Shipwright/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c

223 lines
7.9 KiB
C

/*
* File: z_obj_lift.c
* Overlay: ovl_Obj_Lift
* Description: Square, collapsing platform
*/
#include "z_obj_lift.h"
#include "objects/object_d_lift/object_d_lift.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#define FLAGS ACTOR_FLAG_4
void ObjLift_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjLift_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjLift_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjLift_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80B9651C(ObjLift* this);
void func_80B9664C(ObjLift* this);
void func_80B967C0(ObjLift* this);
void func_80B96560(ObjLift* this, GlobalContext* globalCtx);
void func_80B96678(ObjLift* this, GlobalContext* globalCtx);
void func_80B96840(ObjLift* this, GlobalContext* globalCtx);
const ActorInit Obj_Lift_InitVars = {
ACTOR_OBJ_LIFT,
ACTORCAT_BG,
FLAGS,
OBJECT_D_LIFT,
sizeof(ObjLift),
(ActorFunc)ObjLift_Init,
(ActorFunc)ObjLift_Destroy,
(ActorFunc)ObjLift_Update,
(ActorFunc)ObjLift_Draw,
NULL,
};
static s16 sFallTimerDurations[] = { 0, 10, 20, 30, 40, 50, 60 };
typedef struct {
/* 0x00 */ s16 x;
/* 0x02 */ s16 z;
} ObjLiftFramgentScale; // size = 0x4
static ObjLiftFramgentScale sFragmentScales[] = {
{ 120, -120 }, { 120, 0 }, { 120, 120 }, { 0, -120 }, { 0, 0 },
{ 0, 120 }, { -120, -120 }, { -120, 0 }, { -120, 120 },
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -600, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(minVelocityY, -15000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 2000, ICHAIN_STOP),
};
static f32 sScales[] = { 0.1f, 0.05f };
static f32 sMaxFallDistances[] = { -18.0f, -9.0f };
void ObjLift_SetupAction(ObjLift* this, ObjLiftActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void ObjLift_InitDynaPoly(ObjLift* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.id, this->dyna.actor.params);
}
}
void func_80B96160(ObjLift* this, GlobalContext* globalCtx) {
Vec3f pos;
Vec3f velocity;
Vec3f* temp_s3;
s32 pad0;
s32 i;
temp_s3 = &this->dyna.actor.world.pos;
for (i = 0; i < ARRAY_COUNT(sFragmentScales); i++) {
pos.x = sFragmentScales[i].x * this->dyna.actor.scale.x + temp_s3->x;
pos.y = temp_s3->y;
pos.z = sFragmentScales[i].z * this->dyna.actor.scale.z + temp_s3->z;
velocity.x = sFragmentScales[i].x * this->dyna.actor.scale.x * 0.8f;
velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
velocity.z = sFragmentScales[i].z * this->dyna.actor.scale.z * 0.8f;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, temp_s3, -256, (Rand_ZeroOne() < 0.5f) ? 64 : 32, 15, 15, 0,
(Rand_ZeroOne() * 50.0f + 50.0f) * this->dyna.actor.scale.x, 0, 32, 50, KAKERA_COLOR_NONE,
OBJECT_D_LIFT, gCollapsingPlatformDL);
}
if (((this->dyna.actor.params >> 1) & 1) == 0) {
func_80033480(globalCtx, &this->dyna.actor.world.pos, 120.0f, 12, 120, 100, 1);
} else if (((this->dyna.actor.params >> 1) & 1) == 1) {
func_80033480(globalCtx, &this->dyna.actor.world.pos, 60.0f, 8, 60, 100, 1);
}
}
void ObjLift_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjLift* this = (ObjLift*)thisx;
ObjLift_InitDynaPoly(this, globalCtx, &gCollapsingPlatformCol, DPM_PLAYER);
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 2) & 0x3F)) {
Actor_Kill(&this->dyna.actor);
return;
}
Actor_SetScale(&this->dyna.actor, sScales[(this->dyna.actor.params >> 1) & 1]);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->unk_168.x = Rand_ZeroOne() * 65535.5f;
this->unk_168.y = Rand_ZeroOne() * 65535.5f;
this->unk_168.z = Rand_ZeroOne() * 65535.5f;
func_80B9651C(this);
osSyncPrintf("(Dungeon Lift)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
void ObjLift_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ObjLift* this = (ObjLift*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_80B9651C(ObjLift* this) {
this->timer = sFallTimerDurations[(this->dyna.actor.params >> 8) & 7];
ObjLift_SetupAction(this, func_80B96560);
}
void func_80B96560(ObjLift* this, GlobalContext* globalCtx) {
s32 pad;
s32 quakeIndex;
if (func_8004356C(&this->dyna)) {
if (this->timer <= 0) {
if (((this->dyna.actor.params >> 8) & 7) == 7) {
func_80B967C0(this);
} else {
quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 1);
Quake_SetSpeed(quakeIndex, 10000);
Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 20);
func_80B9664C(this);
}
}
} else {
this->timer = sFallTimerDurations[(this->dyna.actor.params >> 8) & 7];
}
}
void func_80B9664C(ObjLift* this) {
this->timer = 20;
ObjLift_SetupAction(this, func_80B96678);
}
void func_80B96678(ObjLift* this, GlobalContext* globalCtx) {
if (this->timer <= 0) {
func_80B967C0(this);
} else {
this->unk_168.x += 10000;
this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.x;
this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.z;
this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.shape.rot.z = this->dyna.actor.world.rot.z;
this->unk_168.y += 18000;
this->dyna.actor.world.pos.y = Math_SinS(this->unk_168.y) + this->dyna.actor.home.pos.y;
this->unk_168.z += 18000;
this->dyna.actor.world.pos.x = Math_SinS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = Math_CosS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.z;
}
if ((this->timer & 3) == 3) {
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 16, NA_SE_EV_BLOCK_SHAKE);
}
}
void func_80B967C0(ObjLift* this) {
ObjLift_SetupAction(this, func_80B96840);
Math_Vec3f_Copy(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
this->dyna.actor.shape.rot = this->dyna.actor.world.rot = this->dyna.actor.home.rot;
}
void func_80B96840(ObjLift* this, GlobalContext* globalCtx) {
s32 pad;
s32 bgId;
Vec3f sp2C;
Actor_MoveForward(&this->dyna.actor);
Math_Vec3f_Copy(&sp2C, &this->dyna.actor.prevPos);
sp2C.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1];
this->dyna.actor.floorHeight =
BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &sp2C);
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
func_80B96160(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK);
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 2) & 0x3F);
Actor_Kill(&this->dyna.actor);
}
}
void ObjLift_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjLift* this = (ObjLift*)thisx;
if (this->timer > 0) {
this->timer--;
}
this->actionFunc(this, globalCtx);
}
void ObjLift_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, gCollapsingPlatformDL);
}