Shipwright/soh/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.c

151 lines
4.9 KiB
C

/*
* File: z_bg_gnd_firemeiro.c
* Overlay: ovl_Bg_Gnd_Firemeiro
* Description: Sinking lava platform (Ganon's Castle)
*/
#include "z_bg_gnd_firemeiro.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgGndFiremeiro_Init(Actor* thisx, GlobalContext* globalCtx);
void BgGndFiremeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgGndFiremeiro_Update(Actor* thisx, GlobalContext* globalCtx);
void BgGndFiremeiro_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgGndFiremeiro_Sink(BgGndFiremeiro* this, GlobalContext* globalCtx);
void BgGndFiremeiro_Shake(BgGndFiremeiro* this, GlobalContext* globalCtx);
void BgGndFiremeiro_Rise(BgGndFiremeiro* this, GlobalContext* globalCtx);
const ActorInit Bg_Gnd_Firemeiro_InitVars = {
ACTOR_BG_GND_FIREMEIRO,
ACTORCAT_PROP,
FLAGS,
OBJECT_DEMO_KEKKAI,
sizeof(BgGndFiremeiro),
(ActorFunc)BgGndFiremeiro_Init,
(ActorFunc)BgGndFiremeiro_Destroy,
(ActorFunc)BgGndFiremeiro_Update,
(ActorFunc)BgGndFiremeiro_Draw,
NULL,
};
void BgGndFiremeiro_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgGndFiremeiro* this = (BgGndFiremeiro*)thisx;
CollisionHeader* colHeader = NULL;
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
Actor_SetScale(&this->dyna.actor, 0.1f);
this->initPos = this->dyna.actor.world.pos;
if (this->dyna.actor.params == 0) {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gFireTrialPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = BgGndFiremeiro_Rise;
}
}
void BgGndFiremeiro_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgGndFiremeiro* this = (BgGndFiremeiro*)thisx;
if (this->dyna.actor.params == 0) {
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}
void BgGndFiremeiro_Sink(BgGndFiremeiro* this, GlobalContext* globalCtx) {
f32 sunkHeight = this->initPos.y - 150.0f;
if (func_8004356C(&this->dyna)) {
this->timer = 10;
}
if (sunkHeight < this->dyna.actor.world.pos.y) {
this->dyna.actor.world.pos.y -= 0.5f;
if (this->dyna.actor.world.pos.y < sunkHeight) {
this->dyna.actor.world.pos.y = sunkHeight;
}
func_8002F948(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
}
if (this->timer > 0) {
this->timer--;
} else {
this->actionFunc = BgGndFiremeiro_Rise;
}
}
void BgGndFiremeiro_Shake(BgGndFiremeiro* this, GlobalContext* globalCtx) {
s32 pad;
f32 randSign;
if (func_8004356C(&this->dyna)) { // Player standing on it
if (this->timer > 0) {
this->timer--;
randSign = ((this->timer & 1) ? 2.0f : -2.0f);
this->dyna.actor.world.pos = this->initPos;
this->dyna.actor.world.pos.x += randSign * Math_SinS(this->timer * 0x2FFF);
this->dyna.actor.world.pos.z += randSign * Math_CosS(this->timer * 0x2FFF);
this->dyna.actor.world.pos.y += Math_CosS(this->timer * 0x7FFF);
if (!(this->timer % 4)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
}
} else {
this->timer = 10;
this->dyna.actor.world.pos = this->initPos;
this->actionFunc = BgGndFiremeiro_Sink;
}
} else {
this->dyna.actor.world.pos = this->initPos;
this->actionFunc = BgGndFiremeiro_Rise;
}
}
void BgGndFiremeiro_Rise(BgGndFiremeiro* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Actor* thisx = &this->dyna.actor;
if ((player->currentBoots != PLAYER_BOOTS_HOVER) && func_8004356C(&this->dyna)) { // Player standing on it
if (thisx->world.pos.y < this->initPos.y) {
this->actionFunc = BgGndFiremeiro_Sink;
this->timer = 20;
} else {
this->actionFunc = BgGndFiremeiro_Shake;
this->timer = 20;
}
} else {
if (thisx->world.pos.y < this->initPos.y) {
thisx->world.pos.y += 2.0f;
if (this->initPos.y < thisx->world.pos.y) {
thisx->world.pos.y = this->initPos.y;
}
}
}
}
void BgGndFiremeiro_Update(Actor* thisx, GlobalContext* globalCtx) {
BgGndFiremeiro* this = (BgGndFiremeiro*)thisx;
this->actionFunc(this, globalCtx);
}
void BgGndFiremeiro_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_800943C8(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++, gFireTrialPlatformDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}