Shipwright/soh/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c

687 lines
26 KiB
C

/*
* File: z_obj_oshihiki.c
* Overlay: ovl_Obj_Oshihiki
* Description: Push Block
*/
#include "z_obj_oshihiki.h"
#include "overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#define FLAGS ACTOR_FLAG_4
void ObjOshihiki_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjOshihiki_SetupOnScene(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_OnScene(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupOnActor(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupPush(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_SetupFall(ObjOshihiki* this, GlobalContext* globalCtx);
void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx);
const ActorInit Obj_Oshihiki_InitVars = {
ACTOR_OBJ_OSHIHIKI,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_DANGEON_KEEP,
sizeof(ObjOshihiki),
(ActorFunc)ObjOshihiki_Init,
(ActorFunc)ObjOshihiki_Destroy,
(ActorFunc)ObjOshihiki_Update,
(ActorFunc)ObjOshihiki_Draw,
NULL,
};
static f32 sScales[] = {
(1 / 10.0f), (1 / 6.0f), (1 / 5.0f), (1 / 3.0f), (1 / 10.0f), (1 / 6.0f), (1 / 5.0f), (1 / 3.0f),
};
static Color_RGB8 sColors[][4] = {
{ { 110, 86, 40 }, { 110, 86, 40 }, { 110, 86, 40 }, { 110, 86, 40 } }, // deku tree
{ { 106, 120, 110 }, { 104, 80, 20 }, { 0, 0, 0 }, { 0, 0, 0 } }, // dodongos cavern
{ { 142, 99, 86 }, { 72, 118, 96 }, { 0, 0, 0 }, { 0, 0, 0 } }, // forest temple
{ { 210, 150, 80 }, { 210, 170, 80 }, { 0, 0, 0 }, { 0, 0, 0 } }, // fire temple
{ { 102, 144, 182 }, { 176, 167, 100 }, { 100, 167, 100 }, { 117, 97, 96 } }, // water temple
{ { 232, 210, 176 }, { 232, 210, 176 }, { 232, 210, 176 }, { 232, 210, 176 } }, // spirit temple
{ { 135, 125, 95 }, { 135, 125, 95 }, { 135, 125, 95 }, { 135, 125, 95 } }, // shadow temple
{ { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 } }, // ganons castle
{ { 232, 210, 176 }, { 232, 210, 176 }, { 232, 210, 176 }, { 232, 210, 176 } }, // gerudo training grounds
};
static s16 sScenes[] = {
SCENE_YDAN, SCENE_DDAN, SCENE_BMORI1, SCENE_HIDAN, SCENE_MIZUSIN,
SCENE_JYASINZOU, SCENE_HAKADAN, SCENE_GANON, SCENE_MEN,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 1800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1500, ICHAIN_STOP),
};
// The vertices and center of the bottom face
static Vec3f sColCheckPoints[5] = {
{ 29.99f, 1.01f, -29.99f }, { -29.99f, 1.01f, -29.99f }, { -29.99f, 1.01f, 29.99f },
{ 29.99f, 1.01f, 29.99f }, { 0.0f, 1.01f, 0.0f },
};
static Vec2f sFaceVtx[] = {
{ -30.0f, 0.0f },
{ 30.0f, 0.0f },
{ -30.0f, 60.0f },
{ 30.0f, 60.0f },
};
static Vec2f sFaceDirection[] = {
{ 1.0f, 1.0f },
{ -1.0f, 1.0f },
{ 1.0f, -1.0f },
{ -1.0f, -1.0f },
};
void ObjOshihiki_InitDynapoly(ObjOshihiki* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
// "Warning : move BG registration failure"
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 ObjOshihiki_RotateXZ(Vec3f* out, Vec3f* in, f32 sn, f32 cs) {
out->x = (in->z * sn) + (in->x * cs);
out->y = in->y;
out->z = (in->z * cs) - (in->x * sn);
}
s32 ObjOshihiki_StrongEnough(ObjOshihiki* this) {
s32 strength;
if (this->cantMove) {
return 0;
}
strength = Player_GetStrength();
switch (this->dyna.actor.params & 0xF) {
case PUSHBLOCK_SMALL_START_ON:
case PUSHBLOCK_MEDIUM_START_ON:
case PUSHBLOCK_SMALL_START_OFF:
case PUSHBLOCK_MEDIUM_START_OFF:
return 1;
break;
case PUSHBLOCK_LARGE_START_ON:
case PUSHBLOCK_LARGE_START_OFF:
return strength >= PLAYER_STR_BRACELET;
break;
case PUSHBLOCK_HUGE_START_ON:
case PUSHBLOCK_HUGE_START_OFF:
return strength >= PLAYER_STR_SILVER_G;
break;
}
return 0;
}
void ObjOshihiki_ResetFloors(ObjOshihiki* this) {
s32 i;
for (i = 0; i < ARRAY_COUNT(this->floorBgIds); i++) {
this->floorBgIds[i] = BGCHECK_SCENE;
}
}
ObjOshihiki* ObjOshihiki_GetBlockUnder(ObjOshihiki* this, GlobalContext* globalCtx) {
DynaPolyActor* dynaPolyActor;
if ((this->floorBgIds[this->highestFloor] != BGCHECK_SCENE) &&
(fabsf(this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) < 0.001f)) {
dynaPolyActor = DynaPoly_GetActor(&globalCtx->colCtx, this->floorBgIds[this->highestFloor]);
if ((dynaPolyActor != NULL) && (dynaPolyActor->actor.id == ACTOR_OBJ_OSHIHIKI)) {
return (ObjOshihiki*)dynaPolyActor;
}
}
return NULL;
}
void ObjOshihiki_UpdateInitPos(ObjOshihiki* this) {
if (this->dyna.actor.home.pos.x < this->dyna.actor.world.pos.x) {
while ((this->dyna.actor.world.pos.x - this->dyna.actor.home.pos.x) >= 20.0f) {
this->dyna.actor.home.pos.x += 20.0f;
}
} else {
while ((this->dyna.actor.home.pos.x - this->dyna.actor.world.pos.x) >= 20.0f) {
this->dyna.actor.home.pos.x -= 20.0f;
}
}
if (this->dyna.actor.home.pos.z < this->dyna.actor.world.pos.z) {
while ((this->dyna.actor.world.pos.z - this->dyna.actor.home.pos.z) >= 20.0f) {
this->dyna.actor.home.pos.z += 20.0f;
}
} else {
while ((this->dyna.actor.home.pos.z - this->dyna.actor.world.pos.z) >= 20.0f) {
this->dyna.actor.home.pos.z -= 20.0f;
}
}
}
s32 ObjOshihiki_NoSwitchPress(ObjOshihiki* this, DynaPolyActor* dyna, GlobalContext* globalCtx) {
s16 dynaSwitchFlag;
if (dyna == NULL) {
return 1;
} else if (dyna->actor.id == ACTOR_OBJ_SWITCH) {
dynaSwitchFlag = (dyna->actor.params >> 8) & 0x3F;
switch (dyna->actor.params & 0x33) {
case 0x20: // Normal blue switch
if ((dynaSwitchFlag == ((this->dyna.actor.params >> 8) & 0x3F)) &&
Flags_GetSwitch(globalCtx, dynaSwitchFlag)) {
return 0;
}
break;
case 0x30: // Inverse blue switch
if ((dynaSwitchFlag == ((this->dyna.actor.params >> 8) & 0x3F)) &&
!Flags_GetSwitch(globalCtx, dynaSwitchFlag)) {
return 0;
}
break;
}
}
return 1;
}
void ObjOshihiki_CheckType(ObjOshihiki* this, GlobalContext* globalCtx) {
switch (this->dyna.actor.params & 0xF) {
case PUSHBLOCK_SMALL_START_ON:
case PUSHBLOCK_MEDIUM_START_ON:
case PUSHBLOCK_LARGE_START_ON:
case PUSHBLOCK_HUGE_START_ON:
case PUSHBLOCK_SMALL_START_OFF:
case PUSHBLOCK_MEDIUM_START_OFF:
case PUSHBLOCK_LARGE_START_OFF:
case PUSHBLOCK_HUGE_START_OFF:
ObjOshihiki_InitDynapoly(this, globalCtx, &gPushBlockCol, 1);
break;
default:
// "Error : type cannot be determined"
osSyncPrintf("Error : タイプが判別できない(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.params);
break;
}
}
void ObjOshihiki_SetScale(ObjOshihiki* this, GlobalContext* globalCtx) {
Actor_SetScale(&this->dyna.actor, sScales[this->dyna.actor.params & 0xF]);
}
void ObjOshihiki_SetTexture(ObjOshihiki* this, GlobalContext* globalCtx) {
switch (this->dyna.actor.params & 0xF) {
case PUSHBLOCK_SMALL_START_ON:
case PUSHBLOCK_MEDIUM_START_ON:
case PUSHBLOCK_SMALL_START_OFF:
case PUSHBLOCK_MEDIUM_START_OFF:
this->texture = gPushBlockSilverTex;
break;
case PUSHBLOCK_LARGE_START_ON:
case PUSHBLOCK_LARGE_START_OFF:
this->texture = gPushBlockBaseTex;
break;
case PUSHBLOCK_HUGE_START_ON:
case PUSHBLOCK_HUGE_START_OFF:
this->texture = gPushBlockGrayTex;
break;
}
}
void ObjOshihiki_SetColor(ObjOshihiki* this, GlobalContext* globalCtx) {
Color_RGB8* src;
Color_RGB8* color = &this->color;
s16 paramsColorIdx;
s32 i;
paramsColorIdx = (this->dyna.actor.params >> 6) & 3;
for (i = 0; i < ARRAY_COUNT(sScenes); i++) {
if (sScenes[i] == globalCtx->sceneNum) {
break;
}
}
if (i >= ARRAY_COUNT(sColors)) {
// "Error : scene_data_ID cannot be determined"
osSyncPrintf("Error : scene_data_ID が判別できない。(%s %d)\n", __FILE__, __LINE__);
color->r = color->g = color->b = 255;
} else {
src = &sColors[i][paramsColorIdx];
color->r = src->r;
color->g = src->g;
color->b = src->b;
}
}
void ObjOshihiki_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjOshihiki* this = (ObjOshihiki*)thisx;
ObjOshihiki_CheckType(this, globalCtx);
if ((((this->dyna.actor.params >> 8) & 0xFF) >= 0) && (((this->dyna.actor.params >> 8) & 0xFF) <= 0x3F)) {
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F)) {
switch (this->dyna.actor.params & 0xF) {
case PUSHBLOCK_SMALL_START_ON:
case PUSHBLOCK_MEDIUM_START_ON:
case PUSHBLOCK_LARGE_START_ON:
case PUSHBLOCK_HUGE_START_ON:
Actor_Kill(&this->dyna.actor);
return;
}
} else {
switch (this->dyna.actor.params & 0xF) {
case PUSHBLOCK_SMALL_START_OFF:
case PUSHBLOCK_MEDIUM_START_OFF:
case PUSHBLOCK_LARGE_START_OFF:
case PUSHBLOCK_HUGE_START_OFF:
Actor_Kill(&this->dyna.actor);
return;
}
}
}
ObjOshihiki_SetScale(this, globalCtx);
ObjOshihiki_SetTexture(this, globalCtx);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
ObjOshihiki_SetColor(this, globalCtx);
ObjOshihiki_ResetFloors(this);
ObjOshihiki_SetupOnActor(this, globalCtx);
// "(dungeon keep push-pull block)"
osSyncPrintf("(dungeon keep 押し引きブロック)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
void ObjOshihiki_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* this = (ObjOshihiki*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void ObjOshihiki_SetFloors(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 5; i++) {
Vec3f colCheckPoint;
Vec3f colCheckOffset;
CollisionPoly** floorPoly;
s32* floorBgId;
colCheckOffset.x = sColCheckPoints[i].x * (this->dyna.actor.scale.x * 10.0f);
colCheckOffset.y = sColCheckPoints[i].y * (this->dyna.actor.scale.y * 10.0f);
colCheckOffset.z = sColCheckPoints[i].z * (this->dyna.actor.scale.z * 10.0f);
ObjOshihiki_RotateXZ(&colCheckPoint, &colCheckOffset, this->yawSin, this->yawCos);
colCheckPoint.x += this->dyna.actor.world.pos.x;
colCheckPoint.y += this->dyna.actor.prevPos.y;
colCheckPoint.z += this->dyna.actor.world.pos.z;
floorPoly = &this->floorPolys[i];
floorBgId = &this->floorBgIds[i];
this->floorHeights[i] = BgCheck_EntityRaycastFloor6(&globalCtx->colCtx, floorPoly, floorBgId, &this->dyna.actor,
&colCheckPoint, 0.0f);
}
}
s16 ObjOshihiki_GetHighestFloor(ObjOshihiki* this) {
s16 highestFloor = 0;
s16 temp = 1;
f32 phi_f0 = this->floorHeights[temp];
if (phi_f0 > this->floorHeights[highestFloor]) {
highestFloor = temp;
} else if ((this->floorBgIds[temp] == BGCHECK_SCENE) && ((phi_f0 - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp;
}
if (this->floorHeights[temp + 1] > this->floorHeights[highestFloor]) {
highestFloor = temp + 1;
} else if ((this->floorBgIds[temp + 1] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 1] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 1;
}
if (this->floorHeights[temp + 2] > this->floorHeights[highestFloor]) {
highestFloor = temp + 2;
} else if ((this->floorBgIds[temp + 2] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 2] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 2;
}
if (this->floorHeights[temp + 3] > this->floorHeights[highestFloor]) {
highestFloor = temp + 3;
} else if ((this->floorBgIds[temp + 3] == BGCHECK_SCENE) &&
((this->floorHeights[temp + 3] - this->floorHeights[highestFloor]) > -0.001f)) {
highestFloor = temp + 3;
}
return highestFloor;
}
void ObjOshihiki_SetGround(ObjOshihiki* this, GlobalContext* globalCtx) {
ObjOshihiki_ResetFloors(this);
ObjOshihiki_SetFloors(this, globalCtx);
this->highestFloor = ObjOshihiki_GetHighestFloor(this);
this->dyna.actor.floorHeight = this->floorHeights[this->highestFloor];
}
s32 ObjOshihiki_CheckFloor(ObjOshihiki* this, GlobalContext* globalCtx) {
ObjOshihiki_SetGround(this, globalCtx);
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
return 1;
}
return 0;
}
s32 ObjOshihiki_CheckGround(ObjOshihiki* this, GlobalContext* globalCtx) {
if (this->dyna.actor.world.pos.y <= BGCHECK_Y_MIN + 10.0f) {
// "Warning : Push-pull block fell too much"
osSyncPrintf("Warning : 押し引きブロック落ちすぎた(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
return 0;
}
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
return 1;
}
return 0;
}
s32 ObjOshihiki_CheckWall(GlobalContext* globalCtx, s16 angle, f32 direction, ObjOshihiki* this) {
f32 maxDist = ((direction >= 0.0f) ? 1.0f : -1.0f) * (300.0f * this->dyna.actor.scale.x + 20.0f - 0.5f);
f32 sn = Math_SinS(angle);
f32 cs = Math_CosS(angle);
s32 i;
for (i = 0; i < 4; i++) {
Vec3f faceVtx;
Vec3f faceVtxNext;
Vec3f posResult;
Vec3f faceVtxOffset;
s32 bgId;
CollisionPoly* outPoly;
faceVtxOffset.x = (sFaceVtx[i].x * this->dyna.actor.scale.x * 10.0f) + sFaceDirection[i].x;
faceVtxOffset.y = (sFaceVtx[i].y * this->dyna.actor.scale.y * 10.0f) + sFaceDirection[i].y;
faceVtxOffset.z = 0.0f;
ObjOshihiki_RotateXZ(&faceVtx, &faceVtxOffset, sn, cs);
faceVtx.x += this->dyna.actor.world.pos.x;
faceVtx.y += this->dyna.actor.world.pos.y;
faceVtx.z += this->dyna.actor.world.pos.z;
faceVtxNext.x = faceVtx.x + maxDist * sn;
faceVtxNext.y = faceVtx.y;
faceVtxNext.z = faceVtx.z + maxDist * cs;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &faceVtx, &faceVtxNext, &posResult, &outPoly, true, false,
false, true, &bgId, &this->dyna.actor, 0.0f)) {
return true;
}
}
return false;
}
s32 ObjOshihiki_MoveWithBlockUnder(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* blockUnder = ObjOshihiki_GetBlockUnder(this, globalCtx);
if ((blockUnder != NULL) && (blockUnder->stateFlags & PUSHBLOCK_SETUP_PUSH) &&
!ObjOshihiki_CheckWall(globalCtx, blockUnder->dyna.unk_158, blockUnder->direction, this)) {
this->blockUnder = blockUnder;
}
if ((this->stateFlags & PUSHBLOCK_MOVE_UNDER) && (this->blockUnder != NULL)) {
if (this->blockUnder->stateFlags & PUSHBLOCK_PUSH) {
this->underDistX = this->blockUnder->dyna.actor.world.pos.x - this->blockUnder->dyna.actor.prevPos.x;
this->underDistZ = this->blockUnder->dyna.actor.world.pos.z - this->blockUnder->dyna.actor.prevPos.z;
this->dyna.actor.world.pos.x += this->underDistX;
this->dyna.actor.world.pos.z += this->underDistZ;
ObjOshihiki_UpdateInitPos(this);
return true;
} else if (!(this->blockUnder->stateFlags & PUSHBLOCK_SETUP_PUSH)) {
this->blockUnder = NULL;
}
}
return false;
}
void ObjOshihiki_SetupOnScene(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_SCENE;
this->actionFunc = ObjOshihiki_OnScene;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
}
void ObjOshihiki_OnScene(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
this->stateFlags |= PUSHBLOCK_ON_SCENE;
if ((this->timer <= 0) && (fabsf(this->dyna.unk_150) > 0.001f)) {
if (ObjOshihiki_StrongEnough(this) &&
!ObjOshihiki_CheckWall(globalCtx, this->dyna.unk_158, this->dyna.unk_150, this)) {
this->direction = this->dyna.unk_150;
ObjOshihiki_SetupPush(this, globalCtx);
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
}
void ObjOshihiki_SetupOnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_ACTOR;
this->actionFunc = ObjOshihiki_OnActor;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.gravity = -1.0f;
}
void ObjOshihiki_OnActor(ObjOshihiki* this, GlobalContext* globalCtx) {
s32 bgId;
Player* player = GET_PLAYER(globalCtx);
DynaPolyActor* dynaPolyActor;
this->stateFlags |= PUSHBLOCK_ON_ACTOR;
Actor_MoveForward(&this->dyna.actor);
if (ObjOshihiki_CheckFloor(this, globalCtx)) {
bgId = this->floorBgIds[this->highestFloor];
if (bgId == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
dynaPolyActor = DynaPoly_GetActor(&globalCtx->colCtx, bgId);
if (dynaPolyActor != NULL) {
func_800434A8(dynaPolyActor);
func_80043538(dynaPolyActor);
if ((this->timer <= 0) && (fabsf(this->dyna.unk_150) > 0.001f)) {
if (ObjOshihiki_StrongEnough(this) && ObjOshihiki_NoSwitchPress(this, dynaPolyActor, globalCtx) &&
!ObjOshihiki_CheckWall(globalCtx, this->dyna.unk_158, this->dyna.unk_150, this)) {
this->direction = this->dyna.unk_150;
ObjOshihiki_SetupPush(this, globalCtx);
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
} else {
ObjOshihiki_SetupOnScene(this, globalCtx);
}
}
} else {
bgId = this->floorBgIds[this->highestFloor];
if (bgId == BGCHECK_SCENE) {
ObjOshihiki_SetupFall(this, globalCtx);
} else {
dynaPolyActor = DynaPoly_GetActor(&globalCtx->colCtx, bgId);
if ((dynaPolyActor != NULL) && (dynaPolyActor->unk_15C & 1)) {
func_800434A8(dynaPolyActor);
func_80043538(dynaPolyActor);
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
} else {
ObjOshihiki_SetupFall(this, globalCtx);
}
}
}
}
void ObjOshihiki_SetupPush(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_PUSH;
this->actionFunc = ObjOshihiki_Push;
this->dyna.actor.gravity = 0.0f;
}
void ObjOshihiki_Push(ObjOshihiki* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
Player* player = GET_PLAYER(globalCtx);
f32 pushDistSigned;
s32 stopFlag;
this->pushSpeed = this->pushSpeed + ((CVar_GetS32("gFasterBlockPush", 0) / 2) * 0.5) + 0.5f;
this->stateFlags |= PUSHBLOCK_PUSH;
this->pushSpeed = CLAMP_MAX(this->pushSpeed, 2.0f);
stopFlag = Math_StepToF(&this->pushDist, 20.0f, this->pushSpeed);
pushDistSigned = ((this->direction >= 0.0f) ? 1.0f : -1.0f) * this->pushDist;
thisx->world.pos.x = thisx->home.pos.x + (pushDistSigned * this->yawSin);
thisx->world.pos.z = thisx->home.pos.z + (pushDistSigned * this->yawCos);
if (!ObjOshihiki_CheckFloor(this, globalCtx)) {
thisx->home.pos.x = thisx->world.pos.x;
thisx->home.pos.z = thisx->world.pos.z;
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
this->pushDist = 0.0f;
this->pushSpeed = 0.0f;
ObjOshihiki_SetupFall(this, globalCtx);
} else if (stopFlag) {
player = GET_PLAYER(globalCtx);
if (ObjOshihiki_CheckWall(globalCtx, this->dyna.unk_158, this->dyna.unk_150, this)) {
Audio_PlayActorSound2(thisx, NA_SE_EV_BLOCK_BOUND);
}
thisx->home.pos.x = thisx->world.pos.x;
thisx->home.pos.z = thisx->world.pos.z;
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
this->pushDist = 0.0f;
this->pushSpeed = 0.0f;
this->timer = 10 - ((CVar_GetS32("gFasterBlockPush", 0) * 3) / 2);
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
}
}
Audio_PlayActorSound2(thisx, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
void ObjOshihiki_SetupFall(ObjOshihiki* this, GlobalContext* globalCtx) {
this->stateFlags |= PUSHBLOCK_SETUP_FALL;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.gravity = -1.0f;
ObjOshihiki_SetGround(this, globalCtx);
this->actionFunc = ObjOshihiki_Fall;
}
void ObjOshihiki_Fall(ObjOshihiki* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
this->stateFlags |= PUSHBLOCK_FALL;
if (fabsf(this->dyna.unk_150) > 0.001f) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
}
Actor_MoveForward(&this->dyna.actor);
if (ObjOshihiki_CheckGround(this, globalCtx)) {
if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) {
ObjOshihiki_SetupOnScene(this, globalCtx);
} else {
ObjOshihiki_SetupOnActor(this, globalCtx);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
Audio_PlayActorSound2(&this->dyna.actor,
SurfaceType_GetSfx(&globalCtx->colCtx, this->floorPolys[this->highestFloor],
this->floorBgIds[this->highestFloor]) +
SFX_FLAG);
}
}
void ObjOshihiki_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* this = (ObjOshihiki*)thisx;
this->stateFlags &=
~(PUSHBLOCK_SETUP_FALL | PUSHBLOCK_FALL | PUSHBLOCK_SETUP_PUSH | PUSHBLOCK_PUSH | PUSHBLOCK_SETUP_ON_ACTOR |
PUSHBLOCK_ON_ACTOR | PUSHBLOCK_SETUP_ON_SCENE | PUSHBLOCK_ON_SCENE);
this->stateFlags |= PUSHBLOCK_MOVE_UNDER;
if (this->timer > 0) {
this->timer--;
}
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->yawSin = Math_SinS(this->dyna.actor.world.rot.y);
this->yawCos = Math_CosS(this->dyna.actor.world.rot.y);
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
}
void ObjOshihiki_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjOshihiki* this = (ObjOshihiki*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (ObjOshihiki_MoveWithBlockUnder(this, globalCtx)) {
Matrix_Translate(this->underDistX * 10.0f, 0.0f, this->underDistZ * 10.0f, MTXMODE_APPLY);
}
this->stateFlags &= ~PUSHBLOCK_MOVE_UNDER;
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(this->texture));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (globalCtx->sceneNum) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_MEN:
gDPSetEnvColor(POLY_OPA_DISP++, this->color.r, this->color.g, this->color.b, 255);
break;
default:
gDPSetEnvColor(POLY_OPA_DISP++, mREG(13), mREG(14), mREG(15), 255);
break;
}
gSPDisplayList(POLY_OPA_DISP++, gPushBlockDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}