Shipwright/soh/src/overlays/actors/ovl_En_Si/z_en_si.c

243 lines
7.7 KiB
C

/*
* File: z_en_si.c
* Overlay: En_Si
* Description: Gold Skulltula token
*/
#include "z_en_si.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_9)
void EnSi_Init(Actor* thisx, PlayState* play);
void EnSi_Destroy(Actor* thisx, PlayState* play);
void EnSi_Update(Actor* thisx, PlayState* play);
void EnSi_Draw(Actor* thisx, PlayState* play);
s32 func_80AFB748(EnSi* this, PlayState* play);
void func_80AFB768(EnSi* this, PlayState* play);
void func_80AFB89C(EnSi* this, PlayState* play);
void func_80AFB950(EnSi* this, PlayState* play);
void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play);
void Randomizer_GiveSkullReward(EnSi* this, PlayState* play);
s32 textId = 0xB4;
s32 giveItemId = ITEM_SKULL_TOKEN;
s32 getItemId;
GetItemEntry getItem;
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_NO_PUSH | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000090, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 20, 18, 2, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 D_80AFBADC = { 0, 0, 0, 0, MASS_IMMOVABLE };
const ActorInit En_Si_InitVars = {
ACTOR_EN_SI,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_ST,
sizeof(EnSi),
(ActorFunc)EnSi_Init,
(ActorFunc)EnSi_Destroy,
(ActorFunc)EnSi_Update,
(ActorFunc)EnSi_Draw,
NULL,
};
void EnSi_Init(Actor* thisx, PlayState* play) {
EnSi* this = (EnSi*)thisx;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &D_80AFBADC);
Actor_SetScale(&this->actor, 0.025f);
this->unk_19C = 0;
this->actionFunc = func_80AFB768;
this->actor.shape.yOffset = 42.0f;
}
void EnSi_Destroy(Actor* thisx, PlayState* play) {
EnSi* this = (EnSi*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
s32 func_80AFB748(EnSi* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
}
return 0;
}
void func_80AFB768(EnSi* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
this->actionFunc = func_80AFB89C;
} else {
Math_SmoothStepToF(&this->actor.scale.x, 0.25f, 0.4f, 1.0f, 0.0f);
Actor_SetScale(&this->actor, this->actor.scale.x);
this->actor.shape.rot.y += 0x400;
if (!Player_InCsMode(play)) {
func_80AFB748(this, play);
if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
if (gSaveContext.n64ddFlag) {
Randomizer_UpdateSkullReward(this, play);
} else {
Item_Give(play, giveItemId);
}
if ((!CVarGetInteger("gSkulltulaFreeze", 0) || giveItemId != ITEM_SKULL_TOKEN) &&
getItemId != RG_ICE_TRAP) {
player->actor.freezeTimer = 20;
}
if (getItemId == RG_ICE_TRAP && Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING) {
player->actor.freezeTimer = 10;
}
Message_StartTextbox(play, textId, NULL);
if (gSaveContext.n64ddFlag) {
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
Audio_PlayFanfare_Rando(getItem);
} else {
gSaveContext.pendingIceTrapCount++;
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
player->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
this->actionFunc = func_80AFB950;
} else {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
}
}
}
void func_80AFB89C(EnSi* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Math_SmoothStepToF(&this->actor.scale.x, 0.25f, 0.4f, 1.0f, 0.0f);
Actor_SetScale(&this->actor, this->actor.scale.x);
this->actor.shape.rot.y += 0x400;
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
if (gSaveContext.n64ddFlag) {
Randomizer_UpdateSkullReward(this, play);
} else {
Item_Give(play, giveItemId);
}
Message_StartTextbox(play, textId, NULL);
if (gSaveContext.n64ddFlag) {
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
Audio_PlayFanfare_Rando(getItem);
} else {
gSaveContext.pendingIceTrapCount++;
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
player->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
this->actionFunc = func_80AFB950;
}
}
void func_80AFB950(EnSi* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING &&
(!CVarGetInteger("gSkulltulaFreeze", 0) || getItemId == RG_ICE_TRAP || giveItemId != ITEM_SKULL_TOKEN)) {
player->actor.freezeTimer = 10;
} else {
SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
Actor_Kill(&this->actor);
}
}
void EnSi_Update(Actor* thisx, PlayState* play) {
EnSi* this = (EnSi*)thisx;
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, 16.0f);
}
void EnSi_Draw(Actor* thisx, PlayState* play) {
EnSi* this = (EnSi*)thisx;
if (this->actionFunc != func_80AFB950) {
func_8002ED80(&this->actor, play, 0);
func_8002EBCC(&this->actor, play, 0);
if (!gSaveContext.n64ddFlag) {
GetItem_Draw(play, GID_SKULL_TOKEN_2);
} else {
getItem = Randomizer_GetItemFromActor(this->actor.id, play->sceneNum, this->actor.params, GI_SKULL_TOKEN);
EnItem00_CustomItemsParticles(&this->actor, play, getItem);
if (getItem.itemId != ITEM_SKULL_TOKEN) {
f32 mtxScale = 1.5f;
Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
}
GetItemEntry_Draw(play, getItem);
}
}
}
void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play) {
Player* player = GET_PLAYER(play);
getItem = Randomizer_GetItemFromActor(this->actor.id, play->sceneNum, this->actor.params, GI_SKULL_TOKEN);
getItemId = getItem.getItemId;
if (getItemId == RG_ICE_TRAP) {
textId = 0xF8;
} else {
textId = getItem.textId;
giveItemId = getItem.itemId;
}
player->getItemEntry = getItem;
}
void Randomizer_GiveSkullReward(EnSi* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (getItem.modIndex == MOD_NONE) {
// RANDOTOD: Move this into Item_Give() or some other more central location
if (getItem.getItemId == GI_SWORD_BGS) {
gSaveContext.bgsFlag = true;
}
Item_Give(play, giveItemId);
} else if (getItem.modIndex == MOD_RANDOMIZER) {
Randomizer_Item_Give(play, getItem);
}
}