Shipwright/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c

201 lines
6.7 KiB
C

/*
* File: z_shot_sun.c
* Overlay: ovl_Shot_Sun
* Description: Lake Hylia Sun hitbox and Song of Storms Fairy spawner
*/
#include "z_shot_sun.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "scenes/overworld/spot06/spot06_scene.h"
#include "vt.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
void ShotSun_Init(Actor* thisx, GlobalContext* globalCtx);
void ShotSun_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ShotSun_Update(Actor* thisx, GlobalContext* globalCtx);
void ShotSun_SpawnFairy(ShotSun* this, GlobalContext* globalCtx);
void ShotSun_TriggerFairy(ShotSun* this, GlobalContext* globalCtx);
void func_80BADF0C(ShotSun* this, GlobalContext* globalCtx);
void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx);
const ActorInit Shot_Sun_InitVars = {
ACTOR_SHOT_SUN,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(ShotSun),
(ActorFunc)ShotSun_Init,
(ActorFunc)ShotSun_Destroy,
(ActorFunc)ShotSun_Update,
NULL,
NULL,
};
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 },
{ 0x00000020, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 30, 60, 0, { 0, 0, 0 } },
};
void ShotSun_Init(Actor* thisx, GlobalContext* globalCtx) {
ShotSun* this = (ShotSun*)thisx;
s32 params;
// "Ocarina secret occurrence"
osSyncPrintf("%d ---- オカリナの秘密発生!!!!!!!!!!!!!\n", this->actor.params);
params = this->actor.params & 0xFF;
if (params == 0x40 || params == 0x41) {
this->unk_1A4 = 0;
this->actor.flags |= ACTOR_FLAG_4;
this->actor.flags |= ACTOR_FLAG_25;
this->actionFunc = func_80BADF0C;
this->actor.flags |= ACTOR_FLAG_27;
} else {
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actionFunc = ShotSun_UpdateHyliaSun;
this->actor.flags &= ~ACTOR_FLAG_0;
}
}
void ShotSun_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ShotSun* this = (ShotSun*)thisx;
s32 params = this->actor.params & 0xFF;
if (params != 0x40 && params != 0x41) {
Collider_DestroyCylinder(globalCtx, &this->collider);
}
}
void ShotSun_SpawnFairy(ShotSun* this, GlobalContext* globalCtx) {
s32 params = this->actor.params & 0xFF;
s32 fairyType;
if (this->timer > 0) {
this->timer--;
} else {
switch (params) {
case 0x40:
fairyType = FAIRY_HEAL_BIG;
break;
case 0x41:
fairyType = FAIRY_HEAL_BIG;
break;
}
//! @bug fairyType may be uninitialized
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.home.pos.x, this->actor.home.pos.y,
this->actor.home.pos.z, 0, 0, 0, fairyType);
Actor_Kill(&this->actor);
}
}
void ShotSun_TriggerFairy(ShotSun* this, GlobalContext* globalCtx) {
if ((func_8005B198() == this->actor.category) || (this->timer != 0)) {
this->actionFunc = ShotSun_SpawnFairy;
this->timer = 50;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DEMO_KANKYO, this->actor.home.pos.x, this->actor.home.pos.y,
this->actor.home.pos.z, 0, 0, 0, 0x11);
func_80078914(&this->actor.projectedPos, NA_SE_EV_TRE_BOX_APPEAR);
}
}
void func_80BADF0C(ShotSun* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s32 params = this->actor.params & 0xFF;
if (Math3D_Vec3fDistSq(&this->actor.world.pos, &player->actor.world.pos) > 22500.0f) {
this->unk_1A4 = 0;
} else {
if (this->unk_1A4 == 0) {
if (!(player->stateFlags2 & 0x1000000)) {
player->stateFlags2 |= 0x800000;
return;
} else {
this->unk_1A4 = 1;
}
}
if (this->unk_1A4 == 1) {
func_8010BD58(globalCtx, OCARINA_ACTION_FREE_PLAY);
this->unk_1A4 = 2;
} else if (this->unk_1A4 == 2 && globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_04) {
if ((params == 0x40 && globalCtx->msgCtx.lastPlayedSong == OCARINA_SONG_SUNS) ||
(params == 0x41 && globalCtx->msgCtx.lastPlayedSong == OCARINA_SONG_STORMS)) {
this->actionFunc = ShotSun_TriggerFairy;
OnePointCutscene_Attention(globalCtx, &this->actor);
this->timer = 0;
} else {
this->unk_1A4 = 0;
}
this->unk_1A4 = 0;
}
}
}
void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx) {
Vec3s cylinderPos;
Player* player = GET_PLAYER(globalCtx);
EnItem00* collectible;
s32 pad;
Vec3f spawnPos;
if (this->collider.base.acFlags & AC_HIT) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST);
if ((INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_NONE && !gSaveContext.n64ddFlag) ||
!Flags_GetTreasure(globalCtx, 0x1F)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_ETCETERA, 700.0f, -800.0f, 7261.0f, 0, 0, 0, 7);
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gLakeHyliaFireArrowsCS);
gSaveContext.cutsceneTrigger = 1;
} else {
spawnPos.x = 700.0f;
spawnPos.y = -800.0f;
spawnPos.z = 7261.0f;
collectible = Item_DropCollectible(globalCtx, &spawnPos, ITEM00_MAGIC_LARGE);
if (collectible != NULL) {
collectible->unk_15A = 6000;
collectible->actor.speedXZ = 0.0f;
}
}
Actor_Kill(&this->actor);
} else {
if (!(this->actor.xzDistToPlayer > 120.0f) && gSaveContext.dayTime >= 0x4555 && gSaveContext.dayTime < 0x5000) {
cylinderPos.x = player->bodyPartsPos[7].x + globalCtx->envCtx.sunPos.x * (1.0f / 6.0f);
cylinderPos.y = player->bodyPartsPos[7].y - 30.0f + globalCtx->envCtx.sunPos.y * (1.0f / 6.0f);
cylinderPos.z = player->bodyPartsPos[7].z + globalCtx->envCtx.sunPos.z * (1.0f / 6.0f);
this->hitboxPos = cylinderPos;
Collider_SetCylinderPosition(&this->collider, &cylinderPos);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
void ShotSun_Update(Actor* thisx, GlobalContext* globalCtx) {
ShotSun* this = (ShotSun*)thisx;
this->actionFunc(this, globalCtx);
}