Shipwright/soh/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c

309 lines
11 KiB
C

/*
* File: z_bg_haka_sgami.c
* Overlay: ovl_Bg_Haka_Sgami
* Description: Spinning Scythe Trap
*/
#include "z_bg_haka_sgami.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
typedef enum {
/* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE,
/* 1 */ SCYTHE_TRAP_SHADOW_TEMPLE_INVISIBLE,
/* 2 */ SCYTHE_TRAP_ICE_CAVERN
} SpinningScytheTrapMode;
#define SCYTHE_SPIN_TIME 32
void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHakaSgami_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHakaSgami_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHakaSgami_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx);
void BgHakaSgami_Spin(BgHakaSgami* this, GlobalContext* globalCtx);
const ActorInit Bg_Haka_Sgami_InitVars = {
ACTOR_BG_HAKA_SGAMI,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(BgHakaSgami),
(ActorFunc)BgHakaSgami_Init,
(ActorFunc)BgHakaSgami_Destroy,
(ActorFunc)BgHakaSgami_Update,
NULL,
NULL,
};
static ColliderTrisElementInit sTrisElementsInit[4] = {
{
{
ELEMTYPE_UNK2,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 365.0f, 45.0f, 27.0f }, { 130.0f, 45.0f, 150.0f }, { 290.0f, 45.0f, 145.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 250.0f, 45.0f, 90.0f }, { 50.0f, 45.0f, 80.0f }, { 160.0f, 45.0f, 160.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { -305.0f, 33.0f, -7.0f }, { -220.0f, 33.0f, 40.0f }, { -130.0f, 33.0f, -5.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { -190.0f, 33.0f, 40.0f }, { -30.0f, 33.0f, 15.0f }, { -70.0f, 33.0f, -30.0f } } },
},
};
static ColliderTrisInit sTrisInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_TRIS,
},
4,
sTrisElementsInit,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 80, 130, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 0, 80, 130, MASS_IMMOVABLE };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, 4, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
static u8 sP1StartColor[] = { 250, 250, 250, 200 };
static u8 sP2StartColor[] = { 200, 200, 200, 130 };
static u8 sP1EndColor[] = { 200, 200, 200, 60 };
static u8 sP2EndColor[] = { 150, 150, 150, 20 };
BgHakaSgami* this = (BgHakaSgami*)thisx;
EffectBlureInit1 blureInit;
s32 i;
ColliderTris* colliderScythe = &this->colliderScythe;
Actor_ProcessInitChain(thisx, sInitChain);
this->unk_151 = thisx->params & 0xFF;
thisx->params = (thisx->params >> 8) & 0xFF;
if (this->unk_151 != 0) {
thisx->flags |= ACTOR_FLAG_7;
}
Collider_InitTris(globalCtx, colliderScythe);
Collider_SetTris(globalCtx, colliderScythe, thisx, &sTrisInit, this->colliderScytheItems);
Collider_InitCylinder(globalCtx, &this->colliderScytheCenter);
Collider_SetCylinder(globalCtx, &this->colliderScytheCenter, thisx, &sCylinderInit);
this->colliderScytheCenter.dim.pos.x = thisx->world.pos.x;
this->colliderScytheCenter.dim.pos.y = thisx->world.pos.y;
this->colliderScytheCenter.dim.pos.z = thisx->world.pos.z;
CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
for (i = 0; i < 4; i++) {
blureInit.p1StartColor[i] = sP1StartColor[i];
blureInit.p2StartColor[i] = sP2StartColor[i];
blureInit.p1EndColor[i] = sP1EndColor[i];
blureInit.p2EndColor[i] = sP2EndColor[i];
}
blureInit.elemDuration = 10;
blureInit.unkFlag = false;
blureInit.calcMode = 2;
Effect_Add(globalCtx, &this->blureEffectIndex[0], EFFECT_BLURE1, 0, 0, &blureInit);
Effect_Add(globalCtx, &this->blureEffectIndex[1], EFFECT_BLURE1, 0, 0, &blureInit);
if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKA_OBJECTS);
thisx->flags &= ~ACTOR_FLAG_0;
} else {
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_ICE_OBJECTS);
this->colliderScytheCenter.dim.radius = 30;
this->colliderScytheCenter.dim.height = 70;
Actor_SetFocus(thisx, 40.0f);
}
if (this->requiredObjBankIndex < 0) {
Actor_Kill(thisx);
return;
}
this->actionFunc = BgHakaSgami_SetupSpin;
}
void BgHakaSgami_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgHakaSgami* this = (BgHakaSgami*)thisx;
Effect_Delete(globalCtx, this->blureEffectIndex[0]);
Effect_Delete(globalCtx, this->blureEffectIndex[1]);
Collider_DestroyTris(globalCtx, &this->colliderScythe);
Collider_DestroyCylinder(globalCtx, &this->colliderScytheCenter);
}
void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
this->actor.objBankIndex = this->requiredObjBankIndex;
this->actor.draw = BgHakaSgami_Draw;
this->timer = SCYTHE_SPIN_TIME;
this->actor.flags &= ~ACTOR_FLAG_4;
this->actionFunc = BgHakaSgami_Spin;
}
}
void BgHakaSgami_Spin(BgHakaSgami* this, GlobalContext* globalCtx) {
static Vec3f blureEffectVertices2[] = {
{ -20.0f, 50.0f, 130.0f },
{ -50.0f, 33.0f, 20.0f },
};
static Vec3f blureEffectVertices1[] = {
{ 380.0f, 50.0f, 50.0f },
{ 310.0f, 33.0f, 0.0f },
};
s32 i;
s32 j;
Vec3f scytheVertices[3];
f32 actorRotYSin;
f32 actorRotYCos;
s32 iterateCount;
ColliderTrisElementInit* elementInit;
if (this->timer != 0) {
this->timer--;
}
this->actor.shape.rot.y += ((s16)(512.0f * sinf(this->timer * (M_PI / 16.0f))) + 0x400) >> 1;
if (this->timer == 0) {
this->timer = SCYTHE_SPIN_TIME;
}
actorRotYSin = Math_SinS(this->actor.shape.rot.y);
actorRotYCos = Math_CosS(this->actor.shape.rot.y);
iterateCount = (this->actor.params != 0) ? 4 : 2;
for (i = iterateCount - 2; i < iterateCount; i++) {
elementInit = &sTrisInit.elements[i];
for (j = 0; j < 3; j++) {
scytheVertices[j].x = this->actor.world.pos.x + elementInit->dim.vtx[j].z * actorRotYSin +
elementInit->dim.vtx[j].x * actorRotYCos;
scytheVertices[j].y = this->actor.world.pos.y + elementInit->dim.vtx[j].y;
scytheVertices[j].z = this->actor.world.pos.z + elementInit->dim.vtx[j].z * actorRotYCos -
elementInit->dim.vtx[j].x * actorRotYSin;
}
Collider_SetTrisVertices(&this->colliderScythe, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]);
for (j = 0; j < 3; j++) {
scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x;
scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z;
}
Collider_SetTrisVertices(&this->colliderScythe, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1],
&scytheVertices[2]);
}
if ((this->unk_151 == 0) || globalCtx->actorCtx.lensActive) {
scytheVertices[0].x = this->actor.world.pos.x + blureEffectVertices1[this->actor.params].z * actorRotYSin +
blureEffectVertices1[this->actor.params].x * actorRotYCos;
scytheVertices[0].y = this->actor.world.pos.y + blureEffectVertices1[this->actor.params].y;
scytheVertices[0].z = this->actor.world.pos.z + blureEffectVertices1[this->actor.params].z * actorRotYCos -
blureEffectVertices1[this->actor.params].x * actorRotYSin;
scytheVertices[1].x = this->actor.world.pos.x + blureEffectVertices2[this->actor.params].z * actorRotYSin +
blureEffectVertices2[this->actor.params].x * actorRotYCos;
scytheVertices[1].y = this->actor.world.pos.y + blureEffectVertices2[this->actor.params].y;
scytheVertices[1].z = this->actor.world.pos.z + blureEffectVertices2[this->actor.params].z * actorRotYCos -
blureEffectVertices2[this->actor.params].x * actorRotYSin;
EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[0]), &scytheVertices[0], &scytheVertices[1]);
for (j = 0; j < 2; j++) {
scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x;
scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z;
}
EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[1]), &scytheVertices[0], &scytheVertices[1]);
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderScythe.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderScytheCenter.base);
func_8002F974(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
}
void BgHakaSgami_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHakaSgami* this = (BgHakaSgami*)thisx;
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x300000C0) || (this->actionFunc == BgHakaSgami_SetupSpin)) {
this->actionFunc(this, globalCtx);
}
}
void BgHakaSgami_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHakaSgami* this = (BgHakaSgami*)thisx;
if (this->unk_151 != 0) {
Gfx_DrawDListXlu(globalCtx, object_haka_objects_DL_00BF20);
} else if (this->actor.params == SCYTHE_TRAP_SHADOW_TEMPLE) {
Gfx_DrawDListOpa(globalCtx, object_haka_objects_DL_00BF20);
} else {
Gfx_DrawDListOpa(globalCtx, object_ice_objects_DL_0021F0);
}
}