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
237 lines
8.8 KiB
C
237 lines
8.8 KiB
C
/*
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* File: z_bg_mori_rakkatenjo.c
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* Overlay: ovl_Bg_Mori_Rakkatenjo
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* Description: Falling ceiling in Forest Temple
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*/
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#include "z_bg_mori_rakkatenjo.h"
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#include "objects/object_mori_objects/object_mori_objects.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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void BgMoriRakkatenjo_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_SetupWaitForMoriTex(BgMoriRakkatenjo* this);
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void BgMoriRakkatenjo_WaitForMoriTex(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_SetupWait(BgMoriRakkatenjo* this);
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void BgMoriRakkatenjo_Wait(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_SetupFall(BgMoriRakkatenjo* this);
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void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_SetupRest(BgMoriRakkatenjo* this);
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void BgMoriRakkatenjo_Rest(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
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void BgMoriRakkatenjo_SetupRise(BgMoriRakkatenjo* this);
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void BgMoriRakkatenjo_Rise(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
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static s16 sCamSetting = 0;
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const ActorInit Bg_Mori_Rakkatenjo_InitVars = {
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ACTOR_BG_MORI_RAKKATENJO,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_MORI_OBJECTS,
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sizeof(BgMoriRakkatenjo),
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(ActorFunc)BgMoriRakkatenjo_Init,
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(ActorFunc)BgMoriRakkatenjo_Destroy,
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(ActorFunc)BgMoriRakkatenjo_Update,
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NULL,
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NULL,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
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ICHAIN_F32(minVelocityY, -11, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
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};
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void BgMoriRakkatenjo_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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// "Forest Temple obj. Falling Ceiling"
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osSyncPrintf("森の神殿 obj. 落下天井 (home posY %f)\n", this->dyna.actor.home.pos.y);
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if ((fabsf(1991.0f - this->dyna.actor.home.pos.x) > 0.001f) ||
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(fabsf(683.0f - this->dyna.actor.home.pos.y) > 0.001f) ||
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(fabsf(-2520.0f - this->dyna.actor.home.pos.z) > 0.001f)) {
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// "The set position has been changed. Let's fix the program."
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osSyncPrintf("Warning : セット位置が変更されています。プログラムを修正しましょう。\n");
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}
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if (this->dyna.actor.home.rot.y != 0x8000) {
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// "The set Angle has changed. Let's fix the program."
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osSyncPrintf("Warning : セット Angle が変更されています。プログラムを修正しましょう。\n");
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}
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this->moriTexObjIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_MORI_TEX);
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if (this->moriTexObjIndex < 0) {
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// "Forest Temple obj Falling Ceiling Bank Danger!"
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osSyncPrintf("Error : 森の神殿 obj 落下天井 バンク危険!(%s %d)\n", __FILE__, __LINE__);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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CollisionHeader_GetVirtual(&gMoriRakkatenjoCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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BgMoriRakkatenjo_SetupWaitForMoriTex(this);
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sCamSetting = 0;
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}
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void BgMoriRakkatenjo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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s32 BgMoriRakkatenjo_IsLinkUnder(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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Vec3f* pos = &GET_PLAYER(globalCtx)->actor.world.pos;
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return (-3300.0f < pos->z) && (pos->z < -1840.0f) && (1791.0f < pos->x) && (pos->x < 2191.0f);
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}
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s32 BgMoriRakkatenjo_IsLinkClose(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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Vec3f* pos = &GET_PLAYER(globalCtx)->actor.world.pos;
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return (-3360.0f < pos->z) && (pos->z < -1840.0f) && (1791.0f < pos->x) && (pos->x < 2191.0f);
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}
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void BgMoriRakkatenjo_SetupWaitForMoriTex(BgMoriRakkatenjo* this) {
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this->actionFunc = BgMoriRakkatenjo_WaitForMoriTex;
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}
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void BgMoriRakkatenjo_WaitForMoriTex(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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if (Object_IsLoaded(&globalCtx->objectCtx, this->moriTexObjIndex)) {
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BgMoriRakkatenjo_SetupWait(this);
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this->dyna.actor.draw = BgMoriRakkatenjo_Draw;
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}
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}
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void BgMoriRakkatenjo_SetupWait(BgMoriRakkatenjo* this) {
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this->timer = (this->fallCount > 0) ? 100 : 21;
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this->dyna.actor.world.pos.y = 683.0f;
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this->actionFunc = BgMoriRakkatenjo_Wait;
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}
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void BgMoriRakkatenjo_Wait(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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if (this->fallCount == 0) {
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if (BgMoriRakkatenjo_IsLinkClose(this, globalCtx) || (this->timer < 20)) {
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if (this->timer <= 0) {
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BgMoriRakkatenjo_SetupFall(this);
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}
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} else {
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this->timer = 21;
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}
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} else {
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if (BgMoriRakkatenjo_IsLinkUnder(this, globalCtx) || (this->timer < 20)) {
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if (this->timer <= 0) {
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BgMoriRakkatenjo_SetupFall(this);
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}
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} else {
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this->timer = 100;
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}
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}
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if (this->timer < 20) {
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func_800788CC(NA_SE_EV_BLOCKSINK - SFX_FLAG);
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}
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}
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void BgMoriRakkatenjo_SetupFall(BgMoriRakkatenjo* this) {
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this->actionFunc = BgMoriRakkatenjo_Fall;
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this->bounceCount = 0;
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this->dyna.actor.velocity.y = 0.0f;
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}
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void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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static f32 bounceVel[] = { 4.0f, 1.5f, 0.4f, 0.1f };
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s32 pad;
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Actor* thisx = &this->dyna.actor;
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s32 quake;
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Actor_MoveForward(thisx);
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if ((thisx->velocity.y < 0.0f) && (thisx->world.pos.y <= 403.0f)) {
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if (this->bounceCount >= ARRAY_COUNT(bounceVel)) {
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BgMoriRakkatenjo_SetupRest(this);
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} else {
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if (this->bounceCount == 0) {
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this->fallCount++;
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func_800788CC(NA_SE_EV_STONE_BOUND);
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func_800AA000(SQ(thisx->yDistToPlayer), 0xFF, 0x14, 0x96);
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}
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thisx->world.pos.y =
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403.0f - (thisx->world.pos.y - 403.0f) * bounceVel[this->bounceCount] / fabsf(thisx->velocity.y);
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thisx->velocity.y = bounceVel[this->bounceCount];
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this->bounceCount++;
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quake = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
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Quake_SetSpeed(quake, 50000);
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Quake_SetQuakeValues(quake, 5, 0, 0, 0);
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Quake_SetCountdown(quake, 5);
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}
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}
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}
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void BgMoriRakkatenjo_SetupRest(BgMoriRakkatenjo* this) {
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this->actionFunc = BgMoriRakkatenjo_Rest;
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this->dyna.actor.world.pos.y = 403.0f;
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this->timer = 20;
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}
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void BgMoriRakkatenjo_Rest(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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if (this->timer <= 0) {
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BgMoriRakkatenjo_SetupRise(this);
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}
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}
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void BgMoriRakkatenjo_SetupRise(BgMoriRakkatenjo* this) {
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this->actionFunc = BgMoriRakkatenjo_Rise;
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this->dyna.actor.velocity.y = -0.1f;
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}
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void BgMoriRakkatenjo_Rise(BgMoriRakkatenjo* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->dyna.actor.velocity.y, 5.0f, 0.06f, 0.1f, 0.0f);
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this->dyna.actor.world.pos.y += this->dyna.actor.velocity.y;
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if (this->dyna.actor.world.pos.y >= 683.0f) {
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BgMoriRakkatenjo_SetupWait(this);
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}
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}
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void BgMoriRakkatenjo_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
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if (this->timer > 0) {
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this->timer--;
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}
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this->actionFunc(this, globalCtx);
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if (BgMoriRakkatenjo_IsLinkUnder(this, globalCtx)) {
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if (sCamSetting == CAM_SET_NONE) {
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osSyncPrintf("camera changed (mori rakka tenjyo) ... \n");
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sCamSetting = globalCtx->cameraPtrs[MAIN_CAM]->setting;
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Camera_SetCameraData(globalCtx->cameraPtrs[MAIN_CAM], 1, &this->dyna.actor, NULL, 0, 0, 0);
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Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_FOREST_BIRDS_EYE);
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}
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} else if (sCamSetting != CAM_SET_NONE) {
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osSyncPrintf("camera changed (previous) ... \n");
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Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_DUNGEON1);
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sCamSetting = 0;
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}
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}
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void BgMoriRakkatenjo_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, globalCtx->objectCtx.status[this->moriTexObjIndex].segment);
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gSPMatrix(POLY_OPA_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_OPA_DISP++, gMoriRakkatenjoDL);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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