mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
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: "???"
231 lines
7.5 KiB
C
231 lines
7.5 KiB
C
/*
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* File: z_item_shield.c
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* Overlay: ovl_Item_Shield
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* Description: Deku Shield
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*/
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#include "vt.h"
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#include "z_item_shield.h"
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#include "objects/object_link_child/object_link_child.h"
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#define FLAGS ACTOR_FLAG_4
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void ItemShield_Init(Actor* thisx, GlobalContext* globalCtx);
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void ItemShield_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ItemShield_Update(Actor* thisx, GlobalContext* globalCtx);
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void ItemShield_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80B86F68(ItemShield* this, GlobalContext* globalCtx);
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void func_80B86BC8(ItemShield* this, GlobalContext* globalCtx);
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static ColliderCylinderInit sCylinderInit = {
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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_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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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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{ 0x00000004, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 15, 15, 0, { 0, 0, 0 } },
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};
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const ActorInit Item_Shield_InitVars = {
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ACTOR_ITEM_SHIELD,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_LINK_CHILD,
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sizeof(ItemShield),
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(ActorFunc)ItemShield_Init,
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(ActorFunc)ItemShield_Destroy,
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(ActorFunc)ItemShield_Update,
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(ActorFunc)ItemShield_Draw,
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NULL,
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};
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static Color_RGBA8 unused = { 255, 255, 0, 255 };
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static Color_RGBA8 unused2 = { 255, 0, 0, 255 };
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void ItemShield_SetupAction(ItemShield* this, ItemShieldActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void ItemShield_Init(Actor* thisx, GlobalContext* globalCtx) {
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ItemShield* this = (ItemShield*)thisx;
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s32 i;
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this->timer = 0;
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this->unk_19C = 0;
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switch (this->actor.params) {
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case 0:
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ActorShape_Init(&this->actor.shape, 1400.0f, NULL, 0.0f);
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this->actor.shape.rot.x = 0x4000;
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ItemShield_SetupAction(this, func_80B86BC8);
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break;
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case 1:
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ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
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ItemShield_SetupAction(this, func_80B86F68);
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this->unk_19C |= 2;
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for (i = 0; i < 8; i++) {
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this->unk_19E[i] = 1 + 2 * i;
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this->unk_1A8[i].x = Rand_CenteredFloat(10.0f);
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this->unk_1A8[i].y = Rand_CenteredFloat(10.0f);
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this->unk_1A8[i].z = Rand_CenteredFloat(10.0f);
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}
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break;
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}
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Actor_SetScale(&this->actor, 0.01f);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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osSyncPrintf(VT_FGCOL(GREEN) "Item_Shild %d \n" VT_RST, this->actor.params);
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}
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void ItemShield_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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ItemShield* this = (ItemShield*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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void func_80B86AC8(ItemShield* this, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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if (Actor_HasParent(&this->actor, globalCtx)) {
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Actor_Kill(&this->actor);
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return;
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}
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func_8002F434(&this->actor, globalCtx, GI_SHIELD_DEKU, 30.0f, 50.0f);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
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if (this->actor.bgCheckFlags & 1) {
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this->timer--;
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if (this->timer < 60) {
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if (this->timer & 1) {
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this->unk_19C |= 2;
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} else {
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this->unk_19C &= ~2;
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}
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}
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if (this->timer == 0) {
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Actor_Kill(&this->actor);
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}
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}
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}
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void func_80B86BC8(ItemShield* this, GlobalContext* globalCtx) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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Actor_Kill(&this->actor);
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return;
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}
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func_8002F434(&this->actor, globalCtx, GI_SHIELD_DEKU, 30.0f, 50.0f);
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if (this->collider.base.acFlags & AC_HIT) {
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ItemShield_SetupAction(this, func_80B86AC8);
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this->actor.velocity.y = 4.0f;
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this->actor.minVelocityY = -4.0f;
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this->actor.gravity = -0.8f;
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this->actor.speedXZ = 0.0f;
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this->timer = 160;
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} else {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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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_80B86CA8(ItemShield* this, GlobalContext* globalCtx) {
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static Vec3f D_80B871F4 = { 0.0f, 0.0f, 0.0f };
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static f32 D_80B87200[] = { 0.3f, 0.6f, 0.9f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 0.85f, 0.7f, 0.55f, 0.4f, 0.25f, 0.1f, 0.0f };
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static f32 D_80B87240[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.8f,
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0.6f, 0.4f, 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
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s32 i;
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s32 temp;
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
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this->actor.shape.yOffset = ABS(Math_SinS(this->actor.shape.rot.x)) * 1500.0f;
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for (i = 0; i < 8; i++) {
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temp = 15 - this->unk_19E[i];
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D_80B871F4.x = this->unk_1A8[i].x;
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D_80B871F4.y = this->unk_1A8[i].y + (this->actor.shape.yOffset * 0.01f) + (D_80B87200[temp] * -10.0f * 0.2f);
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D_80B871F4.z = this->unk_1A8[i].z;
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EffectSsFireTail_SpawnFlame(globalCtx, &this->actor, &D_80B871F4, D_80B87200[temp] * 0.2f, -1,
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D_80B87240[temp]);
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if (this->unk_19E[i] != 0) {
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this->unk_19E[i]--;
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} else if (this->timer > 16) {
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this->unk_19E[i] = 15;
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this->unk_1A8[i].x = Rand_CenteredFloat(15.0f);
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this->unk_1A8[i].y = Rand_CenteredFloat(10.0f);
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this->unk_1A8[i].z = Rand_CenteredFloat(15.0f);
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}
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}
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if (this->actor.bgCheckFlags & 1) {
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this->unk_198 -= this->actor.shape.rot.x >> 1;
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this->unk_198 -= this->unk_198 >> 2;
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this->actor.shape.rot.x += this->unk_198;
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if ((this->timer >= 8) && (this->timer < 24)) {
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Actor_SetScale(&this->actor, (this->timer - 8) * 0.000625f);
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}
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if (this->timer != 0) {
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this->timer--;
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} else {
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Actor_Kill(&this->actor);
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}
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}
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}
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void func_80B86F68(ItemShield* this, GlobalContext* globalCtx) {
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s32 pad;
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Player* player = GET_PLAYER(globalCtx);
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MtxF* shield = &player->shieldMf;
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this->actor.world.pos.x = shield->xw;
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this->actor.world.pos.y = shield->yw;
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this->actor.world.pos.z = shield->zw;
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this->unk_19C &= ~2;
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this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->xz);
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this->actor.shape.rot.x = Math_Atan2S(-shield->yz, sqrtf(shield->zz * shield->zz + shield->xz * shield->xz));
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if (ABS(this->actor.shape.rot.x) > 0x4000) {
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this->unk_19C |= 1;
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}
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ItemShield_SetupAction(this, func_80B86CA8);
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this->actor.velocity.y = 4.0;
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this->actor.minVelocityY = -4.0;
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this->actor.gravity = -0.8;
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this->unk_198 = 0;
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this->timer = 70;
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this->actor.speedXZ = 0;
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}
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void ItemShield_Update(Actor* thisx, GlobalContext* globalCtx) {
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ItemShield* this = (ItemShield*)thisx;
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this->actionFunc(this, globalCtx);
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}
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void ItemShield_Draw(Actor* thisx, GlobalContext* globalCtx) {
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ItemShield* this = (ItemShield*)thisx;
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if (!(this->unk_19C & 2)) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_item_shield.c", 457);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_item_shield.c", 460),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, SEGMENTED_TO_VIRTUAL(gLinkChildDekuShieldDL));
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_item_shield.c", 465);
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}
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}
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