#include "d/a/obj/d_a_obj_megami_island.h" #include "common.h" #include "d/a/obj/d_a_obj_base.h" #include "d/col/bg/d_bg_s.h" #include "d/d_stage.h" #include "d/flag/storyflag_manager.h" #include "f/f_base.h" #include "m/m_vec.h" #include "nw4r/g3d/res/g3d_resanmtexsrt.h" #include "nw4r/g3d/res/g3d_resmdl.h" static const char *const sResFiles[] = { "F000Megami", "F000LastDungeon", }; static const char *const sMdl1[] = { "F000Megami", "F000LastDungeon", }; static const char *const sMdl2[] = { "F000Megami_s", "F000LastDungeon_s", }; static const char *const sDzb[] = { "dzb/F000Meagami.dzb", "dzb/F000LastDungeon.dzb", }; static const char *const sPlc[] = { "dat/F000Meagami.plc", "dat/F000LastDungeon.plc", }; static const char *const sAnm[] = { "F000Megami", "F000LastDungeon", }; SPECIAL_ACTOR_PROFILE(OBJ_MEGAMI_ISLAND, dAcOmegamiIsland_c, fProfile::OBJ_MEGAMI_ISLAND, 0x1F3, 0, 2); bool dAcOmegamiIsland_c::createHeap() { mVariant = getVariant(); mRes = nw4r::g3d::ResFile(getOarcResFile(sResFiles[mVariant])); dStage_c::bindStageResToFile(&mRes); dStage_c::bindSkyCmnToResFile(&mRes); nw4r::g3d::ResMdl mdl1 = mRes.GetResMdl(sMdl1[mVariant]); TRY_CREATE(mMdls[0].create(mdl1, &mAllocator, 0x120)); nw4r::g3d::ResAnmTexSrt anm = mRes.GetResAnmTexSrt(sAnm[mVariant]); TRY_CREATE(mAnm.create(mdl1, anm, &mAllocator, nullptr, 1)); nw4r::g3d::ResMdl mdl2 = mRes.GetResMdl(sMdl2[mVariant]); TRY_CREATE(mMdls[1].create(mdl2, &mAllocator, 0x120)); void *dzb = getOarcFile(sResFiles[mVariant], sDzb[mVariant]); void *plc = getOarcFile(sResFiles[mVariant], sPlc[mVariant]); updateMatrix(); for (int i = 0; i < 2; i++) { mMdls[i].setLocalMtx(mWorldMtx); } TRY_CREATE(!mBgW.Set((cBgD_t *)dzb, (PLC *)plc, cBgW::MOVE_BG_e, &mWorldMtx, &mScale)); mBgW.Lock(); if (mVariant == 0) { mBgW.OnFlag0x20(); } return mBgW.InitMapStuff(&mAllocator); } int dAcOmegamiIsland_c::create() { if (hasGoddessStatueFallen()) { return FAILED; } CREATE_ALLOCATOR(dAcOmegamiIsland_c); dBgS::GetInstance()->Regist(&mBgW, this); dBgS::GetInstance()->RegistBg(&mBgW, this); mMdls[0].setAnm(mAnm); mMdls[0].setPriorityDraw(0x1C, 9); mMdls[1].setPriorityDraw(0x22, 9); mBoundingBox.Set(mVec3_c(-5000.0f, -5000.0f, -23000.0f), mVec3_c(5000.0f, 10000.0f, -9000.0f)); mCullingDistance = 500000.0f; return SUCCEEDED; } int dAcOmegamiIsland_c::doDelete() { dBgS::GetInstance()->UnRegist(&mBgW); return SUCCEEDED; } int dAcOmegamiIsland_c::actorExecute() { mAnm.play(); return SUCCEEDED; } int dAcOmegamiIsland_c::draw() { for (int i = 0; i < 2; i++) { drawModelType1(&mMdls[i]); } return SUCCEEDED; } bool dAcOmegamiIsland_c::hasGoddessStatueFallen() { return StoryflagManager::sInstance->getCounterOrFlag(STORYFLAG_TRIFORCE_COMPLETE); }