mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
229 lines
6.7 KiB
C
229 lines
6.7 KiB
C
/*
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* File: z_obj_comb.c
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* Overlay: ovl_Obj_Comb
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* Description: Beehive
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*/
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#include "z_obj_comb.h"
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#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS 0
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void ObjComb_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjComb_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx);
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void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx);
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void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx);
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void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx);
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void ObjComb_SetupWait(ObjComb* this);
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void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx);
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const ActorInit Obj_Comb_InitVars = {
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ACTOR_OBJ_COMB,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_FIELD_KEEP,
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sizeof(ObjComb),
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(ActorFunc)ObjComb_Init,
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(ActorFunc)ObjComb_Destroy,
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(ActorFunc)ObjComb_Update,
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(ActorFunc)ObjComb_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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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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{ 0x4001FFFE, 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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{ 0, { { 0, 0, 0 }, 15 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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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_PLAYER,
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OC2_TYPE_2,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphElementsInit,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 900, ICHAIN_STOP),
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};
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void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
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Vec3f pos1;
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Vec3f pos;
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Vec3f velocity;
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Gfx* dlist = gFieldBeehiveFragmentDL;
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s16 scale;
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s16 angle = 0;
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s16 gravity;
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u8 arg5;
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u8 arg6;
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f32 rand1;
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f32 rand2;
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s32 i;
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for (i = 0; i < 31; i++) {
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angle += 0x4E20;
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rand1 = Rand_ZeroOne() * 10.0f;
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pos1.x = Math_SinS(angle) * rand1;
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pos1.y = (i - 15) * 0.7f;
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pos1.z = Math_CosS(angle) * rand1;
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Math_Vec3f_Sum(&pos1, &this->actor.world.pos, &pos);
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velocity.x = (Rand_ZeroOne() - 0.5f) + pos1.x * 0.5f;
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velocity.y = (Rand_ZeroOne() - 0.5f) + pos1.y * 0.6f;
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velocity.z = (Rand_ZeroOne() - 0.5f) + pos1.z * 0.5f;
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scale = Rand_ZeroOne() * 72.0f + 25.0f;
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if (scale < 40) {
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gravity = -200;
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arg6 = 40;
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} else if (scale < 70) {
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gravity = -280;
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arg6 = 30;
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} else {
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gravity = -340;
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arg6 = 20;
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}
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rand2 = Rand_ZeroOne();
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if (rand2 < 0.1f) {
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arg5 = 96;
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} else if (rand2 < 0.8f) {
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arg5 = 64;
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} else {
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arg5 = 32;
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}
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EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &pos, gravity, arg5, arg6, 4, 0, scale, 0, 0, 80,
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KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_FIELD_KEEP, dlist);
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}
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pos.x = this->actor.world.pos.x;
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pos.y = this->actor.world.pos.y - 10.0f;
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pos.z = this->actor.world.pos.z;
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func_80033480(globalCtx, &pos, 40.0f, 6, 70, 60, 1);
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}
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void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx) {
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s16 params = this->actor.params & 0x1F;
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if ((params > 0) || (params < 0x1A)) {
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if (params == 6) {
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if (Flags_GetCollectible(globalCtx, (this->actor.params >> 8) & 0x3F)) {
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params = -1;
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} else {
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params = (params | (((this->actor.params >> 8) & 0x3F) << 8));
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}
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} else if (Rand_ZeroOne() < 0.5f) {
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params = -1;
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}
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if (params >= 0 && !CVar_GetS32("gNoRandomDrops", 0)) {
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Item_DropCollectible(globalCtx, &this->actor.world.pos, params);
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}
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}
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}
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void ObjComb_Init(Actor* thisx, GlobalContext* globalCtx) {
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ObjComb* this = (ObjComb*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
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ObjComb_SetupWait(this);
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}
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void ObjComb_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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ObjComb* this = (ObjComb*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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void ObjComb_SetupWait(ObjComb* this) {
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this->actionFunc = ObjComb_Wait;
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}
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void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx) {
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s32 dmgFlags;
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this->unk_1B0 -= 50;
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if (this->unk_1B0 < 0) {
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this->unk_1B0 = 0;
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}
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if ((this->collider.base.acFlags & AC_HIT) != 0) {
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this->collider.base.acFlags &= ~AC_HIT;
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dmgFlags = this->collider.elements[0].info.acHitInfo->toucher.dmgFlags;
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if (dmgFlags & 0x4001F866) {
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this->unk_1B0 = 1500;
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} else {
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ObjComb_Break(this, globalCtx);
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ObjComb_ChooseItemDrop(this, globalCtx);
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Actor_Kill(&this->actor);
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}
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} else {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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if (this->actor.update != NULL) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjComb* this = (ObjComb*)thisx;
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this->unk_1B2 += 0x2EE0;
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this->actionFunc(this, globalCtx);
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this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.home.rot.x;
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}
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void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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ObjComb* this = (ObjComb*)thisx;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D18(globalCtx->state.gfxCtx);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + (118.0f * this->actor.scale.y),
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this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_RotateY(this->actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateX(this->actor.shape.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateZ(this->actor.shape.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_Translate(0, -(this->actor.scale.y * 118.0f), 0, MTXMODE_APPLY);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gFieldBeehiveDL);
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Collider_UpdateSpheres(0, &this->collider);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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