Shipwright/soh/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.c

261 lines
8.2 KiB
C

/*
* File: z_bg_gjyo_bridge.c
* Overlay: ovl_Bg_Gjyo_Bridge
* Description: Rainbow Bridge outside Ganon's Castle
*/
#include "z_bg_gjyo_bridge.h"
#include "objects/object_gjyo_objects/object_gjyo_objects.h"
#include "scenes/dungeons/ganon_tou/ganon_tou_scene.h"
#define FLAGS 0
void BgGjyoBridge_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGjyoBridge_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgGjyoBridge_Update(Actor* thisx, GlobalContext* globalCtx);
void BgGjyoBridge_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_808787A4(BgGjyoBridge* this, GlobalContext* globalCtx);
void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, GlobalContext* globalCtx);
void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, GlobalContext* globalCtx);
const ActorInit Bg_Gjyo_Bridge_InitVars = {
ACTOR_BG_GJYO_BRIDGE,
ACTORCAT_PROP,
FLAGS,
OBJECT_GJYO_OBJECTS,
sizeof(BgGjyoBridge),
(ActorFunc)BgGjyoBridge_Init,
(ActorFunc)BgGjyoBridge_Destroy,
(ActorFunc)BgGjyoBridge_Update,
(ActorFunc)BgGjyoBridge_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgGjyoBridge_Init(Actor* thisx, GlobalContext* globalCtx) {
BgGjyoBridge* this = (BgGjyoBridge*)thisx;
s32 pad;
CollisionHeader* colHeader;
colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
int bridge = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE);
if (gSaveContext.eventChkInf[4] & 0x2000 || (gSaveContext.n64ddFlag && bridge == 0)) {
this->actionFunc = func_808787A4;
} else {
this->dyna.actor.draw = NULL;
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->actionFunc = BgGjyoBridge_TriggerCutscene;
}
}
void BgGjyoBridge_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgGjyoBridge* this = (BgGjyoBridge*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_808787A4(BgGjyoBridge* this, GlobalContext* globalCtx) {
}
void LaunchBridgeCutscene(BgGjyoBridge* this, GlobalContext* globalCtx) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gRainbowBridgeCs);
gSaveContext.cutsceneTrigger = 1;
this->actionFunc = BgGjyoBridge_SpawnBridge;
}
u8 CheckPlayerPosition(Player* player, GlobalContext* globalCtx) {
return (player->actor.world.pos.x > -70.0f) && (player->actor.world.pos.x < 300.0f) &&
(player->actor.world.pos.y > 1340.0f) && (player->actor.world.pos.z > 1340.0f) &&
(player->actor.world.pos.z < 1662.0f) && !Gameplay_InCsMode(globalCtx);
}
u8 CheckStoneCount() {
u8 stoneCount = 0;
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) {
stoneCount++;
}
if (CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
stoneCount++;
}
if (CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
stoneCount++;
}
return stoneCount;
}
u8 CheckMedallionCount() {
u8 medallionCount = 0;
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
medallionCount++;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_LIGHT)) {
medallionCount++;
}
return medallionCount;
}
u8 CheckDungeonCount() {
u8 dungeonCount = 0;
if (gSaveContext.dungeonsDone[0] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[1] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[2] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[3] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[4] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[5] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[6] == 1) {
dungeonCount++;
}
if (gSaveContext.dungeonsDone[7] == 1) {
dungeonCount++;
}
return dungeonCount;
}
void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (!gSaveContext.n64ddFlag) {
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT) && CheckPlayerPosition(player, globalCtx)) {
LaunchBridgeCutscene(this, globalCtx);
}
} else {
int bridge = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE);
int bridgeStoneCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_STONE_COUNT);
int bridgeMedallionCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_MEDALLION_COUNT);
int bridgeRewardCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_REWARD_COUNT);
int bridgeDungeonCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_DUNGEON_COUNT);
int bridgeTokenCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_TOKEN_COUNT);
if (CheckPlayerPosition(player, globalCtx)) {
switch (bridge) {
case 1:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT)) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
case 2:
if (CheckStoneCount() >= bridgeStoneCount) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
case 3:
if (CheckMedallionCount() >= bridgeMedallionCount) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
case 4:
if ((CheckMedallionCount() + CheckStoneCount()) >= bridgeRewardCount) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
case 5:
if (CheckDungeonCount() >= bridgeDungeonCount) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
case 6:
if (gSaveContext.inventory.gsTokens >= bridgeTokenCount) {
LaunchBridgeCutscene(this, globalCtx);
}
break;
}
}
}
}
void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, GlobalContext* globalCtx) {
if ((globalCtx->csCtx.state != CS_STATE_IDLE) && (globalCtx->csCtx.npcActions[2] != NULL) &&
(globalCtx->csCtx.npcActions[2]->action == 2)) {
this->dyna.actor.draw = BgGjyoBridge_Draw;
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
gSaveContext.eventChkInf[4] |= 0x2000;
}
}
void BgGjyoBridge_Update(Actor* thisx, GlobalContext* globalCtx) {
BgGjyoBridge* this = (BgGjyoBridge*)thisx;
this->actionFunc(this, globalCtx);
}
void BgGjyoBridge_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgGjyoBridge* this = (BgGjyoBridge*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TexScroll(globalCtx->state.gfxCtx, globalCtx->gameplayFrames & 127,
globalCtx->gameplayFrames * -3 & 127, 32, 32));
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, -globalCtx->gameplayFrames & 127, 32, 32, 1, 0,
globalCtx->gameplayFrames & 127, 32, 32));
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gRainbowBridgeDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}