Shipwright/soh/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c

258 lines
9.9 KiB
C

/*
* File: z_bg_mori_bigst.c
* Overlay: ovl_Bg_Mori_Bigst
* Description: Forest Temple falling platform and Stalfos fight
*/
#include "z_bg_mori_bigst.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS ACTOR_FLAG_4
void BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgMoriBigst_Update(Actor* thisx, GlobalContext* globalCtx);
void BgMoriBigst_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgMoriBigst_SetupWaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_WaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupNoop(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_StalfosFight(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupFall(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_Fall(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupLanding(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_Landing(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_SetupDone(BgMoriBigst* this, GlobalContext* globalCtx);
const ActorInit Bg_Mori_Bigst_InitVars = {
ACTOR_BG_MORI_BIGST,
ACTORCAT_BG,
FLAGS,
OBJECT_MORI_OBJECTS,
sizeof(BgMoriBigst),
(ActorFunc)BgMoriBigst_Init,
(ActorFunc)BgMoriBigst_Destroy,
(ActorFunc)BgMoriBigst_Update,
NULL,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 3000, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(minVelocityY, -12000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
};
void BgMoriBigst_SetupAction(BgMoriBigst* this, BgMoriBigstActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void BgMoriBigst_InitDynapoly(BgMoriBigst* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
// "Warning : move BG login failed"
osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.id, this->dyna.actor.params);
}
}
void BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMoriBigst* this = (BgMoriBigst*)thisx;
// "mori (bigST.keyceiling)"
osSyncPrintf("mori (bigST.鍵型天井)(arg : %04x)(sw %d)(noE %d)(roomC %d)(playerPosY %f)\n", this->dyna.actor.params,
Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F),
Flags_GetTempClear(globalCtx, this->dyna.actor.room), Flags_GetClear(globalCtx, this->dyna.actor.room),
GET_PLAYER(globalCtx)->actor.world.pos.y);
BgMoriBigst_InitDynapoly(this, globalCtx, &gMoriBigstCol, DPM_UNK);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {
// "【Big Stalfos key ceiling】 bank danger!"
osSyncPrintf("【ビッグスタルフォス鍵型天井】 バンク危険!\n");
osSyncPrintf("%s %d\n", __FILE__, __LINE__);
Actor_Kill(&this->dyna.actor);
return;
}
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F)) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
} else {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 270.0f;
}
Actor_SetFocus(&this->dyna.actor, 50.0f);
BgMoriBigst_SetupWaitForMoriTex(this, globalCtx);
}
void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMoriBigst* this = (BgMoriBigst*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void BgMoriBigst_SetupWaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx) {
BgMoriBigst_SetupAction(this, BgMoriBigst_WaitForMoriTex);
}
void BgMoriBigst_WaitForMoriTex(BgMoriBigst* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (Object_IsLoaded(&globalCtx->objectCtx, this->moriTexObjIndex)) {
thisx->draw = BgMoriBigst_Draw;
if (Flags_GetClear(globalCtx, thisx->room) && (GET_PLAYER(globalCtx)->actor.world.pos.y > 700.0f)) {
if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) {
BgMoriBigst_SetupDone(this, globalCtx);
} else {
BgMoriBigst_SetupStalfosFight(this, globalCtx);
}
} else {
BgMoriBigst_SetupNoop(this, globalCtx);
}
}
}
void BgMoriBigst_SetupNoop(BgMoriBigst* this, GlobalContext* globalCtx) {
BgMoriBigst_SetupAction(this, NULL);
}
void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, GlobalContext* globalCtx) {
Actor* stalfos;
BgMoriBigst_SetupAction(this, BgMoriBigst_StalfosFight);
Flags_UnsetClear(globalCtx, this->dyna.actor.room);
stalfos = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 209.0f, 827.0f,
-3320.0f, 0, 0, 0, 1);
if (stalfos != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Second Stalfos failure"
osSyncPrintf("Warning : 第2スタルフォス発生失敗\n");
}
Flags_SetClear(globalCtx, this->dyna.actor.room);
}
void BgMoriBigst_StalfosFight(BgMoriBigst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if ((this->dyna.actor.home.rot.z == 0) &&
((this->dyna.actor.home.pos.y - 5.0f) <= GET_PLAYER(globalCtx)->actor.world.pos.y)) {
BgMoriBigst_SetupFall(this, globalCtx);
OnePointCutscene_Init(globalCtx, 3220, 72, &this->dyna.actor, MAIN_CAM);
}
}
void BgMoriBigst_SetupFall(BgMoriBigst* this, GlobalContext* globalCtx) {
BgMoriBigst_SetupAction(this, BgMoriBigst_Fall);
}
void BgMoriBigst_Fall(BgMoriBigst* this, GlobalContext* globalCtx) {
Actor_MoveForward(&this->dyna.actor);
if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
BgMoriBigst_SetupLanding(this, globalCtx);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
OnePointCutscene_Init(globalCtx, 1020, 8, &this->dyna.actor, MAIN_CAM);
func_8002DF38(globalCtx, NULL, 0x3C);
}
}
void BgMoriBigst_SetupLanding(BgMoriBigst* this, GlobalContext* globalCtx) {
s32 pad;
s32 quake;
BgMoriBigst_SetupAction(this, BgMoriBigst_Landing);
this->waitTimer = 18;
quake = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
Quake_SetSpeed(quake, 25000);
Quake_SetQuakeValues(quake, 5, 0, 0, 0);
Quake_SetCountdown(quake, 16);
}
void BgMoriBigst_Landing(BgMoriBigst* this, GlobalContext* globalCtx) {
if (this->waitTimer <= 0) {
BgMoriBigst_SetupStalfosPairFight(this, globalCtx);
}
}
void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx) {
Actor* stalfos1;
Actor* stalfos2;
BgMoriBigst_SetupAction(this, BgMoriBigst_StalfosPairFight);
Flags_UnsetClear(globalCtx, this->dyna.actor.room);
stalfos1 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 70.0f, 827.0f,
-3383.0f, 0, 0, 0, 5);
if (stalfos1 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-1 Stalfos failure"
osSyncPrintf("Warning : 第3-1スタルフォス発生失敗\n");
}
stalfos2 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_EN_TEST, 170.0f, 827.0f,
-3260.0f, 0, 0, 0, 5);
if (stalfos2 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-2 Stalfos failure"
osSyncPrintf("Warning : 第3-2スタルフォス発生失敗\n");
}
Flags_SetClear(globalCtx, this->dyna.actor.room);
}
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, GlobalContext* globalCtx) {
if ((this->dyna.actor.home.rot.z == 0) && !Player_InCsMode(globalCtx)) {
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
BgMoriBigst_SetupDone(this, globalCtx);
}
}
void BgMoriBigst_SetupDone(BgMoriBigst* this, GlobalContext* globalCtx) {
BgMoriBigst_SetupAction(this, NULL);
}
void BgMoriBigst_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMoriBigst* this = (BgMoriBigst*)thisx;
Actor_SetFocus(&this->dyna.actor, 50.0f);
if (this->waitTimer > 0) {
this->waitTimer--;
}
if (func_80043590(&this->dyna)) {
func_80074CE8(globalCtx, 6);
}
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
}
void BgMoriBigst_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMoriBigst* this = (BgMoriBigst*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, globalCtx->objectCtx.status[this->moriTexObjIndex].segment);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriBigstDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}