/* * File: z_bg_mori_bigst.c * Overlay: ovl_Bg_Mori_Bigst * Description: Forest Temple falling platform and Stalfos fight */ #include "z_bg_mori_bigst.h" #include "objects/object_mori_objects/object_mori_objects.h" #define FLAGS ACTOR_FLAG_4 void BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx); void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx); void BgMoriBigst_Update(Actor* thisx, GlobalContext* globalCtx); void BgMoriBigst_Draw(Actor* thisx, GlobalContext* globalCtx); void BgMoriBigst_SetupWaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_WaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupNoop(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_StalfosFight(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupFall(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_Fall(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupLanding(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_Landing(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx); void BgMoriBigst_SetupDone(BgMoriBigst* this, GlobalContext* globalCtx); const ActorInit Bg_Mori_Bigst_InitVars = { ACTOR_BG_MORI_BIGST, ACTORCAT_BG, FLAGS, OBJECT_MORI_OBJECTS, sizeof(BgMoriBigst), (ActorFunc)BgMoriBigst_Init, (ActorFunc)BgMoriBigst_Destroy, (ActorFunc)BgMoriBigst_Update, NULL, NULL, }; static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 3000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 3000, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(minVelocityY, -12000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP), }; void BgMoriBigst_SetupAction(BgMoriBigst* this, BgMoriBigstActionFunc actionFunc) { this->actionFunc = actionFunc; } void BgMoriBigst_InitDynapoly(BgMoriBigst* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 moveFlag) { s32 pad; CollisionHeader* colHeader = NULL; s32 pad2; 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 BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriBigst* this = (BgMoriBigst*)thisx; // "mori (bigST.keyceiling)" osSyncPrintf("mori (bigST.鍵型天井)(arg : %04x)(sw %d)(noE %d)(roomC %d)(playerPosY %f)\n", this->dyna.actor.params, Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F), Flags_GetTempClear(globalCtx, this->dyna.actor.room), Flags_GetClear(globalCtx, this->dyna.actor.room), GET_PLAYER(globalCtx)->actor.world.pos.y); BgMoriBigst_InitDynapoly(this, globalCtx, &gMoriBigstCol, DPM_UNK); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->moriTexObjIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjIndex < 0) { // "【Big Stalfos key ceiling】 bank danger!" osSyncPrintf("【ビッグスタルフォス鍵型天井】 バンク危険!\n"); osSyncPrintf("%s %d\n", __FILE__, __LINE__); Actor_Kill(&this->dyna.actor); return; } if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F)) { this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; } else { this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 270.0f; } Actor_SetFocus(&this->dyna.actor, 50.0f); BgMoriBigst_SetupWaitForMoriTex(this, globalCtx); } void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriBigst* this = (BgMoriBigst*)thisx; DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); } void BgMoriBigst_SetupWaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx) { BgMoriBigst_SetupAction(this, BgMoriBigst_WaitForMoriTex); } void BgMoriBigst_WaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx) { Actor* thisx = &this->dyna.actor; if (Object_IsLoaded(&globalCtx->objectCtx, this->moriTexObjIndex)) { thisx->draw = BgMoriBigst_Draw; if (Flags_GetClear(globalCtx, thisx->room) && (GET_PLAYER(globalCtx)->actor.world.pos.y > 700.0f)) { if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) { BgMoriBigst_SetupDone(this, globalCtx); } else { BgMoriBigst_SetupStalfosFight(this, globalCtx); } } else { BgMoriBigst_SetupNoop(this, globalCtx); } } } void BgMoriBigst_SetupNoop(BgMoriBigst* this, GlobalContext* globalCtx) { BgMoriBigst_SetupAction(this, NULL); } void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, GlobalContext* globalCtx) { Actor* stalfos; BgMoriBigst_SetupAction(this, BgMoriBigst_StalfosFight); Flags_UnsetClear(globalCtx, this->dyna.actor.room); stalfos = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 209.0f, 827.0f, -3320.0f, 0, 0, 0, 1); if (stalfos != NULL) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { // "Second Stalfos failure" osSyncPrintf("Warning : 第2スタルフォス発生失敗\n"); } Flags_SetClear(globalCtx, this->dyna.actor.room); } void BgMoriBigst_StalfosFight(BgMoriBigst* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if ((this->dyna.actor.home.rot.z == 0) && ((this->dyna.actor.home.pos.y - 5.0f) <= GET_PLAYER(globalCtx)->actor.world.pos.y)) { BgMoriBigst_SetupFall(this, globalCtx); OnePointCutscene_Init(globalCtx, 3220, 72, &this->dyna.actor, MAIN_CAM); } } void BgMoriBigst_SetupFall(BgMoriBigst* this, GlobalContext* globalCtx) { BgMoriBigst_SetupAction(this, BgMoriBigst_Fall); } void BgMoriBigst_Fall(BgMoriBigst* this, GlobalContext* globalCtx) { Actor_MoveForward(&this->dyna.actor); if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) { this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; BgMoriBigst_SetupLanding(this, globalCtx); Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND); OnePointCutscene_Init(globalCtx, 1020, 8, &this->dyna.actor, MAIN_CAM); func_8002DF38(globalCtx, NULL, 0x3C); } } void BgMoriBigst_SetupLanding(BgMoriBigst* this, GlobalContext* globalCtx) { s32 pad; s32 quake; BgMoriBigst_SetupAction(this, BgMoriBigst_Landing); this->waitTimer = 18; quake = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3); Quake_SetSpeed(quake, 25000); Quake_SetQuakeValues(quake, 5, 0, 0, 0); Quake_SetCountdown(quake, 16); } void BgMoriBigst_Landing(BgMoriBigst* this, GlobalContext* globalCtx) { if (this->waitTimer <= 0) { BgMoriBigst_SetupStalfosPairFight(this, globalCtx); } } void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx) { Actor* stalfos1; Actor* stalfos2; BgMoriBigst_SetupAction(this, BgMoriBigst_StalfosPairFight); Flags_UnsetClear(globalCtx, this->dyna.actor.room); stalfos1 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 70.0f, 827.0f, -3383.0f, 0, 0, 0, 5); if (stalfos1 != NULL) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { // "Warning: 3-1 Stalfos failure" osSyncPrintf("Warning : 第3-1スタルフォス発生失敗\n"); } stalfos2 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 170.0f, 827.0f, -3260.0f, 0, 0, 0, 5); if (stalfos2 != NULL) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { // "Warning: 3-2 Stalfos failure" osSyncPrintf("Warning : 第3-2スタルフォス発生失敗\n"); } Flags_SetClear(globalCtx, this->dyna.actor.room); } void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx) { if ((this->dyna.actor.home.rot.z == 0) && !Player_InCsMode(globalCtx)) { Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F); BgMoriBigst_SetupDone(this, globalCtx); } } void BgMoriBigst_SetupDone(BgMoriBigst* this, GlobalContext* globalCtx) { BgMoriBigst_SetupAction(this, NULL); } void BgMoriBigst_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriBigst* this = (BgMoriBigst*)thisx; Actor_SetFocus(&this->dyna.actor, 50.0f); if (this->waitTimer > 0) { this->waitTimer--; } if (func_80043590(&this->dyna)) { func_80074CE8(globalCtx, 6); } if (this->actionFunc != NULL) { this->actionFunc(this, globalCtx); } } void BgMoriBigst_Draw(Actor* thisx, GlobalContext* globalCtx) { s32 pad; BgMoriBigst* this = (BgMoriBigst*)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++, gMoriBigstDL); CLOSE_DISPS(globalCtx->state.gfxCtx); }