Shipwright/soh/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.c

132 lines
4.4 KiB
C

/*
* File: z_bg_mjin.c
* Overlay: ovl_Bg_Mjin
* Description: Warp Pad
*/
#include "z_bg_mjin.h"
#include "objects/object_mjin/object_mjin.h"
#include "objects/object_mjin_wind/object_mjin_wind.h"
#include "objects/object_mjin_soul/object_mjin_soul.h"
#include "objects/object_mjin_dark/object_mjin_dark.h"
#include "objects/object_mjin_ice/object_mjin_ice.h"
#include "objects/object_mjin_flame/object_mjin_flame.h"
#include "objects/object_mjin_flash/object_mjin_flash.h"
#include "objects/object_mjin_oka/object_mjin_oka.h"
#define FLAGS ACTOR_FLAG_4
void BgMjin_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMjin_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgMjin_Update(Actor* thisx, GlobalContext* globalCtx);
void BgMjin_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_808A0850(BgMjin* this, GlobalContext* globalCtx);
void BgMjin_DoNothing(BgMjin* this, GlobalContext* globalCtx);
const ActorInit Bg_Mjin_InitVars = {
ACTOR_BG_MJIN,
ACTORCAT_BG,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(BgMjin),
(ActorFunc)BgMjin_Init,
(ActorFunc)BgMjin_Destroy,
(ActorFunc)BgMjin_Update,
NULL,
NULL,
};
extern UNK_TYPE D_06000000;
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
};
static s16 sObjectIDs[] = { OBJECT_MJIN_FLASH, OBJECT_MJIN_DARK, OBJECT_MJIN_FLAME,
OBJECT_MJIN_ICE, OBJECT_MJIN_SOUL, OBJECT_MJIN_WIND };
void* gPedestalEmblems[] = { gLightMedallionPlatformTex, gShadowMedallionPlatformTex, gFireMedallionPlatformTex,
gWaterMedallionPlatformTex, gSpiritMedallionPlatformTex, gForestMedallionPlatformTex };
void BgMjin_SetupAction(BgMjin* this, BgMjinActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void BgMjin_Init(Actor* thisx, GlobalContext* globalCtx) {
BgMjin* this = (BgMjin*)thisx;
s8 objBankIndex;
Actor_ProcessInitChain(thisx, sInitChain);
objBankIndex = Object_GetIndex(&globalCtx->objectCtx, (thisx->params != 0 ? OBJECT_MJIN : OBJECT_MJIN_OKA));
this->objBankIndex = objBankIndex;
if (objBankIndex < 0) {
Actor_Kill(thisx);
} else {
BgMjin_SetupAction(this, func_808A0850);
}
}
void BgMjin_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgMjin* this = (BgMjin*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
CollisionHeader* colHeader;
CollisionHeader* collision;
if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
colHeader = NULL;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->dyna.actor.objBankIndex = this->objBankIndex;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
DynaPolyActor_Init(&this->dyna, 0);
collision = this->dyna.actor.params != 0 ? &gWarpPadCol : &gOcarinaWarpPadCol;
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
BgMjin_SetupAction(this, BgMjin_DoNothing);
this->dyna.actor.draw = BgMjin_Draw;
}
}
void BgMjin_DoNothing(BgMjin* this, GlobalContext* globalCtx) {
}
void BgMjin_Update(Actor* thisx, GlobalContext* globalCtx) {
BgMjin* this = (BgMjin*)thisx;
this->actionFunc(this, globalCtx);
}
void BgMjin_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgMjin* this = (BgMjin*)thisx;
Gfx* dlist;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (thisx->params != 0) {
s32 objBankIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectIDs[thisx->params - 1]);
if (objBankIndex >= 0) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[objBankIndex].segment);
}
gSPSegment(POLY_OPA_DISP++, 0x08, gPedestalEmblems[thisx->params - 1]);
dlist = gWarpPadBaseDL;
} else {
dlist = gOcarinaWarpPadDL;
}
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}