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#include "d/a/obj/d_a_obj_bamboo_island.h"
#include "d/col/bg/d_bg_s.h"
#include "d/d_stage.h"
#include "d/flag/storyflag_manager.h"
#include "nw4r/g3d/res/g3d_resfile.h"
const f32 dAcObambooIsland_c::unusedFloat1 = 100000.0f;
const f32 dAcObambooIsland_c::unusedFloat2 = 0.0f;
static const char *const sBambooIslandNames[] = {
"IslBamb",
"IslBamb_s",
};
SPECIAL_ACTOR_PROFILE(OBJ_BAMBOO_ISLAND, dAcObambooIsland_c, fProfile::OBJ_BAMBOO_ISLAND, 0x01F9, 0, 3);
void dAcObambooIsland_c::rideCallback(dBgW *unknown, dAcObjBase_c *actor, dAcObjBase_c *interactor) {
if (interactor->isActorPlayer() && actor != nullptr &&
StoryflagManager::sInstance->getCounterOrFlag(STORYFLAG_BAMBOO_ISLAND_DISCOVERED) == 0) {
StoryflagManager::sInstance->setFlag(STORYFLAG_BAMBOO_ISLAND_DISCOVERED);
}
}
bool dAcObambooIsland_c::createHeap() {
mBrres = nw4r::g3d::ResFile(getOarcResFile("IslBamb"));
dStage_c::bindStageResToFile(&mBrres);
dStage_c::bindSkyCmnToResFile(&mBrres);
for (int i = 0; i < 2; i++) {
nw4r::g3d::ResMdl mdl = mBrres.GetResMdl(sBambooIslandNames[i]);
TRY_CREATE(mModels[i].create(mdl, &mAllocator, 0x120));
}
cBgD_t *dzb = (cBgD_t *)getOarcFile("IslBamb", "dzb/IslBamb.dzb");
PLC *plc = (PLC *)getOarcFile("IslBamb", "dat/IslBamb.plc");
updateMatrix();
for (int i = 0; i < 2; i++) {
mModels[i].setLocalMtx(mWorldMtx);
}
TRY_CREATE(!mCollision.Set(dzb, plc, cBgW::MOVE_BG_e, &mWorldMtx, &mScale));
mCollision.Lock();
return true;
}
int dAcObambooIsland_c::create() {
CREATE_ALLOCATOR(dAcObambooIsland_c);
dBgS::GetInstance()->Regist(&mCollision, this);
mModels[0].setPriorityDraw(0x1C, 9);
mModels[1].setPriorityDraw(0x22, 9);
mBoundingBox.Set(mVec3_c(-2400.0f, -1600.0f, -2300.0f), mVec3_c(2400.0f, 3900.0f, 2400.0f));
mCullingDistance = 500000.0f;
mCollision.SetRideCallback(rideCallback);
return SUCCEEDED;
}
int dAcObambooIsland_c::doDelete() {
return SUCCEEDED;
}
int dAcObambooIsland_c::actorExecute() {
return SUCCEEDED;
}
int dAcObambooIsland_c::draw() {
for (int i = 0; i < 2; i++) {
drawModelType1(&mModels[i]);
}
return SUCCEEDED;
}
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