Shipwright/soh/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c

279 lines
9.7 KiB
C

/*
* File: z_bg_hidan_fwbig.c
* Overlay: ovl_Bg_Hidan_Fwbig
* Description: Large fire walls at Fire Temple (flame wall before bombable door and the one that chases the player in
* the lava room)
*/
#include "z_bg_hidan_fwbig.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS ACTOR_FLAG_4
typedef enum {
/* 0 */ FWBIG_MOVE,
/* 1 */ FWBIG_RESET,
/* 2 */ FWBIG_KILL
} HidanFwbigMoveState;
void BgHidanFwbig_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFwbig_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFwbig_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFwbig_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgHidanFwbig_UpdatePosition(BgHidanFwbig* this);
void BgHidanFwbig_WaitForSwitch(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_WaitForCs(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_Lower(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_Move(BgHidanFwbig* this, GlobalContext* globalCtx);
const ActorInit Bg_Hidan_Fwbig_InitVars = {
ACTOR_BG_HIDAN_FWBIG,
ACTORCAT_PROP,
FLAGS,
OBJECT_HIDAN_OBJECTS,
sizeof(BgHidanFwbig),
(ActorFunc)BgHidanFwbig_Init,
(ActorFunc)BgHidanFwbig_Destroy,
(ActorFunc)BgHidanFwbig_Update,
(ActorFunc)BgHidanFwbig_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 30, 130, 0, { 0, 0, 0 } },
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_STOP),
};
void BgHidanFwbig_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgHidanFwbig* this = (BgHidanFwbig*)thisx;
Player* player = GET_PLAYER(globalCtx);
Actor_ProcessInitChain(&this->actor, sInitChain);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->direction = (u16)(thisx->params >> 8);
thisx->params &= 0xFF;
if (this->direction != 0) {
this->actor.home.pos.x = 1560.0f;
this->actor.home.pos.z = 0.0f;
if (player->actor.world.pos.z > 300.0f) {
this->direction = -1;
this->actor.home.rot.y = this->actor.shape.rot.y = -0x4E38;
} else if (player->actor.world.pos.z < -300.0f) {
this->direction = 1;
this->actor.home.rot.y = this->actor.shape.rot.y = -0x31C8;
} else {
Actor_Kill(&this->actor);
return;
}
BgHidanFwbig_UpdatePosition(this);
Actor_SetScale(&this->actor, 0.15f);
this->collider.dim.height = 230;
this->actor.flags |= ACTOR_FLAG_4;
this->moveState = FWBIG_MOVE;
this->actionFunc = BgHidanFwbig_WaitForPlayer;
this->actor.world.pos.y = this->actor.home.pos.y - (2400.0f * this->actor.scale.y);
} else {
Actor_SetScale(&this->actor, 0.1f);
this->actionFunc = BgHidanFwbig_WaitForSwitch;
}
}
void BgHidanFwbig_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgHidanFwbig* this = (BgHidanFwbig*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void BgHidanFwbig_UpdatePosition(BgHidanFwbig* this) {
s16 startAngle = this->actor.shape.rot.y + this->direction * -0x4000;
this->actor.world.pos.x = (Math_SinS(startAngle) * 885.4f) + this->actor.home.pos.x;
this->actor.world.pos.z = (Math_CosS(startAngle) * 885.4f) + this->actor.home.pos.z;
}
void BgHidanFwbig_WaitForSwitch(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->actor.params)) {
this->actionFunc = BgHidanFwbig_WaitForCs;
OnePointCutscene_Init(globalCtx, 3340, -99, &this->actor, MAIN_CAM);
this->timer = 35;
}
}
void BgHidanFwbig_WaitForCs(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (this->timer-- == 0) {
this->actionFunc = BgHidanFwbig_Lower;
}
}
void BgHidanFwbig_Rise(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 10.0f)) {
if (this->direction == 0) {
Flags_UnsetSwitch(globalCtx, this->actor.params);
this->actionFunc = BgHidanFwbig_WaitForSwitch;
} else {
this->actionFunc = BgHidanFwbig_Move;
}
}
}
void BgHidanFwbig_Lower(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - (2400.0f * this->actor.scale.y), 10.0f)) {
if (this->direction == 0) {
this->actionFunc = BgHidanFwbig_WaitForTimer;
this->timer = 150;
} else if (this->moveState == FWBIG_KILL) {
Actor_Kill(&this->actor);
} else {
if (this->moveState == FWBIG_MOVE) {
this->actor.shape.rot.y -= (this->direction * 0x1800);
} else {
this->moveState = FWBIG_MOVE;
this->actor.shape.rot.y = this->actor.home.rot.y;
}
BgHidanFwbig_UpdatePosition(this);
this->actionFunc = BgHidanFwbig_Rise;
}
}
}
void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
this->actionFunc = BgHidanFwbig_Rise;
}
func_8002F994(&this->actor, this->timer);
}
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (player->actor.world.pos.x < 1150.0f) {
this->actionFunc = BgHidanFwbig_Rise;
OnePointCutscene_Init(globalCtx, 3290, -99, &this->actor, MAIN_CAM);
}
}
void BgHidanFwbig_Move(BgHidanFwbig* this, GlobalContext* globalCtx) {
if (!Player_InCsMode(globalCtx)) {
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y + (this->direction * 0x6390), 0x20)) {
this->moveState = FWBIG_RESET;
this->actionFunc = BgHidanFwbig_Lower;
} else {
BgHidanFwbig_UpdatePosition(this);
}
}
}
void BgHidanFwbig_MoveCollider(BgHidanFwbig* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Vec3f projPos;
f32 cs;
f32 sn;
func_8002DBD0(&this->actor, &projPos, &player->actor.world.pos);
projPos.z = ((projPos.z >= 0.0f) ? 1.0f : -1.0f) * 25.0f * -1.0f;
if (this->direction == 0) {
projPos.x = CLAMP(projPos.x, -360.0f, 360.0f);
} else {
projPos.x = CLAMP(projPos.x, -500.0f, 500.0f);
}
sn = Math_SinS(this->actor.shape.rot.y);
cs = Math_CosS(this->actor.shape.rot.y);
this->collider.dim.pos.x = this->actor.world.pos.x + (projPos.x * cs) + (projPos.z * sn);
this->collider.dim.pos.z = this->actor.world.pos.z - (projPos.x * sn) + (projPos.z * cs);
this->collider.dim.pos.y = this->actor.world.pos.y;
this->actor.world.rot.y = (projPos.z < 0.0f) ? this->actor.shape.rot.y : this->actor.shape.rot.y + 0x8000;
}
void BgHidanFwbig_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgHidanFwbig* this = (BgHidanFwbig*)thisx;
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
func_8002F71C(globalCtx, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
if (this->direction != 0) {
this->actionFunc = BgHidanFwbig_Lower;
}
}
if ((this->direction != 0) && (globalCtx->roomCtx.prevRoom.num == this->actor.room)) {
this->moveState = FWBIG_KILL;
this->actionFunc = BgHidanFwbig_Lower;
}
this->actionFunc(this, globalCtx);
if ((this->actor.home.pos.y - 200.0f) < this->actor.world.pos.y) {
if (gSaveContext.sceneSetupIndex < 4) {
func_8002F974(&this->actor, NA_SE_EV_BURNING - SFX_FLAG);
} else if ((s16)this->actor.world.pos.x == -513) {
func_8002F974(&this->actor, NA_SE_EV_FLAME_OF_FIRE - SFX_FLAG);
}
BgHidanFwbig_MoveCollider(this, globalCtx);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void BgHidanFwbig_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
f32 height;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gEffUnknown4Tex));
gSPSegment(POLY_XLU_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(gEffUnknown5Tex));
height = thisx->scale.y * 2400.0f;
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 220, 0,
((height - (thisx->home.pos.y - thisx->world.pos.y)) * 255.0f) / height);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, globalCtx->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
(u8)(globalCtx->gameplayFrames * -15), 0x20, 0x40));
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFireTempleBigFireWallDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}