Shipwright/soh/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c

296 lines
9.8 KiB
C

/*
* File: z_en_tubo_trap.c
* Overlay: ovl_En_Tubo_Trap
* Description: Flying pot enemy
*/
#include "z_en_tubo_trap.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_4
void EnTuboTrap_Init(Actor* thisx, PlayState* play);
void EnTuboTrap_Destroy(Actor* thisx, PlayState* play);
void EnTuboTrap_Update(Actor* thisx, PlayState* play);
void EnTuboTrap_Draw(Actor* thisx, PlayState* play);
void EnTuboTrap_WaitForProximity(EnTuboTrap* this, PlayState* play);
void EnTuboTrap_Levitate(EnTuboTrap* this, PlayState* play);
void EnTuboTrap_Fly(EnTuboTrap* this, PlayState* play);
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x04 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 9, 23, 0, { 0 } },
};
const ActorInit En_Tubo_Trap_InitVars = {
ACTOR_EN_TUBO_TRAP,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_DANGEON_KEEP,
sizeof(EnTuboTrap),
(ActorFunc)EnTuboTrap_Init,
(ActorFunc)EnTuboTrap_Destroy,
(ActorFunc)EnTuboTrap_Update,
(ActorFunc)EnTuboTrap_Draw,
NULL,
};
void EnTuboTrap_Init(Actor* thisx, PlayState* play) {
EnTuboTrap* this = (EnTuboTrap*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 2.0f);
osSyncPrintf("\n\n");
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 壷トラップ ☆☆☆☆☆ %x\n" VT_RST, this->actor.params); // "Urn Trap"
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
Actor_SetScale(&this->actor, 0.1f);
this->actionFunc = EnTuboTrap_WaitForProximity;
}
void EnTuboTrap_Destroy(Actor* thisx, PlayState* play) {
EnTuboTrap* this = (EnTuboTrap*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
void EnTuboTrap_DropCollectible(EnTuboTrap* this, PlayState* play) {
s16 params = this->actor.params;
s16 param3FF = (params >> 6) & 0x3FF;
if (param3FF >= 0 && param3FF < 0x1A) {
Item_DropCollectible(play, &this->actor.world.pos, param3FF | ((params & 0x3F) << 8));
}
}
void EnTuboTrap_SpawnEffectsOnLand(EnTuboTrap* this, PlayState* play) {
f32 rand;
f32 cos;
f32 sin;
Vec3f pos;
Vec3f velocity;
s16 var;
s32 arg5;
s32 i;
Vec3f* actorPos = &this->actor.world.pos;
for (i = 0, var = 0; i < 15; i++, var += 20000) {
sin = Math_SinS(var);
cos = Math_CosS(var);
pos.x = sin * 8.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cos * 8.0f;
velocity.x = pos.x * 0.23f;
velocity.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
velocity.z = pos.z * 0.23f;
pos.x += actorPos->x;
pos.y += actorPos->y;
pos.z += actorPos->z;
rand = Rand_ZeroOne();
if (rand < 0.2f) {
arg5 = 96;
} else if (rand < 0.6f) {
arg5 = 64;
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(play, &pos, &velocity, actorPos, -240, arg5, 10, 10, 0,
(Rand_ZeroOne() * 65.0f) + 15.0f, 0, 32, 60, KAKERA_COLOR_NONE,
OBJECT_GAMEPLAY_DANGEON_KEEP, gPotFragmentDL);
}
func_80033480(play, actorPos, 30.0f, 4, 20, 50, 0);
}
void EnTuboTrap_SpawnEffectsInWater(EnTuboTrap* this, PlayState* play) {
f32 rand;
f32 cos;
f32 sin;
Vec3f pos;
Vec3f velocity;
s16 var;
s32 arg5;
s32 i;
Vec3f* actorPos = &this->actor.world.pos;
pos = *actorPos;
pos.y += this->actor.yDistToWater;
EffectSsGSplash_Spawn(play, &pos, 0, 0, 0, 400);
for (i = 0, var = 0; i < 15; i++, var += 20000) {
sin = Math_SinS(var);
cos = Math_CosS(var);
pos.x = sin * 8.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cos * 8.0f;
velocity.x = pos.x * 0.20f;
velocity.y = (Rand_ZeroOne() * 4.0f) + 2.0f;
velocity.z = pos.z * 0.20f;
pos.x += actorPos->x;
pos.y += actorPos->y;
pos.z += actorPos->z;
rand = Rand_ZeroOne();
if (rand < 0.2f) {
arg5 = 64;
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(play, &pos, &velocity, actorPos, -180, arg5, 30, 30, 0,
(Rand_ZeroOne() * 65.0f) + 15.0f, 0, 32, 70, KAKERA_COLOR_NONE,
OBJECT_GAMEPLAY_DANGEON_KEEP, gPotFragmentDL);
}
}
void EnTuboTrap_HandleImpact(EnTuboTrap* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Player* player2 = GET_PLAYER(play);
if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 15.0f)) {
EnTuboTrap_SpawnEffectsInWater(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_BOMB_DROP_WATER);
EnTuboTrap_DropCollectible(this, play);
Actor_Kill(&this->actor);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_FLYING_POT]++;
return;
}
if (this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~AT_BOUNCED;
EnTuboTrap_SpawnEffectsOnLand(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_IT_SHIELD_REFLECT_SW);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_POT_BROKEN);
EnTuboTrap_DropCollectible(this, play);
Actor_Kill(&this->actor);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_FLYING_POT]++;
return;
}
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
EnTuboTrap_SpawnEffectsOnLand(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_EXPLOSION);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_POT_BROKEN);
EnTuboTrap_DropCollectible(this, play);
Actor_Kill(&this->actor);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_FLYING_POT]++;
return;
}
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
if (this->collider.base.at == &player->actor) {
EnTuboTrap_SpawnEffectsOnLand(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_POT_BROKEN);
SoundSource_PlaySfxAtFixedWorldPos(play, &player2->actor.world.pos, 40, NA_SE_PL_BODY_HIT);
EnTuboTrap_DropCollectible(this, play);
Actor_Kill(&this->actor);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_FLYING_POT]++;
return;
}
}
if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1)) {
EnTuboTrap_SpawnEffectsOnLand(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_POT_BROKEN);
EnTuboTrap_DropCollectible(this, play);
Actor_Kill(&this->actor);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_FLYING_POT]++;
return;
}
}
void EnTuboTrap_WaitForProximity(EnTuboTrap* this, PlayState* play) {
Player* player = GET_PLAYER(play);
f32 targetHeight;
if (BREG(2) != 0) {
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ わて ☆☆☆☆☆ %f\n" VT_RST, this->actor.world.pos.y); // "You"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ おいどん ☆☆☆☆☆ %f\n" VT_RST, player->actor.world.pos.y); // "Me"
osSyncPrintf("\n\n");
}
if (this->actor.xzDistToPlayer < 200.0f && this->actor.world.pos.y <= player->actor.world.pos.y) {
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
this->actor.flags |= ACTOR_FLAG_0;
targetHeight = 40.0f + -10.0f * gSaveContext.linkAge;
this->targetY = player->actor.world.pos.y + targetHeight;
if (this->targetY < this->actor.world.pos.y) {
this->targetY = this->actor.world.pos.y + targetHeight;
}
this->originPos = this->actor.world.pos;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_POT_MOVE_START);
this->actionFunc = EnTuboTrap_Levitate;
}
}
void EnTuboTrap_Levitate(EnTuboTrap* this, PlayState* play) {
this->actor.shape.rot.y += 5000;
Math_ApproachF(&this->actor.world.pos.y, this->targetY, 0.8f, 3.0f);
if (fabsf(this->actor.world.pos.y - this->targetY) < 10.0f) {
this->actor.speedXZ = 10.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actionFunc = EnTuboTrap_Fly;
}
}
void EnTuboTrap_Fly(EnTuboTrap* this, PlayState* play) {
f32 dx = this->originPos.x - this->actor.world.pos.x;
f32 dy = this->originPos.y - this->actor.world.pos.y;
f32 dz = this->originPos.z - this->actor.world.pos.z;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_TUBOOCK_FLY - SFX_FLAG);
if (240.0f < sqrtf(SQ(dx) + SQ(dy) + SQ(dz))) {
Math_ApproachF(&this->actor.gravity, -3.0f, 0.2f, 0.5f);
}
this->actor.shape.rot.y += 5000;
EnTuboTrap_HandleImpact(this, play);
}
void EnTuboTrap_Update(Actor* thisx, PlayState* play) {
EnTuboTrap* this = (EnTuboTrap*)thisx;
s32 pad;
this->actionFunc(this, play);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 20.0f, 0x1D);
Actor_SetFocus(&this->actor, 0.0f);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
void EnTuboTrap_Draw(Actor* thisx, PlayState* play) {
Gfx_DrawDListOpa(play, gPotDL);
}