Shipwright/soh/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.c

141 lines
5.0 KiB
C

/*
* File: z_bg_spot01_objects2.c
* Overlay: ovl_Bg_Spot01_Objects2
* Description: Kakariko Village Set Pieces
*/
#include "z_bg_spot01_objects2.h"
#include "objects/object_spot01_matoya/object_spot01_matoya.h"
#include "objects/object_spot01_matoyab/object_spot01_matoyab.h"
#define FLAGS ACTOR_FLAG_4
void BgSpot01Objects2_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Objects2_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot01Objects2_Update(Actor* thisx, GlobalContext* globalCtx);
void func_808AC2BC(BgSpot01Objects2* this, GlobalContext* globalCtx);
void func_808AC474(BgSpot01Objects2* this, GlobalContext* globalCtx);
void func_808AC4A4(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Bg_Spot01_Objects2_InitVars = {
ACTOR_BG_SPOT01_OBJECTS2,
ACTORCAT_BG,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(BgSpot01Objects2),
(ActorFunc)BgSpot01Objects2_Init,
(ActorFunc)BgSpot01Objects2_Destroy,
(ActorFunc)BgSpot01Objects2_Update,
NULL,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 12800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1500, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
static Gfx* D_808AC510[] = {
gKakarikoPotionShopSignDL, gKakarikoShootingGallerySignDL, gKakarikoBazaarSignDL,
gKakarikoConstructionSiteDL, gKakarikoShootingGalleryDL,
};
void BgSpot01Objects2_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot01Objects2* this = (BgSpot01Objects2*)thisx;
switch (this->dyna.actor.params & 7) {
case 0:
case 1:
case 2:
this->objectId = OBJECT_SPOT01_MATOYA;
break;
case 3:
this->objectId = OBJECT_SPOT01_MATOYAB;
break;
case 4:
this->objectId = OBJECT_SPOT01_MATOYA;
}
if (this->objectId >= 0) {
this->objBankIndex = Object_GetIndex(&globalCtx->objectCtx, this->objectId);
if (this->objBankIndex < 0) {
// "There was no bank setting."
osSyncPrintf("-----------------------------バンク設定ありませんでした.");
Actor_Kill(&this->dyna.actor);
return;
}
} else {
Actor_Kill(&this->dyna.actor);
}
this->actionFunc = func_808AC2BC;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
}
void BgSpot01Objects2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
s32 func_808AC22C(Path* pathList, Vec3f* pos, s32 path, s32 waypoint) {
Vec3s* pointPos = &((Vec3s*)SEGMENTED_TO_VIRTUAL((pathList + path)->points))[waypoint];
pos->x = pointPos->x;
pos->y = pointPos->y;
pos->z = pointPos->z;
return 0;
}
void func_808AC2BC(BgSpot01Objects2* this, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
Actor* thisx = &this->dyna.actor;
s32 pad;
Vec3f position;
if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
// "---- Successful bank switching!!"
osSyncPrintf("-----バンク切り換え成功!!\n");
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[this->objBankIndex].segment);
this->dyna.actor.objBankIndex = this->objBankIndex;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
switch (this->dyna.actor.params & 7) {
case 4: // Shooting gallery
CollisionHeader_GetVirtual(&gKakarikoShootingGalleryCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
break;
case 3: // Shooting Gallery, spawns Carpenter Sabooro during the day
CollisionHeader_GetVirtual(&object_spot01_matoyab_col, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
if (IS_DAY) {
func_808AC22C(globalCtx->setupPathList, &position, ((s32)thisx->params >> 8) & 0xFF, 0);
Actor_SpawnAsChild(&globalCtx->actorCtx, thisx, globalCtx, ACTOR_EN_DAIKU_KAKARIKO, position.x,
position.y, position.z, thisx->world.rot.x, thisx->world.rot.y,
thisx->world.rot.z, ((((s32)thisx->params >> 8) & 0xFF) << 8) + 1);
}
break;
case 0: // Potion Shop Poster
case 1: // Shooting gallery Poster
case 2: // Bazaar Poster
break;
}
this->dyna.actor.draw = func_808AC4A4;
this->actionFunc = func_808AC474;
}
}
void func_808AC474(BgSpot01Objects2* this, GlobalContext* globalCtx) {
}
void BgSpot01Objects2_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot01Objects2* this = (BgSpot01Objects2*)thisx;
this->actionFunc(this, globalCtx);
}
void func_808AC4A4(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_808AC510[thisx->params & 7]);
}