Shipwright/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c

223 lines
7.3 KiB
C

/*
* File: z_bg_haka.c
* Overlay: ovl_Bg_Haka
* Description: Gravestone
*/
#include "z_bg_haka.h"
#include "objects/object_haka/object_haka.h"
#define FLAGS 0
void BgHaka_Init(Actor* thisx, PlayState* play);
void BgHaka_Destroy(Actor* thisx, PlayState* play);
void BgHaka_Update(Actor* thisx, PlayState* play);
void BgHaka_Draw(Actor* thisx, PlayState* play);
void func_8087B758(BgHaka* this, Player* player);
void func_8087B7E8(BgHaka* this, PlayState* play);
void func_8087B938(BgHaka* this, PlayState* play);
void func_8087BAAC(BgHaka* this, PlayState* play);
void func_8087BAE4(BgHaka* this, PlayState* play);
const ActorInit Bg_Haka_InitVars = {
ACTOR_BG_HAKA,
ACTORCAT_BG,
FLAGS,
OBJECT_HAKA,
sizeof(BgHaka),
(ActorFunc)BgHaka_Init,
(ActorFunc)BgHaka_Destroy,
(ActorFunc)BgHaka_Update,
(ActorFunc)BgHaka_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(minVelocityY, 0, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgHaka_Init(Actor* thisx, PlayState* play) {
BgHaka* this = (BgHaka*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8087B7E8;
}
void BgHaka_Destroy(Actor* thisx, PlayState* play) {
BgHaka* this = (BgHaka*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_8087B758(BgHaka* this, Player* player) {
Vec3f sp1C;
func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
player->stateFlags2 |= 0x200;
}
}
void func_8087B7E8(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
if (play->sceneNum == SCENE_SPOT02 && !LINK_IS_ADULT && IS_DAY && !gSaveContext.n64ddFlag && !CVar_GetS32("gDayGravePull", 0)) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
if (!Play_InCsMode(play)) {
Message_StartTextbox(play, 0x5073, NULL);
this->dyna.actor.params = 100;
this->actionFunc = func_8087BAE4;
}
} else if (0.0f < this->dyna.unk_150 ||
(play->sceneNum == SCENE_SPOT06 && !LINK_IS_ADULT && !Flags_GetSwitch(play, 0x23))) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
} else {
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x8000;
this->actionFunc = func_8087B938;
}
}
func_8087B758(this, player);
}
void func_8087B938(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 sp38;
this->dyna.actor.speedXZ += 0.05f;
this->dyna.actor.speedXZ = CLAMP_MAX(this->dyna.actor.speedXZ, 1.5f);
sp38 = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speedXZ);
this->dyna.actor.world.pos.x =
Math_SinS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z =
Math_CosS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.z;
if (sp38 != 0) {
this->dyna.unk_150 = 0.0f;
this->state = 1;
u8 allPulled = 1;
Actor* actor = play->actorCtx.actorLists[ACTORCAT_BG].head;
while (actor != NULL) {
if (actor->id == ACTOR_BG_HAKA && ((BgHaka*)actor)->state == 0) {
allPulled = 0;
}
actor = actor->next;
}
player->stateFlags2 &= ~0x10;
if (this->dyna.actor.params == 1) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
} else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x,
this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
1, true);
}
// un tss un tss
if (play->sceneNum == SCENE_SPOT02 && allPulled) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
func_800F5ACC(NA_BGM_STAFF_2);
Actor* actor2 = play->actorCtx.actorLists[ACTORCAT_BG].head;
while (actor2 != NULL) {
if (actor2->id == ACTOR_BG_HAKA) {
((BgHaka*)actor2)->state = 2;
}
actor2 = actor2->next;
}
}
this->actionFunc = func_8087BAAC;
}
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
void func_8087BAAC(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
}
}
void func_8087BAE4(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 pad;
if (this->dyna.actor.params != 0) {
this->dyna.actor.params -= 1;
}
if (this->dyna.unk_150 != 0.0f) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
}
if (this->dyna.actor.params == 0) {
this->actionFunc = func_8087B7E8;
}
func_8087B758(this, player);
}
void BgHaka_Update(Actor* thisx, PlayState* play) {
BgHaka* this = (BgHaka*)thisx;
this->actionFunc(this, play);
}
u16 graveHue = 0;
void BgHaka_Draw(Actor* thisx, PlayState* play) {
u16 index = thisx->world.pos.x + thisx->world.pos.z;
float frequency = 0.01f;
Color_RGB8 newColor;
newColor.r = sin(frequency * ((graveHue + index) % 360) + 0) * 127 + 128;
newColor.g = sin(frequency * ((graveHue + index) % 360) + 2) * 127 + 128;
newColor.b = sin(frequency * ((graveHue + index) % 360) + 4) * 127 + 128;
graveHue++;
if (graveHue >= 360) graveHue = 0;
OPEN_DISPS(play->state.gfxCtx);
if (((BgHaka*)thisx)->state == 2) {
play->envCtx.adjAmbientColor[0] = newColor.r;
play->envCtx.adjAmbientColor[1] = newColor.g;
play->envCtx.adjAmbientColor[2] = newColor.b;
play->envCtx.adjLight1Color[0] = newColor.r;
play->envCtx.adjLight1Color[1] = newColor.g;
play->envCtx.adjLight1Color[2] = newColor.b;
D_801614B0.r = newColor.r;
D_801614B0.g = newColor.g;
D_801614B0.b = newColor.b;
D_801614B0.a = 255;
gDPSetGrayscaleColor(POLY_OPA_DISP++, newColor.r, newColor.g, newColor.b, 255);
gSPGrayscale(POLY_OPA_DISP++, true);
}
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGravestoneStoneDL);
if (((BgHaka*)thisx)->state == 2) {
gSPGrayscale(POLY_OPA_DISP++, false);
}
Matrix_Translate(0.0f, 0.0f, thisx->minVelocityY * 10.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGravestoneEarthDL);
CLOSE_DISPS(play->state.gfxCtx);
}