Shipwright/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c

776 lines
30 KiB
C

/*
* File: z_door_shutter.c
* Overlay: ovl_Door_Shutter
* Description: Sliding doors, Phantom Ganon room bars, Gohma room rock slab
*/
#include "z_door_shutter.h"
#include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
#include "objects/object_gnd/object_gnd.h"
#include "objects/object_goma/object_goma.h"
#include "objects/object_ydan_objects/object_ydan_objects.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#include "objects/object_bdan_objects/object_bdan_objects.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_bdoor/object_bdoor.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#include "objects/object_ganon_objects/object_ganon_objects.h"
#include "objects/object_jya_door/object_jya_door.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#include "objects/object_haka_door/object_haka_door.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include "objects/object_ouke_haka/object_ouke_haka.h"
#define FLAGS ACTOR_FLAG_4
void DoorShutter_Init(Actor* thisx, GlobalContext* globalCtx);
void DoorShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
void DoorShutter_Update(Actor* thisx, GlobalContext* globalCtx);
void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_8099803C(GlobalContext* globalCtx, s16 y, s16 countdown, s16 arg3);
void DoorShutter_SetupType(DoorShutter* this, GlobalContext* globalCtx);
void func_80996A54(DoorShutter* this, GlobalContext* globalCtx);
void func_80996B00(DoorShutter* this, GlobalContext* globalCtx);
void func_80996B0C(DoorShutter* this, GlobalContext* globalCtx);
void func_80996EE8(DoorShutter* this, GlobalContext* globalCtx);
void func_80996F98(DoorShutter* this, GlobalContext* globalCtx);
void func_80997004(DoorShutter* this, GlobalContext* globalCtx);
void func_80997150(DoorShutter* this, GlobalContext* globalCtx);
void func_809973E8(DoorShutter* this, GlobalContext* globalCtx);
void func_80997528(DoorShutter* this, GlobalContext* globalCtx);
void func_80997568(DoorShutter* this, GlobalContext* globalCtx);
void func_809975C0(DoorShutter* this, GlobalContext* globalCtx);
void func_809976B8(DoorShutter* this, GlobalContext* globalCtx);
void func_80997744(DoorShutter* this, GlobalContext* globalCtx);
const ActorInit Door_Shutter_InitVars = {
ACTOR_DOOR_SHUTTER,
ACTORCAT_DOOR,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(DoorShutter),
(ActorFunc)DoorShutter_Init,
(ActorFunc)DoorShutter_Destroy,
(ActorFunc)DoorShutter_Update,
(ActorFunc)DoorShutter_Draw,
NULL,
};
typedef struct {
s16 objectId;
u8 index1;
u8 index2;
} ShutterObjectInfo;
static ShutterObjectInfo sObjectInfo[] = {
{ OBJECT_GND, 4, 4 },
{ OBJECT_GOMA, 5, 5 },
{ OBJECT_YDAN_OBJECTS, 0, 1 },
{ OBJECT_DDAN_OBJECTS, 2, 2 },
{ OBJECT_BDAN_OBJECTS, 3, 3 },
{ OBJECT_GAMEPLAY_KEEP, 8, 8 },
{ OBJECT_BDOOR, 7, 7 },
{ OBJECT_GAMEPLAY_KEEP, 8, 8 },
{ OBJECT_HIDAN_OBJECTS, 9, 10 },
{ OBJECT_GANON_OBJECTS, 11, 11 },
{ OBJECT_JYA_DOOR, 6, 6 },
{ OBJECT_MIZU_OBJECTS, 12, 13 },
{ OBJECT_HAKA_DOOR, 14, 15 },
{ OBJECT_ICE_OBJECTS, 16, 16 },
{ OBJECT_MENKURI_OBJECTS, 17, 17 },
{ OBJECT_DEMO_KEKKAI, 18, 18 },
{ OBJECT_OUKE_HAKA, 19, 19 },
};
typedef struct {
/* 0x0000 */ Gfx* a;
/* 0x0004 */ Gfx* b;
/* 0x0008 */ u8 c;
/* 0x0009 */ u8 translateZ;
/* 0x000A */ u8 e;
/* 0x000B */ u8 f;
} ShutterInfo;
static ShutterInfo sShutterInfo[] = {
{ gDTDungeonDoor1DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gDTDungeonDoor2DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gDodongoDoorDL, gDodongoBarsDL, 240, 14, 70, 15 },
{ gJabuDoorSection1DL, gJabuWebDoorDL, 0, 110, 50, 15 },
{ gPhantomGanonBarsDL, NULL, 130, 12, 50, 15 },
{ gGohmaDoorDL, NULL, 130, 12, 50, 15 },
{ gSpiritDoorDL, gJyaDoorMetalBarsDL, 240, 14, 50, 15 },
{ object_bdoor_DL_0010C0, NULL, 130, 12, 50, 15 },
{ gDungeonDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gFireTempleDoorFrontDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gFireTempleDoorBackDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ganon_objects_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gObjectMizuObjectsDoorShutterDL_005D90, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gObjectMizuObjectsDoorShutterDL_007000, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_haka_door_DL_002620, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_haka_door_DL_003890, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ice_objects_DL_001D10, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gGTGDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gGanonsCastleDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ object_ouke_haka_DL_0000C0, gDoorMetalBarsDL, 130, 12, 20, 15 },
};
static s8 D_80998224[] = {
-1, -1, -1, -1, 0, 6, 1, -1, 0, -1, -1, -1,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
};
typedef struct {
s16 sceneNum;
u8 index;
} ShutterSceneInfo;
static ShutterSceneInfo sSceneInfo[] = {
{ SCENE_YDAN, 0x02 }, { SCENE_DDAN, 0x03 }, { SCENE_DDAN_BOSS, 0x03 },
{ SCENE_BDAN, 0x04 }, { SCENE_BMORI1, 0x05 }, { SCENE_HIDAN, 0x08 },
{ SCENE_GANON, 0x09 }, { SCENE_GANON_BOSS, 0x09 }, { SCENE_JYASINZOU, 0x0A },
{ SCENE_JYASINBOSS, 0x0A }, { SCENE_MIZUSIN, 0x0B }, { SCENE_HAKADAN, 0x0C },
{ SCENE_HAKADANCH, 0x0C }, { SCENE_ICE_DOUKUTO, 0x0D }, { SCENE_MEN, 0x0E },
{ SCENE_GANONTIKA, 0x0F }, { SCENE_HAKAANA_OUKE, 0x10 }, { -1, 0x07 },
};
typedef struct {
s16 dungeonScene;
s16 bossScene;
u8 index;
} BossDoorInfo;
static BossDoorInfo D_80998288[] = {
{ SCENE_HIDAN, SCENE_FIRE_BS, 0x01 },
{ SCENE_MIZUSIN, SCENE_MIZUSIN_BS, 0x02 },
{ SCENE_HAKADAN, SCENE_HAKADAN_BS, 0x03 },
{ SCENE_GANON, SCENE_GANON_BOSS, 0x04 },
{ SCENE_BMORI1, SCENE_MORIBOSSROOM, 0x05 },
{ SCENE_JYASINZOU, SCENE_JYASINBOSS, 0x06 },
{ -1, -1, 0x00 },
};
static Gfx* sJabuDoorDLists[] = {
gJabuDoorSection1DL, gJabuDoorSection2DL, gJabuDoorSection7DL, gJabuDoorSection4DL,
gJabuDoorSection5DL, gJabuDoorSection4DL, gJabuDoorSection3DL, gJabuDoorSection2DL,
};
static void* D_809982D4[] = {
object_bdoor_Tex_0065C0, object_bdoor_Tex_0035C0, object_bdoor_Tex_0055C0, object_bdoor_Tex_0045C0,
object_bdoor_Tex_000000, object_bdoor_Tex_0025C0, object_bdoor_Tex_0015C0,
};
void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc) {
this->actionFunc = actionFunc;
this->unk_16F = 0;
}
s32 DoorShutter_SetupDoor(DoorShutter* this, GlobalContext* globalCtx) {
TransitionActorEntry* transitionEntry = &globalCtx->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
ShutterObjectInfo* temp_t0 = &sObjectInfo[this->unk_16B];
if (doorType != SHUTTER_KEY_LOCKED) {
if (frontRoom == transitionEntry->sides[1].room) {
if (ABS((s16)(this->dyna.actor.shape.rot.y - this->dyna.actor.yawTowardsPlayer)) < 0x4000) {
frontRoom = -1;
}
}
if (frontRoom == this->dyna.actor.room) {
if (doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) { // Swap the back clear to the front clear
doorType = SHUTTER_FRONT_CLEAR;
} else {
doorType = (doorType == SHUTTER_BOSS) ? SHUTTER_BACK_LOCKED : SHUTTER;
}
}
}
this->unk_16C = (doorType == SHUTTER) ? temp_t0->index1 : temp_t0->index2;
if (doorType == SHUTTER_FRONT_CLEAR) {
if (!Flags_GetClear(globalCtx, this->dyna.actor.room)) {
DoorShutter_SetupAction(this, func_80996A54);
this->unk_170 = 1.0f;
return true;
}
} else if (doorType == SHUTTER_FRONT_SWITCH || doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) {
if (!Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
DoorShutter_SetupAction(this, func_80996EE8);
this->unk_170 = 1.0f;
return true;
}
DoorShutter_SetupAction(this, func_80996F98);
return false;
} else if (doorType == SHUTTER_BACK_LOCKED) {
DoorShutter_SetupAction(this, func_80996B00);
return false;
}
DoorShutter_SetupAction(this, func_80996B0C);
return false;
}
void DoorShutter_Init(Actor* thisx, GlobalContext* globalCtx2) {
DoorShutter* this = (DoorShutter*)thisx;
GlobalContext* globalCtx = globalCtx2;
s32 phi_a3;
s32 pad;
s32 objectIndex;
s32 i;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.home.pos.z = this->dyna.actor.shape.yOffset;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
this->doorType = (this->dyna.actor.params >> 6) & 0xF;
phi_a3 = D_80998224[this->doorType];
if (phi_a3 < 0) {
ShutterSceneInfo* phi_v1;
for (phi_v1 = &sSceneInfo[0], i = 0; i < ARRAY_COUNT(sSceneInfo) - 1; i++, phi_v1++) {
if (globalCtx->sceneNum == phi_v1->sceneNum) {
break;
}
}
phi_a3 = phi_v1->index;
} else if (phi_a3 == 6) {
BossDoorInfo* phi_v1_2;
for (phi_v1_2 = &D_80998288[0], i = 0; i < ARRAY_COUNT(D_80998288) - 1; i++, phi_v1_2++) {
if (globalCtx->sceneNum == phi_v1_2->dungeonScene || globalCtx->sceneNum == phi_v1_2->bossScene) {
break;
}
}
this->unk_168 = phi_v1_2->index;
} else {
this->dyna.actor.room = -1;
}
if (this->requiredObjBankIndex = objectIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectInfo[phi_a3].objectId),
(s8)objectIndex < 0) {
Actor_Kill(&this->dyna.actor);
return;
}
DoorShutter_SetupAction(this, DoorShutter_SetupType);
this->unk_16B = phi_a3;
if (this->doorType == SHUTTER_KEY_LOCKED || this->doorType == SHUTTER_BOSS) {
if (!Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
this->unk_16E = 10;
}
Actor_SetFocus(&this->dyna.actor, 60.0f);
} else if (phi_a3 == 4) {
Actor_SetScale(&this->dyna.actor, 0.1f);
this->unk_166 = 100;
this->dyna.actor.uncullZoneScale = 200.0f;
Actor_SetFocus(&this->dyna.actor, 0.0f);
} else {
Actor_SetFocus(&this->dyna.actor, 60.0f);
}
}
void DoorShutter_Destroy(Actor* thisx, GlobalContext* globalCtx) {
DoorShutter* this = (DoorShutter*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
if (this->dyna.actor.room >= 0) {
s32 transitionActorId = (u16)this->dyna.actor.params >> 0xA;
globalCtx->transiActorCtx.list[transitionActorId].id *= -1;
}
}
void DoorShutter_SetupType(DoorShutter* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
this->dyna.actor.objBankIndex = this->requiredObjBankIndex;
if (this->doorType == SHUTTER_PG_BARS || this->doorType == SHUTTER_GOHMA_BLOCK) {
// Init dynapoly for shutters of the type that uses it
CollisionHeader* colHeader = NULL;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
this->unk_16C = sObjectInfo[this->unk_16B].index1;
CollisionHeader_GetVirtual((this->doorType == SHUTTER_GOHMA_BLOCK) ? &gGohmaDoorCol : &gPhantomGanonBarsCol,
&colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->doorType == SHUTTER_GOHMA_BLOCK) {
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.gravity = -2.0f;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
DoorShutter_SetupAction(this, func_809975C0);
} else {
DoorShutter_SetupAction(this, func_80997744);
this->unk_164 = 7;
}
} else {
DoorShutter_SetupDoor(this, globalCtx);
}
}
}
f32 func_80996840(GlobalContext* globalCtx, DoorShutter* this, f32 arg2, f32 arg3, f32 arg4) {
s32 pad;
Vec3f sp28;
Vec3f sp1C;
Player* player = GET_PLAYER(globalCtx);
sp28.x = player->actor.world.pos.x;
sp28.y = player->actor.world.pos.y + arg2;
sp28.z = player->actor.world.pos.z;
func_8002DBD0(&this->dyna.actor, &sp1C, &sp28);
if (arg3 < fabsf(sp1C.x) || arg4 < fabsf(sp1C.y)) {
return FLT_MAX;
} else {
return sp1C.z;
}
}
s32 func_809968D4(DoorShutter* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (!Player_InCsMode(globalCtx)) {
ShutterInfo* temp_v1 = &sShutterInfo[this->unk_16C];
f32 temp_f2 = func_80996840(globalCtx, this, (this->unk_16C != 3) ? 0.0f : 80.0f, temp_v1->e, temp_v1->f);
if (fabsf(temp_f2) < 50.0f) {
s16 phi_v0 = player->actor.shape.rot.y - this->dyna.actor.shape.rot.y;
if (temp_f2 > 0.0f) {
phi_v0 = 0x8000 - phi_v0;
}
if (ABS(phi_v0) < 0x3000) {
return (temp_f2 >= 0.0f) ? 1.0f : -1.0f;
}
}
}
return 0.0f;
}
void func_80996A54(DoorShutter* this, GlobalContext* globalCtx) {
if (Flags_GetClear(globalCtx, this->dyna.actor.room) || Flags_GetTempClear(globalCtx, this->dyna.actor.room)) {
Flags_SetClear(globalCtx, this->dyna.actor.room);
DoorShutter_SetupAction(this, func_80997150);
OnePointCutscene_Attention(globalCtx, &this->dyna.actor);
OnePointCutscene_Attention(globalCtx, &GET_PLAYER(globalCtx)->actor);
this->unk_16F = -100;
} else if (func_809968D4(this, globalCtx) != 0) {
Player* player = GET_PLAYER(globalCtx);
player->naviTextId = -0x202;
}
}
void func_80996B00(DoorShutter* this, GlobalContext* globalCtx) {
}
void func_80996B0C(DoorShutter* this, GlobalContext* globalCtx) {
if (this->unk_164 != 0) {
DoorShutter_SetupAction(this, func_80997004);
this->dyna.actor.velocity.y = 0.0f;
if (this->unk_16E != 0) {
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
if (this->doorType != SHUTTER_BOSS) {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK_B);
}
}
} else {
s32 doorDirection = func_809968D4(this, globalCtx);
if (doorDirection != 0) {
Player* player = GET_PLAYER(globalCtx);
if (this->unk_16E != 0) {
if (this->doorType == SHUTTER_BOSS) {
if (!CHECK_DUNGEON_ITEM(DUNGEON_KEY_BOSS, gSaveContext.mapIndex)) {
player->naviTextId = -0x204;
return;
}
} else if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0) {
player->naviTextId = -0x203;
return;
}
player->doorTimer = 10;
}
player->doorType = PLAYER_DOORTYPE_SLIDING;
player->doorDirection = doorDirection;
player->doorActor = &this->dyna.actor;
}
}
}
void func_80996C60(DoorShutter* this, GlobalContext* globalCtx) {
if (this->dyna.actor.category == ACTORCAT_DOOR) {
Player* player = GET_PLAYER(globalCtx);
s32 sp38 = this->unk_16C;
s32 sp34 = 0xF;
if (DoorShutter_SetupDoor(this, globalCtx)) {
sp34 = 0x20;
}
DoorShutter_SetupAction(this, func_80997004);
this->unk_16C = sp38;
this->unk_170 = 0.0f;
Camera_ChangeDoorCam(globalCtx->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->unk_46A, 0.0f, 12, sp34, 10);
}
}
s32 func_80996D14(DoorShutter* this, GlobalContext* globalCtx) {
if (this->unk_16C != 3) {
if (this->dyna.actor.velocity.y == 0.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
func_80996C60(this, globalCtx);
}
Math_StepToF(&this->dyna.actor.velocity.y, 15.0f, 3.0f);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 200.0f,
this->dyna.actor.velocity.y)) {
return true;
}
} else {
if (this->unk_166 == 100) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYODOOR_OPEN);
func_80996C60(this, globalCtx);
}
if (Math_StepToS(&this->unk_166, 0, 10)) {
return true;
}
}
return false;
}
s32 func_80996E08(DoorShutter* this, GlobalContext* globalCtx, f32 arg2) {
if (this->unk_170 == 1.0f - arg2) {
if (this->unk_16C != 3) {
if (arg2 == 1.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
}
} else {
if (arg2 == 1.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_OPEN);
}
}
}
if (Math_StepToF(&this->unk_170, arg2, 0.2f)) {
return true;
}
return false;
}
void func_80996EE8(DoorShutter* this, GlobalContext* globalCtx) {
if (func_80996E08(this, globalCtx, 1.0f)) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
DoorShutter_SetupAction(this, func_80997150);
OnePointCutscene_Attention(globalCtx, &this->dyna.actor);
this->unk_16F = -100;
} else if (func_809968D4(this, globalCtx)) {
Player* player = GET_PLAYER(globalCtx);
// Jabu navi text for switch doors is different
player->naviTextId = (globalCtx->sceneNum == SCENE_BDAN) ? -0x20B : -0x202;
}
}
}
void func_80996F98(DoorShutter* this, GlobalContext* globalCtx) {
if (this->unk_164 == 0 && !Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
DoorShutter_SetupAction(this, func_80996EE8);
} else {
func_80996B0C(this, globalCtx);
}
}
void func_80997004(DoorShutter* this, GlobalContext* globalCtx) {
if (DECR(this->unk_16E) == 0 && globalCtx->roomCtx.status == 0 && func_80996D14(this, globalCtx) != 0) {
if (((this->doorType == SHUTTER_BOSS) ? 20.0f : 50.0f) < this->dyna.actor.xzDistToPlayer) {
if (DoorShutter_SetupDoor(this, globalCtx)) {
this->dyna.actor.velocity.y = 30.0f;
}
if (this->unk_16C != 3) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
DoorShutter_SetupAction(this, func_809973E8);
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYODOOR_CLOSE);
if ((this->doorType == SHUTTER_FRONT_SWITCH || this->doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) &&
!Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE);
}
DoorShutter_SetupAction(this, func_80997528);
}
}
}
}
void func_80997150(DoorShutter* this, GlobalContext* globalCtx) {
if (this->unk_16F != 0) {
if (this->unk_16F < 0) {
if (globalCtx->state.frames % 2 != 0) {
this->unk_16F++;
}
if (this->dyna.actor.category == func_8005B198() || this->unk_16F == 0) {
this->unk_16F = 5;
}
} else {
this->unk_16F--;
}
} else if (func_80996E08(this, globalCtx, 0.0f)) {
if (!(this->doorType == SHUTTER || this->doorType == SHUTTER_FRONT_CLEAR)) {
DoorShutter_SetupAction(this, func_80996F98);
} else {
DoorShutter_SetupAction(this, func_80996B0C);
}
func_800F5B58();
}
}
void func_80997220(DoorShutter* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s8 room = this->dyna.actor.room;
if (this->dyna.actor.room >= 0) {
Vec3f vec;
func_8002DBD0(&this->dyna.actor, &vec, &player->actor.world.pos);
this->dyna.actor.room =
globalCtx->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA].sides[(vec.z < 0.0f) ? 0 : 1].room;
if (room != this->dyna.actor.room) {
Room tempRoom = globalCtx->roomCtx.curRoom;
globalCtx->roomCtx.curRoom = globalCtx->roomCtx.prevRoom;
globalCtx->roomCtx.prevRoom = tempRoom;
globalCtx->roomCtx.unk_30 ^= 1;
}
func_80097534(globalCtx, &globalCtx->roomCtx);
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0x0EFF);
}
this->unk_164 = 0;
this->dyna.actor.velocity.y = 0.0f;
if (DoorShutter_SetupDoor(this, globalCtx) && !(player->stateFlags1 & 0x800)) {
DoorShutter_SetupAction(this, func_80997568);
func_8002DF54(globalCtx, NULL, 2);
}
}
void func_809973E8(DoorShutter* this, GlobalContext* globalCtx) {
s32 quakeId;
if (this->dyna.actor.velocity.y < 20.0f) {
Math_StepToF(&this->dyna.actor.velocity.y, 20.0f, 8.0f);
}
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
if (this->dyna.actor.velocity.y > 20.0f) {
this->dyna.actor.floorHeight = this->dyna.actor.home.pos.y;
Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 45.0f, 10, 8.0f, 500,
10, false);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
quakeId = Quake_Add(Gameplay_GetCamera(globalCtx, 0), 3);
Quake_SetSpeed(quakeId, -32536);
Quake_SetQuakeValues(quakeId, 2, 0, 0, 0);
Quake_SetCountdown(quakeId, 10);
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
func_80997220(this, globalCtx);
}
}
void func_80997528(DoorShutter* this, GlobalContext* globalCtx) {
if (Math_StepToS(&this->unk_166, 0x64, 0xA)) {
func_80997220(this, globalCtx);
}
}
void func_80997568(DoorShutter* this, GlobalContext* globalCtx) {
if (this->unk_16F++ > 30) {
func_8002DF54(globalCtx, NULL, 7);
DoorShutter_SetupDoor(this, globalCtx);
}
}
void func_809975C0(DoorShutter* this, GlobalContext* globalCtx) {
Actor_MoveForward(&this->dyna.actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
if (this->dyna.actor.bgCheckFlags & 1) {
DoorShutter_SetupAction(this, func_809976B8);
if (!(gSaveContext.eventChkInf[7] & 1)) {
BossGoma* parent = (BossGoma*)this->dyna.actor.parent;
this->unk_164 = 10;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
func_8099803C(globalCtx, 2, 10, parent->subCameraId);
Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 70.0f, 20, 8.0f, 500,
10, true);
}
}
}
void func_809976B8(DoorShutter* this, GlobalContext* globalCtx) {
f32 mult;
if (this->unk_164 != 0) {
this->unk_164--;
mult = sinf(this->unk_164 * 250.0f / 100.0f);
this->dyna.actor.shape.yOffset = this->unk_164 * 3.0f / 10.0f * mult;
}
}
void func_80997744(DoorShutter* this, GlobalContext* globalCtx) {
f32 phi_f0;
osSyncPrintf("FHG SAKU START !!\n");
if (this->unk_164 != 0) {
this->unk_164--;
}
phi_f0 = (this->unk_164 % 2 != 0) ? -3.0f : 0.0f;
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, -34.0f + phi_f0, 1.0f, 20.0f, 0.0f);
osSyncPrintf("FHG SAKU END !!\n");
}
void DoorShutter_Update(Actor* thisx, GlobalContext* globalCtx) {
DoorShutter* this = (DoorShutter*)thisx;
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x100004C0) || (this->actionFunc == DoorShutter_SetupType)) {
this->actionFunc(this, globalCtx);
}
}
Gfx* func_80997838(GlobalContext* globalCtx, DoorShutter* this, Gfx* p) {
MtxF mtx;
f32 angle = 0.0f;
f32 yScale = this->unk_166 * 0.01f;
s32 i;
Matrix_Get(&mtx);
for (i = 0; i < ARRAY_COUNT(sJabuDoorDLists); i++) {
Matrix_RotateZ(angle, MTXMODE_APPLY);
if (i % 2 == 0) {
Matrix_Translate(0.0f, 800.0f, 0.0f, MTXMODE_APPLY);
} else if (i == 1 || i == 7) {
Matrix_Translate(0.0f, 848.52f, 0.0f, MTXMODE_APPLY);
} else {
Matrix_Translate(0.0f, 989.94f, 0.0f, MTXMODE_APPLY);
}
if (this->unk_166 != 100) {
Matrix_Scale(1.0f, yScale, 1.0f, MTXMODE_APPLY);
}
gSPMatrix(p++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(p++, sJabuDoorDLists[i]);
angle -= M_PI / 4;
Matrix_Put(&mtx);
}
return p;
}
s32 func_80997A34(DoorShutter* this, GlobalContext* globalCtx) {
s32 phi_a1;
s32 phi_a0;
if (Player_InCsMode(globalCtx)) {
return true;
}
phi_a0 = (s16)(Actor_WorldYawTowardPoint(&this->dyna.actor, &globalCtx->view.eye) - this->dyna.actor.shape.rot.y);
phi_a1 = (s16)(this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y);
phi_a0 = ABS(phi_a0);
phi_a1 = ABS(phi_a1);
if ((phi_a1 < 0x4000 && phi_a0 > 0x4000) || (phi_a1 > 0x4000 && phi_a0 < 0x4000)) {
return false;
}
return true;
}
void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
DoorShutter* this = (DoorShutter*)thisx;
//! @bug This actor is not fully initialized until the required object dependency is loaded.
//! In most cases, the check for objBankIndex to equal requiredObjBankIndex prevents the actor
//! from drawing until initialization is complete. However if the required object is the same as the
//! object dependency listed in init vars (gameplay_keep in this case), the check will pass even though
//! initialization has not completed. When this happens, it will try to draw the display list of the
//! first entry in `sShutterInfo`, which will likely crash the game.
//! This only matters in very specific scenarios, when the door is unculled on the first possible frame
//! after spawning. It will try to draw without having run update yet.
//!
//! The best way to fix this issue (and what was done in Majora's Mask) is to null out the draw function in
//! the init vars for the actor, and only set draw after initialization is complete.
if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex &&
(this->unk_16B == 0 || func_80997A34(this, globalCtx) != 0)) {
s32 pad[2];
ShutterInfo* sp70 = &sShutterInfo[this->unk_16C];
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
if (this->unk_16C == 3) {
POLY_OPA_DISP = func_80997838(globalCtx, this, POLY_OPA_DISP);
if (this->unk_170 != 0.0f) {
f32 sp58 = (this->unk_166 * 0.01f) * this->unk_170;
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255.0f * sp58);
Matrix_Translate(0, 0, sp70->translateZ, MTXMODE_APPLY);
Matrix_Scale(sp58, sp58, sp58, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->b);
}
} else {
if (sp70->b != NULL) {
TransitionActorEntry* transitionEntry =
&globalCtx->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA];
if (globalCtx->roomCtx.prevRoom.num >= 0 ||
transitionEntry->sides[0].room == transitionEntry->sides[1].room) {
s32 yaw = Math_Vec3f_Yaw(&globalCtx->view.eye, &this->dyna.actor.world.pos);
if (ABS((s16)(this->dyna.actor.shape.rot.y - yaw)) < 0x4000) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
} else if (this->dyna.actor.room == transitionEntry->sides[0].room) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
} else if (this->doorType == SHUTTER_BOSS) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809982D4[this->unk_168]));
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->a);
if (this->unk_170 != 0.0f && sp70->b != NULL) {
Matrix_Translate(0, sp70->c * (1.0f - this->unk_170), sp70->translateZ, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sp70->b);
}
}
if (this->unk_16E != 0) {
Matrix_Scale(0.01f, 0.01f, 0.025f, MTXMODE_APPLY);
Actor_DrawDoorLock(globalCtx, this->unk_16E,
(this->doorType == SHUTTER_BOSS)
? DOORLOCK_BOSS
: ((this->unk_16C == 6) ? DOORLOCK_NORMAL_SPIRIT : DOORLOCK_NORMAL));
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
void func_8099803C(GlobalContext* globalCtx, s16 y, s16 countdown, s16 camId) {
s16 quakeId = Quake_Add(Gameplay_GetCamera(globalCtx, camId), 3);
func_800A9F6C(0.0f, 180, 20, 100);
Quake_SetSpeed(quakeId, 20000);
Quake_SetQuakeValues(quakeId, y, 0, 0, 0);
Quake_SetCountdown(quakeId, countdown);
}