Shipwright/soh/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.c

229 lines
6.7 KiB
C

/*
* File: z_obj_comb.c
* Overlay: ovl_Obj_Comb
* Description: Beehive
*/
#include "z_obj_comb.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0
void ObjComb_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjComb_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx);
void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx);
void ObjComb_SetupWait(ObjComb* this);
void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx);
const ActorInit Obj_Comb_InitVars = {
ACTOR_OBJ_COMB,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_FIELD_KEEP,
sizeof(ObjComb),
(ActorFunc)ObjComb_Init,
(ActorFunc)ObjComb_Destroy,
(ActorFunc)ObjComb_Update,
(ActorFunc)ObjComb_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x4001FFFE, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, { { 0, 0, 0 }, 15 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 900, ICHAIN_STOP),
};
void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
Vec3f pos1;
Vec3f pos;
Vec3f velocity;
Gfx* dlist = gFieldBeehiveFragmentDL;
s16 scale;
s16 angle = 0;
s16 gravity;
u8 arg5;
u8 arg6;
f32 rand1;
f32 rand2;
s32 i;
for (i = 0; i < 31; i++) {
angle += 0x4E20;
rand1 = Rand_ZeroOne() * 10.0f;
pos1.x = Math_SinS(angle) * rand1;
pos1.y = (i - 15) * 0.7f;
pos1.z = Math_CosS(angle) * rand1;
Math_Vec3f_Sum(&pos1, &this->actor.world.pos, &pos);
velocity.x = (Rand_ZeroOne() - 0.5f) + pos1.x * 0.5f;
velocity.y = (Rand_ZeroOne() - 0.5f) + pos1.y * 0.6f;
velocity.z = (Rand_ZeroOne() - 0.5f) + pos1.z * 0.5f;
scale = Rand_ZeroOne() * 72.0f + 25.0f;
if (scale < 40) {
gravity = -200;
arg6 = 40;
} else if (scale < 70) {
gravity = -280;
arg6 = 30;
} else {
gravity = -340;
arg6 = 20;
}
rand2 = Rand_ZeroOne();
if (rand2 < 0.1f) {
arg5 = 96;
} else if (rand2 < 0.8f) {
arg5 = 64;
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &pos, gravity, arg5, arg6, 4, 0, scale, 0, 0, 80,
KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_FIELD_KEEP, dlist);
}
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y - 10.0f;
pos.z = this->actor.world.pos.z;
func_80033480(globalCtx, &pos, 40.0f, 6, 70, 60, 1);
}
void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx) {
s16 params = this->actor.params & 0x1F;
if ((params > 0) || (params < 0x1A)) {
if (params == 6) {
if (Flags_GetCollectible(globalCtx, (this->actor.params >> 8) & 0x3F)) {
params = -1;
} else {
params = (params | (((this->actor.params >> 8) & 0x3F) << 8));
}
} else if (Rand_ZeroOne() < 0.5f) {
params = -1;
}
if (params >= 0 && !CVar_GetS32("gNoRandomDrops", 0)) {
Item_DropCollectible(globalCtx, &this->actor.world.pos, params);
}
}
}
void ObjComb_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjComb* this = (ObjComb*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
ObjComb_SetupWait(this);
}
void ObjComb_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjComb* this = (ObjComb*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void ObjComb_SetupWait(ObjComb* this) {
this->actionFunc = ObjComb_Wait;
}
void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx) {
s32 dmgFlags;
this->unk_1B0 -= 50;
if (this->unk_1B0 < 0) {
this->unk_1B0 = 0;
}
if ((this->collider.base.acFlags & AC_HIT) != 0) {
this->collider.base.acFlags &= ~AC_HIT;
dmgFlags = this->collider.elements[0].info.acHitInfo->toucher.dmgFlags;
if (dmgFlags & 0x4001F866) {
this->unk_1B0 = 1500;
} else {
ObjComb_Break(this, globalCtx);
ObjComb_ChooseItemDrop(this, globalCtx);
Actor_Kill(&this->actor);
}
} else {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->actor.update != NULL) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjComb* this = (ObjComb*)thisx;
this->unk_1B2 += 0x2EE0;
this->actionFunc(this, globalCtx);
this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.home.rot.x;
}
void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
ObjComb* this = (ObjComb*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + (118.0f * this->actor.scale.y),
this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateY(this->actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(this->actor.shape.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(this->actor.shape.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_Translate(0, -(this->actor.scale.y * 118.0f), 0, MTXMODE_APPLY);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFieldBeehiveDL);
Collider_UpdateSpheres(0, &this->collider);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}