mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
176 lines
6.3 KiB
C
176 lines
6.3 KiB
C
/*
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* File: z_bg_mori_hashira4
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* Overlay: ovl_Bg_Mori_Hashira4
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* Description: Forest Temple gates and rotating pillars
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*/
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#include "z_bg_mori_hashira4.h"
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#include "objects/object_mori_objects/object_mori_objects.h"
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#define FLAGS ACTOR_FLAG_4
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void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriHashira4_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriHashira4_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgMoriHashira4_SetupWaitForMoriTex(BgMoriHashira4* this);
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void BgMoriHashira4_WaitForMoriTex(BgMoriHashira4* this, GlobalContext* globalCtx);
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void BgMoriHashira4_SetupPillarsRotate(BgMoriHashira4* this);
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void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, GlobalContext* globalCtx);
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void BgMoriHashira4_GateWait(BgMoriHashira4* this, GlobalContext* globalCtx);
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void BgMoriHashira4_GateOpen(BgMoriHashira4* this, GlobalContext* globalCtx);
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const ActorInit Bg_Mori_Hashira4_InitVars = {
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ACTOR_BG_MORI_HASHIRA4,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_MORI_OBJECTS,
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sizeof(BgMoriHashira4),
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(ActorFunc)BgMoriHashira4_Init,
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(ActorFunc)BgMoriHashira4_Destroy,
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(ActorFunc)BgMoriHashira4_Update,
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NULL,
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NULL,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 700, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
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};
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static Gfx* sDisplayLists[] = { gMoriHashiraPlatformsDL, gMoriHashiraGateDL };
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static s16 sUnkTimer; // seems to be unused
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void BgMoriHashira4_SetupAction(BgMoriHashira4* this, BgMoriHashira4ActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void BgMoriHashira4_InitDynaPoly(BgMoriHashira4* this, GlobalContext* globalCtx, CollisionHeader* collision,
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s32 moveFlag) {
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s32 pad;
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CollisionHeader* colHeader;
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s32 pad2;
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colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, moveFlag);
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CollisionHeader_GetVirtual(collision, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (this->dyna.bgId == BG_ACTOR_MAX) {
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// "Warning : move BG login failed"
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osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
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this->dyna.actor.id, this->dyna.actor.params);
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}
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}
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void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriHashira4* this = (BgMoriHashira4*)thisx;
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this->switchFlag = (this->dyna.actor.params >> 8) & 0x3F;
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this->dyna.actor.params &= 0xFF;
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if (this->dyna.actor.params == 0) {
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BgMoriHashira4_InitDynaPoly(this, globalCtx, &gMoriHashira1Col, DPM_UNK3);
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} else {
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BgMoriHashira4_InitDynaPoly(this, globalCtx, &gMoriHashira2Col, DPM_UNK);
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}
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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this->moriTexObjIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_MORI_TEX);
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if (this->moriTexObjIndex < 0) {
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Actor_Kill(&this->dyna.actor);
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// "Bank danger!"
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osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
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__FILE__, __LINE__);
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return;
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}
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if ((this->dyna.actor.params != 0) && Flags_GetSwitch(globalCtx, this->switchFlag)) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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Actor_SetFocus(&this->dyna.actor, 50.0f);
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BgMoriHashira4_SetupWaitForMoriTex(this);
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// "(4 pillars of the Forest Temple) Bank danger"
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osSyncPrintf("(森の神殿 4本柱)(arg_data 0x%04x)\n", this->dyna.actor.params);
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sUnkTimer = 0;
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}
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void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriHashira4* this = (BgMoriHashira4*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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void BgMoriHashira4_SetupWaitForMoriTex(BgMoriHashira4* this) {
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BgMoriHashira4_SetupAction(this, BgMoriHashira4_WaitForMoriTex);
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}
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void BgMoriHashira4_WaitForMoriTex(BgMoriHashira4* this, GlobalContext* globalCtx) {
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if (Object_IsLoaded(&globalCtx->objectCtx, this->moriTexObjIndex)) {
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this->gateTimer = 0;
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if (this->dyna.actor.params == 0) {
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BgMoriHashira4_SetupPillarsRotate(this);
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} else {
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BgMoriHashira4_SetupAction(this, BgMoriHashira4_GateWait);
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}
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this->dyna.actor.draw = BgMoriHashira4_Draw;
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}
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}
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void BgMoriHashira4_SetupPillarsRotate(BgMoriHashira4* this) {
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BgMoriHashira4_SetupAction(this, BgMoriHashira4_PillarsRotate);
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}
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void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, GlobalContext* globalCtx) {
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this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y += 0x96;
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
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}
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void BgMoriHashira4_GateWait(BgMoriHashira4* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->switchFlag) || (this->gateTimer != 0)) {
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this->gateTimer++;
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if (this->gateTimer > 30) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
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BgMoriHashira4_SetupAction(this, BgMoriHashira4_GateOpen);
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OnePointCutscene_Init(globalCtx, 6010, 20, &this->dyna.actor, MAIN_CAM);
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sUnkTimer++;
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}
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}
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}
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void BgMoriHashira4_GateOpen(BgMoriHashira4* this, GlobalContext* globalCtx) {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 10.0f)) {
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Actor_Kill(&this->dyna.actor);
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}
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}
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void BgMoriHashira4_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriHashira4* this = (BgMoriHashira4*)thisx;
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if (this->actionFunc != NULL) {
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this->actionFunc(this, globalCtx);
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}
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}
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void BgMoriHashira4_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgMoriHashira4* this = (BgMoriHashira4*)thisx;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, globalCtx->objectCtx.status[this->moriTexObjIndex].segment);
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, sDisplayLists[this->dyna.actor.params]);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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