/* * File: z_bg_mori_hashira4 * Overlay: ovl_Bg_Mori_Hashira4 * Description: Forest Temple gates and rotating pillars */ #include "z_bg_mori_hashira4.h" #include "objects/object_mori_objects/object_mori_objects.h" #define FLAGS ACTOR_FLAG_4 void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx); void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx); void BgMoriHashira4_Update(Actor* thisx, GlobalContext* globalCtx); void BgMoriHashira4_Draw(Actor* thisx, GlobalContext* globalCtx); void BgMoriHashira4_SetupWaitForMoriTex(BgMoriHashira4* this); void BgMoriHashira4_WaitForMoriTex(BgMoriHashira4* this, GlobalContext* globalCtx); void BgMoriHashira4_SetupPillarsRotate(BgMoriHashira4* this); void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, GlobalContext* globalCtx); void BgMoriHashira4_GateWait(BgMoriHashira4* this, GlobalContext* globalCtx); void BgMoriHashira4_GateOpen(BgMoriHashira4* this, GlobalContext* globalCtx); const ActorInit Bg_Mori_Hashira4_InitVars = { ACTOR_BG_MORI_HASHIRA4, ACTORCAT_BG, FLAGS, OBJECT_MORI_OBJECTS, sizeof(BgMoriHashira4), (ActorFunc)BgMoriHashira4_Init, (ActorFunc)BgMoriHashira4_Destroy, (ActorFunc)BgMoriHashira4_Update, NULL, NULL, }; static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 700, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP), }; static Gfx* sDisplayLists[] = { gMoriHashiraPlatformsDL, gMoriHashiraGateDL }; static s16 sUnkTimer; // seems to be unused void BgMoriHashira4_SetupAction(BgMoriHashira4* this, BgMoriHashira4ActionFunc actionFunc) { this->actionFunc = actionFunc; } void BgMoriHashira4_InitDynaPoly(BgMoriHashira4* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 moveFlag) { s32 pad; CollisionHeader* colHeader; s32 pad2; colHeader = NULL; DynaPolyActor_Init(&this->dyna, moveFlag); CollisionHeader_GetVirtual(collision, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader); if (this->dyna.bgId == BG_ACTOR_MAX) { // "Warning : move BG login failed" osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__, this->dyna.actor.id, this->dyna.actor.params); } } void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriHashira4* this = (BgMoriHashira4*)thisx; this->switchFlag = (this->dyna.actor.params >> 8) & 0x3F; this->dyna.actor.params &= 0xFF; if (this->dyna.actor.params == 0) { BgMoriHashira4_InitDynaPoly(this, globalCtx, &gMoriHashira1Col, DPM_UNK3); } else { BgMoriHashira4_InitDynaPoly(this, globalCtx, &gMoriHashira2Col, DPM_UNK); } Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->moriTexObjIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjIndex < 0) { Actor_Kill(&this->dyna.actor); // "Bank danger!" osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params, __FILE__, __LINE__); return; } if ((this->dyna.actor.params != 0) && Flags_GetSwitch(globalCtx, this->switchFlag)) { Actor_Kill(&this->dyna.actor); return; } Actor_SetFocus(&this->dyna.actor, 50.0f); BgMoriHashira4_SetupWaitForMoriTex(this); // "(4 pillars of the Forest Temple) Bank danger" osSyncPrintf("(森の神殿 4本柱)(arg_data 0x%04x)\n", this->dyna.actor.params); sUnkTimer = 0; } void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriHashira4* this = (BgMoriHashira4*)thisx; DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); } void BgMoriHashira4_SetupWaitForMoriTex(BgMoriHashira4* this) { BgMoriHashira4_SetupAction(this, BgMoriHashira4_WaitForMoriTex); } void BgMoriHashira4_WaitForMoriTex(BgMoriHashira4* this, GlobalContext* globalCtx) { if (Object_IsLoaded(&globalCtx->objectCtx, this->moriTexObjIndex)) { this->gateTimer = 0; if (this->dyna.actor.params == 0) { BgMoriHashira4_SetupPillarsRotate(this); } else { BgMoriHashira4_SetupAction(this, BgMoriHashira4_GateWait); } this->dyna.actor.draw = BgMoriHashira4_Draw; } } void BgMoriHashira4_SetupPillarsRotate(BgMoriHashira4* this) { BgMoriHashira4_SetupAction(this, BgMoriHashira4_PillarsRotate); } void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, GlobalContext* globalCtx) { this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y += 0x96; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG); } void BgMoriHashira4_GateWait(BgMoriHashira4* this, GlobalContext* globalCtx) { if (Flags_GetSwitch(globalCtx, this->switchFlag) || (this->gateTimer != 0)) { this->gateTimer++; if (this->gateTimer > 30) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN); BgMoriHashira4_SetupAction(this, BgMoriHashira4_GateOpen); OnePointCutscene_Init(globalCtx, 6010, 20, &this->dyna.actor, MAIN_CAM); sUnkTimer++; } } } void BgMoriHashira4_GateOpen(BgMoriHashira4* this, GlobalContext* globalCtx) { if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 10.0f)) { Actor_Kill(&this->dyna.actor); } } void BgMoriHashira4_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriHashira4* this = (BgMoriHashira4*)thisx; if (this->actionFunc != NULL) { this->actionFunc(this, globalCtx); } } void BgMoriHashira4_Draw(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriHashira4* this = (BgMoriHashira4*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_80093D18(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, globalCtx->objectCtx.status[this->moriTexObjIndex].segment); gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, sDisplayLists[this->dyna.actor.params]); CLOSE_DISPS(globalCtx->state.gfxCtx); }