Shipwright/soh/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c

278 lines
9.9 KiB
C

/*
* File: z_bg_jya_ironobj.c
* Overlay: ovl_Bg_Jya_Ironobj
* Description: Destructable Iron Knuckle objects
*/
#include "z_bg_jya_ironobj.h"
#include "objects/object_jya_iron/object_jya_iron.h"
#include "overlays/actors/ovl_En_Ik/z_en_ik.h"
#define FLAGS 0
typedef void (*BgJyaIronobjIkFunc)(BgJyaIronobj*, PlayState*, EnIk*);
void BgJyaIronobj_Init(Actor* thisx, PlayState* play);
void BgJyaIronobj_Destroy(Actor* thisx, PlayState* play);
void BgJyaIronobj_Update(Actor* thisx, PlayState* play);
void BgJyaIronobj_Draw(Actor* thisx, PlayState* play);
void func_808992D8(BgJyaIronobj* this);
void func_808992E8(BgJyaIronobj* this, PlayState* play);
void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk* enIk);
void BgJyaIronobj_SpawnThoneParticles(BgJyaIronobj* this, PlayState* play, EnIk* enIk);
static int sUnused = 0;
const ActorInit Bg_Jya_Ironobj_InitVars = {
ACTOR_BG_JYA_IRONOBJ,
ACTORCAT_PROP,
FLAGS,
OBJECT_JYA_IRON,
sizeof(BgJyaIronobj),
(ActorFunc)BgJyaIronobj_Init,
(ActorFunc)BgJyaIronobj_Destroy,
(ActorFunc)BgJyaIronobj_Update,
(ActorFunc)BgJyaIronobj_Draw,
NULL,
};
static Gfx* sOpaDL[] = { gPillarDL, gThroneDL };
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 30, 150, 0, { 0, 0, 0 } },
};
static s16 D_808994D8[] = { 0x8700, 0x4000, 0xC000, 0x0000 };
// Pillar
static s16 D_808994E0[] = { 5, 8, 11, 14, 17, 20, 23, 26 };
static s16 D_808994F0[] = { 18, 26, 34, 42, 50, 60, 70, 80 };
static s16 D_80899500[] = { 48, 42, 36, 32, 28, 24, 20, 16 };
// Throne
static s16 D_80899510[] = { 5, 8, 11, 14, 17, 20, 23, 26 };
static s16 D_80899520[] = { 18, 26, 34, 42, 50, 60, 70, 80 };
static s16 D_80899530[] = { 48, 42, 36, 32, 28, 24, 20, 16 };
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
static CollisionHeader* sCollisionHeaders[] = { &gPillarCol, &gThroneCol };
void BgJyaIronobj_InitCylinder(BgJyaIronobj* this, PlayState* play) {
ColliderCylinder* colCylinder = &this->colCylinder;
Collider_InitCylinder(play, colCylinder);
Collider_SetCylinder(play, colCylinder, &this->dyna.actor, &sCylinderInit);
if ((this->dyna.actor.params & 1) == 1) {
this->colCylinder.dim.radius = 40;
this->colCylinder.dim.height = 100;
}
Collider_UpdateCylinder(&this->dyna.actor, colCylinder);
}
/*
* Spawns particles for the destroyed pillar
*/
void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk* enIk) {
s32 i;
s32 j;
s16 unkArg5;
f32 temp_f22;
Vec3f pos;
Vec3f vel;
f32 coss;
s16 rotY;
f32 sins;
s32 pad[2];
if (enIk->unk_2FF <= 0 || enIk->unk_2FF >= 4) {
osSyncPrintf("Error 攻撃方法が分からない(%s %d)\n", __FILE__, __LINE__, enIk->unk_2FF);
return;
}
osSyncPrintf("¢ attack_type(%d)\n", enIk->unk_2FF);
rotY = Actor_WorldYawTowardActor(&this->dyna.actor, &enIk->actor) + D_808994D8[enIk->unk_2FF - 1];
for (i = 0; i < 8; i++) {
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
Rand_ZeroOne() * 80.0f + this->dyna.actor.world.pos.y + 20.0f, this->dyna.actor.world.pos.z, 0,
(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0, true);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
}
}
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2, true);
sins = Math_SinS(rotY);
coss = Math_CosS(rotY);
for (j = 0; j < 32; j++) {
f32 rand = Rand_ZeroOne();
if (rand < 0.1f) {
unkArg5 = 0x60;
} else if (rand < 0.8f) {
unkArg5 = 0x40;
} else {
unkArg5 = 0x20;
}
pos.x = this->dyna.actor.world.pos.x;
pos.y = this->dyna.actor.world.pos.y + ((4.375f * j) + 10.0f);
pos.z = this->dyna.actor.world.pos.z;
temp_f22 = fabsf(j - 15.5f) * (1.0f / 31) + 0.5f;
vel.x = 2.0f * ((Rand_ZeroOne() * 6.0f) - 3.0f) + (Rand_ZeroOne() * sins * 8.0f * temp_f22);
vel.y = (Rand_ZeroOne() * 8.0f) - 3.0f;
vel.z = 2.0f * ((Rand_ZeroOne() * 6.0f) - 3.0f) + (Rand_ZeroOne() * coss * 8.0f * temp_f22);
EffectSsKakera_Spawn(play, &pos, &vel, &pos, -350, unkArg5, D_80899500[j & 7], 4, 0, D_808994E0[j & 7], 0,
5, D_808994F0[j & 7], -1, OBJECT_JYA_IRON, gObjectJyaIronDL_000880);
if (Rand_ZeroOne() < 0.26f) {
func_80033480(play, &pos, 200.0f, 1, D_808994E0[j & 7] * 4 + 60, D_808994E0[j & 7] * 4 + 80, 1);
}
}
}
/*
* Spawns particles for the destroyed throne
*/
void BgJyaIronobj_SpawnThoneParticles(BgJyaIronobj* this, PlayState* play, EnIk* enIk) {
s32 i;
s32 j;
s16 unkArg5;
f32 temp_f22;
Vec3f pos;
Vec3f vel;
f32 coss;
s16 rotY;
f32 sins;
s32 pad[2];
if (enIk->unk_2FF <= 0 || enIk->unk_2FF >= 4) {
osSyncPrintf("Error 攻撃方法が分からない(%s %d)\n", __FILE__, __LINE__, enIk->unk_2FF);
return;
}
osSyncPrintf("¢ attack_type(%d)\n", enIk->unk_2FF);
rotY = Actor_WorldYawTowardActor(&this->dyna.actor, &enIk->actor) + D_808994D8[enIk->unk_2FF - 1];
for (i = 0; i < 8; i++) {
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
(Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.y + 10.0f, this->dyna.actor.world.pos.z,
0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0, true);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
}
}
sins = Math_SinS(rotY);
coss = Math_CosS(rotY);
for (j = 0; j < 32; j++) {
f32 rand = Rand_ZeroOne();
if (rand < 0.1f) {
unkArg5 = 0x60;
} else if (rand < 0.8f) {
unkArg5 = 0x40;
} else {
unkArg5 = 0x20;
}
pos.x = this->dyna.actor.world.pos.x + (Rand_ZeroOne() * 40 - 20);
pos.y = this->dyna.actor.world.pos.y + (3.75f * j);
pos.z = this->dyna.actor.world.pos.z + (Rand_ZeroOne() * 40 - 20);
temp_f22 = fabsf(j - 15.5f) * (1.0f / 31) + 0.5f;
vel.x = 2.0f * (Rand_ZeroOne() * 6.0f - 3.0f) + (Rand_ZeroOne() * sins * 8.0f * temp_f22);
vel.y = Rand_ZeroOne() * 8.0f - 3.0f;
vel.z = 2.0f * (Rand_ZeroOne() * 6.0f - 3.0f) + (Rand_ZeroOne() * coss * 8.0f * temp_f22);
EffectSsKakera_Spawn(play, &pos, &vel, &pos, -350, unkArg5, D_80899530[j & 7], 4, 0, D_80899510[j & 7], 0, 5,
D_80899520[j & 7], -1, OBJECT_JYA_IRON, gObjectJyaIronDL_000880);
if (Rand_ZeroOne() < 0.26f) {
func_80033480(play, &pos, 200.0f, 1, D_80899510[j & 7] * 4 + 60, D_80899510[j & 7] * 4 + 80, 1);
}
}
}
void BgJyaIronobj_Init(Actor* thisx, PlayState* play) {
BgJyaIronobj* this = (BgJyaIronobj*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BgJyaIronobj_InitCylinder(this, play);
CollisionHeader_GetVirtual(sCollisionHeaders[thisx->params & 1], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
func_808992D8(this);
}
void BgJyaIronobj_Destroy(Actor* thisx, PlayState* play) {
BgJyaIronobj* this = (BgJyaIronobj*)thisx;
Collider_DestroyCylinder(play, &this->colCylinder);
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_808992D8(BgJyaIronobj* this) {
this->actionFunc = func_808992E8;
}
void func_808992E8(BgJyaIronobj* this, PlayState* play) {
static BgJyaIronobjIkFunc particleFunc[] = { BgJyaIronobj_SpawnPillarParticles, BgJyaIronobj_SpawnThoneParticles };
Actor* actor;
Vec3f dropPos;
s32 i;
if (this->colCylinder.base.acFlags & AC_HIT) {
actor = this->colCylinder.base.ac;
this->colCylinder.base.acFlags &= ~AC_HIT;
if (actor != NULL && actor->id == ACTOR_EN_IK) {
particleFunc[this->dyna.actor.params & 1](this, play, (EnIk*)actor);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 80,
NA_SE_EN_IRONNACK_BREAK_PILLAR);
dropPos.x = this->dyna.actor.world.pos.x;
dropPos.y = this->dyna.actor.world.pos.y + 20.0f;
dropPos.z = this->dyna.actor.world.pos.z;
for (i = 0; i < 3; i++) {
Item_DropCollectible(play, &dropPos, ITEM00_HEART);
dropPos.y += 18.0f;
}
Actor_Kill(&this->dyna.actor);
return;
}
} else {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colCylinder.base);
}
}
void BgJyaIronobj_Update(Actor* thisx, PlayState* play) {
BgJyaIronobj* this = (BgJyaIronobj*)thisx;
this->actionFunc(this, play);
}
void BgJyaIronobj_Draw(Actor* thisx, PlayState* play) {
Gfx_DrawDListOpa(play, sOpaDL[thisx->params & 1]);
}