Shipwright/soh/src/overlays/actors/ovl_Bg_Spot12_Saku/z_bg_spot12_saku.c

137 lines
4.6 KiB
C

/*
* File: z_bg_spot12_saku.c
* Overlay: ovl_Bg_Spot12_Saku
* Description:
*/
#include "z_bg_spot12_saku.h"
#include "objects/object_spot12_obj/object_spot12_obj.h"
#define FLAGS 0
void BgSpot12Saku_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot12Saku_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot12Saku_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot12Saku_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_808B3550(BgSpot12Saku* this);
void func_808B357C(BgSpot12Saku* this, GlobalContext* globalCtx);
void func_808B35E4(BgSpot12Saku* this);
void func_808B3604(BgSpot12Saku* this, GlobalContext* globalCtx);
void func_808B3714(BgSpot12Saku* this);
void func_808B37AC(BgSpot12Saku* this, GlobalContext* globalCtx);
const ActorInit Bg_Spot12_Saku_InitVars = {
ACTOR_BG_SPOT12_SAKU,
ACTORCAT_BG,
FLAGS,
OBJECT_SPOT12_OBJ,
sizeof(BgSpot12Saku),
(ActorFunc)BgSpot12Saku_Init,
(ActorFunc)BgSpot12Saku_Destroy,
(ActorFunc)BgSpot12Saku_Update,
(ActorFunc)BgSpot12Saku_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void func_808B3420(BgSpot12Saku* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
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 BgSpot12Saku_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot12Saku* this = (BgSpot12Saku*)thisx;
func_808B3420(this, globalCtx, &gGerudoFortressGTGShutterCol, DPM_UNK);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
func_808B3714(this);
} else {
func_808B3550(this);
}
}
void BgSpot12Saku_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot12Saku* this = (BgSpot12Saku*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_808B3550(BgSpot12Saku* this) {
this->actionFunc = func_808B357C;
this->dyna.actor.scale.x = 0.1f;
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z;
}
void func_808B357C(BgSpot12Saku* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
func_808B35E4(this);
this->timer = 20;
OnePointCutscene_Init(globalCtx, 4170, -99, &this->dyna.actor, MAIN_CAM);
}
}
void func_808B35E4(BgSpot12Saku* this) {
if (this->timer == 0) {
this->actionFunc = func_808B3604;
}
}
void func_808B3604(BgSpot12Saku* this, GlobalContext* globalCtx) {
f32 temp_ret = Math_SmoothStepToF(&this->dyna.actor.scale.x, 0.001f / 0.14f, 0.16f, 0.0022f, 0.001f);
f32 temp_f18 = ((0.1f - this->dyna.actor.scale.x) * 840.0f);
this->dyna.actor.world.pos.x =
this->dyna.actor.home.pos.x - (Math_SinS(this->dyna.actor.shape.rot.y + 0x4000) * temp_f18);
this->dyna.actor.world.pos.z =
this->dyna.actor.home.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y + 0x4000) * temp_f18);
if (fabsf(temp_ret) < 0.0001f) {
func_808B3714(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
}
}
void func_808B3714(BgSpot12Saku* this) {
this->actionFunc = func_808B37AC;
this->dyna.actor.scale.x = 0.001f / 0.14f;
this->dyna.actor.world.pos.x =
this->dyna.actor.home.pos.x - (Math_SinS(this->dyna.actor.shape.rot.y + 0x4000) * 78.0f);
this->dyna.actor.world.pos.z =
this->dyna.actor.home.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y + 0x4000) * 78.0f);
}
void func_808B37AC(BgSpot12Saku* this, GlobalContext* globalCtx) {
}
void BgSpot12Saku_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot12Saku* this = (BgSpot12Saku*)thisx;
if (this->timer > 0) {
this->timer--;
}
this->actionFunc(this, globalCtx);
}
void BgSpot12Saku_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, gGerudoFortressGTGShutterDL);
}