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/**
* d_a_door_boss.cpp
* Boss Door
*/
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_door_boss.h"
#include "d/d_com_inf_game.h"
#include "d/actor/d_a_player.h"
#include "f_pc/f_pc_name.h"
#include "d/d_door_param2.h"
#include "SSystem/SComponent/c_math.h"
char* daBdoor_c::getArcName() {
return "Z_bdor00";
}
char* daBdoor_c::getBmd() {
return "Z_bdor00.bmd";
}
char* daBdoor_c::getDzb() {
return "door30.dzb";
}
char* daBdoor_c::getBmd2() {
return "door_shutterBoss.bmd";
}
J3DModelData* daBdoor_c::getDoorModelData() {
J3DModelData* model_data = (J3DModelData*)dComIfG_getStageRes(getBmd2());
if (model_data == NULL) {
model_data = (J3DModelData*)dComIfG_getObjectRes(getArcName(), getBmd());
}
return model_data;
}
static int CheckCreateHeap(fopAc_ac_c* i_this) {
return static_cast<daBdoor_c*>(i_this)->CreateHeap();
}
int daBdoor_c::CreateHeap() {
J3DModelData* door_model_data = getDoorModelData();
mpDoorModel = mDoExt_J3DModel__create(door_model_data, 0x80000, 0x11000084);
if (mpDoorModel == NULL) {
return 0;
}
J3DModelData* lock_model_data = (J3DModelData*)dComIfG_getObjectRes(getArcName(), "VlockB.bmd");
mpLockModel = mDoExt_J3DModel__create(lock_model_data, 0x80000, 0x11000084);
if (mpLockModel == NULL) {
return 0;
}
J3DAnmTransform* lock_bck = (J3DAnmTransform*)dComIfG_getObjectRes(getArcName(), "VlockB.bck");
mpLockAnm = new mDoExt_bckAnm();
if (mpLockAnm == NULL || !mpLockAnm->init(lock_bck, 1, 0, 1.0f, 0, -1, false)) {
return 0;
}
J3DSkinDeform* deform = new J3DSkinDeform();
if (deform == NULL) {
return 0;
}
if (mpLockModel->setSkinDeform(deform, 1) == 4) {
return 0;
}
mpBgW = new dBgW();
cBgD_t* dzb = (cBgD_t*)dComIfG_getObjectRes(getArcName(), getDzb());
if (dzb == NULL) {
return 0;
}
calcMtx();
return mpBgW->Set(dzb, 1, &mpDoorModel->getBaseTRMtx()) == 1 ? 0 : 1;
}
void daBdoor_c::calcMtx() {
mDoMtx_stack_c::transS(current.pos.x, current.pos.y + mOffsetY, current.pos.z);
mDoMtx_stack_c::YrotM(home.angle.y);
mpDoorModel->setBaseTRMtx(mDoMtx_stack_c::get());
mDoMtx_stack_c::transS(current.pos.x, current.pos.y + 300.0f, current.pos.z);
mDoMtx_stack_c::YrotM(home.angle.y);
mpLockModel->setBaseTRMtx(mDoMtx_stack_c::get());
}
int daBdoor_c::CreateInit() {
mAcch.Set(¤t.pos, &old.pos, this, 1, &mAcchCir, &speed, NULL, NULL);
dComIfG_Bgsp().Regist(mpBgW, this);
setAction(ACT_CLOSE_WAIT);
attention_info.position.y += 250.0f;
eyePos.y += 250.0f;
attention_info.flags = fopAc_AttnFlag_DOOR_e;
calcMtx();
mpBgW->Move();
u32 swbit = door_param2_c::getSwbit(this);
if (!dComIfGs_isSwitch(swbit, fopAcM_GetRoomNo(this))) {
mLocked = true;
} else {
mLocked = false;
}
mOffsetY = 0.0f;
return 1;
}
cPhs_Step daBdoor_c::create() {
fopAcM_ct(this, daBdoor_c);
cPhs_Step step = dComIfG_resLoad(&mPhaseReq, getArcName());
if (step == cPhs_COMPLEATE_e) {
if (!fopAcM_entrySolidHeap(this, CheckCreateHeap, 0xa000)) {
return cPhs_ERROR_e;
}
if (!CreateInit()) {
return cPhs_ERROR_e;
}
}
return step;
}
int daBdoor_c::getDemoAction() {
static char* action_table[11] = {
"WAIT",
"UNLOCK",
"OPEN",
"SETGOAL",
"SETGOAL2",
"CLOSE",
"SMOKE",
"SMOKE_END",
"END",
"END_CHECK",
"CHG_SCENE",
};
return dComIfGp_evmng_getMyActIdx(mStaffID, action_table, 11, 0, 0);
}
void daBdoor_c::demoProc() {
cXyz goal;
int done;
int action = getDemoAction();
if (dComIfGp_evmng_getIsAddvance(mStaffID)) {
switch (action) {
case 1: // UNLOCK
if (mLocked) {
dComIfGs_onSwitch(door_param2_c::getSwbit(this), fopAcM_GetRoomNo(this));
mpLockAnm->setPlaySpeed(1.0f);
}
break;
case 2: // OPEN
mLocked = false;
fopAcM_seStart(this, JA_SE_OBJ_STN_DOOR_MOVE_U, 0);
dComIfG_Bgsp().Release(mpBgW);
break;
case 3: // SETGOAL
calcGoal(&goal, 0);
dComIfGp_evmng_setGoal(&goal);
break;
case 4: // SETGOAL2
calcGoal(&goal, 1);
dComIfGp_evmng_setGoal(&goal);
break;
case 5: // CLOSE
fopAcM_seStart(this, JA_SE_OBJ_STN_DOOR_MOVE_D, 0);
break;
case 6: // SMOKE
smokeInit();
break;
case 10: // CHG_SCENE
field_0x58c = 0;
}
}
switch (action) {
case 1: // UNLOCK
mpLockAnm->play();
if (!mLocked || mpLockAnm->isStop()) {
mLocked = false;
dComIfGp_evmng_cutEnd(mStaffID);
}
break;
case 2: // OPEN
cLib_chaseF(&speedF, 60.0f, 6.0f);
done = cLib_chaseF(&mOffsetY, 600.0f, speedF);
calcMtx();
if (done) {
fopAcM_seStart(this, JA_SE_OBJ_STN_DOOR_STOP_U, 0);
dComIfGp_evmng_cutEnd(mStaffID);
}
break;
case 5: // CLOSE
cLib_chaseF(&speedF, 60.0f, 6.0f);
done = cLib_chaseF(&mOffsetY, 0.0f, speedF);
calcMtx();
if (done) {
dComIfGp_getVibration().StartShock(4, 0x1f, cXyz(0.0f, 1.0f, 0.0f));
fopAcM_seStart(this, JA_SE_OBJ_STN_DOOR_STOP_D, 0);
dComIfGp_evmng_cutEnd(mStaffID);
}
break;
case 10: // CHG_SCENE
if (field_0x58c == 0) {
daPy_getPlayerActorClass()->onSceneChangeArea(door_param2_c::getExitNo(this), 0xff, 0);
}
field_0x58c--;
break;
case 8: // END
break;
case 9: // END_CHECK
setAction(ACT_END);
dComIfGp_evmng_cutEnd(mStaffID);
break;
default:
dComIfGp_evmng_cutEnd(mStaffID);
break;
}
}
void daBdoor_c::calcGoal(cXyz* i_goalP, int param_1) {
cXyz vec = daPy_getPlayerActorClass()->current.pos - current.pos;
mDoMtx_stack_c::YrotS(-current.angle.y);
mDoMtx_stack_c::multVec(&vec, &vec);
vec.x = 0.5f * vec.x;
vec.y = 0.0f;
if (param_1 == 0) {
vec.z = -1000.0f;
} else {
vec.z = -240.0f;
}
mDoMtx_stack_c::transS(current.pos.x, current.pos.y, current.pos.z);
mDoMtx_stack_c::YrotM(current.angle.y);
mDoMtx_stack_c::multVec(&vec, &vec);
i_goalP->x = vec.x;
i_goalP->y = 0.0f;
i_goalP->z = vec.z;
}
void daBdoor_c::smokeInit() {
mParticlePos = current.pos;
mParticleAngle = shape_angle;
dComIfGp_particle_setPolyColor(0x8156, mAcch.m_gnd, &mParticlePos, &tevStr, &mParticleAngle,
NULL, 0, NULL, fopAcM_GetRoomNo(this), NULL);
}
BOOL daBdoor_c::checkArea() {
daPy_py_c* player = daPy_getPlayerActorClass();
cXyz vec = player->current.pos - current.pos;
mDoMtx_stack_c::YrotS(-current.angle.y);
mDoMtx_stack_c::multVec(&vec, &vec);
if (fabsf(vec.x) > 200.0f) {
return false;
}
if (fabsf(vec.z) > 100.0f) {
return false;
}
return (s16)fabs((f64)(current.angle.y - 0x7fff - player->current.angle.y)) <= 0x4000 ? 1 : 0;
}
BOOL daBdoor_c::checkFront() {
daPy_py_c* player = daPy_getPlayerActorClass();
cXyz vec = player->current.pos - current.pos;
mDoMtx_stack_c::YrotS(-current.angle.y);
mDoMtx_stack_c::multVec(&vec, &vec);
return vec.z > 0.0f;
}
BOOL daBdoor_c::checkOpen() {
if (daPy_py_c::checkNowWolf()) {
return false;
}
if (!dComIfGs_isDungeonItemBossKey()) {
return false;
}
if (!checkFront()) {
return false;
}
if (!checkArea()) {
return false;
}
return true;
}
BOOL daBdoor_c::actionWait() {
return true;
}
static char const l_door_open_demo[21] = "DEFAULT_BS_SHUTTER_F";
static char const l_staff_name[13] = "SHUTTER_DOOR";
BOOL daBdoor_c::actionCloseWait() {
if (eventInfo.checkCommandDoor()) {
mStaffID = dComIfGp_evmng_getMyStaffId(l_staff_name, NULL, 0);
demoProc();
setAction(ACT_OPEN);
} else {
if (checkOpen()) {
eventInfo.setEventName((char*)l_door_open_demo);
eventInfo.onCondition(dEvtCnd_CANDOOR_e);
}
}
return 1;
}
BOOL daBdoor_c::actionOpen() {
demoProc();
return true;
}
BOOL daBdoor_c::actionEnd() {
if (!mpBgW->ChkUsed()) {
dComIfG_Bgsp().Regist(mpBgW, this);
}
setAction(ACT_WAIT);
cXyz normal(cM_ssin(home.angle.y), 0.0f, cM_scos(home.angle.y));
daPy_py_c* player = daPy_getPlayerActorClass();
cXyz delta = player->current.pos - current.pos;
f32 prod = delta.inprodXZ(normal);
f32 offset = prod < 0.0f ? 180.0f : -180.0f;
cXyz pos(current.pos.x - offset * normal.x, current.pos.y, current.pos.z - offset * normal.z);
s32 room_no = fopAcM_GetRoomNo(player);
s16 angle;
if (prod > 0.0f) {
angle = current.angle.y;
} else {
angle = current.angle.y + 0x8000;
}
dComIfGs_setRestartRoom(pos, angle, room_no);
return true;
}
int daBdoor_c::execute() {
typedef BOOL (daBdoor_c::*daBdoor_action)();
static daBdoor_action l_action[4] = {
&daBdoor_c::actionWait,
&daBdoor_c::actionCloseWait,
&daBdoor_c::actionOpen,
&daBdoor_c::actionEnd,
};
if (fopAcM_CheckStatus(this, fopAcStts_STAFF_SHUTTER_e)) {
mStaffID = dComIfGp_evmng_getMyStaffId(l_staff_name, NULL, 0);
demoProc();
} else {
(this->*l_action[mAction])();
}
mAcch.CrrPos(dComIfG_Bgsp());
return 1;
}
BOOL daBdoor_c::checkDraw() {
return dComIfGp_roomControl_checkRoomDisp(fopAcM_GetRoomNo(this)) ? 1 : 0;
}
int daBdoor_c::draw() {
BOOL draw = checkDraw();
if (!draw) {
if (!mBgInactive) {
dComIfG_Bgsp().Release(mpBgW);
mBgInactive = true;
}
return 1;
} else {
if (mBgInactive) {
dComIfG_Bgsp().Regist(mpBgW, this);
mBgInactive = false;
}
if (!draw) {
fopAcM_OffStatus(this, 0);
}
g_env_light.settingTevStruct(0x10, ¤t.pos, &tevStr);
g_env_light.setLightTevColorType_MAJI(mpDoorModel, &tevStr);
dComIfGd_setListBG();
mDoExt_modelUpdateDL(mpDoorModel);
dComIfGd_setList();
if (mLocked) {
g_env_light.setLightTevColorType_MAJI(mpLockModel, &tevStr);
mpLockAnm->entry(mpLockModel->getModelData());
mDoExt_modelUpdateDL(mpLockModel);
}
return 1;
}
}
int daBdoor_c::Delete() {
if (heap != NULL && mpBgW->ChkUsed()) {
dComIfG_Bgsp().Release(mpBgW);
}
dComIfG_resDelete(&mPhaseReq, getArcName());
return 1;
}
static int daBdoor_Draw(daBdoor_c* i_this) {
return i_this->draw();
}
static int daBdoor_Execute(daBdoor_c* i_this) {
i_this->execute();
return 1;
}
static int daBdoor_Delete(daBdoor_c* i_this) {
i_this->Delete();
return 1;
}
static cPhs_Step daBdoor_Create(fopAc_ac_c* i_this) {
return static_cast<daBdoor_c*>(i_this)->create();
}
static actor_method_class l_daBdoor_Method = {
(process_method_func)daBdoor_Create,
(process_method_func)daBdoor_Delete,
(process_method_func)daBdoor_Execute,
(process_method_func)NULL,
(process_method_func)daBdoor_Draw,
};
actor_process_profile_definition g_profile_BOSS_DOOR = {
/* Layer ID */ fpcLy_CURRENT_e,
/* List ID */ 7,
/* List Prio */ fpcPi_CURRENT_e,
/* Proc Name */ fpcNm_BOSS_DOOR_e,
/* Proc SubMtd */ &g_fpcLf_Method.base,
/* Size */ sizeof(daBdoor_c),
/* Size Other */ 0,
/* Parameters */ 0,
/* Leaf SubMtd */ &g_fopAc_Method.base,
/* Draw Prio */ fpcDwPi_BOSS_DOOR_e,
/* Actor SubMtd */ &l_daBdoor_Method,
/* Status */ fopAcStts_UNK_0x40000_e | fopAcStts_UNK_0x4000_e,
/* Group */ fopAc_ACTOR_e,
/* Cull Type */ fopAc_CULLBOX_6_e,
};
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