Shipwright/soh/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c

309 lines
11 KiB
C

/*
* File: z_obj_syokudai.c
* Overlay: ovl_Obj_Syokudai
* Description: Torch
*/
#include "z_obj_syokudai.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_syokudai/object_syokudai.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_10)
void ObjSyokudai_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjSyokudai_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjSyokudai_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Obj_Syokudai_InitVars = {
ACTOR_OBJ_SYOKUDAI,
ACTORCAT_PROP,
FLAGS,
OBJECT_SYOKUDAI,
sizeof(ObjSyokudai),
(ActorFunc)ObjSyokudai_Init,
(ActorFunc)ObjSyokudai_Destroy,
(ActorFunc)ObjSyokudai_Update,
(ActorFunc)ObjSyokudai_Draw,
NULL,
};
static ColliderCylinderInit sCylInitStand = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00100000, 0x00, 0x00 },
{ 0xEE01FFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 12, 45, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sCylInitFlame = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0x00020820, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 15, 45, 45, { 0, 0, 0 } },
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
};
static s32 sLitTorchCount;
void ObjSyokudai_Init(Actor* thisx, GlobalContext* globalCtx) {
static u8 sColTypesStand[] = { 0x09, 0x0B, 0x0B };
s32 pad;
ObjSyokudai* this = (ObjSyokudai*)thisx;
s32 torchType = this->actor.params & 0xF000;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
Collider_InitCylinder(globalCtx, &this->colliderStand);
Collider_SetCylinder(globalCtx, &this->colliderStand, &this->actor, &sCylInitStand);
this->colliderStand.base.colType = sColTypesStand[this->actor.params >> 0xC];
Collider_InitCylinder(globalCtx, &this->colliderFlame);
Collider_SetCylinder(globalCtx, &this->colliderFlame, &this->actor, &sCylInitFlame);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y + 70.0f,
this->actor.world.pos.z, 255, 255, 180, -1);
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
if ((this->actor.params & 0x400) || ((torchType != 2) && Flags_GetSwitch(globalCtx, this->actor.params & 0x3F))) {
this->litTimer = -1;
}
this->flameTexScroll = (s32)(Rand_ZeroOne() * 20.0f);
sLitTorchCount = 0;
Actor_SetFocus(&this->actor, 60.0f);
}
void ObjSyokudai_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjSyokudai* this = (ObjSyokudai*)thisx;
Collider_DestroyCylinder(globalCtx, &this->colliderStand);
Collider_DestroyCylinder(globalCtx, &this->colliderFlame);
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode);
}
void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjSyokudai* this = (ObjSyokudai*)thisx;
s32 torchCount = (this->actor.params >> 6) & 0xF;
s32 switchFlag = this->actor.params & 0x3F;
s32 torchType = this->actor.params & 0xF000;
s32 litTimeScale;
WaterBox* dummy;
f32 waterSurface;
s32 lightRadius = -1;
u8 brightness = 0;
Player* player;
EnArrow* arrow;
s32 interactionType;
u32 dmgFlags;
Vec3f tipToFlame;
s32 pad;
s32 pad2;
litTimeScale = torchCount;
if (torchCount == 10) {
torchCount = 24;
}
if (WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
&waterSurface, &dummy) &&
((waterSurface - this->actor.world.pos.y) > 52.0f)) {
this->litTimer = 0;
if (torchType == 1) {
Flags_UnsetSwitch(globalCtx, switchFlag);
if (torchCount != 0) {
this->litTimer = 1;
}
}
} else {
player = GET_PLAYER(globalCtx);
interactionType = 0;
if (this->actor.params & 0x400) {
this->litTimer = -1;
}
if (torchCount != 0) {
if (Flags_GetSwitch(globalCtx, switchFlag)) {
if (this->litTimer == 0) {
this->litTimer = -1;
if (torchType == 0) {
OnePointCutscene_Attention(globalCtx, &this->actor);
}
} else if (this->litTimer > 0) {
this->litTimer = -1;
}
} else if (this->litTimer < 0) {
this->litTimer = 20;
}
}
if (this->colliderFlame.base.acFlags & AC_HIT) {
dmgFlags = this->colliderFlame.info.acHitInfo->toucher.dmgFlags;
if (dmgFlags & 0x20820) {
interactionType = 1;
}
} else if (player->heldItemActionParam == PLAYER_AP_STICK) {
Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
tipToFlame.y -= 67.0f;
if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
interactionType = -1;
}
}
if (interactionType != 0) {
if (this->litTimer != 0) {
if (interactionType < 0) {
if (player->unk_860 == 0) {
player->unk_860 = 210;
Audio_PlaySoundGeneral(NA_SE_EV_FLAME_IGNITION, &this->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
} else if (player->unk_860 < 200) {
player->unk_860 = 200;
}
} else if (dmgFlags & 0x20) {
arrow = (EnArrow*)this->colliderFlame.base.ac;
if ((arrow->actor.update != NULL) && (arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
arrow->collider.info.toucher.dmgFlags = 0x800;
}
}
if ((0 <= this->litTimer) && (this->litTimer < (50 * litTimeScale + 100)) && (torchType != 0)) {
this->litTimer = 50 * litTimeScale + 100;
}
} else if ((torchType != 0) && (((interactionType > 0) && (dmgFlags & 0x20800)) ||
((interactionType < 0) && (player->unk_860 != 0)))) {
if ((interactionType < 0) && (player->unk_860 < 200)) {
player->unk_860 = 200;
}
if (torchCount == 0) {
this->litTimer = -1;
if (torchType != 2) {
Flags_SetSwitch(globalCtx, switchFlag);
OnePointCutscene_Attention(globalCtx, &this->actor);
}
} else {
sLitTorchCount++;
if (sLitTorchCount >= torchCount) {
Flags_SetSwitch(globalCtx, switchFlag);
OnePointCutscene_Attention(globalCtx, &this->actor);
this->litTimer = -1;
} else {
this->litTimer = (litTimeScale * 50) + 110;
}
}
Audio_PlaySoundGeneral(NA_SE_EV_FLAME_IGNITION, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
}
}
Collider_UpdateCylinder(&this->actor, &this->colliderStand);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderStand.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderStand.base);
Collider_UpdateCylinder(&this->actor, &this->colliderFlame);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderFlame.base);
if (this->litTimer > 0) {
this->litTimer--;
if ((this->litTimer == 0) && (torchType != 0)) {
sLitTorchCount--;
}
}
if (this->litTimer != 0) {
if ((this->litTimer < 0) || (this->litTimer >= 20)) {
lightRadius = 200;
} else {
lightRadius = (this->litTimer * 200.0f) / 20.0f;
}
brightness = (u8)(Rand_ZeroOne() * 127.0f) + 128;
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
}
Lights_PointSetColorAndRadius(&this->lightInfo, brightness, brightness, 0, lightRadius);
this->flameTexScroll++;
}
void ObjSyokudai_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Gfx* displayLists[] = { gGoldenTorchDL, gTimedTorchDL, gWoodenTorchDL };
s32 pad;
ObjSyokudai* this = (ObjSyokudai*)thisx;
s32 timerMax;
timerMax = (((this->actor.params >> 6) & 0xF) * 50) + 100;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayLists[(u16)this->actor.params >> 0xC]);
if (this->litTimer != 0) {
f32 flameScale = 1.0f;
if (this->litTimer > timerMax) {
flameScale = (timerMax - this->litTimer + 10) / 10.0f;
} else if ((this->litTimer > 0) && (this->litTimer < 20)) {
flameScale = this->litTimer / 20.0f;
}
flameScale *= 0.0027f;
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
(this->flameTexScroll * -20) & 0x1FF, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
Matrix_Translate(0.0f, 52.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000) *
(M_PI / 0x8000),
MTXMODE_APPLY);
Matrix_Scale(flameScale, flameScale, flameScale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}