mirror of
https://github.com/HarbourMasters/Shipwright.git
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39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
261 lines
7.9 KiB
C
261 lines
7.9 KiB
C
/*
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* File: z_bg_bombwall.c
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* Overlay: ovl_Bg_Bombwall
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* Description: Bombable Wall
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*/
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#include "z_bg_bombwall.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS ACTOR_FLAG_22
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void BgBombwall_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgBombwall_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgBombwall_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_8086ED50(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086ED70(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx);
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static ColliderTrisElementInit sTrisElementsInit[3] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x40000048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { -70.0f, 176.0f, 0.0f }, { -70.0f, -4.0f, 0.0f }, { 0.0f, -4.0f, 30.0f } } },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x40000048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 70.0f, 176.0f, 0.0f }, { -70.0f, 176.0f, 0.0f }, { 0.0f, -4.0f, 30.0f } } },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x40000048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 70.0f, -4.0f, 0.0f }, { 70.0f, 176.0f, 0.0f }, { 0.0f, -4.0f, 30.0f } } },
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},
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};
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static ColliderTrisInit sTrisInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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3,
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sTrisElementsInit,
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};
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const ActorInit Bg_Bombwall_InitVars = {
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ACTOR_BG_BOMBWALL,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_GAMEPLAY_FIELD_KEEP,
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sizeof(BgBombwall),
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(ActorFunc)BgBombwall_Init,
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(ActorFunc)BgBombwall_Destroy,
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(ActorFunc)BgBombwall_Update,
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(ActorFunc)BgBombwall_Draw,
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NULL,
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};
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void BgBombwall_InitDynapoly(BgBombwall* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad2;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (this->dyna.bgId == BG_ACTOR_MAX) {
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// "Warning : move BG login failed"
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osSyncPrintf("Warning : move BG 登録失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_bombwall.c", 243,
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this->dyna.actor.params);
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}
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}
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void BgBombwall_RotateVec(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) {
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arg0->x = (arg1->z * arg2) + (arg1->x * arg3);
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arg0->y = arg1->y;
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arg0->z = (arg1->z * arg3) - (arg1->x * arg2);
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}
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 1800, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
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};
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void BgBombwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 i;
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s32 j;
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Vec3f vecs[3];
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Vec3f sp80;
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s32 pad;
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BgBombwall* this = (BgBombwall*)thisx;
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Actor_SetScale(&this->dyna.actor, 0.1f);
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
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func_8086EE94(this, globalCtx);
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} else {
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BgBombwall_InitDynapoly(this, globalCtx);
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this->unk_2A2 |= 2;
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Collider_InitTris(globalCtx, &this->collider);
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Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInit, this->colliderItems);
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for (i = 0; i <= 2; i++) {
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for (j = 0; j <= 2; j++) {
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sp80.x = sTrisInit.elements[i].dim.vtx[j].x;
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sp80.y = sTrisInit.elements[i].dim.vtx[j].y;
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sp80.z = sTrisInit.elements[i].dim.vtx[j].z + 2.0f;
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BgBombwall_RotateVec(&vecs[j], &sp80, sin, cos);
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vecs[j].x += this->dyna.actor.world.pos.x;
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vecs[j].y += this->dyna.actor.world.pos.y;
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vecs[j].z += this->dyna.actor.world.pos.z;
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}
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Collider_SetTrisVertices(&this->collider, i, &vecs[0], &vecs[1], &vecs[2]);
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}
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this->unk_2A2 |= 1;
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func_8086ED50(this, globalCtx);
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}
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osSyncPrintf("(field keep 汎用爆弾壁)(arg_data 0x%04x)(angY %d)\n", this->dyna.actor.params,
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this->dyna.actor.shape.rot.y);
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}
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void BgBombwall_DestroyCollision(BgBombwall* this, GlobalContext* globalCtx) {
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if (this->unk_2A2 & 2) {
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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this->unk_2A2 &= ~2;
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}
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if (this->unk_2A2 & 1) {
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Collider_DestroyTris(globalCtx, &this->collider);
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this->unk_2A2 &= ~1;
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}
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}
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void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgBombwall* this = (BgBombwall*)thisx;
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BgBombwall_DestroyCollision(this, globalCtx);
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}
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static Vec3s D_8086F010[] = {
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{ 40, 85, 21 }, { -43, 107, 14 }, { -1, 142, 14 }, { -27, 44, 27 }, { 28, 24, 20 }, { -39, 54, 21 }, { 49, 50, 20 },
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};
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void func_8086EB5C(BgBombwall* this, GlobalContext* globalCtx) {
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s16 rand;
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s16 rand2;
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Vec3f sp88;
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s32 i;
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f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
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f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
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Vec3f* pos = &this->dyna.actor.world.pos;
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f32 temp;
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f32 new_var;
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for (i = 0; i < 7; i++) {
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new_var = D_8086F010[i].x;
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temp = new_var * cos;
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sp88.x = ((sin * D_8086F010[i].z) + ((f32)temp)) + pos->x;
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sp88.y = pos->y + D_8086F010[i].y;
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sp88.z = ((D_8086F010[i].z * cos) - (sin * D_8086F010[i].x)) + pos->z;
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rand = ((s16)(Rand_ZeroOne() * 120.0f)) + 0x14;
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rand2 = ((s16)(Rand_ZeroOne() * 240.0f)) + 0x14;
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func_80033480(globalCtx, &sp88, 50.0f, 2, rand, rand2, 1);
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}
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sp88.x = pos->x;
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new_var = pos->y + 90.0f;
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sp88.y = pos->y + 90.0f;
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sp88.z = pos->z + 15.0f;
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func_80033480(globalCtx, &sp88, 40.0f, 4, 0xA, 0x32, 1);
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}
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void func_8086ED50(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = gBgBombwallNormalDL;
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this->actionFunc = func_8086ED70;
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}
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void func_8086ED70(BgBombwall* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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func_8086EDFC(this, globalCtx);
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Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
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} else if (this->dyna.actor.xzDistToPlayer < 600.0f) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = gBgBombwallNormalDL;
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this->unk_2A0 = 1;
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func_8086EB5C(this, globalCtx);
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this->actionFunc = func_8086EE40;
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}
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void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx) {
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if (this->unk_2A0 > 0) {
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this->unk_2A0--;
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} else {
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func_8086EE94(this, globalCtx);
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if (((this->dyna.actor.params >> 0xF) & 1) != 0) {
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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}
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}
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}
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void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = gBgBombwallBrokenDL;
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BgBombwall_DestroyCollision(this, globalCtx);
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this->actionFunc = NULL;
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}
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void BgBombwall_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgBombwall* this = (BgBombwall*)thisx;
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if (this->actionFunc != NULL) {
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this->actionFunc(this, globalCtx);
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}
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}
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void BgBombwall_Draw(Actor* thisx, GlobalContext* globalCtx) {
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BgBombwall* this = (BgBombwall*)thisx;
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Gfx_DrawDListOpa(globalCtx, this->dList);
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}
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