Shipwright/soh/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c

219 lines
7.1 KiB
C

/*
* File: z_bg_jya_haheniron
* Overlay: ovl_Bg_Jya_Haheniron
* Description: Chunks of Iron Knucle Chair and Pillar
*/
#include "z_bg_jya_haheniron.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_iron/object_jya_iron.h"
#define FLAGS ACTOR_FLAG_4
void BgJyaHaheniron_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaHaheniron_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgJyaHaheniron_Update(Actor* thisx, GlobalContext* globalCtx);
void BgJyaHaheniron_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgJyaHaheniron_SetupChairCrumble(BgJyaHaheniron* this);
void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* this, GlobalContext* globalCtx);
void BgJyaHaheniron_SetupPillarCrumble(BgJyaHaheniron* this);
void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, GlobalContext* globalCtx);
void BgJyaHaheniron_SetupRubbleCollide(BgJyaHaheniron* this);
void BgJyaHaheniron_RubbleCollide(BgJyaHaheniron* this, GlobalContext* globalCtx);
const ActorInit Bg_Jya_Haheniron_InitVars = {
ACTOR_BG_JYA_HAHENIRON,
ACTORCAT_PROP,
FLAGS,
OBJECT_JYA_IRON,
sizeof(BgJyaHaheniron),
(ActorFunc)BgJyaHaheniron_Init,
(ActorFunc)BgJyaHaheniron_Destroy,
(ActorFunc)BgJyaHaheniron_Update,
(ActorFunc)BgJyaHaheniron_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ 0, { { 0, 0, 0 }, 10 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON,
OC1_NONE,
OC2_NONE,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static s16 sKakeraScales[] = { 5, 8, 11, 14, 17 };
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(minVelocityY, -15000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
static f32 D_80898794[] = { 0.13f, 0.1f, 0.1f };
static Vec3f D_808987A0[] = { 0.0f, 14.0f, 0.0f };
static Vec3f D_808987AC[] = { 0.0f, 8.0f, 0.0f };
void BgJyaHaheniron_ColliderInit(BgJyaHaheniron* this, GlobalContext* globalCtx) {
s32 pad;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
}
void BgJyaHaheniron_SpawnFragments(GlobalContext* globalCtx, Vec3f* vec1, Vec3f* vec2) {
Vec3f vel;
Vec3f pos;
s16 arg5;
s32 angle;
s32 i;
f32 rand1;
for (angle = 0, i = 0; i < ARRAY_COUNT(sKakeraScales); i++) {
rand1 = Rand_ZeroOne() * 10.0f;
vel.x = (Math_SinS(angle) * rand1) + vec2->x;
vel.y = (Rand_ZeroOne() * 10.0f) + vec2->y;
vel.z = (Math_CosS(angle) * rand1) + vec2->z;
rand1 = Rand_ZeroOne();
if (rand1 < 0.2f) {
arg5 = 96;
} else if (rand1 < 0.8f) {
arg5 = 64;
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(globalCtx, vec1, &vel, vec1, -350, arg5, 40, 4, 0, sKakeraScales[i], 0, 20, 40,
KAKERA_COLOR_NONE, OBJECT_JYA_IRON, gObjectJyaIronDL_000880);
angle += 0x3333;
}
pos.x = vec1->x + (vec2->x * 5.0f);
pos.y = vec1->y + (vec2->y * 5.0f);
pos.z = vec1->z + (vec2->z * 5.0f);
func_80033480(globalCtx, &pos, 100.0f, 4, 100, 160, 1);
}
void BgJyaHaheniron_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgJyaHaheniron* this = (BgJyaHaheniron*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
Actor_SetScale(&this->actor, D_80898794[this->actor.params]);
if (this->actor.params == 0) {
BgJyaHaheniron_ColliderInit(this, globalCtx);
this->actor.shape.rot.z = (Rand_ZeroOne() * 65535.0f);
BgJyaHaheniron_SetupChairCrumble(this);
} else if (this->actor.params == 1) {
BgJyaHaheniron_SetupPillarCrumble(this);
} else if (this->actor.params == 2) {
BgJyaHaheniron_SetupRubbleCollide(this);
}
}
void BgJyaHaheniron_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgJyaHaheniron* this = (BgJyaHaheniron*)thisx;
if (this->actor.params == 0) {
Collider_DestroyJntSph(globalCtx, &this->collider);
}
}
void BgJyaHaheniron_SetupChairCrumble(BgJyaHaheniron* this) {
this->actionFunc = BgJyaHaheniron_ChairCrumble;
}
void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* this, GlobalContext* globalCtx) {
Vec3f vec;
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 8.0f, 0.0f, 0x85);
if ((this->actor.bgCheckFlags & 9) || ((this->collider.base.atFlags & AT_HIT) && (this->collider.base.at != NULL) &&
(this->collider.base.at->category == ACTORCAT_PLAYER))) {
vec.x = -Rand_ZeroOne() * this->actor.velocity.x;
vec.y = -Rand_ZeroOne() * this->actor.velocity.y;
vec.z = -Rand_ZeroOne() * this->actor.velocity.z;
BgJyaHaheniron_SpawnFragments(globalCtx, &this->actor.world.pos, &vec);
Actor_Kill(&this->actor);
} else if (this->timer > 60) {
Actor_Kill(&this->actor);
} else {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
this->actor.shape.rot.y += 0x4B0;
this->actor.shape.rot.x += 0xFA0;
}
void BgJyaHaheniron_SetupPillarCrumble(BgJyaHaheniron* this) {
this->actionFunc = BgJyaHaheniron_PillarCrumble;
}
void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, GlobalContext* globalCtx) {
if (this->timer >= 8) {
Actor_MoveForward(&this->actor);
} else if (this->timer >= 17) {
BgJyaHaheniron_SpawnFragments(globalCtx, &this->actor.world.pos, D_808987A0);
Actor_Kill(&this->actor);
}
this->actor.shape.rot.y += 0x258;
this->actor.shape.rot.x += 0x3E8;
}
void BgJyaHaheniron_SetupRubbleCollide(BgJyaHaheniron* this) {
this->actionFunc = BgJyaHaheniron_RubbleCollide;
}
void BgJyaHaheniron_RubbleCollide(BgJyaHaheniron* this, GlobalContext* globalCtx) {
if (this->timer >= 17) {
BgJyaHaheniron_SpawnFragments(globalCtx, &this->actor.world.pos, D_808987AC);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 80, NA_SE_EN_IRONNACK_BREAK_PILLAR2);
Actor_Kill(&this->actor);
}
}
void BgJyaHaheniron_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgJyaHaheniron* this = (BgJyaHaheniron*)thisx;
this->timer++;
this->actionFunc(this, globalCtx);
}
void BgJyaHaheniron_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Gfx* dLists[] = {
gObjectJyaIronDL_000880,
gObjectJyaIronDL_000AE0,
gObjectJyaIronDL_000600,
};
s32 pad;
BgJyaHaheniron* this = (BgJyaHaheniron*)thisx;
if (this->actor.params == 0) {
Collider_UpdateSpheres(0, &this->collider);
}
Gfx_DrawDListOpa(globalCtx, dLists[this->actor.params]);
}