/* * File: z_en_wood02.c * Overlay: ovl_En_Wood02 * Description: Trees, bushes, leaves */ #include "z_en_wood02.h" #include "objects/object_wood02/object_wood02.h" #define FLAGS 0 void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx); void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx); void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx); /** * WOOD_SPAWN_SPAWNER is also used by some individual trees: EnWood02_Update also checks for parent before running any * despawning code. * */ typedef enum { /* 0 */ WOOD_SPAWN_NORMAL, /* 1 */ WOOD_SPAWN_SPAWNED, /* 2 */ WOOD_SPAWN_SPAWNER } WoodSpawnType; typedef enum { /* 0 */ WOOD_DRAW_TREE_CONICAL, /* 1 */ WOOD_DRAW_TREE_OVAL, /* 2 */ WOOD_DRAW_TREE_KAKARIKO_ADULT, /* 3 */ WOOD_DRAW_BUSH_GREEN, /* 4 */ WOOD_DRAW_4, // Used for black bushes and green leaves /* 5 */ WOOD_DRAW_LEAF_YELLOW } WoodDrawType; const ActorInit En_Wood02_InitVars = { ACTOR_EN_WOOD02, ACTORCAT_PROP, FLAGS, OBJECT_WOOD02, sizeof(EnWood02), (ActorFunc)EnWood02_Init, (ActorFunc)EnWood02_Destroy, (ActorFunc)EnWood02_Update, (ActorFunc)EnWood02_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_TREE, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK5, { 0x00000000, 0x00, 0x00 }, { 0x0FC0074A, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 18, 60, 0, { 0, 0, 0 } }, }; static f32 sSpawnDistance[] = { 707.0f, 525.0f, 510.0f, 500.0f, 566.0f, 141.0f }; static s16 sSpawnAngle[] = { 0x1FFF, 0x4C9E, 0x77F5, 0xA5C9, 0xD6C3, 0xA000 }; static InitChainEntry sInitChain[] = { ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP), }; static Gfx* D_80B3BF54[] = { object_wood02_DL_0078D0, object_wood02_DL_007CA0, object_wood02_DL_0080D0, object_wood02_DL_000090, object_wood02_DL_000340, object_wood02_DL_000340, object_wood02_DL_000700, }; static Gfx* D_80B3BF70[] = { object_wood02_DL_007968, object_wood02_DL_007D38, object_wood02_DL_0081A8, NULL, NULL, NULL, object_wood02_DL_007AD0, object_wood02_DL_007E20, object_wood02_DL_008350, object_wood02_DL_000160, object_wood02_DL_000440, object_wood02_DL_000700, }; static f32 sSpawnCos; static f32 sSpawnSin; s32 EnWood02_SpawnZoneCheck(EnWood02* this, GlobalContext* globalCtx, Vec3f* pos) { f32 phi_f12; if (CVar_GetS32("gDisableDrawDistance", 0) != 0) { return true; } SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, pos, &this->actor.projectedPos, &this->actor.projectedW); phi_f12 = ((this->actor.projectedW == 0.0f) ? 1000.0f : fabsf(1.0f / this->actor.projectedW)); if ((-this->actor.uncullZoneScale < this->actor.projectedPos.z) && (this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) && (((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f) && (((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) && (((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) { return true; } return false; } /** Spawns similar-looking trees or bushes only when the player is sufficiently close. Presumably done this way to keep * memory usage down in Hyrule Field. */ void EnWood02_SpawnOffspring(EnWood02* this, GlobalContext* globalCtx) { EnWood02* childWood; s16* childSpawnAngle; Vec3f childPos; s16 extraRot; s16 childParams; s32 i; for (i = 4; i >= 0; i--) { if ((this->unk_14E[i] & 0x7F) == 0) { extraRot = 0; if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) { extraRot = 0x4000; } childSpawnAngle = &sSpawnAngle[i]; sSpawnCos = Math_CosS(*childSpawnAngle + this->actor.world.rot.y + extraRot); sSpawnSin = Math_SinS(*childSpawnAngle + this->actor.world.rot.y + extraRot); childPos.x = (sSpawnDistance[i] * sSpawnSin) + this->actor.home.pos.x; childPos.y = this->actor.home.pos.y; childPos.z = (sSpawnDistance[i] * sSpawnCos) + this->actor.home.pos.z; if (EnWood02_SpawnZoneCheck(this, globalCtx, &childPos)) { if ((this->unk_14E[i] & 0x80) != 0) { childParams = (0xFF00 | (this->actor.params + 1)); } else { childParams = (((this->drawType & 0xF0) << 4) | (this->actor.params + 1)); } childWood = (EnWood02*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_WOOD02, childPos.x, childPos.y, childPos.z, this->actor.world.rot.x, *childSpawnAngle, 0, childParams); if (childWood != NULL) { childWood->unk_14E[0] = i; this->unk_14E[i] |= 1; childWood->actor.projectedPos = this->actor.projectedPos; } else { this->unk_14E[i] &= 0x80; } } } } } void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx2) { s16 spawnType; f32 actorScale; GlobalContext* globalCtx = globalCtx2; EnWood02* this = (EnWood02*)thisx; CollisionPoly* outPoly; s32 bgId; f32 floorY; s16 extraRot; spawnType = WOOD_SPAWN_NORMAL; actorScale = 1.0f; this->unk_14C = (this->actor.params >> 8) & 0xFF; if (this->actor.home.rot.z != 0) { this->actor.home.rot.z = (this->actor.home.rot.z << 8) | this->unk_14C; this->unk_14C = -1; this->actor.world.rot.z = this->actor.shape.rot.z = 0; } else if (this->unk_14C & 0x80) { this->unk_14C = -1; } this->actor.params &= 0xFF; Actor_ProcessInitChain(&this->actor, sInitChain); if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); } switch (this->actor.params) { case WOOD_BUSH_GREEN_LARGE_SPAWNER: case WOOD_BUSH_BLACK_LARGE_SPAWNER: spawnType = 1; case WOOD_BUSH_GREEN_LARGE_SPAWNED: case WOOD_BUSH_BLACK_LARGE_SPAWNED: spawnType++; case WOOD_TREE_CONICAL_LARGE: case WOOD_BUSH_GREEN_LARGE: case WOOD_BUSH_BLACK_LARGE: actorScale = 1.5f; this->actor.uncullZoneForward = 4000.0f; this->actor.uncullZoneScale = 2000.0f; this->actor.uncullZoneDownward = 2400.0f; break; case WOOD_TREE_CONICAL_SPAWNER: case WOOD_TREE_OVAL_YELLOW_SPAWNER: case WOOD_TREE_OVAL_GREEN_SPAWNER: case WOOD_BUSH_GREEN_SMALL_SPAWNER: case WOOD_BUSH_BLACK_SMALL_SPAWNER: spawnType = 1; case WOOD_TREE_CONICAL_SPAWNED: case WOOD_TREE_OVAL_YELLOW_SPAWNED: case WOOD_TREE_OVAL_GREEN_SPAWNED: case WOOD_BUSH_GREEN_SMALL_SPAWNED: case WOOD_BUSH_BLACK_SMALL_SPAWNED: spawnType++; case WOOD_TREE_CONICAL_MEDIUM: case WOOD_TREE_OVAL_GREEN: case WOOD_TREE_KAKARIKO_ADULT: case WOOD_BUSH_GREEN_SMALL: case WOOD_BUSH_BLACK_SMALL: this->actor.uncullZoneForward = 4000.0f; this->actor.uncullZoneScale = 800.0f; this->actor.uncullZoneDownward = 1800.0f; break; case WOOD_TREE_CONICAL_SMALL: actorScale = 0.6f; this->actor.uncullZoneForward = 4000.0f; this->actor.uncullZoneScale = 400.0f; this->actor.uncullZoneDownward = 1000.0f; break; case WOOD_LEAF_GREEN: case WOOD_LEAF_YELLOW: this->unk_14E[0] = 0x4B; actorScale = 0.02f; this->actor.velocity.x = Rand_CenteredFloat(6.0f); this->actor.velocity.z = Rand_CenteredFloat(6.0f); this->actor.velocity.y = (Rand_ZeroOne() * 1.25f) + -3.1f; } if (this->actor.params <= WOOD_TREE_CONICAL_SPAWNED) { this->drawType = WOOD_DRAW_TREE_CONICAL; } else if (this->actor.params <= WOOD_TREE_OVAL_GREEN_SPAWNED) { this->drawType = WOOD_DRAW_TREE_OVAL; } else if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { this->drawType = WOOD_DRAW_TREE_KAKARIKO_ADULT; } else if (this->actor.params <= WOOD_BUSH_GREEN_LARGE_SPAWNED) { this->drawType = WOOD_DRAW_BUSH_GREEN; } else if (this->actor.params <= WOOD_LEAF_GREEN) { // Black bushes and green leaves this->drawType = WOOD_DRAW_4; } else { this->drawType = WOOD_DRAW_LEAF_YELLOW; } Actor_SetScale(&this->actor, actorScale); this->spawnType = spawnType; if (spawnType != WOOD_SPAWN_NORMAL) { extraRot = 0; if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) { extraRot = 0x4000; } if (spawnType == WOOD_SPAWN_SPAWNER) { this->drawType |= this->unk_14C << 4; EnWood02_SpawnOffspring(this, globalCtx); sSpawnCos = Math_CosS(sSpawnAngle[5] + this->actor.world.rot.y + extraRot); sSpawnSin = Math_SinS(sSpawnAngle[5] + this->actor.world.rot.y + extraRot); this->actor.world.pos.x += (sSpawnSin * sSpawnDistance[5]); this->actor.world.pos.z += (sSpawnCos * sSpawnDistance[5]); } else { this->actor.flags |= ACTOR_FLAG_4; } // Snap to floor, or remove if over void this->actor.world.pos.y += 200.0f; floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &outPoly, &bgId, &this->actor, &this->actor.world.pos); if (floorY > BGCHECK_Y_MIN) { this->actor.world.pos.y = floorY; } else { Actor_Kill(&this->actor); return; } } ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f); this->actor.home.rot.y = 0; this->actor.colChkInfo.mass = MASS_IMMOVABLE; } void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnWood02* this = (EnWood02*)thisx; if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { Collider_DestroyCylinder(globalCtx, &this->collider); } } void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) { GlobalContext* globalCtx = globalCtx2; EnWood02* this = (EnWood02*)thisx; f32 wobbleAmplitude; u8 new_var; u8 phi_v0; s32 pad; Vec3f dropsSpawnPt; s32 i; s32 leavesParams; // Despawn extra trees in a group if out of range if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) { if (!(this->actor.flags & ACTOR_FLAG_6)) { new_var = this->unk_14E[0]; phi_v0 = 0; if (this->unk_14C < 0) { phi_v0 = 0x80; } ((EnWood02*)this->actor.parent)->unk_14E[new_var] = phi_v0; Actor_Kill(&this->actor); return; } } else if (this->spawnType == WOOD_SPAWN_SPAWNER) { EnWood02_SpawnOffspring(this, globalCtx); } if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Audio_PlayActorSound2(&this->actor, NA_SE_IT_REFLECTION_WOOD); } if (this->actor.home.rot.y != 0) { dropsSpawnPt = this->actor.world.pos; dropsSpawnPt.y += 200.0f; if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) { Item_DropCollectibleRandom(globalCtx, &this->actor, &dropsSpawnPt, this->unk_14C << 4); } else { if (this->actor.home.rot.z != 0) { this->actor.home.rot.z &= 0x1FFF; this->actor.home.rot.z |= 0xE000; Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SW, dropsSpawnPt.x, dropsSpawnPt.y, dropsSpawnPt.z, 0, this->actor.world.rot.y, 0, this->actor.home.rot.z); this->actor.home.rot.z = 0; } } // Spawn falling leaves if (this->unk_14C >= -1) { leavesParams = WOOD_LEAF_GREEN; if ((this->actor.params == WOOD_TREE_OVAL_YELLOW_SPAWNER) || (this->actor.params == WOOD_TREE_OVAL_YELLOW_SPAWNED)) { leavesParams = WOOD_LEAF_YELLOW; } Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING); for (i = 3; i >= 0; i--) { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y, dropsSpawnPt.z, 0, Rand_CenteredFloat(65535.0f), 0, leavesParams); } } this->unk_14C = -0x15; this->actor.home.rot.y = 0; } if (this->actor.xzDistToPlayer < 600.0f) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } } else if (this->actor.params < 0x17) { // Bush Player* player = GET_PLAYER(globalCtx); if (this->unk_14C >= -1) { if (((player->rideActor == NULL) && (sqrt(this->actor.xyzDistToPlayerSq) < 20.0) && (player->linearVelocity != 0.0f)) || ((player->rideActor != NULL) && (sqrt(this->actor.xyzDistToPlayerSq) < 60.0) && (player->rideActor->speedXZ != 0.0f))) { if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) { Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, ((this->unk_14C << 4) | 0x8000)); } this->unk_14C = -0x15; Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING); } } } else { // Leaves this->unk_14C++; Math_ApproachF(&this->actor.velocity.x, 0.0f, 1.0f, 5 * 0.01f); Math_ApproachF(&this->actor.velocity.z, 0.0f, 1.0f, 5 * 0.01f); func_8002D7EC(&this->actor); this->actor.shape.rot.z = Math_SinS(3000 * this->unk_14C) * 0x4000; this->unk_14E[0]--; if (this->unk_14E[0] == 0) { Actor_Kill(&this->actor); } } // Wobble from impact if (this->unk_14C < -1) { this->unk_14C++; wobbleAmplitude = Math_SinS((this->unk_14C ^ 0xFFFF) * 0x3332) * 250.0f; this->actor.shape.rot.x = (Math_CosS(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) * wobbleAmplitude); this->actor.shape.rot.z = (Math_SinS(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) * wobbleAmplitude); } } void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx) { EnWood02* this = (EnWood02*)thisx; s16 type; GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; u8 red; u8 green; u8 blue; OPEN_DISPS(gfxCtx); type = this->actor.params; if ((type == WOOD_TREE_OVAL_GREEN_SPAWNER) || (type == WOOD_TREE_OVAL_GREEN_SPAWNED) || (type == WOOD_TREE_OVAL_GREEN) || (type == WOOD_LEAF_GREEN)) { red = 50; green = 170; blue = 70; } else if ((type == WOOD_TREE_OVAL_YELLOW_SPAWNER) || (type == WOOD_TREE_OVAL_YELLOW_SPAWNED) || (type == WOOD_LEAF_YELLOW)) { red = 180; green = 155; blue = 0; } else { red = green = blue = 255; } func_80093D84(gfxCtx); if ((this->actor.params == WOOD_LEAF_GREEN) || (this->actor.params == WOOD_LEAF_YELLOW)) { func_80093D18(gfxCtx); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, red, green, blue, 127); Gfx_DrawDListOpa(globalCtx, object_wood02_DL_000700); } else if (D_80B3BF70[this->drawType & 0xF] != NULL) { Gfx_DrawDListOpa(globalCtx, D_80B3BF54[this->drawType & 0xF]); gDPSetEnvColor(POLY_XLU_DISP++, red, green, blue, 0); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, D_80B3BF70[this->drawType & 0xF]); } else { func_80093D84(gfxCtx); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, D_80B3BF54[this->drawType & 0xF]); } CLOSE_DISPS(gfxCtx); }