Shipwright/soh/src/overlays/actors/ovl_Item_Shield/z_item_shield.c

231 lines
7.4 KiB
C

/*
* File: z_item_shield.c
* Overlay: ovl_Item_Shield
* Description: Deku Shield
*/
#include "vt.h"
#include "z_item_shield.h"
#include "objects/object_link_child/object_link_child.h"
#define FLAGS ACTOR_FLAG_4
void ItemShield_Init(Actor* thisx, GlobalContext* globalCtx);
void ItemShield_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ItemShield_Update(Actor* thisx, GlobalContext* globalCtx);
void ItemShield_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80B86F68(ItemShield* this, GlobalContext* globalCtx);
void func_80B86BC8(ItemShield* this, GlobalContext* globalCtx);
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000004, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 15, 15, 0, { 0, 0, 0 } },
};
const ActorInit Item_Shield_InitVars = {
ACTOR_ITEM_SHIELD,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_LINK_CHILD,
sizeof(ItemShield),
(ActorFunc)ItemShield_Init,
(ActorFunc)ItemShield_Destroy,
(ActorFunc)ItemShield_Update,
(ActorFunc)ItemShield_Draw,
NULL,
};
static Color_RGBA8 unused = { 255, 255, 0, 255 };
static Color_RGBA8 unused2 = { 255, 0, 0, 255 };
void ItemShield_SetupAction(ItemShield* this, ItemShieldActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void ItemShield_Init(Actor* thisx, GlobalContext* globalCtx) {
ItemShield* this = (ItemShield*)thisx;
s32 i;
this->timer = 0;
this->unk_19C = 0;
switch (this->actor.params) {
case 0:
ActorShape_Init(&this->actor.shape, 1400.0f, NULL, 0.0f);
this->actor.shape.rot.x = 0x4000;
ItemShield_SetupAction(this, func_80B86BC8);
break;
case 1:
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
ItemShield_SetupAction(this, func_80B86F68);
this->unk_19C |= 2;
for (i = 0; i < 8; i++) {
this->unk_19E[i] = 1 + 2 * i;
this->unk_1A8[i].x = Rand_CenteredFloat(10.0f);
this->unk_1A8[i].y = Rand_CenteredFloat(10.0f);
this->unk_1A8[i].z = Rand_CenteredFloat(10.0f);
}
break;
}
Actor_SetScale(&this->actor, 0.01f);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
osSyncPrintf(VT_FGCOL(GREEN) "Item_Shild %d \n" VT_RST, this->actor.params);
}
void ItemShield_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ItemShield* this = (ItemShield*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80B86AC8(ItemShield* this, GlobalContext* globalCtx) {
Actor_MoveForward(&this->actor);
if (Actor_HasParent(&this->actor, globalCtx)) {
Actor_Kill(&this->actor);
return;
}
func_8002F434(&this->actor, globalCtx, GI_SHIELD_DEKU, 30.0f, 50.0f);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
if (this->actor.bgCheckFlags & 1) {
this->timer--;
if (this->timer < 60) {
if (this->timer & 1) {
this->unk_19C |= 2;
} else {
this->unk_19C &= ~2;
}
}
if (this->timer == 0) {
Actor_Kill(&this->actor);
}
}
}
void func_80B86BC8(ItemShield* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
Actor_Kill(&this->actor);
return;
}
func_8002F434(&this->actor, globalCtx, GI_SHIELD_DEKU, 30.0f, 50.0f);
if (this->collider.base.acFlags & AC_HIT) {
ItemShield_SetupAction(this, func_80B86AC8);
this->actor.velocity.y = 4.0f;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -0.8f;
this->actor.speedXZ = 0.0f;
this->timer = 160;
} else {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void func_80B86CA8(ItemShield* this, GlobalContext* globalCtx) {
static Vec3f D_80B871F4 = { 0.0f, 0.0f, 0.0f };
static f32 D_80B87200[] = { 0.3f, 0.6f, 0.9f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.85f, 0.7f, 0.55f, 0.4f, 0.25f, 0.1f, 0.0f };
static f32 D_80B87240[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.8f,
0.6f, 0.4f, 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
s32 i;
s32 temp;
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
this->actor.shape.yOffset = ABS(Math_SinS(this->actor.shape.rot.x)) * 1500.0f;
for (i = 0; i < 8; i++) {
temp = 15 - this->unk_19E[i];
D_80B871F4.x = this->unk_1A8[i].x;
D_80B871F4.y = this->unk_1A8[i].y + (this->actor.shape.yOffset * 0.01f) + (D_80B87200[temp] * -10.0f * 0.2f);
D_80B871F4.z = this->unk_1A8[i].z;
EffectSsFireTail_SpawnFlame(globalCtx, &this->actor, &D_80B871F4, D_80B87200[temp] * 0.2f, -1,
D_80B87240[temp]);
if (this->unk_19E[i] != 0) {
this->unk_19E[i]--;
} else if (this->timer > 16) {
this->unk_19E[i] = 15;
this->unk_1A8[i].x = Rand_CenteredFloat(15.0f);
this->unk_1A8[i].y = Rand_CenteredFloat(10.0f);
this->unk_1A8[i].z = Rand_CenteredFloat(15.0f);
}
}
if (this->actor.bgCheckFlags & 1) {
this->unk_198 -= this->actor.shape.rot.x >> 1;
this->unk_198 -= this->unk_198 >> 2;
this->actor.shape.rot.x += this->unk_198;
if ((this->timer >= 8) && (this->timer < 24)) {
Actor_SetScale(&this->actor, (this->timer - 8) * 0.000625f);
}
if (this->timer != 0) {
this->timer--;
} else {
Actor_Kill(&this->actor);
}
}
}
void func_80B86F68(ItemShield* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
MtxF* shield = &player->shieldMf;
this->actor.world.pos.x = shield->xw;
this->actor.world.pos.y = shield->yw;
this->actor.world.pos.z = shield->zw;
this->unk_19C &= ~2;
this->actor.shape.rot.y = Math_Atan2S(-shield->zz, -shield->xz);
this->actor.shape.rot.x = Math_Atan2S(-shield->yz, sqrtf(shield->zz * shield->zz + shield->xz * shield->xz));
if (ABS(this->actor.shape.rot.x) > 0x4000) {
this->unk_19C |= 1;
}
ItemShield_SetupAction(this, func_80B86CA8);
this->actor.velocity.y = 4.0;
this->actor.minVelocityY = -4.0;
this->actor.gravity = -0.8;
this->unk_198 = 0;
this->timer = 70;
this->actor.speedXZ = 0;
}
void ItemShield_Update(Actor* thisx, GlobalContext* globalCtx) {
ItemShield* this = (ItemShield*)thisx;
this->actionFunc(this, globalCtx);
}
void ItemShield_Draw(Actor* thisx, GlobalContext* globalCtx) {
ItemShield* this = (ItemShield*)thisx;
if (!(this->unk_19C & 2)) {
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++, SEGMENTED_TO_VIRTUAL(gLinkChildDekuShieldDL));
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}