136 lines
4.7 KiB
C
136 lines
4.7 KiB
C
/*
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* File: z_bg_ice_shutter.c
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* Overlay: ovl_Bg_Ice_Shutter
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* Description: Vertical Ice Bars (Doors) in Ice Cavern
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*/
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#include "z_bg_ice_shutter.h"
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#include "objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS ACTOR_FLAG_4
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void BgIceShutter_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgIceShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgIceShutter_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgIceShutter_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80891CF4(BgIceShutter* thisx, GlobalContext* globalCtx);
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void func_80891D6C(BgIceShutter* thisx, GlobalContext* globalCtx);
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void func_80891DD4(BgIceShutter* thisx, GlobalContext* globalCtx);
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const ActorInit Bg_Ice_Shutter_InitVars = {
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ACTOR_BG_ICE_SHUTTER,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_ICE_OBJECTS,
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sizeof(BgIceShutter),
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(ActorFunc)BgIceShutter_Init,
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(ActorFunc)BgIceShutter_Destroy,
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(ActorFunc)BgIceShutter_Update,
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(ActorFunc)BgIceShutter_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_STOP),
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};
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void func_80891AC0(BgIceShutter* this) {
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f32 sp24;
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sp24 = Math_SinS(this->dyna.actor.shape.rot.x) * this->dyna.actor.velocity.y;
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this->dyna.actor.world.pos.y =
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(Math_CosS(this->dyna.actor.shape.rot.x) * this->dyna.actor.velocity.y) + this->dyna.actor.home.pos.y;
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this->dyna.actor.world.pos.x = (Math_SinS(this->dyna.actor.shape.rot.y) * sp24) + this->dyna.actor.home.pos.x;
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this->dyna.actor.world.pos.z = (Math_CosS(this->dyna.actor.shape.rot.y) * sp24) + this->dyna.actor.home.pos.z;
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}
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void BgIceShutter_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgIceShutter* this = (BgIceShutter*)thisx;
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f32 sp24;
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CollisionHeader* colHeader;
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s32 sp28;
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f32 temp_f6;
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colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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sp28 = this->dyna.actor.params & 0xFF;
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this->dyna.actor.params = (this->dyna.actor.params >> 8) & 0xFF;
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CollisionHeader_GetVirtual(&object_ice_objects_Col_002854, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (sp28 == 2) {
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this->dyna.actor.shape.rot.x = -0x4000;
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}
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if (sp28 != 1) {
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if (Flags_GetClear(globalCtx, this->dyna.actor.room)) {
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Actor_Kill(&this->dyna.actor);
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} else {
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this->actionFunc = func_80891CF4;
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}
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} else {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params)) {
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Actor_Kill(&this->dyna.actor);
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} else {
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this->actionFunc = func_80891D6C;
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}
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}
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if (sp28 == 2) {
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temp_f6 = Math_SinS(this->dyna.actor.shape.rot.x) * 50.0f;
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this->dyna.actor.focus.pos.x =
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(Math_SinS(this->dyna.actor.shape.rot.y) * temp_f6) + this->dyna.actor.home.pos.x;
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this->dyna.actor.focus.pos.y = this->dyna.actor.home.pos.y;
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this->dyna.actor.focus.pos.z =
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this->dyna.actor.home.pos.z + (Math_CosS(this->dyna.actor.shape.rot.y) * temp_f6);
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} else {
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Actor_SetFocus(&this->dyna.actor, 50.0f);
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}
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}
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void BgIceShutter_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgIceShutter* this = (BgIceShutter*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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void func_80891CF4(BgIceShutter* this, GlobalContext* globalCtx) {
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if (Flags_GetTempClear(globalCtx, this->dyna.actor.room)) {
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Flags_SetClear(globalCtx, this->dyna.actor.room);
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 30, NA_SE_EV_SLIDE_DOOR_OPEN);
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this->actionFunc = func_80891DD4;
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if (this->dyna.actor.shape.rot.x == 0) {
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OnePointCutscene_Attention(globalCtx, &this->dyna.actor);
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}
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}
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}
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void func_80891D6C(BgIceShutter* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params)) {
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 30, NA_SE_EV_SLIDE_DOOR_OPEN);
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this->actionFunc = func_80891DD4;
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OnePointCutscene_Attention(globalCtx, &this->dyna.actor);
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}
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}
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void func_80891DD4(BgIceShutter* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->dyna.actor.speedXZ, 30.0f, 2.0f);
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if (Math_StepToF(&this->dyna.actor.velocity.y, 210.0f, this->dyna.actor.speedXZ)) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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func_80891AC0(this);
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}
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void BgIceShutter_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgIceShutter* this = (BgIceShutter*)thisx;
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this->actionFunc(this, globalCtx);
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}
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void BgIceShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Gfx_DrawDListOpa(globalCtx, object_ice_objects_DL_002740);
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}
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