Shipwright/soh/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c

164 lines
5.1 KiB
C

/*
* File: z_bg_spot11_oasis.c
* Overlay: ovl_Bg_Spot11_Oasis
* Description: Refilling Oasis (Desert Colossus)
*/
#include "z_bg_spot11_oasis.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "objects/object_spot11_obj/object_spot11_obj.h"
#define FLAGS ACTOR_FLAG_4
void BgSpot11Oasis_Init(Actor* thisx, PlayState* play);
void BgSpot11Oasis_Update(Actor* thisx, PlayState* play);
void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play);
void func_808B2970(BgSpot11Oasis* this);
void func_808B2980(BgSpot11Oasis* this, PlayState* play);
void func_808B29E0(BgSpot11Oasis* this);
void func_808B29F0(BgSpot11Oasis* this, PlayState* play);
void func_808B2AA8(BgSpot11Oasis* this);
void func_808B2AB8(BgSpot11Oasis* this, PlayState* play);
const ActorInit Bg_Spot11_Oasis_InitVars = {
ACTOR_BG_SPOT11_OASIS,
ACTORCAT_BG,
FLAGS,
OBJECT_SPOT11_OBJ,
sizeof(BgSpot11Oasis),
(ActorFunc)BgSpot11Oasis_Init,
(ActorFunc)Actor_Noop,
(ActorFunc)BgSpot11Oasis_Update,
NULL,
NULL,
};
static s16 D_808B2E10[][2] = {
{ 1260, 2040 }, { 1259, 1947 }, { 1135, 1860 }, { 1087, 1912 }, { 1173, 2044 },
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
static Vec3f D_808B2E34[] = {
{ 0.0f, -100.0f, 0.0f }, { 100.0f, -80.0f, -50.0f }, { -50.0f, -80.0f, -100.0f },
{ -75.0f, -90.0f, 90.0f }, { 30.0f, -100.0f, 40.0f },
};
void func_808B27F0(PlayState* play, s16 waterSurface) {
WaterBox* waterBox = &play->colCtx.colHeader->waterBoxes[0];
waterBox->ySurface = waterSurface;
}
s32 func_808B280C(PlayState* play) {
Player* player = GET_PLAYER(play);
Vec3f sp58;
Vec3f sp4C;
Vec3f sp40;
s32 i;
sp58.x = D_808B2E10[0][0];
sp58.z = D_808B2E10[0][1];
sp58.y = 0.0f;
sp4C.y = 0.0f;
sp40.y = 0.0f;
for (i = 1; i < ARRAY_COUNT(D_808B2E10) - 1; i++) {
sp4C.x = D_808B2E10[i][0];
sp4C.z = D_808B2E10[i][1];
sp40.x = D_808B2E10[i + 1][0];
sp40.z = D_808B2E10[i + 1][1];
if (Math3D_TriChkPointParaYSlopedY(&sp58, &sp4C, &sp40, player->actor.world.pos.z, player->actor.world.pos.x)) {
return 1;
}
}
return 0;
}
void BgSpot11Oasis_Init(Actor* thisx, PlayState* play) {
BgSpot11Oasis* this = (BgSpot11Oasis*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
func_808B2970(this);
this->actor.world.pos.y = -100.0f;
func_808B27F0(play, -100);
}
void func_808B2970(BgSpot11Oasis* this) {
this->actionFunc = func_808B2980;
}
void func_808B2980(BgSpot11Oasis* this, PlayState* play) {
if (Flags_GetEnv(play, 5) && func_808B280C(play)) {
OnePointCutscene_Init(play, 4150, -99, &this->actor, MAIN_CAM);
func_808B29E0(this);
}
}
void func_808B29E0(BgSpot11Oasis* this) {
this->actionFunc = func_808B29F0;
}
void func_808B29F0(BgSpot11Oasis* this, PlayState* play) {
if (Math_StepToF(&this->actor.world.pos.y, 0.0f, 0.7f)) {
func_808B2AA8(this);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER, true);
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
func_808B27F0(play, this->actor.world.pos.y);
}
void func_808B2AA8(BgSpot11Oasis* this) {
this->actionFunc = func_808B2AB8;
}
void func_808B2AB8(BgSpot11Oasis* this, PlayState* play) {
}
void BgSpot11Oasis_Update(Actor* thisx, PlayState* play) {
BgSpot11Oasis* this = (BgSpot11Oasis*)thisx;
s32 pad;
u32 gameplayFrames;
Vec3f sp30;
this->actionFunc(this, play);
if (this->actionFunc == func_808B2980) {
this->actor.draw = NULL;
return;
}
this->actor.draw = BgSpot11Oasis_Draw;
if (this->unk_150 && (this->actor.projectedPos.z < 400.0f) && (this->actor.projectedPos.z > -40.0f)) {
gameplayFrames = play->gameplayFrames;
if (gameplayFrames & 4) {
Math_Vec3f_Sum(&this->actor.world.pos, &D_808B2E34[this->unk_151], &sp30);
EffectSsBubble_Spawn(play, &sp30, 0.0f, 15.0f, 50.0f, (Rand_ZeroOne() * 0.12f) + 0.02f);
if (Rand_ZeroOne() < 0.3f) {
this->unk_151 = Rand_ZeroOne() * 4.9f;
}
}
} else {
this->unk_150 = 1;
}
}
void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play) {
u32 gameplayFrames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, gDesertColossusOasisDL);
CLOSE_DISPS(play->state.gfxCtx);
}