Shipwright/soh/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.c

171 lines
7.0 KiB
C

#include "z_bg_mizu_shutter.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS ACTOR_FLAG_4
#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)
void BgMizuShutter_Init(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_Destroy(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_Update(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_Draw(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx);
const ActorInit Bg_Mizu_Shutter_InitVars = {
ACTOR_BG_MIZU_SHUTTER,
ACTORCAT_PROP,
FLAGS,
OBJECT_MIZU_OBJECTS,
sizeof(BgMizuShutter),
(ActorFunc)BgMizuShutter_Init,
(ActorFunc)BgMizuShutter_Destroy,
(ActorFunc)BgMizuShutter_Update,
(ActorFunc)BgMizuShutter_Draw,
NULL,
};
static Gfx* sDisplayLists[] = { gObjectMizuObjectsShutterDL_007130, gObjectMizuObjectsShutterDL_0072D0 };
static CollisionHeader* sCollisionHeaders[] = {
&gObjectMizuObjectsShutterCol_007250,
&gObjectMizuObjectsShutterCol_0073F0,
};
static Vec3f sDisplacements[] = {
{ 0.0f, 100.0f, 0.0f },
{ 0.0f, 140.0f, 0.0f },
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgMizuShutter_Init(BgMizuShutter* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
s32 pad2;
CollisionHeader* sp30 = NULL;
s32 pad3;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->displayList = sDisplayLists[SIZE_PARAM];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
CollisionHeader_GetVirtual(sCollisionHeaders[SIZE_PARAM], &sp30);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, sp30);
if ((SIZE_PARAM == BGMIZUSHUTTER_SMALL) || (SIZE_PARAM == BGMIZUSHUTTER_LARGE)) {
this->closedPos = this->dyna.actor.world.pos;
this->timer = 0;
this->timerMax = TIMER_PARAM * 20;
Matrix_RotateY(this->dyna.actor.world.rot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_RotateX(this->dyna.actor.world.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(this->dyna.actor.world.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_MultVec3f(&sDisplacements[SIZE_PARAM], &this->openPos);
this->openPos.x += this->dyna.actor.world.pos.x;
this->openPos.y += this->dyna.actor.world.pos.y;
this->openPos.z += this->dyna.actor.world.pos.z;
if (this->timerMax != 0x3F * 20) {
Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F);
this->dyna.actor.world.pos = this->closedPos;
}
if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
this->dyna.actor.world.pos = this->openPos;
this->actionFunc = BgMizuShutter_WaitForTimer;
} else {
this->actionFunc = BgMizuShutter_WaitForSwitch;
}
}
}
void BgMizuShutter_Destroy(BgMizuShutter* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
if (ABS(this->dyna.actor.world.rot.x) > 0x2C60) {
OnePointCutscene_Init(globalCtx, 4510, -99, &this->dyna.actor, MAIN_CAM);
} else {
OnePointCutscene_Attention(globalCtx, &this->dyna.actor);
}
this->actionFunc = BgMizuShutter_WaitForCutscene;
this->timer = 30;
}
}
void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, GlobalContext* globalCtx) {
if (this->timer-- == 0) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
this->actionFunc = BgMizuShutter_Move;
}
}
void BgMizuShutter_Move(BgMizuShutter* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F)) {
Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->openPos.x, 1.0f, 4.0f, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->openPos.y, 1.0f, 4.0f, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->openPos.z, 1.0f, 4.0f, 0.1f);
if ((this->dyna.actor.world.pos.x == this->openPos.x) && (this->dyna.actor.world.pos.y == this->openPos.y) &&
(this->dyna.actor.world.pos.z == this->openPos.z)) {
this->timer = this->timerMax;
this->actionFunc = BgMizuShutter_WaitForTimer;
}
} else {
Math_SmoothStepToF(&this->maxSpeed, 20.0f, 1.0f, 3.0f, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->closedPos.x, 1.0f, this->maxSpeed, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->closedPos.y, 1.0f, this->maxSpeed, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->closedPos.z, 1.0f, this->maxSpeed, 0.1f);
if ((this->dyna.actor.world.pos.x == this->closedPos.x) &&
(this->dyna.actor.world.pos.y == this->closedPos.y) &&
(this->dyna.actor.world.pos.z == this->closedPos.z)) {
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
this->actionFunc = BgMizuShutter_WaitForSwitch;
}
}
}
void BgMizuShutter_WaitForTimer(BgMizuShutter* this, GlobalContext* globalCtx) {
if (this->timerMax != 0x3F * 20) {
this->timer--;
func_8002F994(&this->dyna.actor, this->timer);
if (this->timer == 0) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
Flags_UnsetSwitch(globalCtx, (u16)this->dyna.actor.params & 0x3F);
this->actionFunc = BgMizuShutter_Move;
}
}
}
void BgMizuShutter_Update(BgMizuShutter* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
this->actionFunc(this, globalCtx);
}
void BgMizuShutter_Draw(BgMizuShutter* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->displayList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, this->displayList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}