165 lines
5.7 KiB
C
165 lines
5.7 KiB
C
/*
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* File: z_bg_jya_lift.c
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* Overlay: ovl_Bg_Jya_Lift
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* Description: Chain Platform (Spirit Temple)
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*/
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#include "z_bg_jya_lift.h"
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#include "objects/object_jya_obj/object_jya_obj.h"
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#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
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void BgJyaLift_Init(Actor* thisx, PlayState* play);
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void BgJyaLift_Destroy(Actor* thisx, PlayState* play);
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void BgJyaLift_Update(Actor* thisx, PlayState* play);
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void BgJyaLift_Draw(Actor* thisx, PlayState* play);
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void BgJyaLift_SetFinalPosY(BgJyaLift* this);
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void BgJyaLift_SetInitPosY(BgJyaLift* this);
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void BgJyaLift_DelayMove(BgJyaLift* this, PlayState* play);
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void BgJyaLift_SetupMove(BgJyaLift* this);
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void BgJyaLift_Move(BgJyaLift* this, PlayState* play);
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static s16 sKankyoIsSpawned = false;
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const ActorInit Bg_Jya_Lift_InitVars = {
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ACTOR_BG_JYA_LIFT,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_JYA_OBJ,
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sizeof(BgJyaLift),
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(ActorFunc)BgJyaLift_Init,
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(ActorFunc)BgJyaLift_Destroy,
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(ActorFunc)BgJyaLift_Update,
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(ActorFunc)BgJyaLift_Draw,
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NULL,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1800, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 2500, ICHAIN_STOP),
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};
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void BgJyaLift_InitDynapoly(BgJyaLift* this, PlayState* play, CollisionHeader* collisionHeader, s32 moveFlag) {
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s32 pad;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, moveFlag);
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CollisionHeader_GetVirtual(collisionHeader, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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}
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void BgJyaLift_Init(Actor* thisx, PlayState* play) {
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BgJyaLift* this = (BgJyaLift*)thisx;
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this->isSpawned = false;
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if (sKankyoIsSpawned) {
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Actor_Kill(thisx);
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return;
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}
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// "Goddess lift CT"
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osSyncPrintf("女神リフト CT\n");
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BgJyaLift_InitDynapoly(this, play, &gLiftCol, DPM_UNK);
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Actor_ProcessInitChain(thisx, sInitChain);
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if (Flags_GetSwitch(play, (thisx->params & 0x3F))) {
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BgJyaLift_SetFinalPosY(this);
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} else {
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BgJyaLift_SetInitPosY(this);
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}
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thisx->room = -1;
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sKankyoIsSpawned = true;
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this->isSpawned = true;
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}
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void BgJyaLift_Destroy(Actor* thisx, PlayState* play) {
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BgJyaLift* this = (BgJyaLift*)thisx;
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if (this->isSpawned) {
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// "Goddess Lift DT"
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osSyncPrintf("女神リフト DT\n");
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sKankyoIsSpawned = false;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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}
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void BgJyaLift_SetInitPosY(BgJyaLift* this) {
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this->actionFunc = BgJyaLift_DelayMove;
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this->dyna.actor.world.pos.y = 1613.0f;
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this->moveDelay = 0;
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}
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void BgJyaLift_DelayMove(BgJyaLift* this, PlayState* play) {
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if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
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this->moveDelay++;
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if (this->moveDelay >= 20) {
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// The cutscene of the platform lowering will show the central room in an unloaded state if
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// Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
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// enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
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if (!(CVarGetInteger("gSunlightArrows", 0) || Randomizer_GetSettingValue(RSK_SUNLIGHT_ARROWS)) ||
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(GET_PLAYER(play)->actor.world.pos.x > -19.0f &&
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GET_PLAYER(play)->actor.world.pos.x < 139.0f &&
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GET_PLAYER(play)->actor.world.pos.z > -1172.0f &&
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GET_PLAYER(play)->actor.world.pos.z < -1009.0f)) {
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OnePointCutscene_Init(play, 3430, -99, &this->dyna.actor, MAIN_CAM);
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}
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BgJyaLift_SetupMove(this);
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}
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}
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}
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void BgJyaLift_SetupMove(BgJyaLift* this) {
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this->actionFunc = BgJyaLift_Move;
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}
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void BgJyaLift_Move(BgJyaLift* this, PlayState* play) {
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f32 distFromBottom;
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f32 tempVelocity;
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Math_SmoothStepToF(&this->dyna.actor.velocity.y, 4.0f, 0.1f, 1.0f, 0.0f);
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tempVelocity = (this->dyna.actor.velocity.y < 0.2f) ? 0.2f : this->dyna.actor.velocity.y;
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distFromBottom = Math_SmoothStepToF(&this->dyna.actor.world.pos.y, 973.0f, 0.1f, tempVelocity, 0.2f);
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if ((this->dyna.actor.world.pos.y < 1440.0f) && (1440.0f <= this->dyna.actor.prevPos.y)) {
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func_8005B1A4(GET_ACTIVE_CAM(play));
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}
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if (fabsf(distFromBottom) < 0.001f) {
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BgJyaLift_SetFinalPosY(this);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
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}
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}
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void BgJyaLift_SetFinalPosY(BgJyaLift* this) {
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this->actionFunc = NULL;
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this->dyna.actor.world.pos.y = 973.0f;
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}
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void BgJyaLift_Update(Actor* thisx, PlayState* play2) {
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BgJyaLift* this = (BgJyaLift*)thisx;
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PlayState* play = play2;
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if (this->actionFunc != NULL) {
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this->actionFunc(this, play);
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}
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if ((this->dyna.unk_160 & 4) && ((this->unk_16B & 4) == 0)) {
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Camera_ChangeSetting(play->cameraPtrs[MAIN_CAM], CAM_SET_DIRECTED_YAW);
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} else if (((this->dyna.unk_160) & 4) == 0 && ((this->unk_16B & 4)) &&
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(play->cameraPtrs[MAIN_CAM]->setting == CAM_SET_DIRECTED_YAW)) {
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Camera_ChangeSetting(play->cameraPtrs[MAIN_CAM], CAM_SET_DUNGEON0);
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}
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this->unk_16B = this->dyna.unk_160;
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// Spirit Temple room 5 is the main room with the statue room 25 is directly above room 5
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if ((play->roomCtx.curRoom.num != 5) && (play->roomCtx.curRoom.num != 25)) {
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Actor_Kill(thisx);
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}
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}
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void BgJyaLift_Draw(Actor* thisx, PlayState* play) {
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Gfx_DrawDListOpa(play, gLiftDL);
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}
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