Shipwright/soh/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.c

122 lines
4.1 KiB
C

/*
* File: z_item_b_heart.c
* Overlay: ovl_Item_B_Heart
* Description: Heart Container
*/
#include "z_item_b_heart.h"
#include "objects/object_gi_hearts/object_gi_hearts.h"
#define FLAGS 0
void ItemBHeart_Init(Actor* thisx, PlayState* play);
void ItemBHeart_Destroy(Actor* thisx, PlayState* play);
void ItemBHeart_Update(Actor* thisx, PlayState* play);
void ItemBHeart_Draw(Actor* thisx, PlayState* play);
void func_80B85264(ItemBHeart* this, PlayState* play);
const ActorInit Item_B_Heart_InitVars = {
ACTOR_ITEM_B_HEART,
ACTORCAT_MISC,
FLAGS,
OBJECT_GI_HEARTS,
sizeof(ItemBHeart),
(ActorFunc)ItemBHeart_Init,
(ActorFunc)ItemBHeart_Destroy,
(ActorFunc)ItemBHeart_Update,
(ActorFunc)ItemBHeart_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
};
void ItemBHeart_Init(Actor* thisx, PlayState* play) {
ItemBHeart* this = (ItemBHeart*)thisx;
if (Flags_GetCollectible(play, 0x1F)) {
Actor_Kill(&this->actor);
} else {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.8f);
}
}
void ItemBHeart_Destroy(Actor* thisx, PlayState* play) {
}
void ItemBHeart_Update(Actor* thisx, PlayState* play) {
ItemBHeart* this = (ItemBHeart*)thisx;
func_80B85264(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (Actor_HasParent(&this->actor, play)) {
Flags_SetCollectible(play, 0x1F);
Actor_Kill(&this->actor);
} else {
if (!IS_RANDO) {
func_8002F434(&this->actor, play, GI_HEART_CONTAINER_2, 30.0f, 40.0f);
} else {
GetItemEntry getItemEntry = Randomizer_GetItemFromActor(this->actor.id, play->sceneNum, this->actor.params, GI_HEART_CONTAINER_2);
GiveItemEntryFromActor(&this->actor, play, getItemEntry, 30.0f, 40.0f);
}
}
}
void func_80B85264(ItemBHeart* this, PlayState* play) {
f32 yOffset;
this->unk_164++;
yOffset = (Math_SinS(this->unk_164 * 0x60C) * 5.0f) + 20.0f;
Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y + yOffset, 0.1f, this->unk_158);
Math_ApproachF(&this->unk_158, 2.0f, 1.0f, 0.1f);
this->actor.shape.rot.y += 0x400;
Math_ApproachF(&this->actor.scale.x, 0.4f, 0.1f, 0.01f);
this->actor.scale.y = this->actor.scale.z = this->actor.scale.x;
}
void ItemBHeart_Draw(Actor* thisx, PlayState* play) {
ItemBHeart* this = (ItemBHeart*)thisx;
Actor* actorIt;
u8 flag = false;
OPEN_DISPS(play->state.gfxCtx);
actorIt = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].head;
while (actorIt != NULL) {
if ((actorIt->id == ACTOR_DOOR_WARP1) && (actorIt->projectedPos.z > this->actor.projectedPos.z)) {
flag = true;
break;
}
actorIt = actorIt->next;
}
if (IS_RANDO) {
RandomizerCheck check = Randomizer_GetCheckFromActor(this->actor.id, play->sceneNum, this->actor.params);
GetItemEntry_Draw(play, (CVarGetInteger("gRandoEnhancements.MysteriousShuffle", 0) && Randomizer_IsCheckShuffled(check)) ? GetItemMystery() : Randomizer_GetItemFromKnownCheck(check, GI_HEART_CONTAINER_2));
} else {
if (flag) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGiHeartBorderDL);
gSPDisplayList(POLY_XLU_DISP++, gGiHeartContainerDL);
} else {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGiHeartBorderDL);
gSPDisplayList(POLY_OPA_DISP++, gGiHeartContainerDL);
}
}
CLOSE_DISPS(play->state.gfxCtx);
}