mirror of
https://github.com/HarbourMasters/Shipwright.git
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99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
216 lines
7.0 KiB
C
216 lines
7.0 KiB
C
/*
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* File: z_bg_relay_objects.c
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* Overlay: ovl_Bg_Relay_Objects
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* Description: Windmill Setpieces
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*/
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#include "z_bg_relay_objects.h"
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#include "objects/object_relay_objects/object_relay_objects.h"
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#define FLAGS ACTOR_FLAG_4
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typedef enum {
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/* 0 */ WINDMILL_ROTATING_GEAR,
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/* 1 */ WINDMILL_DAMPE_STONE_DOOR
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} WindmillSetpiecesMode;
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void BgRelayObjects_Init(Actor* thisx, PlayState* play);
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void BgRelayObjects_Destroy(Actor* thisx, PlayState* play);
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void BgRelayObjects_Update(Actor* thisx, PlayState* play);
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void BgRelayObjects_Draw(Actor* thisx, PlayState* play);
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void BgRelayObjects_Reset(void);
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void func_808A90F4(BgRelayObjects* this, PlayState* play);
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void func_808A91AC(BgRelayObjects* this, PlayState* play);
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void func_808A9234(BgRelayObjects* this, PlayState* play);
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void BgRelayObjects_DoNothing(BgRelayObjects* this, PlayState* play);
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void func_808A932C(BgRelayObjects* this, PlayState* play);
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void func_808A939C(BgRelayObjects* this, PlayState* play);
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const ActorInit Bg_Relay_Objects_InitVars = {
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ACTOR_BG_RELAY_OBJECTS,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_RELAY_OBJECTS,
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sizeof(BgRelayObjects),
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(ActorFunc)BgRelayObjects_Init,
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(ActorFunc)BgRelayObjects_Destroy,
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(ActorFunc)BgRelayObjects_Update,
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(ActorFunc)BgRelayObjects_Draw,
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BgRelayObjects_Reset,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(gravity, 5, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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u32 D_808A9508 = 0;
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void BgRelayObjects_Init(Actor* thisx, PlayState* play) {
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BgRelayObjects* this = (BgRelayObjects*)thisx;
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s32 pad;
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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this->switchFlag = thisx->params & 0x3F;
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thisx->params = (thisx->params >> 8) & 0xFF;
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DynaPolyActor_Init(&this->dyna, 3);
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if (thisx->params == WINDMILL_ROTATING_GEAR) {
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CollisionHeader_GetVirtual(&gWindmillRotatingPlatformCol, &colHeader);
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if (gSaveContext.eventChkInf[6] & 0x20) {
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thisx->world.rot.y = 0x400;
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} else {
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thisx->world.rot.y = 0x80;
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}
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func_800F5718();
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thisx->room = -1;
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thisx->flags |= ACTOR_FLAG_5;
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if (D_808A9508 & 2) {
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thisx->params = 0xFF;
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Actor_Kill(thisx);
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} else {
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D_808A9508 |= 2;
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this->actionFunc = func_808A939C;
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}
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} else {
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CollisionHeader_GetVirtual(&gDampeRaceDoorCol, &colHeader);
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if (thisx->room == 0) {
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this->unk_169 = this->switchFlag - 0x33;
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} else {
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this->unk_169 = thisx->room + 1;
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}
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thisx->room = -1;
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this->timer = 1;
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if (this->unk_169 >= 6) {
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if (D_808A9508 & 1) {
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Actor_Kill(thisx);
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} else {
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D_808A9508 |= 1;
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this->actionFunc = BgRelayObjects_DoNothing;
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}
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} else if (this->unk_169 != 5) {
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Flags_UnsetSwitch(play, this->switchFlag);
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if (D_808A9508 & (1 << this->unk_169)) {
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Actor_Kill(thisx);
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} else {
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D_808A9508 |= (1 << this->unk_169);
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this->actionFunc = func_808A90F4;
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}
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} else {
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Flags_SetSwitch(play, this->switchFlag);
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this->actionFunc = func_808A91AC;
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thisx->world.pos.y += 120.0f;
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D_808A9508 |= 1;
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}
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}
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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}
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void BgRelayObjects_Destroy(Actor* thisx, PlayState* play) {
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BgRelayObjects* this = (BgRelayObjects*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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if ((this->dyna.actor.params == WINDMILL_ROTATING_GEAR) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
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gSaveContext.eventChkInf[6] &= ~0x20;
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}
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}
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void func_808A90F4(BgRelayObjects* this, PlayState* play) {
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if (Flags_GetSwitch(play, this->switchFlag)) {
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if (this->timer != 0) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
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if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) {
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this->timer = 120;
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} else {
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this->timer = 160;
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}
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}
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 12.0f)) {
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this->actionFunc = func_808A91AC;
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}
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}
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}
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void func_808A91AC(BgRelayObjects* this, PlayState* play) {
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if (this->unk_169 != 5) {
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if (this->timer != 0) {
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this->timer--;
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}
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func_8002F994(&this->dyna.actor, this->timer);
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}
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if ((this->timer == 0) || (this->unk_169 == play->roomCtx.curRoom.num)) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
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this->actionFunc = func_808A9234;
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}
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}
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void func_808A9234(BgRelayObjects* this, PlayState* play) {
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this->dyna.actor.velocity.y += this->dyna.actor.gravity;
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
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func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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if (this->unk_169 != play->roomCtx.curRoom.num) {
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func_800788CC(NA_SE_EN_PO_LAUGH);
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this->timer = 5;
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this->actionFunc = func_808A932C;
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return;
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}
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Flags_UnsetSwitch(play, this->switchFlag);
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this->dyna.actor.flags &= ~ACTOR_FLAG_4;
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if (play->roomCtx.curRoom.num == 4) {
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gSaveContext.timer1State = 0xF;
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}
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this->actionFunc = BgRelayObjects_DoNothing;
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}
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}
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void BgRelayObjects_DoNothing(BgRelayObjects* this, PlayState* play) {
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}
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void func_808A932C(BgRelayObjects* this, PlayState* play) {
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->timer == 0) {
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if (!Player_InCsMode(play)) {
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func_80078884(NA_SE_OC_ABYSS);
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Play_TriggerRespawn(play);
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this->actionFunc = BgRelayObjects_DoNothing;
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}
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}
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}
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void func_808A939C(BgRelayObjects* this, PlayState* play) {
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if (Flags_GetEnv(play, 5)) {
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gSaveContext.eventChkInf[6] |= 0x20;
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}
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if (gSaveContext.eventChkInf[6] & 0x20) {
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Math_ScaledStepToS(&this->dyna.actor.world.rot.y, 0x400, 8);
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} else {
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Math_ScaledStepToS(&this->dyna.actor.world.rot.y, 0x80, 8);
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}
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this->dyna.actor.shape.rot.y += this->dyna.actor.world.rot.y;
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func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WOOD_GEAR - SFX_FLAG,
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((this->dyna.actor.world.rot.y - 0x80) * (1.0f / 0x380)) + 1.0f);
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}
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void BgRelayObjects_Update(Actor* thisx, PlayState* play) {
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BgRelayObjects* this = (BgRelayObjects*)thisx;
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this->actionFunc(this, play);
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}
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void BgRelayObjects_Draw(Actor* thisx, PlayState* play) {
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BgRelayObjects* this = (BgRelayObjects*)thisx;
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if (this->dyna.actor.params == WINDMILL_ROTATING_GEAR) {
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Gfx_DrawDListOpa(play, gWindmillRotatingPlatformDL);
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} else {
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Gfx_DrawDListOpa(play, gDampeRaceDoorDL);
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}
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}
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void BgRelayObjects_Reset(void) {
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D_808A9508 = 0;
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}
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