Shipwright/soh/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c

176 lines
6.3 KiB
C

/*
* 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);
}