Shipwright/soh/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.c

176 lines
5.4 KiB
C

/*
* File: z_en_blkobj.c
* Overlay: ovl_En_Blkobj
* Description: Dark Link's Illusion Room
*/
#include "z_en_blkobj.h"
#include "objects/object_blkobj/object_blkobj.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnBlkobj_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBlkobj_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBlkobj_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBlkobj_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBlkobj_Wait(EnBlkobj* this, GlobalContext* globalCtx);
void EnBlkobj_SpawnDarkLink(EnBlkobj* this, GlobalContext* globalCtx);
void EnBlkobj_DarkLinkFight(EnBlkobj* this, GlobalContext* globalCtx);
void EnBlkobj_DoNothing(EnBlkobj* this, GlobalContext* globalCtx);
const ActorInit En_Blkobj_InitVars = {
ACTOR_EN_BLKOBJ,
ACTORCAT_PROP,
FLAGS,
OBJECT_BLKOBJ,
sizeof(EnBlkobj),
(ActorFunc)EnBlkobj_Init,
(ActorFunc)EnBlkobj_Destroy,
(ActorFunc)EnBlkobj_Update,
(ActorFunc)EnBlkobj_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_STOP),
};
static Gfx sSetupOpaDL[] = {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
gsSPEndDisplayList(),
};
static Gfx sSetupXluDL[] = {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2),
gsSPEndDisplayList(),
};
void EnBlkobj_SetupAction(EnBlkobj* this, EnBlkobjActionFunc actionFunc) {
this->actionFunc = actionFunc;
this->timer = 0;
}
void EnBlkobj_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBlkobj* this = (EnBlkobj*)thisx;
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
if (Flags_GetClear(globalCtx, this->dyna.actor.room)) {
this->alpha = 255;
EnBlkobj_SetupAction(this, EnBlkobj_DoNothing);
} else {
CollisionHeader_GetVirtual(&gIllusionRoomCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
EnBlkobj_SetupAction(this, EnBlkobj_Wait);
}
}
void EnBlkobj_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBlkobj* this = (EnBlkobj*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void EnBlkobj_Wait(EnBlkobj* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->dyna.actor.xzDistToPlayer < 120.0f) {
EnBlkobj_SetupAction(this, EnBlkobj_SpawnDarkLink);
}
player->stateFlags2 |= 0x04000000;
}
void EnBlkobj_SpawnDarkLink(EnBlkobj* this, GlobalContext* globalCtx) {
if (!(this->dyna.actor.flags & ACTOR_FLAG_6)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_TORCH2, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, this->dyna.actor.yawTowardsPlayer, 0,
0);
EnBlkobj_SetupAction(this, EnBlkobj_DarkLinkFight);
}
}
void EnBlkobj_DarkLinkFight(EnBlkobj* this, GlobalContext* globalCtx) {
s32 alphaMod;
if (this->timer == 0) {
if (Actor_Find(&globalCtx->actorCtx, ACTOR_EN_TORCH2, ACTORCAT_BOSS) == NULL) {
Flags_SetClear(globalCtx, this->dyna.actor.room);
this->timer++;
}
} else if (this->timer++ > 100) {
alphaMod = (this->timer - 100) >> 2;
if (alphaMod > 5) {
alphaMod = 5;
}
this->alpha += alphaMod;
if (this->alpha > 255) {
this->alpha = 255;
EnBlkobj_SetupAction(this, EnBlkobj_DoNothing);
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}
}
void EnBlkobj_DoNothing(EnBlkobj* this, GlobalContext* globalCtx) {
}
void EnBlkobj_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBlkobj* this = (EnBlkobj*)thisx;
this->actionFunc(this, globalCtx);
}
void EnBlkobj_DrawAlpha(GlobalContext* globalCtx, Gfx* dList, s32 alpha) {
Gfx* segment;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (alpha == 255) {
segment = sSetupOpaDL;
} else {
segment = sSetupXluDL;
}
gSPSegment(POLY_XLU_DISP++, 0x08, segment);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
gSPDisplayList(POLY_XLU_DISP++, dList);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnBlkobj_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBlkobj* this = (EnBlkobj*)thisx;
s32 illusionAlpha;
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames % 128;
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->alpha != 0) {
EnBlkobj_DrawAlpha(globalCtx, gIllusionRoomNormalDL, this->alpha);
}
illusionAlpha = 255 - this->alpha;
if (illusionAlpha != 0) {
EnBlkobj_DrawAlpha(globalCtx, gIllusionRoomIllusionDL, illusionAlpha);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}