Shipwright/soh/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c

400 lines
17 KiB
C
Raw Normal View History

#include "z_en_fire_rock.h"
#include "overlays/actors/ovl_En_Encount2/z_en_encount2.h"
#include "vt.h"
#include "objects/object_efc_star_field/object_efc_star_field.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnFireRock_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFireRock_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFireRock_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFireRock_Draw(Actor* thisx, GlobalContext* globalCtx);
void FireRock_WaitSpawnRocksFromCeiling(EnFireRock* this, GlobalContext* globalCtx);
void FireRock_WaitOnFloor(EnFireRock* this, GlobalContext* globalCtx);
void EnFireRock_Fall(EnFireRock* this, GlobalContext* globalCtx);
void EnFireRock_SpawnMoreBrokenPieces(EnFireRock* this, GlobalContext* globalCtx);
const ActorInit En_Fire_Rock_InitVars = {
ACTOR_EN_FIRE_ROCK,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_EFC_STAR_FIELD,
sizeof(EnFireRock),
(ActorFunc)EnFireRock_Init,
(ActorFunc)EnFireRock_Destroy,
(ActorFunc)EnFireRock_Update,
(ActorFunc)EnFireRock_Draw,
NULL,
};
static ColliderCylinderInit D_80A12CA0 = {
{
COLTYPE_HARD,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x09, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 30, 30, -10, { 0, 0, 0 } },
};
static ColliderCylinderInit D_80A12CCC = {
{
COLTYPE_HARD,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 30, 30, -10, { 0, 0, 0 } },
};
void EnFireRock_Init(Actor* thisx, GlobalContext* globalCtx) {
GlobalContext* globalCtx2 = globalCtx;
Player* player = GET_PLAYER(globalCtx);
EnFireRock* this = (EnFireRock*)thisx;
s16 temp;
this->type = this->actor.params;
if (this->type != FIRE_ROCK_CEILING_SPOT_SPAWNER) {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 15.0f);
if (this->type != FIRE_ROCK_ON_FLOOR) {
this->angularVelocity.x = (Rand_ZeroFloat(10.0f) + 15.0f);
this->angularVelocity.y = (Rand_ZeroFloat(10.0f) + 15.0f);
this->angularVelocity.z = (Rand_ZeroFloat(10.0f) + 15.0f);
}
}
switch (this->type) {
case FIRE_ROCK_CEILING_SPOT_SPAWNER:
this->actor.draw = NULL;
// "☆☆☆☆☆ ceiling waiting rock ☆☆☆☆☆"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 天井待ち岩 ☆☆☆☆☆ \n" VT_RST);
this->actionFunc = FireRock_WaitSpawnRocksFromCeiling;
break;
case FIRE_ROCK_ON_FLOOR:
Actor_SetScale(&this->actor, 0.03f);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &D_80A12CCC);
// "☆☆☆☆☆ floor rock ☆☆☆☆☆"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 床岩 ☆☆☆☆☆ \n" VT_RST);
this->collider.dim.radius = 23;
this->collider.dim.height = 37;
this->collider.dim.yShift = -10;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actionFunc = FireRock_WaitOnFloor;
break;
case FIRE_ROCK_SPAWNED_FALLING1: // spawned by encount2
// sets unused vars?
this->unk17C.x = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.x);
this->unk17C.z = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.z);
case FIRE_ROCK_SPAWNED_FALLING2: // spawned by encount2 and by the ceilling spawner
this->scale = (Rand_ZeroFloat(2.0f) / 100.0f) + 0.02f;
Actor_SetScale(&this->actor, this->scale);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &D_80A12CA0);
this->actor.world.rot.y = this->actor.shape.rot.y = Rand_CenteredFloat(65535.0f);
this->actionFunc = EnFireRock_Fall;
this->actor.shape.shadowScale = 15.0f;
break;
case FIRE_ROCK_BROKEN_PIECE1:
this->actor.velocity.y = Rand_ZeroFloat(3.0f) + 4.0f;
this->actor.speedXZ = Rand_ZeroFloat(3.0f) + 3.0f;
this->scale = (Rand_ZeroFloat(1.0f) / 100.0f) + 0.02f;
Actor_SetScale(&this->actor, this->scale);
this->actor.gravity = -1.5f;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &D_80A12CA0);
this->actor.shape.shadowScale = 10.0f;
this->actor.world.rot.y = this->actor.shape.rot.y = Rand_CenteredFloat(65535.0f);
this->actionFunc = EnFireRock_Fall;
break;
case FIRE_ROCK_BROKEN_PIECE2:
this->actor.velocity.y = Rand_ZeroFloat(3.0f) + 4.0f;
this->actor.speedXZ = Rand_ZeroFloat(3.0f) + 2.0f;
this->scale = (Rand_ZeroFloat(1.0f) / 500.0f) + 0.01f;
Actor_SetScale(&this->actor, this->scale);
this->actor.gravity = -1.2f;
this->actor.shape.shadowScale = 5.0f;
this->actor.world.rot.y = this->actor.shape.rot.y = Rand_CenteredFloat(65535.0f);
this->actionFunc = EnFireRock_Fall;
break;
default:
// "☆☆☆☆☆ No such rock! ERR !!!!!! ☆☆☆☆☆"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ そんな岩はねぇERR!!!!!! ☆☆☆☆☆ \n" VT_RST);
Actor_Kill(&this->actor);
break;
}
}
void EnFireRock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFireRock* this = (EnFireRock*)thisx;
if ((this->actor.parent != NULL) && (this->actor.parent == &this->spawner->actor)) {
EnEncount2* spawner = (EnEncount2*)this->actor.parent;
if ((spawner->actor.update != NULL) && (spawner->numSpawnedRocks > 0)) {
spawner->numSpawnedRocks--;
osSyncPrintf("\n\n");
// "☆☆☆☆☆ Number of spawned instances recovery ☆☆☆☆☆%d"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生数回復 ☆☆☆☆☆%d\n" VT_RST, spawner->numSpawnedRocks);
osSyncPrintf("\n\n");
}
}
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void EnFireRock_Fall(EnFireRock* this, GlobalContext* globalCtx) {
Player* player;
Vec3f flamePos;
s32 i;
player = GET_PLAYER(globalCtx);
if ((this->actor.floorHeight == -10000.0f) || (this->actor.world.pos.y < (player->actor.world.pos.y - 200.0f))) {
Actor_Kill(&this->actor);
return;
}
switch (this->type) {
case FIRE_ROCK_SPAWNED_FALLING1:
if (player->actor.world.pos.y < this->actor.world.pos.y) {
if ((player->actor.world.pos.x > -700.0f) || (player->actor.world.pos.x < 100.0f) ||
(player->actor.world.pos.z > -1290.0f) || (player->actor.world.pos.z < -3880.0f)) {
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 1.0f, 10.0f);
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 1.0f, 10.0f);
}
}
case FIRE_ROCK_SPAWNED_FALLING2:
flamePos.x = Rand_CenteredFloat(20.0f) + this->actor.world.pos.x;
flamePos.y = Rand_CenteredFloat(20.0f) + this->actor.world.pos.y;
flamePos.z = Rand_CenteredFloat(20.0f) + this->actor.world.pos.z;
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, 100, 0, 0, -1);
break;
case FIRE_ROCK_BROKEN_PIECE1:
if ((globalCtx->gameplayFrames & 3) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROCK);
}
break;
}
if ((this->actor.bgCheckFlags & 1) && (this->timer == 0)) {
switch (this->type) {
case FIRE_ROCK_SPAWNED_FALLING1:
case FIRE_ROCK_SPAWNED_FALLING2:
func_80033E88(&this->actor, globalCtx, 5, 2);
case FIRE_ROCK_BROKEN_PIECE1:
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale,
1, 8.0f, 500, 10, 0);
for (i = 0; i < 5; i++) {
flamePos.x = Rand_CenteredFloat(20.0f) + this->actor.world.pos.x;
flamePos.y = this->actor.floorHeight;
flamePos.z = Rand_CenteredFloat(20.0f) + this->actor.world.pos.z;
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, 300, 0, 0, -1);
}
this->actionFunc = EnFireRock_SpawnMoreBrokenPieces;
break;
default:
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale,
3, 8.0f, 200, 10, 0);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_EXPLOSION);
Actor_Kill(&this->actor);
break;
}
}
}
/**
* After the rock has already hit the ground and started rolling, spawn two more, giving the illusion of breaking into
* two pieces.
*/
void EnFireRock_SpawnMoreBrokenPieces(EnFireRock* this, GlobalContext* globalCtx) {
EnFireRock* spawnedFireRock;
s32 nextRockType;
s32 i;
s32 temp;
nextRockType = FIRE_ROCK_SPAWNED_FALLING1;
switch (this->type) {
case FIRE_ROCK_SPAWNED_FALLING1:
case FIRE_ROCK_SPAWNED_FALLING2:
nextRockType = FIRE_ROCK_BROKEN_PIECE1;
break;
case FIRE_ROCK_BROKEN_PIECE1:
nextRockType = FIRE_ROCK_BROKEN_PIECE2;
}
if (nextRockType != FIRE_ROCK_SPAWNED_FALLING1) {
for (i = 0; i < 2; i++) {
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&globalCtx->actorCtx, globalCtx, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
Rand_CenteredFloat(3.0f) + (this->actor.world.pos.y + 10.0f),
Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0, nextRockType);
if (spawnedFireRock != NULL) {
spawnedFireRock->actor.world.rot.y = this->actor.world.rot.y;
if (i == 0) {
spawnedFireRock->actor.shape.rot.y = this->actor.shape.rot.y;
}
spawnedFireRock->scale = this->scale - 0.01f;
} else {
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ イッパイデッス ☆☆☆☆☆ \n" VT_RST);
}
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROCK);
}
Actor_Kill(&this->actor);
}
void FireRock_WaitSpawnRocksFromCeiling(EnFireRock* this, GlobalContext* globalCtx) {
EnFireRock* spawnedFireRock;
if (this->actor.xzDistToPlayer < 200.0f) {
if ((this->playerNearby == 0) && (this->timer2 == 0)) {
this->timer2 = 30;
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&globalCtx->actorCtx, globalCtx, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
this->actor.world.pos.y + 10.0f, Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0,
FIRE_ROCK_SPAWNED_FALLING2);
if (spawnedFireRock != NULL) {
spawnedFireRock->timer = 10;
} else {
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ イッパイデッス ☆☆☆☆☆ \n" VT_RST);
}
}
this->playerNearby = 1;
} else {
this->playerNearby = 0;
}
if (BREG(0) != 0) {
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f, 1.0f,
1.0f, 0, 255, 0, 255, 4, globalCtx->state.gfxCtx);
}
}
void FireRock_WaitOnFloor(EnFireRock* this, GlobalContext* globalCtx) {
Vec3f flamePos;
s16 scale;
if (this->timer2 == 0) {
flamePos.x = Rand_CenteredFloat(20.0f) + this->actor.world.pos.x;
flamePos.y = Rand_CenteredFloat(20.0f) + this->actor.world.pos.y;
flamePos.z = Rand_CenteredFloat(20.0f) + this->actor.world.pos.z;
scale = 130 + (s16)Rand_CenteredFloat(60.0f);
this->timer2 = 3 + (s16)Rand_ZeroFloat(3.0f);
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, scale, 0, 0, -1);
}
}
void EnFireRock_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFireRock* this = (EnFireRock*)thisx;
s16 setCollision;
Player* player = GET_PLAYER(globalCtx);
Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
if (this->timer2 != 0) {
this->timer2--;
}
if (this->timer != 0) {
this->timer--;
}
this->actionFunc(this, globalCtx);
if (this->type != FIRE_ROCK_CEILING_SPOT_SPAWNER) {
f32 temp;
this->rockRotation.x += this->angularVelocity.x;
this->rockRotation.y += this->angularVelocity.y;
this->rockRotation.z += this->angularVelocity.z;
this->relativePos.y = 3.0f;
temp = 10.0f + (this->scale * 300.0f);
thisx->shape.shadowScale = temp;
if (thisx->shape.shadowScale < 10.0f) {
thisx->shape.shadowScale = 10.0f;
}
if (thisx->shape.shadowScale > 20.0f) {
thisx->shape.shadowScale = 20.0f;
}
if ((this->type == FIRE_ROCK_SPAWNED_FALLING1) || (this->type == FIRE_ROCK_SPAWNED_FALLING2)) {
thisx->gravity = -0.3f - (this->scale * 7.0f);
}
if (this->type != FIRE_ROCK_ON_FLOOR) {
Actor_MoveForward(thisx);
Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 100.0f, 0x1C);
}
setCollision = false;
if (this->actionFunc != EnFireRock_SpawnMoreBrokenPieces) {
if ((this->type == FIRE_ROCK_SPAWNED_FALLING1) || (this->type == FIRE_ROCK_SPAWNED_FALLING2) ||
(this->type == FIRE_ROCK_BROKEN_PIECE1)) {
if (this->collider.base.atFlags & 4) {
this->collider.base.atFlags &= ~4;
Audio_PlayActorSound2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
thisx->velocity.y = 0.0f;
thisx->speedXZ = 0.0f;
this->actionFunc = EnFireRock_SpawnMoreBrokenPieces;
// "☆☆☆☆☆ Shield Defense Lv1 ☆☆☆☆☆"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ シールド防御 Lv ☆☆☆☆☆ \n" VT_RST);
return;
}
setCollision = true;
}
}
if (this->type == FIRE_ROCK_ON_FLOOR) {
if (this->collider.base.atFlags & 2) {
this->collider.base.atFlags &= ~2;
if (this->collider.base.at == playerActor) {
if (!(player->stateFlags1 & 0x04000000)) {
func_8002F758(globalCtx, thisx, 2.0f, -player->actor.world.rot.y, 3.0f, 4);
}
return;
}
}
setCollision = true;
}
if (setCollision) {
Collider_UpdateCylinder(thisx, &this->collider);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
void EnFireRock_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFireRock* this = (EnFireRock*)thisx;
s32 pad;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Translate(thisx->world.pos.x + this->relativePos.x, thisx->world.pos.y + this->relativePos.y,
thisx->world.pos.z + this->relativePos.z, MTXMODE_NEW);
Matrix_RotateX(DEG_TO_RAD(this->rockRotation.x), MTXMODE_APPLY);
Matrix_RotateY(DEG_TO_RAD(this->rockRotation.y), MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->rockRotation.z), MTXMODE_APPLY);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
func_80093D18(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_efc_star_field_DL_000DE0);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}