Shipwright/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c

344 lines
12 KiB
C

#include "z_arms_hook.h"
#include "objects/object_link_boy/object_link_boy.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void ArmsHook_Init(Actor* thisx, PlayState* play);
void ArmsHook_Destroy(Actor* thisx, PlayState* play);
void ArmsHook_Update(Actor* thisx, PlayState* play);
void ArmsHook_Draw(Actor* thisx, PlayState* play);
void ArmsHook_Wait(ArmsHook* this, PlayState* play);
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
const ActorInit Arms_Hook_InitVars = {
ACTOR_ARMS_HOOK,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_LINK_BOY,
sizeof(ArmsHook),
(ActorFunc)ArmsHook_Init,
(ActorFunc)ArmsHook_Destroy,
(ActorFunc)ArmsHook_Update,
(ActorFunc)ArmsHook_Draw,
NULL,
};
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_TYPE_PLAYER,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK2,
{ 0x00000080, 0x00, 0x01 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
static Vec3f sUnusedVec1 = { 0.0f, 0.5f, 0.0f };
static Vec3f sUnusedVec2 = { 0.0f, 0.5f, 0.0f };
static Color_RGB8 sUnusedColors[] = {
{ 255, 255, 100 },
{ 255, 255, 50 },
};
static Vec3f D_80865B70 = { 0.0f, 0.0f, 0.0f };
static Vec3f D_80865B7C = { 0.0f, 0.0f, 900.0f };
static Vec3f D_80865B88 = { 0.0f, 500.0f, -3000.0f };
static Vec3f D_80865B94 = { 0.0f, -500.0f, -3000.0f };
static Vec3f D_80865BA0 = { 0.0f, 500.0f, 1200.0f };
static Vec3f D_80865BAC = { 0.0f, -500.0f, 1200.0f };
void ArmsHook_SetupAction(ArmsHook* this, ArmsHookActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void ArmsHook_Init(Actor* thisx, PlayState* play) {
ArmsHook* this = (ArmsHook*)thisx;
Collider_InitQuad(play, &this->collider);
Collider_SetQuad(play, &this->collider, &this->actor, &sQuadInit);
ArmsHook_SetupAction(this, ArmsHook_Wait);
this->unk_1E8 = this->actor.world.pos;
}
void ArmsHook_Destroy(Actor* thisx, PlayState* play) {
ArmsHook* this = (ArmsHook*)thisx;
if (this->grabbed != NULL) {
this->grabbed->flags &= ~ACTOR_FLAG_13;
}
Collider_DestroyQuad(play, &this->collider);
}
void ArmsHook_Wait(ArmsHook* this, PlayState* play) {
if (this->actor.parent == NULL) {
Player* player = GET_PLAYER(play);
// get correct timer length for hookshot or longshot
s32 length = (player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26;
ArmsHook_SetupAction(this, ArmsHook_Shoot);
func_8002D9A4(&this->actor, 20.0f);
this->actor.parent = &GET_PLAYER(play)->actor;
this->timer = length;
}
}
void func_80865044(ArmsHook* this) {
this->actor.child = this->actor.parent;
this->actor.parent->parent = &this->actor;
}
s32 ArmsHook_AttachToPlayer(ArmsHook* this, Player* player) {
player->actor.child = &this->actor;
player->heldActor = &this->actor;
if (this->actor.child != NULL) {
player->actor.parent = NULL;
this->actor.child = NULL;
return true;
}
return false;
}
void ArmsHook_DetachHookFromActor(ArmsHook* this) {
if (this->grabbed != NULL) {
this->grabbed->flags &= ~ACTOR_FLAG_13;
this->grabbed = NULL;
}
}
s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (Player_HoldsHookshot(player)) {
if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_8) ||
((player->stateFlags1 & 0x4000080))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);
Math_Vec3f_Copy(&this->actor.world.pos, &player->unk_3C8);
return 1;
}
}
return 0;
}
void ArmsHook_AttachHookToActor(ArmsHook* this, Actor* actor) {
actor->flags |= ACTOR_FLAG_13;
this->grabbed = actor;
Math_Vec3f_Diff(&actor->world.pos, &this->actor.world.pos, &this->grabbedDistDiff);
}
void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* touchedActor;
Actor* grabbed;
Vec3f bodyDistDiffVec;
Vec3f newPos;
f32 bodyDistDiff;
f32 phi_f16;
DynaPolyActor* dynaPolyActor;
f32 sp94;
f32 sp90;
s32 pad;
CollisionPoly* poly;
s32 bgId;
Vec3f sp78;
Vec3f prevFrameDiff;
Vec3f sp60;
f32 sp5C;
f32 sp58;
f32 velocity;
s32 pad1;
if ((this->actor.parent == NULL) || (!Player_HoldsHookshot(player))) {
ArmsHook_DetachHookFromActor(this);
Actor_Kill(&this->actor);
return;
}
func_8002F8F0(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
ArmsHook_CheckForCancel(this);
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
touchedActor = this->collider.base.at;
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
ArmsHook_AttachHookToActor(this, touchedActor);
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
func_80865044(this);
}
}
}
this->timer = 0;
Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (DECR(this->timer) == 0) {
grabbed = this->grabbed;
if (grabbed != NULL) {
if ((grabbed->update == NULL) || !CHECK_FLAG_ALL(grabbed->flags, ACTOR_FLAG_13)) {
grabbed = NULL;
this->grabbed = NULL;
} else if (this->actor.child != NULL) {
sp94 = Actor_WorldDistXYZToActor(&this->actor, grabbed);
sp90 = sqrtf(SQ(this->grabbedDistDiff.x) + SQ(this->grabbedDistDiff.y) + SQ(this->grabbedDistDiff.z));
Math_Vec3f_Diff(&grabbed->world.pos, &this->grabbedDistDiff, &this->actor.world.pos);
if (50.0f < (sp94 - sp90)) {
ArmsHook_DetachHookFromActor(this);
grabbed = NULL;
}
}
}
bodyDistDiff = Math_Vec3f_DistXYZAndStoreDiff(&player->unk_3C8, &this->actor.world.pos, &bodyDistDiffVec);
if (bodyDistDiff < 30.0f) {
velocity = 0.0f;
phi_f16 = 0.0f;
} else {
if (this->actor.child != NULL) {
velocity = 30.0f;
} else if (grabbed != NULL) {
velocity = 50.0f;
} else {
velocity = 200.0f;
}
phi_f16 = bodyDistDiff - velocity;
if (bodyDistDiff <= velocity) {
phi_f16 = 0.0f;
}
velocity = phi_f16 / bodyDistDiff;
}
newPos.x = bodyDistDiffVec.x * velocity;
newPos.y = bodyDistDiffVec.y * velocity;
newPos.z = bodyDistDiffVec.z * velocity;
if (this->actor.child == NULL) {
if ((grabbed != NULL) && (grabbed->id == ACTOR_BG_SPOT06_OBJECTS)) {
Math_Vec3f_Diff(&grabbed->world.pos, &this->grabbedDistDiff, &this->actor.world.pos);
phi_f16 = 1.0f;
} else {
Math_Vec3f_Sum(&player->unk_3C8, &newPos, &this->actor.world.pos);
if (grabbed != NULL) {
Math_Vec3f_Sum(&this->actor.world.pos, &this->grabbedDistDiff, &grabbed->world.pos);
}
}
} else {
Math_Vec3f_Diff(&bodyDistDiffVec, &newPos, &player->actor.velocity);
player->actor.world.rot.x =
Math_Atan2S(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
}
if (phi_f16 < 50.0f) {
ArmsHook_DetachHookFromActor(this);
if (phi_f16 == 0.0f) {
ArmsHook_SetupAction(this, ArmsHook_Wait);
if (ArmsHook_AttachToPlayer(this, player)) {
Math_Vec3f_Diff(&this->actor.world.pos, &player->actor.world.pos, &player->actor.velocity);
player->actor.velocity.y -= 20.0f;
}
}
}
} else {
Actor_MoveForward(&this->actor);
Math_Vec3f_Diff(&this->actor.world.pos, &this->actor.prevPos, &prevFrameDiff);
Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8);
this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y);
sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
sp60.y = this->unk_1F4.y - (this->unk_1E8.y - this->unk_1F4.y);
sp60.z = this->unk_1F4.z - (this->unk_1E8.z - this->unk_1F4.z);
u16 buttonsToCheck = BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN;
if (CVar_GetS32("gDpadEquips", 0) != 0) {
buttonsToCheck |= BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT;
}
if (BgCheck_EntityLineTest1(&play->colCtx, &sp60, &this->unk_1E8, &sp78, &poly, true, true, true, true,
&bgId) &&
!func_8002F9EC(play, &this->actor, poly, bgId, &sp78)) {
sp5C = COLPOLY_GET_NORMAL(poly->normal.x);
sp58 = COLPOLY_GET_NORMAL(poly->normal.z);
Math_Vec3f_Copy(&this->actor.world.pos, &sp78);
this->actor.world.pos.x += 10.0f * sp5C;
this->actor.world.pos.z += 10.0f * sp58;
this->timer = 0;
if (SurfaceType_IsHookshotSurface(&play->colCtx, poly, bgId)) {
if (bgId != BGCHECK_SCENE) {
dynaPolyActor = DynaPoly_GetActor(&play->colCtx, bgId);
if (dynaPolyActor != NULL) {
ArmsHook_AttachHookToActor(this, &dynaPolyActor->actor);
}
}
func_80865044(this);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
} else {
CollisionCheck_SpawnShieldParticlesMetal(play, &this->actor.world.pos);
Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
} else if (CHECK_BTN_ANY(play->state.input[0].press.button, (buttonsToCheck))) {
this->timer = 0;
}
}
}
void ArmsHook_Update(Actor* thisx, PlayState* play) {
ArmsHook* this = (ArmsHook*)thisx;
this->actionFunc(this, play);
this->unk_1F4 = this->unk_1E8;
}
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
s32 pad;
ArmsHook* this = (ArmsHook*)thisx;
Player* player = GET_PLAYER(play);
Vec3f sp78;
Vec3f sp6C;
Vec3f sp60;
f32 sp5C;
f32 sp58;
if ((player->actor.draw != NULL) && (player->rightHandType == 15)) {
OPEN_DISPS(play->state.gfxCtx);
if ((ArmsHook_Shoot != this->actionFunc) || (this->timer <= 0)) {
Matrix_MultVec3f(&D_80865B70, &this->unk_1E8);
Matrix_MultVec3f(&D_80865B88, &sp6C);
Matrix_MultVec3f(&D_80865B94, &sp60);
this->hookInfo.active = 0;
} else {
Matrix_MultVec3f(&D_80865B7C, &this->unk_1E8);
Matrix_MultVec3f(&D_80865BA0, &sp6C);
Matrix_MultVec3f(&D_80865BAC, &sp60);
}
func_80090480(play, &this->collider, &this->hookInfo, &sp6C, &sp60);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_Vec3f_Diff(&player->unk_3C8, &this->actor.world.pos, &sp78);
sp58 = SQ(sp78.x) + SQ(sp78.z);
sp5C = sqrtf(sp58);
Matrix_RotateY(Math_FAtan2F(sp78.x, sp78.z), MTXMODE_APPLY);
Matrix_RotateX(Math_FAtan2F(-sp78.y, sp5C), MTXMODE_APPLY);
Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotChainDL);
CLOSE_DISPS(play->state.gfxCtx);
}
}