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e193f0dc0e
* enums for rainbow bridge * reorder enum Co-authored-by: briaguya <briaguya@alice>
179 lines
6.7 KiB
C
179 lines
6.7 KiB
C
/*
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* File: z_bg_gjyo_bridge.c
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* Overlay: ovl_Bg_Gjyo_Bridge
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* Description: Rainbow Bridge outside Ganon's Castle
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*/
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#include "z_bg_gjyo_bridge.h"
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#include "objects/object_gjyo_objects/object_gjyo_objects.h"
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#include "scenes/dungeons/ganon_tou/ganon_tou_scene.h"
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#define FLAGS 0
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void BgGjyoBridge_Init(Actor* thisx, PlayState* play);
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void BgGjyoBridge_Destroy(Actor* thisx, PlayState* play);
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void BgGjyoBridge_Update(Actor* thisx, PlayState* play);
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void BgGjyoBridge_Draw(Actor* thisx, PlayState* play);
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void func_808787A4(BgGjyoBridge* this, PlayState* play);
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void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, PlayState* play);
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void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, PlayState* play);
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const ActorInit Bg_Gjyo_Bridge_InitVars = {
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ACTOR_BG_GJYO_BRIDGE,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GJYO_OBJECTS,
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sizeof(BgGjyoBridge),
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(ActorFunc)BgGjyoBridge_Init,
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(ActorFunc)BgGjyoBridge_Destroy,
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(ActorFunc)BgGjyoBridge_Update,
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(ActorFunc)BgGjyoBridge_Draw,
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NULL,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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void BgGjyoBridge_Init(Actor* thisx, PlayState* play) {
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BgGjyoBridge* this = (BgGjyoBridge*)thisx;
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s32 pad;
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CollisionHeader* colHeader;
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colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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int bridge = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE);
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if (gSaveContext.eventChkInf[4] & 0x2000 || (gSaveContext.n64ddFlag && bridge == RO_BRIDGE_ALWAYS_OPEN)) {
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this->actionFunc = func_808787A4;
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} else {
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this->dyna.actor.draw = NULL;
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func_8003EBF8(play, &play->colCtx.dyna, this->dyna.bgId);
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this->actionFunc = BgGjyoBridge_TriggerCutscene;
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}
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}
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void BgGjyoBridge_Destroy(Actor* thisx, PlayState* play) {
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BgGjyoBridge* this = (BgGjyoBridge*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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void func_808787A4(BgGjyoBridge* this, PlayState* play) {
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}
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void LaunchBridgeCutscene(BgGjyoBridge* this, PlayState* play) {
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play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gRainbowBridgeCs);
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gSaveContext.cutsceneTrigger = 1;
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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}
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u8 CheckPlayerPosition(Player* player, PlayState* play) {
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return (player->actor.world.pos.x > -70.0f) && (player->actor.world.pos.x < 300.0f) &&
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(player->actor.world.pos.y > 1340.0f) && (player->actor.world.pos.z > 1340.0f) &&
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(player->actor.world.pos.z < 1662.0f) && !Play_InCsMode(play);
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}
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void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (!gSaveContext.n64ddFlag) {
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
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(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT) && CheckPlayerPosition(player, play)) {
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LaunchBridgeCutscene(this, play);
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}
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} else {
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int bridge = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE);
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int bridgeStoneCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_STONE_COUNT);
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int bridgeMedallionCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_MEDALLION_COUNT);
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int bridgeRewardCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_REWARD_COUNT);
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int bridgeDungeonCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_DUNGEON_COUNT);
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int bridgeTokenCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_TOKEN_COUNT);
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switch (bridge) {
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case RO_BRIDGE_VANILLA:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
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(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT)) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case RO_BRIDGE_STONES:
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if (CheckStoneCount() >= bridgeStoneCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case RO_BRIDGE_MEDALLIONS:
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if (CheckMedallionCount() >= bridgeMedallionCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case RO_BRIDGE_DUNGEON_REWARDS:
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if ((CheckMedallionCount() + CheckStoneCount()) >= bridgeRewardCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case RO_BRIDGE_DUNGEONS:
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if (CheckDungeonCount() >= bridgeDungeonCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case RO_BRIDGE_TOKENS:
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if (gSaveContext.inventory.gsTokens >= bridgeTokenCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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}
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}
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}
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void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, PlayState* play) {
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if (gSaveContext.n64ddFlag || (play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[2] != NULL) &&
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(play->csCtx.npcActions[2]->action == 2)) {
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this->dyna.actor.draw = BgGjyoBridge_Draw;
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func_8003EC50(play, &play->colCtx.dyna, this->dyna.bgId);
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gSaveContext.eventChkInf[4] |= 0x2000;
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}
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}
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void BgGjyoBridge_Update(Actor* thisx, PlayState* play) {
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BgGjyoBridge* this = (BgGjyoBridge*)thisx;
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this->actionFunc(this, play);
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}
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void BgGjyoBridge_Draw(Actor* thisx, PlayState* play) {
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BgGjyoBridge* this = (BgGjyoBridge*)thisx;
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 8,
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Gfx_TexScroll(play->state.gfxCtx, play->gameplayFrames & 127,
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play->gameplayFrames * -3 & 127, 32, 32));
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gSPSegment(POLY_XLU_DISP++, 9,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
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play->gameplayFrames & 127, 32, 32));
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gRainbowBridgeDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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