Shipwright/soh/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c

223 lines
7.0 KiB
C

/*
* File: z_bg_jya_goroiwa.c
* Overlay: ovl_Bg_Jya_Goroiwa
* Description: Rolling Boulder
* moves very slowly in some cases
*/
#include "z_bg_jya_goroiwa.h"
#include "objects/object_goroiwa/object_goroiwa.h"
#define FLAGS ACTOR_FLAG_4
void BgJyaGoroiwa_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaGoroiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgJyaGoroiwa_Update(Actor* thisx, GlobalContext* globalCtx);
void BgJyaGoroiwa_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgJyaGoroiwa_Wait(BgJyaGoroiwa* this, GlobalContext* globalCtx);
void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, GlobalContext* globalCtx);
void BgJyaGoroiwa_SetupWait(BgJyaGoroiwa* this);
void BgJyaGoroiwa_SetupMove(BgJyaGoroiwa* this);
void BgJyaGoroiwa_UpdateRotation(BgJyaGoroiwa* this);
void BgJyaGoroiwa_UpdateCollider(BgJyaGoroiwa* this);
const ActorInit Bg_Jya_Goroiwa_InitVars = {
ACTOR_BG_JYA_GOROIWA,
ACTORCAT_PROP,
FLAGS,
OBJECT_GOROIWA,
sizeof(BgJyaGoroiwa),
(ActorFunc)BgJyaGoroiwa_Init,
(ActorFunc)BgJyaGoroiwa_Destroy,
(ActorFunc)BgJyaGoroiwa_Update,
(ActorFunc)BgJyaGoroiwa_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[] = {
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_ON,
},
{ 0, { { 0, 0, 0 }, 58 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 0, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void BgJyaGoroiwa_UpdateCollider(BgJyaGoroiwa* this) {
Sphere16* worldSphere = &this->collider.elements[0].dim.worldSphere;
worldSphere->center.x = this->actor.world.pos.x;
worldSphere->center.y = this->actor.world.pos.y + 59.5f;
worldSphere->center.z = this->actor.world.pos.z;
}
void BgJyaGoroiwa_InitCollider(BgJyaGoroiwa* this, GlobalContext* globalCtx) {
s32 pad;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, &this->colliderItem);
BgJyaGoroiwa_UpdateCollider(this);
this->collider.elements[0].dim.worldSphere.radius = 58;
}
void BgJyaGoroiwa_UpdateRotation(BgJyaGoroiwa* this) {
f32 xDiff = this->actor.world.pos.x - this->actor.prevPos.x;
this->actor.shape.rot.z -= 0x10000 / (119 * M_PI) * xDiff;
}
void BgJyaGoroiwa_Init(Actor* thisx, GlobalContext* globalCtx) {
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
BgJyaGoroiwa_InitCollider(this, globalCtx);
this->actor.shape.rot.x = this->actor.shape.rot.y = this->actor.shape.rot.z = 0;
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
ActorShape_Init(&this->actor.shape, 595.0f, ActorShadow_DrawCircle, 9.0f);
this->actor.shape.shadowAlpha = 128;
BgJyaGoroiwa_SetupMove(this);
}
void BgJyaGoroiwa_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void BgJyaGoroiwa_SetupMove(BgJyaGoroiwa* this) {
this->actionFunc = BgJyaGoroiwa_Move;
this->collider.base.atFlags |= AT_ON;
this->hasHit = false;
this->speedFactor = 1.0f;
}
void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, GlobalContext* globalCtx) {
Actor* thisx = &this->actor;
s16 relYawTowardsPlayer;
f32 speedXZsqBase = (-100.0f - thisx->world.pos.y) * 2.5f;
f32 posYfac;
if (speedXZsqBase < 0.01f) {
speedXZsqBase = 0.01f;
}
thisx->speedXZ = sqrtf(speedXZsqBase) * this->speedFactor;
thisx->velocity.x = Math_SinS(thisx->world.rot.y) * thisx->speedXZ;
thisx->velocity.z = Math_CosS(thisx->world.rot.y) * thisx->speedXZ;
thisx->world.pos.x = thisx->world.pos.x + thisx->velocity.x;
thisx->world.pos.z = thisx->world.pos.z + thisx->velocity.z;
if ((thisx->world.pos.x > 1466.0f) && (thisx->world.pos.x < 1673.0f)) {
thisx->world.pos.y = -129.5f;
} else {
posYfac = 1569.0f - thisx->world.pos.x;
posYfac = fabsf(posYfac) - 103.0f;
thisx->world.pos.y = ((35.0f / 92.0f) * posYfac) - 129.5f;
}
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT & ~AT_ON;
relYawTowardsPlayer = thisx->yawTowardsPlayer - thisx->world.rot.y;
if ((relYawTowardsPlayer > -0x4000) && (relYawTowardsPlayer < 0x4000)) {
thisx->world.rot.y += 0x8000;
}
func_8002F6D4(globalCtx, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_PL_BODY_HIT);
this->yOffsetSpeed = 10.0f;
this->speedFactor = 0.5f;
this->hasHit = true;
}
if (this->hasHit) {
this->yOffsetSpeed -= 1.5f;
thisx->shape.yOffset += this->yOffsetSpeed * 10.0f;
if (thisx->shape.yOffset < 595.0f) {
thisx->shape.yOffset = 595.0f;
BgJyaGoroiwa_SetupWait(this);
}
} else {
Math_StepToF(&this->speedFactor, 1.0f, 0.04f);
}
if (thisx->world.pos.x > 1745.0f) {
thisx->world.rot.y = -0x4000;
} else if (thisx->world.pos.x < 1393.0f) {
thisx->world.rot.y = 0x4000;
}
Audio_PlayActorSound2(thisx, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
}
void BgJyaGoroiwa_SetupWait(BgJyaGoroiwa* this) {
this->actionFunc = BgJyaGoroiwa_Wait;
this->waitTimer = 0;
}
void BgJyaGoroiwa_Wait(BgJyaGoroiwa* this, GlobalContext* globalCtx) {
this->waitTimer++;
if (this->waitTimer > 60) {
BgJyaGoroiwa_SetupMove(this);
this->speedFactor = 0.1f;
}
}
void BgJyaGoroiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
Player* player = GET_PLAYER(globalCtx);
s32 bgId;
Vec3f pos;
if (!(player->stateFlags1 & 0x300000C0)) {
this->actionFunc(this, globalCtx);
BgJyaGoroiwa_UpdateRotation(this);
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 59.5f;
pos.z = this->actor.world.pos.z;
this->actor.floorHeight =
BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
BgJyaGoroiwa_UpdateCollider(this);
if (this->collider.base.atFlags & AT_ON) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void BgJyaGoroiwa_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, gRollingRockDL);
}