgJyaLift_SetInitPosY(BgJyaLift* this);
void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx);
void BgJyaLift_SetupMove(BgJyaLift* this);
void BgJyaLift_Move(BgJyaLift* this, GlobalContext* globalCtx);
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static s16 sKankyoIsSpawned = false;
const ActorInit Bg_Jya_Lift_InitVars = {
ACTOR_BG_JYA_LIFT,
ACTORCAT_BG,
FLAGS,
OBJECT_JYA_OBJ,
sizeof(BgJyaLift),
(ActorFunc)BgJyaLift_Init,
(ActorFunc)BgJyaLift_Destroy,
(ActorFunc)BgJyaLift_Update,
(ActorFunc)BgJyaLift_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 2500, ICHAIN_STOP),
};
void BgJyaLift_InitDynapoly(BgJyaLift* this, GlobalContext* globalCtx, CollisionHeader* collisionHeader, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collisionHeader, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
}
void BgJyaLift_Init(Actor* thisx, GlobalContext* globalCtx) {
BgJyaLift* this = (BgJyaLift*)thisx;
this->isSpawned = false;
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if (sKankyoIsSpawned) {
Actor_Kill(thisx);
return;
}
// "Goddess lift CT"
osSyncPrintf("女神リフト CT\n");
BgJyaLift_InitDynapoly(this, globalCtx, &gLiftCol, DPM_UNK);
Actor_ProcessInitChain(thisx, sInitChain);
if (Flags_GetSwitch(globalCtx, (thisx->params & 0x3F))) {
BgJyaLift_SetFinalPosY(this);
} else {
BgJyaLift_SetInitPosY(this);
}
thisx->room = -1;
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sKankyoIsSpawned = true;
this->isSpawned = true;
}
void BgJyaLift_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgJyaLift* this = (BgJyaLift*)thisx;
if (this->isSpawned) {
// "Goddess Lift DT"
osSyncPrintf("女神リフト DT\n");
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sKankyoIsSpawned = false;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}
void BgJyaLift_SetInitPosY(BgJyaLift* this) {
this->actionFunc = BgJyaLift_DelayMove;
this->dyna.actor.world.pos.y = 1613.0f;
this->moveDelay = 0;
}
void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
this->moveDelay++;
if (this->moveDelay >= 20) {
// The cutscene of the platform lowering will show the central room in an unloaded state if
// Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
// enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
if (!CVar_GetS32("gSunlightArrows", 0) || (GET_PLAYER(globalCtx)->actor.world.pos.x > -19.0f &&
GET_PLAYER(globalCtx)->actor.world.pos.x < 139.0f &&
GET_PLAYER(globalCtx)->actor.world.pos.z > -1172.0f &&
GET_PLAYER(globalCtx)->actor.world.pos.z < -1009.0f)) {
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
}
BgJyaLift_SetupMove(this);
}
}
}
void BgJyaLift_SetupMove(BgJyaLift* this) {
this->actionFunc = BgJyaLift_Move;
}
void BgJyaLift_Move(BgJyaLift* this, GlobalContext* globalCtx) {
f32 distFromBottom;
f32 tempVelocity;
Math_SmoothStepToF(&this->dyna.actor.velocity.y, 4.0f, 0.1f, 1.0f, 0.0f);
tempVelocity = (this->dyna.actor.velocity.y < 0.2f) ? 0.2f : this->dyna.actor.velocity.y;
distFromBottom = Math_SmoothStepToF(&this->dyna.actor.world.pos.y, 973.0f, 0.1f, tempVelocity, 0.2f);
if ((this->dyna.actor.world.pos.y < 1440.0f) && (1440.0f <= this->dyna.actor.prevPos.y)) {
func_8005B1A4(GET_ACTIVE_CAM(globalCtx));
}
if (fabsf(distFromBottom) < 0.001f) {
BgJyaLift_SetFinalPosY(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
}
}
void BgJyaLift_SetFinalPosY(BgJyaLift* this) {
this->actionFunc = NULL;
this->dyna.actor.world.pos.y = 973.0f;
}
void BgJyaLift_Update(Actor* thisx, GlobalContext* globalCtx2) {
BgJyaLift* this = (BgJyaLift*)thisx;
GlobalContext* globalCtx = globalCtx2;
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
if ((this->dyna.unk_160 & 4) && ((this->unk_16B & 4) == 0)) {
Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_DIRECTED_YAW);
} else if (((this->dyna.unk_160) & 4) == 0 && ((this->unk_16B & 4)) &&
(globalCtx->cameraPtrs[MAIN_CAM]->setting == CAM_SET_DIRECTED_YAW)) {
Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_DUNGEON0);
}
this->unk_16B = this->dyna.unk_160;
// Spirit Temple room 5 is the main room with the statue room 25 is directly above room 5
if ((globalCtx->roomCtx.curRoom.num != 5) && (globalCtx->roomCtx.curRoom.num != 25)) {
Actor_Kill(thisx);
}
}
void BgJyaLift_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, gLiftDL);
}