Shipwright/soh/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c

218 lines
6.8 KiB
C

/*
* File: z_bg_hidan_firewall.c
* Overlay: ovl_Bg_Hidan_Firewall
* Description: Proximity Triggered Flame Wall
*/
#include "z_bg_hidan_firewall.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0
void BgHidanFirewall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFirewall_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFirewall_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFirewall_Draw(Actor* thisx, GlobalContext* globalCtx);
s32 BgHidanFirewall_CheckProximity(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_Wait(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_Countdown(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_Erupt(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_Collide(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, GlobalContext* globalCtx);
const ActorInit Bg_Hidan_Firewall_InitVars = {
ACTOR_BG_HIDAN_FIREWALL,
ACTORCAT_BG,
FLAGS,
OBJECT_HIDAN_OBJECTS,
sizeof(BgHidanFirewall),
(ActorFunc)BgHidanFirewall_Init,
(ActorFunc)BgHidanFirewall_Destroy,
(ActorFunc)BgHidanFirewall_Update,
NULL,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 30, 83, 0, { 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 1, 80, 100, MASS_IMMOVABLE };
void BgHidanFirewall_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHidanFirewall* this = (BgHidanFirewall*)thisx;
this->actor.scale.x = 0.12f;
this->actor.scale.z = 0.12f;
this->actor.scale.y = 0.01f;
this->unk_150 = 0;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->collider.dim.pos.y = this->actor.world.pos.y;
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
this->actionFunc = BgHidanFirewall_Wait;
}
void BgHidanFirewall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgHidanFirewall* this = (BgHidanFirewall*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
s32 BgHidanFirewall_CheckProximity(BgHidanFirewall* this, GlobalContext* globalCtx) {
Player* player;
Vec3f distance;
player = GET_PLAYER(globalCtx);
func_8002DBD0(&this->actor, &distance, &player->actor.world.pos);
if (fabsf(distance.x) < 100.0f && fabsf(distance.z) < 120.0f) {
return 1;
}
return 0;
}
void BgHidanFirewall_Wait(BgHidanFirewall* this, GlobalContext* globalCtx) {
if (BgHidanFirewall_CheckProximity(this, globalCtx) != 0) {
this->actor.draw = BgHidanFirewall_Draw;
this->actor.params = 5;
this->actionFunc = BgHidanFirewall_Countdown;
}
}
void BgHidanFirewall_Countdown(BgHidanFirewall* this, GlobalContext* globalCtx) {
if (this->actor.params != 0) {
this->actor.params--;
}
if (this->actor.params == 0) {
this->actionFunc = BgHidanFirewall_Erupt;
}
}
void BgHidanFirewall_Erupt(BgHidanFirewall* this, GlobalContext* globalCtx) {
if (BgHidanFirewall_CheckProximity(this, globalCtx) != 0) {
Math_StepToF(&this->actor.scale.y, 0.1f, 0.01f / 0.4f);
} else {
if (Math_StepToF(&this->actor.scale.y, 0.01f, 0.01f) != 0) {
this->actor.draw = NULL;
this->actionFunc = BgHidanFirewall_Wait;
} else {
this->actor.params = 0;
}
}
}
void BgHidanFirewall_Collide(BgHidanFirewall* this, GlobalContext* globalCtx) {
s16 phi_a3;
if (Actor_IsFacingPlayer(&this->actor, 0x4000)) {
phi_a3 = this->actor.shape.rot.y;
} else {
phi_a3 = this->actor.shape.rot.y + 0x8000;
}
func_8002F71C(globalCtx, &this->actor, 5.0f, phi_a3, 1.0f);
}
void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, GlobalContext* globalCtx) {
Player* player;
Vec3f sp30;
f32 temp_ret;
f32 sp28;
f32 phi_f0;
player = GET_PLAYER(globalCtx);
func_8002DBD0(&this->actor, &sp30, &player->actor.world.pos);
if (sp30.x < -70.0f) {
sp30.x = -70.0f;
} else {
if (70.0f < sp30.x) {
phi_f0 = 70.0f;
} else {
phi_f0 = sp30.x;
}
sp30.x = phi_f0;
}
if (this->actor.params == 0) {
if (0.0f < sp30.z) {
sp30.z = -25.0f;
this->actor.params = -1;
} else {
sp30.z = 25.0f;
this->actor.params = 1;
}
} else {
sp30.z = this->actor.params * 25.0f;
}
sp28 = Math_SinS(this->actor.shape.rot.y);
temp_ret = Math_CosS(this->actor.shape.rot.y);
this->collider.dim.pos.x = this->actor.world.pos.x + sp30.x * temp_ret + sp30.z * sp28;
this->collider.dim.pos.z = this->actor.world.pos.z - sp30.x * sp28 + sp30.z * temp_ret;
}
void BgHidanFirewall_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHidanFirewall* this = (BgHidanFirewall*)thisx;
s32 pad;
this->unk_150 = (this->unk_150 + 1) % 8;
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
BgHidanFirewall_Collide(this, globalCtx);
}
this->actionFunc(this, globalCtx);
if (this->actionFunc == BgHidanFirewall_Erupt) {
BgHidanFirewall_ColliderFollowPlayer(this, globalCtx);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
func_8002F974(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
}
}
static void* sFireballTexs[] = {
gFireTempleFireball0Tex, gFireTempleFireball1Tex, gFireTempleFireball2Tex, gFireTempleFireball3Tex,
gFireTempleFireball4Tex, gFireTempleFireball5Tex, gFireTempleFireball6Tex, gFireTempleFireball7Tex,
};
void BgHidanFirewall_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHidanFirewall* this = (BgHidanFirewall*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFireballTexs[this->unk_150]));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x01, 255, 255, 0, 150);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFireTempleFireballUpperHalfDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}