#include "z_bg_mizu_shutter.h" #include "objects/object_mizu_objects/object_mizu_objects.h" #define FLAGS ACTOR_FLAG_4 #define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF) #define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F) void BgMizuShutter_Init(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_Destroy(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_Update(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_Draw(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx); void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx); const ActorInit Bg_Mizu_Shutter_InitVars = { ACTOR_BG_MIZU_SHUTTER, ACTORCAT_PROP, FLAGS, OBJECT_MIZU_OBJECTS, sizeof(BgMizuShutter), (ActorFunc)BgMizuShutter_Init, (ActorFunc)BgMizuShutter_Destroy, (ActorFunc)BgMizuShutter_Update, (ActorFunc)BgMizuShutter_Draw, NULL, }; static Gfx* sDisplayLists[] = { gObjectMizuObjectsShutterDL_007130, gObjectMizuObjectsShutterDL_0072D0 }; static CollisionHeader* sCollisionHeaders[] = { &gObjectMizuObjectsShutterCol_007250, &gObjectMizuObjectsShutterCol_0073F0, }; static Vec3f sDisplacements[] = { { 0.0f, 100.0f, 0.0f }, { 0.0f, 140.0f, 0.0f }, }; static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP), }; void BgMizuShutter_Init(BgMizuShutter* thisx, GlobalContext* globalCtx) { s32 pad; BgMizuShutter* this = (BgMizuShutter*)thisx; s32 pad2; CollisionHeader* sp30 = NULL; s32 pad3; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->displayList = sDisplayLists[SIZE_PARAM]; DynaPolyActor_Init(&this->dyna, DPM_PLAYER); CollisionHeader_GetVirtual(sCollisionHeaders[SIZE_PARAM], &sp30); this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, sp30); if ((SIZE_PARAM == BGMIZUSHUTTER_SMALL) || (SIZE_PARAM == BGMIZUSHUTTER_LARGE)) { this->closedPos = this->dyna.actor.world.pos; this->timer = 0; this->timerMax = TIMER_PARAM * 20; Matrix_RotateY(this->dyna.actor.world.rot.y * (M_PI / 0x8000), MTXMODE_NEW); Matrix_RotateX(this->dyna.actor.world.rot.x * (M_PI / 0x8000), MTXMODE_APPLY); Matrix_RotateZ(this->dyna.actor.world.rot.z * (M_PI / 0x8000), MTXMODE_APPLY); Matrix_MultVec3f(&sDisplacements[SIZE_PARAM], &this->openPos); this->openPos.x += this->dyna.actor.world.pos.x; this->openPos.y += this->dyna.actor.world.pos.y; this->openPos.z += this->dyna.actor.world.pos.z; if (this->timerMax != 0x3F * 20) { Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F); this->dyna.actor.world.pos = this->closedPos; } if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) { this->dyna.actor.world.pos = this->openPos; this->actionFunc = BgMizuShutter_WaitForTimer; } else { this->actionFunc = BgMizuShutter_WaitForSwitch; } } } void BgMizuShutter_Destroy(BgMizuShutter* thisx, GlobalContext* globalCtx) { s32 pad; BgMizuShutter* this = (BgMizuShutter*)thisx; DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); } void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx) { if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) { if (ABS(this->dyna.actor.world.rot.x) > 0x2C60) { OnePointCutscene_Init(globalCtx, 4510, -99, &this->dyna.actor, MAIN_CAM); } else { OnePointCutscene_Attention(globalCtx, &this->dyna.actor); } this->actionFunc = BgMizuShutter_WaitForCutscene; this->timer = 30; } } void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx) { if (this->timer-- == 0) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN); this->actionFunc = BgMizuShutter_Move; } } void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx) { if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) { Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->openPos.x, 1.0f, 4.0f, 0.1f); Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->openPos.y, 1.0f, 4.0f, 0.1f); Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->openPos.z, 1.0f, 4.0f, 0.1f); if ((this->dyna.actor.world.pos.x == this->openPos.x) && (this->dyna.actor.world.pos.y == this->openPos.y) && (this->dyna.actor.world.pos.z == this->openPos.z)) { this->timer = this->timerMax; this->actionFunc = BgMizuShutter_WaitForTimer; } } else { Math_SmoothStepToF(&this->maxSpeed, 20.0f, 1.0f, 3.0f, 0.1f); Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->closedPos.x, 1.0f, this->maxSpeed, 0.1f); Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->closedPos.y, 1.0f, this->maxSpeed, 0.1f); Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->closedPos.z, 1.0f, this->maxSpeed, 0.1f); if ((this->dyna.actor.world.pos.x == this->closedPos.x) && (this->dyna.actor.world.pos.y == this->closedPos.y) && (this->dyna.actor.world.pos.z == this->closedPos.z)) { func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA); Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND); this->actionFunc = BgMizuShutter_WaitForSwitch; } } } void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx) { if (this->timerMax != 0x3F * 20) { this->timer--; func_8002F994(&this->dyna.actor, this->timer); if (this->timer == 0) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE); Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F); this->actionFunc = BgMizuShutter_Move; } } } void BgMizuShutter_Update(BgMizuShutter* thisx, GlobalContext* globalCtx) { s32 pad; BgMizuShutter* this = (BgMizuShutter*)thisx; this->actionFunc(this, globalCtx); } void BgMizuShutter_Draw(BgMizuShutter* thisx, GlobalContext* globalCtx) { s32 pad; BgMizuShutter* this = (BgMizuShutter*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_80093D18(globalCtx->state.gfxCtx); gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); if (this->displayList != NULL) { gSPDisplayList(POLY_OPA_DISP++, this->displayList); } CLOSE_DISPS(globalCtx->state.gfxCtx); }