Shipwright/soh/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.c

108 lines
3.3 KiB
C

/*
* File: z_bg_spot15_saku.c
* Overlay: ovl_Bg_Spot15_Saku
* Description: Hyrule Castle Gate
*/
#include "z_bg_spot15_saku.h"
#include "objects/object_spot15_obj/object_spot15_obj.h"
#define FLAGS 0
void BgSpot15Saku_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot15Saku_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot15Saku_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot15Saku_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_808B4930(BgSpot15Saku* this, GlobalContext* globalCtx);
void func_808B4978(BgSpot15Saku* this, GlobalContext* globalCtx);
void func_808B4A04(BgSpot15Saku* this, GlobalContext* globalCtx);
const ActorInit Bg_Spot15_Saku_InitVars = {
ACTOR_BG_SPOT15_SAKU,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_SPOT15_OBJ,
sizeof(BgSpot15Saku),
(ActorFunc)BgSpot15Saku_Init,
(ActorFunc)BgSpot15Saku_Destroy,
(ActorFunc)BgSpot15Saku_Update,
(ActorFunc)BgSpot15Saku_Draw,
NULL,
};
void BgSpot15Saku_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgSpot15Saku* this = (BgSpot15Saku*)thisx;
s32 pad2;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gLonLonCorralFenceCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
this->dyna.actor.scale.x = 0.1f;
this->dyna.actor.scale.y = 0.1f;
this->dyna.actor.scale.z = 0.1f;
this->unk_170.x = this->dyna.actor.world.pos.x;
this->unk_170.y = this->dyna.actor.world.pos.y;
this->unk_170.z = this->dyna.actor.world.pos.z;
if (gSaveContext.infTable[7] & 2) {
this->dyna.actor.world.pos.z = 2659.0f;
}
this->actionFunc = func_808B4930;
}
void BgSpot15Saku_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot15Saku* this = (BgSpot15Saku*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_808B4930(BgSpot15Saku* this, GlobalContext* globalCtx) {
if (this->unk_168 && !(gSaveContext.infTable[7] & 2)) {
this->timer = 2;
this->actionFunc = func_808B4978;
}
}
void func_808B4978(BgSpot15Saku* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
this->dyna.actor.world.pos.z -= 2.0f;
if (this->dyna.actor.world.pos.z < 2660.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
this->timer = 30;
this->actionFunc = func_808B4A04;
}
}
}
void func_808B4A04(BgSpot15Saku* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
this->unk_168 = 0;
this->actionFunc = func_808B4930;
}
}
void BgSpot15Saku_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot15Saku* this = (BgSpot15Saku*)thisx;
if (this->timer != 0) {
this->timer--;
}
this->actionFunc(this, globalCtx);
}
void BgSpot15Saku_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gLonLonCorralFenceDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}