/* * File: z_bg_hidan_dalm.c * Overlay: ovl_Bg_Hidan_Dalm * Description: Hammerable Totem Pieces (Fire Temple) */ #include "z_bg_hidan_dalm.h" #include "objects/object_hidan_objects/object_hidan_objects.h" #define FLAGS 0 void BgHidanDalm_Init(Actor* thisx, GlobalContext* globalCtx); void BgHidanDalm_Destroy(Actor* thisx, GlobalContext* globalCtx); void BgHidanDalm_Update(Actor* thisx, GlobalContext* globalCtx); void BgHidanDalm_Draw(Actor* thisx, GlobalContext* globalCtx); void BgHidanDalm_Wait(BgHidanDalm* this, GlobalContext* globalCtx); void BgHidanDalm_Shrink(BgHidanDalm* this, GlobalContext* globalCtx); const ActorInit Bg_Hidan_Dalm_InitVars = { ACTOR_BG_HIDAN_DALM, ACTORCAT_BG, FLAGS, OBJECT_HIDAN_OBJECTS, sizeof(BgHidanDalm), (ActorFunc)BgHidanDalm_Init, (ActorFunc)BgHidanDalm_Destroy, (ActorFunc)BgHidanDalm_Update, (ActorFunc)BgHidanDalm_Draw, NULL, }; static ColliderTrisElementInit sTrisElementInit[4] = { { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000040, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON | BUMP_NO_AT_INFO | BUMP_NO_DAMAGE | BUMP_NO_SWORD_SFX | BUMP_NO_HITMARK, OCELEM_NONE, }, { { { 305.0f, 0.0f, -300.0f }, { 305.0f, 600.0f, -300.0f }, { 305.0f, 600.0f, 300.0f } } }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000040, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON | BUMP_NO_AT_INFO | BUMP_NO_DAMAGE | BUMP_NO_SWORD_SFX | BUMP_NO_HITMARK, OCELEM_NONE, }, { { { 305.0f, 0.0f, -300.0f }, { 305.0f, 600.0f, 300.0f }, { 305.0f, 0.0f, 300.0f } } }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000040, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON | BUMP_NO_AT_INFO | BUMP_NO_DAMAGE | BUMP_NO_SWORD_SFX | BUMP_NO_HITMARK, OCELEM_NONE, }, { { { -305.0f, 0.0f, -300.0f }, { -305.0f, 600.0f, 300.0f }, { -305.0f, 600.0f, -300.0f } } }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000040, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON | BUMP_NO_AT_INFO | BUMP_NO_DAMAGE | BUMP_NO_SWORD_SFX | BUMP_NO_HITMARK, OCELEM_NONE, }, { { { -305.0f, 0.0f, -300.0f }, { -305.0f, 0.0f, 300.0f }, { -305.0f, 600.0f, 300.0f } } }, }, }; static ColliderTrisInit sTrisInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_TYPE_2, COLSHAPE_TRIS, }, 4, sTrisElementInit, }; static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -200, ICHAIN_STOP), }; void BgHidanDalm_Init(Actor* thisx, GlobalContext* globalCtx) { BgHidanDalm* this = (BgHidanDalm*)thisx; s32 pad; CollisionHeader* colHeader = NULL; Actor_ProcessInitChain(thisx, sInitChain); DynaPolyActor_Init(&this->dyna, DPM_UNK); CollisionHeader_GetVirtual(&gFireTempleHammerableTotemCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader); Collider_InitTris(globalCtx, &this->collider); Collider_SetTris(globalCtx, &this->collider, thisx, &sTrisInit, this->colliderItems); this->switchFlag = (thisx->params >> 8) & 0xFF; thisx->params &= 0xFF; if (Flags_GetSwitch(globalCtx, this->switchFlag)) { Actor_Kill(thisx); } else { this->actionFunc = BgHidanDalm_Wait; } } void BgHidanDalm_Destroy(Actor* thisx, GlobalContext* globalCtx) { BgHidanDalm* this = (BgHidanDalm*)thisx; DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); Collider_DestroyTris(globalCtx, &this->collider); } void BgHidanDalm_Wait(BgHidanDalm* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if ((this->collider.base.acFlags & AC_HIT) && !Player_InCsMode(globalCtx) && (player->swordAnimation == 22 || player->swordAnimation == 23)) { this->collider.base.acFlags &= ~AC_HIT; if ((this->collider.elements[0].info.bumperFlags & BUMP_HIT) || (this->collider.elements[1].info.bumperFlags & BUMP_HIT)) { this->dyna.actor.world.rot.y -= 0x4000; } else { this->dyna.actor.world.rot.y += 0x4000; } this->dyna.actor.world.pos.x += 32.5f * Math_SinS(this->dyna.actor.world.rot.y); this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y); func_8002DF54(globalCtx, &this->dyna.actor, 8); this->dyna.actor.flags |= ACTOR_FLAG_4; this->actionFunc = BgHidanDalm_Shrink; this->dyna.actor.bgCheckFlags &= ~2; this->dyna.actor.bgCheckFlags &= ~8; this->dyna.actor.speedXZ = 10.0f; Flags_SetSwitch(globalCtx, this->switchFlag); func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_IT_HAMMER_HIT); Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH); } else { CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } } void BgHidanDalm_Shrink(BgHidanDalm* this, GlobalContext* globalCtx) { static Vec3f accel = { 0.0f, 0.0f, 0.0f }; s32 i; Vec3f velocity; Vec3f pos; if (Math_StepToF(&this->dyna.actor.scale.x, 0.0f, 0.004f)) { func_8002DF54(globalCtx, &this->dyna.actor, 7); Actor_Kill(&this->dyna.actor); } this->dyna.actor.scale.y = this->dyna.actor.scale.z = this->dyna.actor.scale.x; pos.x = this->dyna.actor.world.pos.x; pos.y = this->dyna.actor.world.pos.y + this->dyna.actor.scale.x * 160.0f; pos.z = this->dyna.actor.world.pos.z; for (i = 0; i < 4; i++) { velocity.x = 5.0f * Math_SinS(this->dyna.actor.world.rot.y + 0x8000) + (Rand_ZeroOne() - 0.5f) * 5.0f; velocity.z = 5.0f * Math_CosS(this->dyna.actor.world.rot.y + 0x8000) + (Rand_ZeroOne() - 0.5f) * 5.0f; velocity.y = (Rand_ZeroOne() - 0.5f) * 1.5f; EffectSsKiraKira_SpawnSmallYellow(globalCtx, &pos, &velocity, &accel); } } void BgHidanDalm_Update(Actor* thisx, GlobalContext* globalCtx) { BgHidanDalm* this = (BgHidanDalm*)thisx; this->actionFunc(this, globalCtx); Actor_MoveForward(&this->dyna.actor); Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 10.0f, 15.0f, 32.0f, 5); } /** * Update vertices of collider tris based on the current matrix */ void BgHidanDalm_UpdateCollider(BgHidanDalm* this) { Vec3f pos2; Vec3f pos1; Vec3f pos0; Matrix_MultVec3f(&sTrisElementInit[0].dim.vtx[0], &pos0); Matrix_MultVec3f(&sTrisElementInit[0].dim.vtx[1], &pos1); Matrix_MultVec3f(&sTrisElementInit[0].dim.vtx[2], &pos2); Collider_SetTrisVertices(&this->collider, 0, &pos0, &pos1, &pos2); Matrix_MultVec3f(&sTrisElementInit[1].dim.vtx[2], &pos1); Collider_SetTrisVertices(&this->collider, 1, &pos0, &pos2, &pos1); Matrix_MultVec3f(&sTrisElementInit[2].dim.vtx[0], &pos0); Matrix_MultVec3f(&sTrisElementInit[2].dim.vtx[1], &pos1); Matrix_MultVec3f(&sTrisElementInit[2].dim.vtx[2], &pos2); Collider_SetTrisVertices(&this->collider, 2, &pos0, &pos1, &pos2); Matrix_MultVec3f(&sTrisElementInit[3].dim.vtx[1], &pos2); Collider_SetTrisVertices(&this->collider, 3, &pos0, &pos2, &pos1); } void BgHidanDalm_Draw(Actor* thisx, GlobalContext* globalCtx) { BgHidanDalm* this = (BgHidanDalm*)thisx; if (this->dyna.actor.params == 0) { Gfx_DrawDListOpa(globalCtx, gFireTempleHammerableTotemBodyDL); } else { Gfx_DrawDListOpa(globalCtx, gFireTempleHammerableTotemHeadDL); } if (this->actionFunc == BgHidanDalm_Wait) { BgHidanDalm_UpdateCollider(this); } }