Shipwright/soh/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c

339 lines
11 KiB
C

/*
* File: z_bg_hidan_kowarerukabe.c
* Overlay: ovl_Bg_Hidan_Kowarerukabe
* Description: Fire Temple Bombable Walls and Floors
*/
#include "z_bg_hidan_kowarerukabe.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0
typedef enum {
/* 0 */ CRACKED_STONE_FLOOR,
/* 1 */ BOMBABLE_WALL,
/* 2 */ LARGE_BOMBABLE_WALL
} FireTempleBombableObjectsType;
void BgHidanKowarerukabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanKowarerukabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHidanKowarerukabe_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHidanKowarerukabe_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Bg_Hidan_Kowarerukabe_InitVars = {
ACTOR_BG_HIDAN_KOWARERUKABE,
ACTORCAT_BG,
FLAGS,
OBJECT_HIDAN_OBJECTS,
sizeof(BgHidanKowarerukabe),
(ActorFunc)BgHidanKowarerukabe_Init,
(ActorFunc)BgHidanKowarerukabe_Destroy,
(ActorFunc)BgHidanKowarerukabe_Update,
(ActorFunc)BgHidanKowarerukabe_Draw,
NULL,
};
static Gfx* sBreakableWallDLists[] = {
gFireTempleCrackedStoneFloorDL,
gFireTempleBombableWallDL,
gFireTempleLargeBombableWallDL,
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 0, { { 0, 0, 0 }, 100 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
void BgHidanKowarerukabe_InitDynaPoly(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
static CollisionHeader* collisionHeaders[] = {
&gFireTempleCrackedStoneFloorCol,
&gFireTempleBombableWallCol,
&gFireTempleLargeBombableWallCol,
};
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
if (collisionHeaders[this->dyna.actor.params & 0xFF] != NULL) {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(collisionHeaders[this->dyna.actor.params & 0xFF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
} else {
this->dyna.bgId = BGACTOR_NEG_ONE;
}
}
void BgHidanKowarerukabe_InitColliderSphere(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
static s16 sphereRadii[] = { 80, 45, 80 };
static s16 sphereYPositions[] = { 0, 500, 500 };
s32 pad;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems);
this->collider.elements[0].dim.modelSphere.radius = sphereRadii[this->dyna.actor.params & 0xFF];
this->collider.elements[0].dim.modelSphere.center.y = sphereYPositions[this->dyna.actor.params & 0xFF];
}
void BgHidanKowarerukabe_OffsetActorYPos(BgHidanKowarerukabe* this) {
static f32 actorYPosOffsets[] = { 0.7f, 0.0f, 0.0f };
this->dyna.actor.world.pos.y = actorYPosOffsets[this->dyna.actor.params & 0xFF] + this->dyna.actor.home.pos.y;
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void BgHidanKowarerukabe_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHidanKowarerukabe* this = (BgHidanKowarerukabe*)thisx;
BgHidanKowarerukabe_InitDynaPoly(this, globalCtx);
if (((this->dyna.actor.params & 0xFF) < CRACKED_STONE_FLOOR) ||
((this->dyna.actor.params & 0xFF) > LARGE_BOMBABLE_WALL)) {
// "Error: Fire Temple Breakable Walls. arg_data I can't determine the (%s %d)(arg_data 0x%04x)"
osSyncPrintf("Error : 炎の神殿 壊れる壁 の arg_data が判別出来ない(%s %d)(arg_data 0x%04x)\n",
__FILE__, __LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
return;
}
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F)) {
Actor_Kill(&this->dyna.actor);
return;
}
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
Actor_SetScale(&this->dyna.actor, 0.1f);
BgHidanKowarerukabe_InitColliderSphere(this, globalCtx);
BgHidanKowarerukabe_OffsetActorYPos(this);
// "(fire walls, floors, destroyed by bombs)(arg_data 0x%04x)"
osSyncPrintf("(hidan 爆弾で壊れる 壁 床)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
void BgHidanKowarerukabe_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgHidanKowarerukabe* this = (BgHidanKowarerukabe*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void BgHidanKowarerukabe_SpawnDust(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f pos;
pos = this->dyna.actor.world.pos;
pos.y += 10.0f;
func_80033480(globalCtx, &pos, 0.0f, 0, 600, 300, 1);
pos.x = ((Rand_ZeroOne() - 0.5f) * 80.0f) + this->dyna.actor.world.pos.x;
pos.y = (Rand_ZeroOne() * 100.0f) + this->dyna.actor.world.pos.y;
pos.z = ((Rand_ZeroOne() - 0.5f) * 80.0f) + this->dyna.actor.world.pos.z;
func_80033480(globalCtx, &pos, 100.0f, 4, 200, 250, 1);
}
void BgHidanKowarerukabe_FloorBreak(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
s32 i;
s32 j;
Vec3f velocity;
Vec3f pos;
s16 arg5;
Actor* thisx = &this->dyna.actor;
f32 sin = Math_SinS(thisx->shape.rot.y);
f32 cos = Math_CosS(thisx->shape.rot.y);
f32 tmp1;
f32 tmp2;
s16 arg9;
pos.y = thisx->world.pos.y + 10.0f;
for (i = 0; i < 5; i++) {
for (j = 0; j < 5; j++) {
tmp1 = 24 * (i - 2);
tmp2 = 24 * (j - 2);
pos.x = (tmp2 * sin) + (tmp1 * cos) + thisx->world.pos.x;
pos.z = (tmp2 * cos) - (tmp1 * sin) + thisx->world.pos.z;
tmp1 = 8.0f * Rand_ZeroOne() * (i - 2);
tmp2 = 8.0f * Rand_ZeroOne() * (j - 2);
velocity.x = (tmp2 * sin) + (tmp1 * cos);
velocity.y = 30.0f * Rand_ZeroOne();
velocity.z = (tmp2 * cos) - (tmp1 * sin);
arg9 = ((Rand_ZeroOne() - 0.5f) * 11.0f * 1.4f) + 11.0f;
arg5 = (((i == 0) || (i == 4)) && ((j == 0) || (j == 4))) ? 65 : 64;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &thisx->world.pos, -550, arg5, 15, 15, 0, arg9, 2, 16, 100,
KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_DANGEON_KEEP, gBrownFragmentDL);
}
}
}
void func_8088A67C(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
s32 i;
s32 j;
Vec3f velocity;
Vec3f pos;
s16 arg5;
Actor* thisx = &this->dyna.actor;
f32 sin = Math_SinS(thisx->shape.rot.y);
f32 cos = Math_CosS(thisx->shape.rot.y);
f32 tmp1;
f32 tmp2;
s16 arg9;
for (i = 0; i < 5; i++) {
pos.y = (20 * i) + thisx->world.pos.y;
for (j = 0; j < 5; j++) {
tmp1 = 16 * (j - 2);
pos.x = (tmp1 * cos) + thisx->world.pos.x;
pos.z = -(tmp1 * sin) + thisx->world.pos.z;
tmp1 = 3.0f * Rand_ZeroOne() * (j - 2);
tmp2 = 6.0f * Rand_ZeroOne();
velocity.x = (tmp2 * sin) + (tmp1 * cos);
velocity.y = 18.0f * Rand_ZeroOne();
velocity.z = (tmp2 * cos) - (tmp1 * sin);
arg9 = ((Rand_ZeroOne() - 0.5f) * 11.0f * 1.4f) + 11.0f;
arg5 = (arg9 >= 15) ? 32 : 64;
if (Rand_ZeroOne() < 5.0f) {
arg5 |= 1;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &thisx->world.pos, -540, arg5, 20, 20, 0, arg9, 2, 32, 100,
KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_DANGEON_KEEP, gBrownFragmentDL);
}
}
}
void BgHidanKowarerukabe_LargeWallBreak(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
s32 i;
s32 j;
Vec3f velocity;
Vec3f pos;
s16 arg5;
Actor* thisx = &this->dyna.actor;
f32 sin = Math_SinS(thisx->shape.rot.y);
f32 cos = Math_CosS(thisx->shape.rot.y);
f32 tmp1;
f32 tmp2;
s16 arg9;
for (i = 0; i < 5; i++) {
pos.y = (24 * i) + thisx->world.pos.y;
for (j = 0; j < 5; j++) {
tmp1 = 28 * (j - 2);
pos.x = (tmp1 * cos) + thisx->world.pos.x;
pos.z = -(tmp1 * sin) + thisx->world.pos.z;
tmp1 = 6.0f * Rand_ZeroOne() * (j - 2);
tmp2 = 6.0f * Rand_ZeroOne();
velocity.x = (tmp2 * sin) + (tmp1 * cos);
velocity.y = 34.0f * Rand_ZeroOne();
velocity.z = (tmp2 * cos) - (tmp1 * sin);
arg9 = ((Rand_ZeroOne() - 0.5f) * 14.0f * 1.6f) + 14.0f;
arg5 = (arg9 > 20) ? 32 : 64;
if (Rand_ZeroOne() < 5.0f) {
arg5 |= 1;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &thisx->world.pos, -650, arg5, 20, 20, 0, arg9, 2, 32, 100,
KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_DANGEON_KEEP, gBrownFragmentDL);
}
}
}
void BgHidanKowarerukabe_Break(BgHidanKowarerukabe* this, GlobalContext* globalCtx) {
switch (this->dyna.actor.params & 0xFF) {
case CRACKED_STONE_FLOOR:
BgHidanKowarerukabe_FloorBreak(this, globalCtx);
break;
case BOMBABLE_WALL:
func_8088A67C(this, globalCtx);
break;
case LARGE_BOMBABLE_WALL:
BgHidanKowarerukabe_LargeWallBreak(this, globalCtx);
break;
}
BgHidanKowarerukabe_SpawnDust(this, globalCtx);
}
void BgHidanKowarerukabe_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHidanKowarerukabe* this = (BgHidanKowarerukabe*)thisx;
s32 pad;
if (Actor_GetCollidedExplosive(globalCtx, &this->collider.base) != NULL) {
BgHidanKowarerukabe_Break(this, globalCtx);
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
if ((this->dyna.actor.params & 0xFF) == 0) {
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 40, NA_SE_EV_EXPLOSION);
} else {
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
}
func_80078884(NA_SE_SY_CORRECT_CHIME);
Actor_Kill(&this->dyna.actor);
return;
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
void BgHidanKowarerukabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHidanKowarerukabe* this = (BgHidanKowarerukabe*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sBreakableWallDLists[this->dyna.actor.params & 0xFF]);
Collider_UpdateSpheres(0, &this->collider);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}