mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
186 lines
6.5 KiB
C
186 lines
6.5 KiB
C
/*
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* File: z_door_ana.c
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* Overlay: ovl_Door_Ana
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* Description: Grottos Entrances/Exits
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*/
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#include "z_door_ana.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS ACTOR_FLAG_25
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void DoorAna_Init(Actor* thisx, GlobalContext* globalCtx);
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void DoorAna_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void DoorAna_Update(Actor* thisx, GlobalContext* globalCtx);
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void DoorAna_Draw(Actor* thisx, GlobalContext* globalCtx);
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void DoorAna_WaitClosed(DoorAna* this, GlobalContext* globalCtx);
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void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx);
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void DoorAna_GrabPlayer(DoorAna* this, GlobalContext* globalCtx);
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const ActorInit Door_Ana_InitVars = {
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ACTOR_DOOR_ANA,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_GAMEPLAY_FIELD_KEEP,
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sizeof(DoorAna),
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(ActorFunc)DoorAna_Init,
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(ActorFunc)DoorAna_Destroy,
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(ActorFunc)DoorAna_Update,
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(ActorFunc)DoorAna_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 50, 10, 0, { 0 } },
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};
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// array of entrance table entries to grotto destinations
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static s16 entrances[] = {
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0x036D, 0x003F, 0x0598, 0x059C, 0x05A0, 0x05A4, 0x05A8, 0x05AC,
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0x05B0, 0x05B4, 0x05B8, 0x05BC, 0x05C0, 0x05C4, 0x05FC,
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};
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void DoorAna_SetupAction(DoorAna* this, DoorAnaActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void DoorAna_Init(Actor* thisx, GlobalContext* globalCtx) {
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DoorAna* this = (DoorAna*)thisx;
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this->actor.shape.rot.z = 0;
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this->actor.shape.rot.y = this->actor.shape.rot.z;
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// init block for grottos that are initially "hidden" (require explosives/hammer/song of storms to open)
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if ((this->actor.params & 0x300) != 0) {
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// only allocate collider for grottos that need bombing/hammering open
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if ((this->actor.params & 0x200) != 0) {
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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} else {
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this->actor.flags |= ACTOR_FLAG_4;
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}
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Actor_SetScale(&this->actor, 0);
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DoorAna_SetupAction(this, DoorAna_WaitClosed);
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} else {
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DoorAna_SetupAction(this, DoorAna_WaitOpen);
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}
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this->actor.targetMode = 0;
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}
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void DoorAna_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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DoorAna* this = (DoorAna*)thisx;
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// free collider if it has one
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if ((this->actor.params & 0x200) != 0) {
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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}
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// update routine for grottos that are currently "hidden"/unopened
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void DoorAna_WaitClosed(DoorAna* this, GlobalContext* globalCtx) {
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u32 openGrotto = false;
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if (!(this->actor.params & 0x200)) {
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// opening with song of storms
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if (this->actor.xyzDistToPlayerSq < 40000.0f && Flags_GetEnv(globalCtx, 5)) {
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openGrotto = true;
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this->actor.flags &= ~ACTOR_FLAG_4;
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}
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} else {
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// bombing/hammering open a grotto
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if (this->collider.base.acFlags & AC_HIT) {
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openGrotto = true;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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} else {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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// open the grotto
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if (openGrotto) {
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this->actor.params &= ~0x0300;
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DoorAna_SetupAction(this, DoorAna_WaitOpen);
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Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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}
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func_8002F5F0(&this->actor, globalCtx);
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}
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// update routine for grottos that are open
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void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx) {
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Player* player;
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s32 destinationIdx;
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player = GET_PLAYER(globalCtx);
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if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) {
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if ((this->actor.targetMode != 0) && (globalCtx->sceneLoadFlag == 0) && (player->stateFlags1 & 0x80000000) &&
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(player->unk_84F == 0)) {
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destinationIdx = ((this->actor.params >> 0xC) & 7) - 1;
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Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_RETURN, 0x4FF);
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gSaveContext.respawn[RESPAWN_MODE_RETURN].pos.y = this->actor.world.pos.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].yaw = this->actor.home.rot.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = this->actor.params & 0xFFFF;
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if (destinationIdx < 0) {
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destinationIdx = this->actor.home.rot.z + 1;
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}
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globalCtx->nextEntranceIndex = entrances[destinationIdx];
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DoorAna_SetupAction(this, DoorAna_GrabPlayer);
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} else {
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if (!Player_InCsMode(globalCtx) && !(player->stateFlags1 & 0x8800000) &&
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this->actor.xzDistToPlayer <= 15.0f && -50.0f <= this->actor.yDistToPlayer &&
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this->actor.yDistToPlayer <= 15.0f) {
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player->stateFlags1 |= 0x80000000;
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this->actor.targetMode = 1;
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} else {
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this->actor.targetMode = 0;
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}
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}
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}
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Actor_SetScale(&this->actor, this->actor.scale.x);
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}
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// update function for after the player has triggered the grotto
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void DoorAna_GrabPlayer(DoorAna* this, GlobalContext* globalCtx) {
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Player* player;
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if (this->actor.yDistToPlayer <= 0.0f && 15.0f < this->actor.xzDistToPlayer) {
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player = GET_PLAYER(globalCtx);
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player->actor.world.pos.x = Math_SinS(this->actor.yawTowardsPlayer) * 15.0f + this->actor.world.pos.x;
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player->actor.world.pos.z = Math_CosS(this->actor.yawTowardsPlayer) * 15.0f + this->actor.world.pos.z;
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}
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}
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void DoorAna_Update(Actor* thisx, GlobalContext* globalCtx) {
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DoorAna* this = (DoorAna*)thisx;
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this->actionFunc(this, globalCtx);
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// changes the grottos facing angle based on camera angle
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this->actor.shape.rot.y = Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000;
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}
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void DoorAna_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D84(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGrottoDL);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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