Shipwright/soh/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.c

192 lines
6.3 KiB
C

/*
* File: z_bg_po_syokudai.c
* Overlay: ovl_Bg_Po_Syokudai
* Description: Golden Torch Stand (Poe Sisters)
*/
#include "z_bg_po_syokudai.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_syokudai/object_syokudai.h"
#define FLAGS 0
typedef enum {
POE_FLAME_PURPLE, // Meg
POE_FLAME_RED, // Joelle
POE_FLAME_BLUE, // Beth
POE_FLAME_GREEN // Amy
} PoeFlameColor;
#define POE_TORCH_FLAG 0x1C
void BgPoSyokudai_Init(Actor* thisx, GlobalContext* globalCtx);
void BgPoSyokudai_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgPoSyokudai_Update(Actor* thisx, GlobalContext* globalCtx);
void BgPoSyokudai_Draw(Actor* thisx, GlobalContext* globalCtx);
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 12, 60, 0, { 0, 0, 0 } },
};
static Color_RGBA8 sPrimColors[] = {
{ 255, 170, 255, 255 },
{ 255, 200, 0, 255 },
{ 0, 170, 255, 255 },
{ 170, 255, 0, 255 },
};
static Color_RGBA8 sEnvColors[] = {
{ 100, 0, 255, 255 },
{ 255, 0, 0, 255 },
{ 0, 0, 255, 255 },
{ 0, 150, 0, 255 },
};
const ActorInit Bg_Po_Syokudai_InitVars = {
ACTOR_BG_PO_SYOKUDAI,
ACTORCAT_PROP,
FLAGS,
OBJECT_SYOKUDAI,
sizeof(BgPoSyokudai),
(ActorFunc)BgPoSyokudai_Init,
(ActorFunc)BgPoSyokudai_Destroy,
(ActorFunc)BgPoSyokudai_Update,
(ActorFunc)BgPoSyokudai_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
};
void BgPoSyokudai_Init(Actor* thisx, GlobalContext* globalCtx) {
BgPoSyokudai* this = (BgPoSyokudai*)thisx;
s32 pad;
Actor_ProcessInitChain(thisx, sInitChain);
this->flameColor = (thisx->params >> 8) & 0xFF;
thisx->params &= 0x3F;
thisx->colChkInfo.mass = MASS_IMMOVABLE;
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
Lights_PointGlowSetInfo(&this->lightInfo, thisx->world.pos.x, (s16)thisx->world.pos.y + 65, thisx->world.pos.z, 0,
0, 0, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
this->collider.dim.pos.x = thisx->world.pos.x;
this->collider.dim.pos.y = thisx->world.pos.y;
this->collider.dim.pos.z = thisx->world.pos.z;
if (this->flameColor == POE_FLAME_PURPLE && Flags_GetSwitch(globalCtx, POE_TORCH_FLAG + POE_FLAME_GREEN) &&
Flags_GetSwitch(globalCtx, POE_TORCH_FLAG + POE_FLAME_BLUE) &&
Flags_GetSwitch(globalCtx, POE_TORCH_FLAG + POE_FLAME_RED) && !Flags_GetSwitch(globalCtx, thisx->params)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, 119.0f, 225.0f, -1566.0f, 0, 0, 0,
thisx->params);
globalCtx->envCtx.unk_BF = 0x4;
} else if (!Flags_GetSwitch(globalCtx, POE_TORCH_FLAG + POE_FLAME_PURPLE) && !Flags_GetSwitch(globalCtx, 0x1B)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
thisx->world.pos.y + 52.0f, thisx->world.pos.z, 0, 0, 0,
(this->flameColor << 8) + thisx->params + 0x1000);
} else if (!Flags_GetSwitch(globalCtx, thisx->params)) {
if (globalCtx->envCtx.unk_BF == 0xFF) {
globalCtx->envCtx.unk_BF = 4;
}
}
this->flameTextureScroll = (s16)(Rand_ZeroOne() * 20.0f);
}
void BgPoSyokudai_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgPoSyokudai* this = (BgPoSyokudai*)thisx;
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode);
Collider_DestroyCylinder(globalCtx, &this->collider);
if (globalCtx->envCtx.unk_BF != 0xFF) {
globalCtx->envCtx.unk_BF = 0xFF;
}
}
void BgPoSyokudai_Update(Actor* thisx, GlobalContext* globalCtx) {
BgPoSyokudai* this = (BgPoSyokudai*)thisx;
s32 pad;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (Flags_GetSwitch(globalCtx, this->actor.params)) {
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
}
this->flameTextureScroll++;
}
void BgPoSyokudai_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgPoSyokudai* this = (BgPoSyokudai*)thisx;
f32 lightBrightness;
u8 red;
u8 green;
u8 blue;
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++, gGoldenTorchDL);
if (Flags_GetSwitch(globalCtx, this->actor.params)) {
Color_RGBA8* primColor = &sPrimColors[this->flameColor];
Color_RGBA8* envColor = &sEnvColors[this->flameColor];
lightBrightness = (0.3f * Rand_ZeroOne()) + 0.7f;
red = (u8)(primColor->r * lightBrightness);
green = (u8)(primColor->g * lightBrightness);
blue = (u8)(primColor->b * lightBrightness);
Lights_PointSetColorAndRadius(&this->lightInfo, red, green, blue, 200);
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
(this->flameTextureScroll * -20) & 0x1FF, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, primColor->r, primColor->g, primColor->b, 255);
gDPSetEnvColor(POLY_XLU_DISP++, envColor->r, envColor->g, envColor->b, 255);
Matrix_Translate(0.0f, 52.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000) *
(M_PI / 0x8000),
MTXMODE_APPLY);
Matrix_Scale(0.0027f, 0.0027f, 0.0027f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}