Shipwright/soh/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c

209 lines
6.8 KiB
C

/*
* File: z_obj_hamishi.c
* Overlay: ovl_Obj_Hamishi
* Description: Bronze Boulder
*/
#include "z_obj_hamishi.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0
void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Obj_Hamishi_InitVars = {
ACTOR_OBJ_HAMISHI,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_FIELD_KEEP,
sizeof(ObjHamishi),
(ActorFunc)ObjHamishi_Init,
(ActorFunc)ObjHamishi_Destroy,
(ActorFunc)ObjHamishi_Update,
(ActorFunc)ObjHamishi_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x4FC1FFF6, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 50, 70, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
static s16 sEffectScales[] = {
145, 135, 115, 85, 75, 53, 45, 40, 35,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 250, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 500, ICHAIN_STOP),
};
void ObjHamishi_InitCollision(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = (ObjHamishi*)thisx;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
}
void ObjHamishi_Shake(ObjHamishi* this) {
if (this->shakeFrames > 0) {
this->shakeFrames--;
this->shakePosPhase += 5000;
this->shakeRotPhase += 0xE10;
Math_StepToF(&this->shakePosSize, 0.0f, 0.15f);
Math_StepToF(&this->shakeRotSize, 0.0f, 40.0f);
this->actor.world.pos.x = this->actor.home.pos.x + (Math_SinS(this->shakePosPhase * 4) * this->shakePosSize);
this->actor.world.pos.z = this->actor.home.pos.z + (Math_CosS(this->shakePosPhase * 7) * this->shakePosSize);
this->actor.shape.rot.x =
this->actor.home.rot.x + (s16)(Math_SinS(this->shakeRotPhase * 4) * this->shakeRotSize);
this->actor.shape.rot.z =
this->actor.home.rot.z + (s16)(Math_CosS(this->shakeRotPhase * 7) * this->shakeRotSize);
} else {
Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.home.rot.x, 0xBB8);
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0xBB8);
}
}
void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f velocity;
Vec3f pos;
s16 phi_s0 = 1000;
s16 gravity;
s16 phi_v0;
f32 temp_f20;
f32 temp_f22;
s32 i;
for (i = 0; i < ARRAY_COUNT(sEffectScales); i++) {
phi_s0 += 20000;
temp_f20 = Rand_ZeroOne() * 10.0f;
pos.x = (Math_SinS(phi_s0) * temp_f20) + this->actor.world.pos.x;
pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
pos.z = (Math_CosS(phi_s0) * temp_f20) + this->actor.world.pos.z;
temp_f20 = (Rand_ZeroOne() * 10.0f) + 2.0f;
velocity.x = Math_SinS(phi_s0) * temp_f20;
temp_f22 = Rand_ZeroOne();
velocity.y = (Rand_ZeroOne() * i * 2.5f) + (temp_f22 * 15.0f);
velocity.z = Math_CosS(phi_s0) * temp_f20;
if (i == 0) {
phi_v0 = 41;
gravity = -450;
} else if (i < 4) {
phi_v0 = 37;
gravity = -380;
} else {
phi_v0 = 69;
gravity = -320;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, gravity, phi_v0, 30, 5, 0,
sEffectScales[i], 3, 0, 70, 1, OBJECT_GAMEPLAY_FIELD_KEEP, gSilverRockFragmentsDL);
}
func_80033480(globalCtx, &this->actor.world.pos, 140.0f, 6, 180, 90, 1);
func_80033480(globalCtx, &this->actor.world.pos, 140.0f, 12, 80, 90, 1);
}
void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = (ObjHamishi*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
if (globalCtx->csCtx.state != CS_STATE_IDLE) {
this->actor.uncullZoneForward += 1000.0f;
}
if (this->actor.shape.rot.y == 0) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.home.rot.y = Rand_ZeroFloat(65536.0f);
}
ObjHamishi_InitCollision(&this->actor, globalCtx);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
if (Flags_GetSwitch(globalCtx, this->actor.params & 0x3F)) {
Actor_Kill(&this->actor);
return;
}
this->actor.shape.yOffset = 80.0f;
}
void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjHamishi* this = (ObjHamishi*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjHamishi* this = (ObjHamishi*)thisx;
CollisionCheckContext* colChkCtx = &globalCtx->colChkCtx;
ObjHamishi_Shake(this);
if ((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x40000040)) {
this->collider.base.acFlags &= ~AC_HIT;
this->hitCount++;
if (this->hitCount < 2) {
this->shakeFrames = 15;
this->shakePosSize = 2.0f;
this->shakeRotSize = 400.0f;
} else {
ObjHamishi_Break(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
Actor_Kill(&this->actor);
}
} else {
this->collider.base.acFlags &= ~AC_HIT;
if (this->actor.xzDistToPlayer < 600.0f) {
CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider.base);
}
}
}
void ObjHamishi_Draw(Actor* thisx, GlobalContext* globalCtx) {
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);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
gSPDisplayList(POLY_OPA_DISP++, gSilverRockDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}