Shipwright/soh/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c

328 lines
12 KiB
C

/*
* File: z_bg_dodoago.c
* Overlay: ovl_Bg_Dodoago
* Description: Dodongo Head Statue in Dodongo's Cavern
*/
#include "z_bg_dodoago.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS 0
void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx);
void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx);
void BgDodoago_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgDodoago_Reset(void);
void BgDodoago_WaitExplosives(BgDodoago* this, GlobalContext* globalCtx);
void BgDodoago_OpenJaw(BgDodoago* this, GlobalContext* globalCtx);
void BgDodoago_DoNothing(BgDodoago* this, GlobalContext* globalCtx);
void BgDodoago_LightOneEye(BgDodoago* this, GlobalContext* globalCtx);
const ActorInit Bg_Dodoago_InitVars = {
ACTOR_BG_DODOAGO,
ACTORCAT_BG,
FLAGS,
OBJECT_DDAN_OBJECTS,
sizeof(BgDodoago),
(ActorFunc)BgDodoago_Init,
(ActorFunc)BgDodoago_Destroy,
(ActorFunc)BgDodoago_Update,
(ActorFunc)BgDodoago_Draw,
(ActorResetFunc)BgDodoago_Reset,
};
static ColliderCylinderInit sColCylinderInitMain = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ALL,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 80, 30, 80, { 0, 0, 0 } },
};
static ColliderCylinderInit sColCylinderInitLeftRight = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_NO_PUSH | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 50, 60, 280, { 0, 0, 0 } },
};
s16 sBgDodoagoFirstExplosiveFlag = false;
u8 sBgDodoagoDisableBombCatcher;
//static u8 sUnused[90]; // unknown length
s32 sBgDodoagoTimer;
void BgDodoago_SetupAction(BgDodoago* this, BgDodoagoActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void BgDodoago_SpawnSparkles(Vec3f* meanPos, GlobalContext* globalCtx) {
Vec3f pos;
Color_RGBA8 primColor = { 100, 100, 100, 0 };
Color_RGBA8 envColor = { 40, 40, 40, 0 };
static Vec3f velocity = { 0.0f, -1.5f, 0.0f };
static Vec3f acceleration = { 0.0f, -0.2f, 0.0f };
s32 i;
for (i = 4; i > 0; i--) {
pos.x = Rand_CenteredFloat(20.0f) + meanPos->x;
pos.y = Rand_CenteredFloat(10.0f) + meanPos->y;
pos.z = Rand_CenteredFloat(20.0f) + meanPos->z;
EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &velocity, &acceleration, &primColor, &envColor);
}
}
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 5000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
};
void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx) {
BgDodoago* this = (BgDodoago*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gDodongoLowerJawCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
this->dyna.actor.shape.rot.x = 0x1333;
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] = globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] = 255;
return;
}
Collider_InitCylinder(globalCtx, &this->colliderMain);
Collider_InitCylinder(globalCtx, &this->colliderLeft);
Collider_InitCylinder(globalCtx, &this->colliderRight);
Collider_SetCylinder(globalCtx, &this->colliderMain, &this->dyna.actor, &sColCylinderInitMain);
Collider_SetCylinder(globalCtx, &this->colliderLeft, &this->dyna.actor, &sColCylinderInitLeftRight);
Collider_SetCylinder(globalCtx, &this->colliderRight, &this->dyna.actor, &sColCylinderInitLeftRight);
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
sBgDodoagoDisableBombCatcher = false;
}
void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgDodoago* this = (BgDodoago*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(globalCtx, &this->colliderMain);
Collider_DestroyCylinder(globalCtx, &this->colliderLeft);
Collider_DestroyCylinder(globalCtx, &this->colliderRight);
}
void BgDodoago_WaitExplosives(BgDodoago* this, GlobalContext* globalCtx) {
Actor* explosive = Actor_GetCollidedExplosive(globalCtx, &this->colliderMain.base);
if (explosive != NULL) {
this->state =
(Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &explosive->world.pos) >= this->dyna.actor.shape.rot.y)
? BGDODOAGO_EYE_RIGHT
: BGDODOAGO_EYE_LEFT;
if (((globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
((globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
this->state = 0;
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
BgDodoago_SetupAction(this, BgDodoago_OpenJaw);
OnePointCutscene_Init(globalCtx, 3380, 160, &this->dyna.actor, MAIN_CAM);
} else if (globalCtx->roomCtx.unk_74[this->state] == 0) {
OnePointCutscene_Init(globalCtx, 3065, 40, &this->dyna.actor, MAIN_CAM);
BgDodoago_SetupAction(this, BgDodoago_LightOneEye);
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
OnePointCutscene_Init(globalCtx, 3065, 20, &this->dyna.actor, MAIN_CAM);
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
sBgDodoagoTimer += 30;
return;
}
// the flag is never set back to false, so this only runs once
if (!sBgDodoagoFirstExplosiveFlag) {
// this disables the bomb catcher (see BgDodoago_Update) for a few seconds
this->dyna.actor.parent = explosive;
sBgDodoagoFirstExplosiveFlag = true;
sBgDodoagoTimer = 50;
}
} else if (Flags_GetEventChkInf(0xB0)) {
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderMain);
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderLeft);
Collider_UpdateCylinder(&this->dyna.actor, &this->colliderRight);
this->colliderMain.dim.pos.z += 200;
this->colliderLeft.dim.pos.z += 215;
this->colliderLeft.dim.pos.x += 90;
this->colliderRight.dim.pos.z += 215;
this->colliderRight.dim.pos.x -= 90;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderMain.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderLeft.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderRight.base);
}
}
void BgDodoago_OpenJaw(BgDodoago* this, GlobalContext* globalCtx) {
Vec3f pos;
Vec3f dustOffsets[] = {
{ 0.0f, -200.0f, 430.0f }, { 20.0f, -200.0f, 420.0f }, { -20.0f, -200.0f, 420.0f },
{ 40.0, -200.0f, 380.0f }, { -40.0, -200.0f, 380.0f }, { 50.0, -200.0f, 350.0f },
{ -50.0f, -200.0f, 350.0f }, { 60.0f, -200.0f, 320.0f }, { -60.0f, -200.0f, 320.0f },
{ 70.0f, -200.0f, 290.0f }, { -70.0, -200.0f, 290.0f },
};
s32 i;
// make both eyes red (one already is)
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] < 255) {
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] += 5;
}
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] < 255) {
globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] += 5;
}
if (globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] != 255 || globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] != 255) {
sBgDodoagoTimer--;
return;
}
if (sBgDodoagoTimer == 108) {
for (i = ARRAY_COUNT(dustOffsets) - 1; i >= 0; i--) {
pos.x = dustOffsets[i].x + this->dyna.actor.world.pos.x;
pos.y = dustOffsets[i].y + this->dyna.actor.world.pos.y;
pos.z = dustOffsets[i].z + this->dyna.actor.world.pos.z;
func_80033480(globalCtx, &pos, 2.0f, 3, 200, 75, 1);
}
}
pos.x = this->dyna.actor.world.pos.x + 200.0f;
pos.y = this->dyna.actor.world.pos.y - 20.0f;
pos.z = this->dyna.actor.world.pos.z + 100.0f;
BgDodoago_SpawnSparkles(&pos, globalCtx);
pos.x = this->dyna.actor.world.pos.x - 200.0f;
pos.y = this->dyna.actor.world.pos.y - 20.0f;
pos.z = this->dyna.actor.world.pos.z + 100.0f;
BgDodoago_SpawnSparkles(&pos, globalCtx);
Math_StepToS(&this->state, 100, 3);
func_800AA000(500.0f, 0x78, 0x14, 0xA);
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 110 - this->state, 0x3E8, 0x32) == 0) {
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
Audio_PlaySoundGeneral(NA_SE_EV_STONE_BOUND, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else {
Audio_PlaySoundGeneral(NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG, &this->dyna.actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}
void BgDodoago_DoNothing(BgDodoago* this, GlobalContext* globalCtx) {
}
void BgDodoago_LightOneEye(BgDodoago* this, GlobalContext* globalCtx) {
globalCtx->roomCtx.unk_74[this->state] += 5;
if (globalCtx->roomCtx.unk_74[this->state] == 255) {
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
}
}
void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx) {
BgDodoago* this = (BgDodoago*)thisx;
Actor* actor;
EnBom* bomb;
if (this->dyna.actor.parent == NULL) {
// this is a "bomb catcher", it kills the XZ speed and sets the timer for bombs that are dropped through the
// holes in the bridge above the skull
if ((this->colliderLeft.base.ocFlags1 & OC1_HIT) || (this->colliderRight.base.ocFlags1 & OC1_HIT)) {
if (this->colliderLeft.base.ocFlags1 & OC1_HIT) {
actor = this->colliderLeft.base.oc;
} else {
actor = this->colliderRight.base.oc;
}
this->colliderLeft.base.ocFlags1 &= ~OC1_HIT;
this->colliderRight.base.ocFlags1 &= ~OC1_HIT;
if (actor->category == ACTORCAT_EXPLOSIVE && actor->id == ACTOR_EN_BOM && actor->params == 0) {
bomb = (EnBom*)actor;
// disable the bomb catcher for a few seconds
this->dyna.actor.parent = &bomb->actor;
bomb->timer = 50;
bomb->actor.speedXZ = 0.0f;
sBgDodoagoTimer = 0;
}
}
} else {
sBgDodoagoTimer++;
Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
if (!sBgDodoagoDisableBombCatcher && sBgDodoagoTimer > 140) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
// this prevents clearing the actor's parent pointer, effectively disabling the bomb catcher
sBgDodoagoDisableBombCatcher++;
} else {
this->dyna.actor.parent = NULL;
}
}
}
this->actionFunc(this, globalCtx);
}
void BgDodoago_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_dodoago.c", 672);
if (Flags_GetEventChkInf(0xB0)) {
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_dodoago.c", 677),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDodongoLowerJawDL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_dodoago.c", 681);
}
void BgDodoago_Reset(void) {
sBgDodoagoFirstExplosiveFlag = false;
sBgDodoagoDisableBombCatcher = 0;
sBgDodoagoTimer = 0;
}