309 lines
11 KiB
C
309 lines
11 KiB
C
/*
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* File: z_bg_haka_sgami.c
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* Overlay: ovl_Bg_Haka_Sgami
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* Description: Spinning Scythe Trap
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*/
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#include "z_bg_haka_sgami.h"
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#include "objects/object_haka_objects/object_haka_objects.h"
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#include "objects/object_ice_objects/object_ice_objects.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
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typedef enum {
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/* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE,
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/* 1 */ SCYTHE_TRAP_SHADOW_TEMPLE_INVISIBLE,
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/* 2 */ SCYTHE_TRAP_ICE_CAVERN
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} SpinningScytheTrapMode;
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#define SCYTHE_SPIN_TIME 32
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void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaSgami_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaSgami_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaSgami_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx);
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void BgHakaSgami_Spin(BgHakaSgami* this, GlobalContext* globalCtx);
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const ActorInit Bg_Haka_Sgami_InitVars = {
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ACTOR_BG_HAKA_SGAMI,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(BgHakaSgami),
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(ActorFunc)BgHakaSgami_Init,
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(ActorFunc)BgHakaSgami_Destroy,
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(ActorFunc)BgHakaSgami_Update,
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NULL,
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NULL,
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};
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static ColliderTrisElementInit sTrisElementsInit[4] = {
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{
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{
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ELEMTYPE_UNK2,
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{ 0x20000000, 0x00, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 365.0f, 45.0f, 27.0f }, { 130.0f, 45.0f, 150.0f }, { 290.0f, 45.0f, 145.0f } } },
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},
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{
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{
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ELEMTYPE_UNK2,
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{ 0x20000000, 0x00, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 250.0f, 45.0f, 90.0f }, { 50.0f, 45.0f, 80.0f }, { 160.0f, 45.0f, 160.0f } } },
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},
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{
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{
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ELEMTYPE_UNK2,
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{ 0x20000000, 0x00, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { -305.0f, 33.0f, -7.0f }, { -220.0f, 33.0f, 40.0f }, { -130.0f, 33.0f, -5.0f } } },
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},
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{
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{
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ELEMTYPE_UNK2,
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{ 0x20000000, 0x00, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { -190.0f, 33.0f, 40.0f }, { -30.0f, 33.0f, 15.0f }, { -70.0f, 33.0f, -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_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_TYPE_2,
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COLSHAPE_TRIS,
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},
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4,
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sTrisElementsInit,
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};
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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_NONE,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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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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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 80, 130, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 80, 130, MASS_IMMOVABLE };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, 4, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
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static u8 sP1StartColor[] = { 250, 250, 250, 200 };
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static u8 sP2StartColor[] = { 200, 200, 200, 130 };
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static u8 sP1EndColor[] = { 200, 200, 200, 60 };
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static u8 sP2EndColor[] = { 150, 150, 150, 20 };
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BgHakaSgami* this = (BgHakaSgami*)thisx;
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EffectBlureInit1 blureInit;
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s32 i;
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ColliderTris* colliderScythe = &this->colliderScythe;
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Actor_ProcessInitChain(thisx, sInitChain);
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this->unk_151 = thisx->params & 0xFF;
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thisx->params = (thisx->params >> 8) & 0xFF;
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if (this->unk_151 != 0) {
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thisx->flags |= ACTOR_FLAG_7;
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}
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Collider_InitTris(globalCtx, colliderScythe);
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Collider_SetTris(globalCtx, colliderScythe, thisx, &sTrisInit, this->colliderScytheItems);
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Collider_InitCylinder(globalCtx, &this->colliderScytheCenter);
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Collider_SetCylinder(globalCtx, &this->colliderScytheCenter, thisx, &sCylinderInit);
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this->colliderScytheCenter.dim.pos.x = thisx->world.pos.x;
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this->colliderScytheCenter.dim.pos.y = thisx->world.pos.y;
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this->colliderScytheCenter.dim.pos.z = thisx->world.pos.z;
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CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
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for (i = 0; i < 4; i++) {
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blureInit.p1StartColor[i] = sP1StartColor[i];
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blureInit.p2StartColor[i] = sP2StartColor[i];
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blureInit.p1EndColor[i] = sP1EndColor[i];
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blureInit.p2EndColor[i] = sP2EndColor[i];
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}
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blureInit.elemDuration = 10;
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blureInit.unkFlag = false;
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blureInit.calcMode = 2;
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Effect_Add(globalCtx, &this->blureEffectIndex[0], EFFECT_BLURE1, 0, 0, &blureInit);
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Effect_Add(globalCtx, &this->blureEffectIndex[1], EFFECT_BLURE1, 0, 0, &blureInit);
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if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
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this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKA_OBJECTS);
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thisx->flags &= ~ACTOR_FLAG_0;
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} else {
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this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_ICE_OBJECTS);
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this->colliderScytheCenter.dim.radius = 30;
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this->colliderScytheCenter.dim.height = 70;
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Actor_SetFocus(thisx, 40.0f);
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}
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if (this->requiredObjBankIndex < 0) {
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Actor_Kill(thisx);
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return;
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}
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this->actionFunc = BgHakaSgami_SetupSpin;
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}
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void BgHakaSgami_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaSgami* this = (BgHakaSgami*)thisx;
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Effect_Delete(globalCtx, this->blureEffectIndex[0]);
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Effect_Delete(globalCtx, this->blureEffectIndex[1]);
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Collider_DestroyTris(globalCtx, &this->colliderScythe);
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Collider_DestroyCylinder(globalCtx, &this->colliderScytheCenter);
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}
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void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx) {
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if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
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this->actor.objBankIndex = this->requiredObjBankIndex;
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this->actor.draw = BgHakaSgami_Draw;
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this->timer = SCYTHE_SPIN_TIME;
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this->actor.flags &= ~ACTOR_FLAG_4;
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this->actionFunc = BgHakaSgami_Spin;
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}
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}
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void BgHakaSgami_Spin(BgHakaSgami* this, GlobalContext* globalCtx) {
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static Vec3f blureEffectVertices2[] = {
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{ -20.0f, 50.0f, 130.0f },
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{ -50.0f, 33.0f, 20.0f },
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};
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static Vec3f blureEffectVertices1[] = {
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{ 380.0f, 50.0f, 50.0f },
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{ 310.0f, 33.0f, 0.0f },
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};
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s32 i;
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s32 j;
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Vec3f scytheVertices[3];
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f32 actorRotYSin;
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f32 actorRotYCos;
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s32 iterateCount;
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ColliderTrisElementInit* elementInit;
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if (this->timer != 0) {
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this->timer--;
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}
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this->actor.shape.rot.y += ((s16)(512.0f * sinf(this->timer * (M_PI / 16.0f))) + 0x400) >> 1;
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if (this->timer == 0) {
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this->timer = SCYTHE_SPIN_TIME;
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}
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actorRotYSin = Math_SinS(this->actor.shape.rot.y);
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actorRotYCos = Math_CosS(this->actor.shape.rot.y);
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iterateCount = (this->actor.params != 0) ? 4 : 2;
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for (i = iterateCount - 2; i < iterateCount; i++) {
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elementInit = &sTrisInit.elements[i];
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for (j = 0; j < 3; j++) {
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scytheVertices[j].x = this->actor.world.pos.x + elementInit->dim.vtx[j].z * actorRotYSin +
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elementInit->dim.vtx[j].x * actorRotYCos;
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scytheVertices[j].y = this->actor.world.pos.y + elementInit->dim.vtx[j].y;
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scytheVertices[j].z = this->actor.world.pos.z + elementInit->dim.vtx[j].z * actorRotYCos -
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elementInit->dim.vtx[j].x * actorRotYSin;
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}
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Collider_SetTrisVertices(&this->colliderScythe, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]);
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for (j = 0; j < 3; j++) {
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scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x;
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scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z;
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}
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Collider_SetTrisVertices(&this->colliderScythe, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1],
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&scytheVertices[2]);
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}
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if ((this->unk_151 == 0) || (globalCtx->actorCtx.unk_03 != 0)) {
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scytheVertices[0].x = this->actor.world.pos.x + blureEffectVertices1[this->actor.params].z * actorRotYSin +
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blureEffectVertices1[this->actor.params].x * actorRotYCos;
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scytheVertices[0].y = this->actor.world.pos.y + blureEffectVertices1[this->actor.params].y;
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scytheVertices[0].z = this->actor.world.pos.z + blureEffectVertices1[this->actor.params].z * actorRotYCos -
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blureEffectVertices1[this->actor.params].x * actorRotYSin;
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scytheVertices[1].x = this->actor.world.pos.x + blureEffectVertices2[this->actor.params].z * actorRotYSin +
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blureEffectVertices2[this->actor.params].x * actorRotYCos;
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scytheVertices[1].y = this->actor.world.pos.y + blureEffectVertices2[this->actor.params].y;
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scytheVertices[1].z = this->actor.world.pos.z + blureEffectVertices2[this->actor.params].z * actorRotYCos -
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blureEffectVertices2[this->actor.params].x * actorRotYSin;
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EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[0]), &scytheVertices[0], &scytheVertices[1]);
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for (j = 0; j < 2; j++) {
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scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x;
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scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z;
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}
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EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[1]), &scytheVertices[0], &scytheVertices[1]);
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}
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderScythe.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderScytheCenter.base);
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func_8002F974(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
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}
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void BgHakaSgami_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaSgami* this = (BgHakaSgami*)thisx;
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Player* player = GET_PLAYER(globalCtx);
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if (!(player->stateFlags1 & 0x300000C0) || (this->actionFunc == BgHakaSgami_SetupSpin)) {
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this->actionFunc(this, globalCtx);
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}
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}
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void BgHakaSgami_Draw(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaSgami* this = (BgHakaSgami*)thisx;
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if (this->unk_151 != 0) {
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Gfx_DrawDListXlu(globalCtx, object_haka_objects_DL_00BF20);
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} else if (this->actor.params == SCYTHE_TRAP_SHADOW_TEMPLE) {
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Gfx_DrawDListOpa(globalCtx, object_haka_objects_DL_00BF20);
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} else {
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Gfx_DrawDListOpa(globalCtx, object_ice_objects_DL_0021F0);
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}
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}
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