Shipwright/soh/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c

202 lines
6.7 KiB
C

/*
* File: z_en_nutsball.c
* Overlay: ovl_En_Nutsball
* Description: Projectile fired by deku scrubs
*/
#include "z_en_nutsball.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "objects/object_gi_nuts/object_gi_nuts.h"
#include "objects/object_dekunuts/object_dekunuts.h"
#include "objects/object_hintnuts/object_hintnuts.h"
#include "objects/object_shopnuts/object_shopnuts.h"
#include "objects/object_dns/object_dns.h"
#include "objects/object_dnk/object_dnk.h"
#define FLAGS ACTOR_FLAG_4
void EnNutsball_Init(Actor* thisx, PlayState* play);
void EnNutsball_Destroy(Actor* thisx, PlayState* play);
void EnNutsball_Update(Actor* thisx, PlayState* play);
void EnNutsball_Draw(Actor* thisx, PlayState* play);
void func_80ABBB34(EnNutsball* this, PlayState* play);
void func_80ABBBA8(EnNutsball* this, PlayState* play);
const ActorInit En_Nutsball_InitVars = {
ACTOR_EN_NUTSBALL,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnNutsball),
(ActorFunc)EnNutsball_Init,
(ActorFunc)EnNutsball_Destroy,
(ActorFunc)EnNutsball_Update,
(ActorFunc)NULL,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_WOOD,
BUMP_ON,
OCELEM_ON,
},
{ 13, 13, 0, { 0 } },
};
static s16 sObjectIDs[] = {
OBJECT_DEKUNUTS, OBJECT_HINTNUTS, OBJECT_SHOPNUTS, OBJECT_DNS, OBJECT_DNK,
};
static Gfx* sDListsNew[] = {
gGiNutDL, gGiNutDL, gGiNutDL, gGiNutDL, gGiNutDL,
};
static Gfx* sDLists[] = {
gDekuNutsDekuNutDL, gHintNutsNutDL, gBusinessScrubDekuNutDL, gDntJijiNutDL, gDntStageNutDL,
};
void EnNutsball_Init(Actor* thisx, PlayState* play) {
EnNutsball* this = (EnNutsball*)thisx;
s32 pad;
ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawCircle, 13.0f);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
if (CVar_GetS32("gRandomizedEnemies", 0)) {
this->objBankIndex = 0;
} else {
this->objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIDs[this->actor.params]);
}
if (this->objBankIndex < 0) {
Actor_Kill(&this->actor);
} else {
this->actionFunc = func_80ABBB34;
}
}
void EnNutsball_Destroy(Actor* thisx, PlayState* play) {
EnNutsball* this = (EnNutsball*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
void func_80ABBB34(EnNutsball* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
this->actor.objBankIndex = this->objBankIndex;
this->actor.draw = EnNutsball_Draw;
this->actor.shape.rot.y = 0;
this->timer = 30;
this->actionFunc = func_80ABBBA8;
this->actor.speedXZ = 10.0f;
}
}
void func_80ABBBA8(EnNutsball* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Vec3s sp4C;
Vec3f sp40;
this->timer--;
if (this->timer == 0) {
this->actor.gravity = -1.0f;
}
this->actor.home.rot.z += 0x2AA8;
if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->collider.base.atFlags & AT_HIT) ||
(this->collider.base.acFlags & AC_HIT) || (this->collider.base.ocFlags1 & OC1_HIT)) {
// Checking if the player is using a shield that reflects projectiles
// And if so, reflects the projectile on impact
if ((player->currentShield == PLAYER_SHIELD_DEKU) ||
((player->currentShield == PLAYER_SHIELD_HYLIAN) && LINK_IS_ADULT)) {
if ((this->collider.base.atFlags & AT_HIT) && (this->collider.base.atFlags & AT_TYPE_ENEMY) &&
(this->collider.base.atFlags & AT_BOUNCED)) {
this->collider.base.atFlags &= ~AT_TYPE_ENEMY & ~AT_BOUNCED & ~AT_HIT;
this->collider.base.atFlags |= AT_TYPE_PLAYER;
this->collider.info.toucher.dmgFlags = 2;
Matrix_MtxFToYXZRotS(&player->shieldMf, &sp4C, 0);
this->actor.world.rot.y = sp4C.y + 0x8000;
this->timer = 30;
return;
}
}
sp40.x = this->actor.world.pos.x;
sp40.y = this->actor.world.pos.y + 4;
sp40.z = this->actor.world.pos.z;
EffectSsHahen_SpawnBurst(play, &sp40, 6.0f, 0, 7, 3, 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_OCTAROCK_ROCK);
Actor_Kill(&this->actor);
} else {
if (this->timer == -300) {
Actor_Kill(&this->actor);
}
}
}
void EnNutsball_Update(Actor* thisx, PlayState* play) {
EnNutsball* this = (EnNutsball*)thisx;
Player* player = GET_PLAYER(play);
s32 pad;
if (!(player->stateFlags1 & 0x300000C0) || (this->actionFunc == func_80ABBB34)) {
this->actionFunc(this, play);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 10, sCylinderInit.dim.radius, sCylinderInit.dim.height, 5);
Collider_UpdateCylinder(&this->actor, &this->collider);
this->actor.flags |= ACTOR_FLAG_24;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
}
void EnNutsball_Draw(Actor* thisx, PlayState* play) {
s32 pad;
OPEN_DISPS(play->state.gfxCtx);
if (CVar_GetS32("gNewDrops", 0) != 0) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32, 1, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32));
Matrix_Scale(25.0f,25.0f,25.0f,MTXMODE_APPLY);
Matrix_RotateX(thisx->home.rot.z * 9.58738e-05f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDListsNew[thisx->params]);
} else {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(thisx->home.rot.z * 9.58738e-05f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDLists[thisx->params]);
}
CLOSE_DISPS(play->state.gfxCtx);
}