Shipwright/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c

497 lines
16 KiB
C

#include "z_bg_ice_shelter.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0
void BgIceShelter_Init(Actor* thisx, GlobalContext* globalCtx);
void BgIceShelter_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgIceShelter_Update(Actor* thisx, GlobalContext* globalCtx);
void BgIceShelter_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80891064(BgIceShelter* this);
void func_808911BC(BgIceShelter* this);
void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx);
void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx);
// For "Blue Fire Arrows" enhancement
void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx);
const ActorInit Bg_Ice_Shelter_InitVars = {
ACTOR_BG_ICE_SHELTER,
ACTORCAT_BG,
FLAGS,
OBJECT_ICE_OBJECTS,
sizeof(BgIceShelter),
(ActorFunc)BgIceShelter_Init,
(ActorFunc)BgIceShelter_Destroy,
(ActorFunc)BgIceShelter_Update,
(ActorFunc)BgIceShelter_Draw,
NULL,
};
static f32 sScales[] = { 0.1f, 0.06f, 0.1f, 0.1f, 0.25f };
static Color_RGBA8 sDustPrimColor = { 250, 250, 250, 255 };
static Color_RGBA8 sDustEnvColor = { 180, 180, 180, 255 };
static ColliderCylinderInit sCylinder1Init = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_OTHER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, 0, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sCylinder2Init = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x4FC1FFF6, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 0, 0, 0, { 0, 0, 0 } },
};
// This cylinder only used for "Blue Fire Arrows" enhancement
static ColliderCylinderInit sIceArrowCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_OTHER | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, 0, 0, { 0, 0, 0 } },
};
bool blueFireArrowsEnabledOnRedIceLoad = false;
void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
static s16 cylinderHeights[] = { 80, 54, 90, 60, 200 };
s32 pad;
s32 type = (this->dyna.actor.params >> 8) & 7;
// Initialize this with the red ice, so it can't be affected by toggling while the actor is loaded
blueFireArrowsEnabledOnRedIceLoad = (CVar_GetS32("gBlueFireArrows", 0));
Collider_InitCylinder(globalCtx, &this->cylinder1);
// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
if (blueFireArrowsEnabledOnRedIceLoad) {
Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
} else {
Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
}
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder1);
this->cylinder1.dim.radius = cylinderRadii[type];
this->cylinder1.dim.height = cylinderHeights[type];
if (type == 0 || type == 1 || type == 4) {
Collider_InitCylinder(globalCtx, &this->cylinder2);
Collider_SetCylinder(globalCtx, &this->cylinder2, &this->dyna.actor, &sCylinder2Init);
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder2);
this->cylinder2.dim.radius = cylinderRadii[type];
this->cylinder2.dim.height = cylinderHeights[type];
}
if (type == 4) {
this->cylinder1.dim.pos.z += 30;
this->cylinder2.dim.pos.z += 30;
}
}
void func_80890874(BgIceShelter* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
// "Warning : move BG registration failed"
osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.id, this->dyna.actor.params);
}
}
void func_808908FC(Vec3f* dest, Vec3f* src, s16 angle) {
f32 sin = Math_SinS(angle);
f32 cos = Math_CosS(angle);
dest->x = (src->z * sin) + (src->x * cos);
dest->y = src->y;
dest->z = (src->z * cos) - (src->x * sin);
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 1200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void BgIceShelter_Init(Actor* thisx, GlobalContext* globalCtx) {
static Vec3f kzIceScale = { 0.18f, 0.27f, 0.24f };
BgIceShelter* this = (BgIceShelter*)thisx;
s16 type = (this->dyna.actor.params >> 8) & 7;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (type == 4) {
this->dyna.actor.world.rot.x += 0xBB8;
this->dyna.actor.world.pos.y -= 45.0f;
this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.world.pos.z -= 38.0f;
}
if (type == 4) {
Math_Vec3f_Copy(&this->dyna.actor.scale, &kzIceScale);
} else {
Actor_SetScale(&this->dyna.actor, sScales[type]);
}
switch (type) {
case 2:
func_80890874(this, globalCtx, &object_ice_objects_Col_001C1C, 0);
break;
case 3:
func_80890874(this, globalCtx, &object_ice_objects_Col_002920, 0);
break;
}
func_80890740(this, globalCtx);
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
if (!((this->dyna.actor.params >> 6) & 1) && (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;
}
func_80891064(this);
osSyncPrintf("(ice shelter)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
void BgIceShelter_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgIceShelter* this = (BgIceShelter*)thisx;
switch ((this->dyna.actor.params >> 8) & 7) {
case 2:
case 3:
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
break;
case 0:
case 1:
case 4:
Collider_DestroyCylinder(globalCtx, &this->cylinder2);
break;
}
Collider_DestroyCylinder(globalCtx, &this->cylinder1);
}
static s16 D_80891794[] = { 0x0000, 0x4000, 0x2000, 0x6000, 0x1000, 0x5000, 0x3000, 0x7000 };
static s16 D_808917A4[] = { 0x0000, 0x003C, 0x0018, 0x0054, 0x0030, 0x000C, 0x0048, 0x0024 };
void func_80890B8C(BgIceShelter* this, GlobalContext* globalCtx, f32 chance, f32 scale) {
f32 cos;
f32 sin;
f32 xzOffset;
Vec3f* icePos;
s16 angle;
s16 frames;
s32 i;
s32 pad[2];
Vec3f dustPos;
Vec3f dustVel;
Vec3f dustAccel;
frames = (s16)globalCtx->state.frames & 7;
for (i = 0; i < 2; i++) {
if (chance < Rand_ZeroOne()) {
continue;
}
xzOffset = 42.0f * scale;
icePos = &this->dyna.actor.world.pos;
angle = D_80891794[frames] + (i * 0x8000);
sin = Math_SinS(angle);
cos = Math_CosS(angle);
dustPos.x = (xzOffset * sin) + icePos->x;
dustPos.y = (16.0f * scale) + icePos->y;
dustPos.z = (xzOffset * cos) + icePos->z;
dustVel.x = ((Rand_ZeroOne() * 3.0f) - 1.0f) * sin;
dustVel.y = 0.0f;
dustVel.z = ((Rand_ZeroOne() * 3.0f) - 1.0f) * cos;
dustAccel.x = 0.07f * sin;
dustAccel.y = 0.8f;
dustAccel.z = 0.07f * cos;
func_8002829C(globalCtx, &dustPos, &dustVel, &dustAccel, &sDustPrimColor, &sDustEnvColor, 450.0f * scale,
(s16)((Rand_ZeroOne() * 40.0f) + 40.0f) * scale);
}
}
void func_80890E00(BgIceShelter* this, GlobalContext* globalCtx, f32 chance, f32 arg3) {
static f32 D_808917B4[] = { -1.0f, 1.0f };
Vec3f* icePos;
s16 frames;
s32 pad[2];
Vec3f dustPos;
Vec3f dustVel;
Vec3f dustAccel;
Vec3f posOffset;
s32 i;
frames = (s16)globalCtx->state.frames & 7;
for (i = 0; i < 2; i++) {
icePos = &this->dyna.actor.world.pos;
if (chance < Rand_ZeroOne()) {
continue;
}
posOffset.x = (D_808917A4[frames] + ((Rand_ZeroOne() * 12.0f) - 6.0f)) * D_808917B4[i];
posOffset.y = 15.0f;
posOffset.z = ((84.0f - posOffset.x) * 0.2f) + (Rand_ZeroOne() * 20.0f);
func_808908FC(&dustPos, &posOffset, this->dyna.actor.world.rot.y);
Math_Vec3f_Sum(&dustPos, icePos, &dustPos);
dustVel.x = (Rand_ZeroOne() * 3.0f) - 1.5f;
dustVel.y = 0.0f;
dustVel.z = (Rand_ZeroOne() * 3.0f) - 1.5f;
dustAccel.x = (Rand_ZeroOne() * 0.14f) - 0.07f;
dustAccel.y = 0.8f;
dustAccel.z = (Rand_ZeroOne() * 0.14f) - 0.07f;
func_8002829C(globalCtx, &dustPos, &dustVel, &dustAccel, &sDustPrimColor, &sDustEnvColor, 450,
(Rand_ZeroOne() * 40.0f) + 40.0f);
}
}
void func_80891064(BgIceShelter* this) {
this->actionFunc = func_8089107C;
this->alpha = 255;
}
void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
s32 pad;
s16 type = (this->dyna.actor.params >> 8) & 7;
if (type == 4) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 10000;
}
}
// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
if (blueFireArrowsEnabledOnRedIceLoad) {
MeltOnIceArrowHit(this, this->cylinder1, type, globalCtx);
MeltOnIceArrowHit(this, this->cylinder2, type, globalCtx);
}
// Default blue fire check
if (this->cylinder1.base.acFlags & AC_HIT) {
this->cylinder1.base.acFlags &= ~AC_HIT;
if ((this->cylinder1.base.ac != NULL) && (this->cylinder1.base.ac->id == ACTOR_EN_ICE_HONO)) {
if (type == 4) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 50;
}
}
func_808911BC(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
}
}
switch (type) {
case 0:
case 1:
case 4:
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder2.base);
break;
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
}
// For "Blue Fire Arrows" enhancement: If hit by an Ice Arrow, melt the red ice (copied from the default blue fire function above).
void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx) {
if (cylinder.base.acFlags & AC_HIT) {
cylinder.base.acFlags &= ~AC_HIT;
if ((cylinder.base.ac != NULL) && (cylinder.base.ac->id == ACTOR_EN_ARROW)) {
if (cylinder.base.ac->child != NULL && cylinder.base.ac->child->id == ACTOR_ARROW_ICE) {
if (type == 4) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 50;
}
}
func_808911BC(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
}
}
}
}
void func_808911BC(BgIceShelter* this) {
this->actionFunc = func_808911D4;
this->alpha = 255;
}
static f32 D_808917BC[] = { -0.0015f, -0.0009f, -0.0016f, -0.0016f, -0.00375f };
static f32 D_808917D0[] = { 1.0f, 0.6f, 1.2f, 1.0f, 1.8f };
static void (*sEffSpawnFuncs[])(BgIceShelter* this, GlobalContext* globalCtx, f32 chance, f32 scale) = {
func_80890B8C, func_80890B8C, func_80890B8C, func_80890E00, func_80890B8C,
};
void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx) {
s32 pad;
s32 type = (this->dyna.actor.params >> 8) & 7;
f32 phi_f0;
this->alpha -= 5;
this->alpha = CLAMP(this->alpha, 0, 255);
this->dyna.actor.scale.y += D_808917BC[type];
this->dyna.actor.scale.y = CLAMP_MIN(this->dyna.actor.scale.y, 0.0001f);
if (this->alpha > 80) {
switch (type) {
case 0:
case 1:
case 4:
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder2.base);
break;
}
}
if (this->alpha > 180) {
phi_f0 = 1.0f;
} else if (this->alpha > 60) {
phi_f0 = 0.5f;
} else {
phi_f0 = 0.0f;
}
sEffSpawnFuncs[type](this, globalCtx, phi_f0, D_808917D0[type]);
if (this->alpha <= 0) {
if (!((this->dyna.actor.params >> 6) & 1)) {
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
}
if (type == 4) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
Actor_Kill(&this->dyna.actor);
}
}
void BgIceShelter_Update(Actor* thisx, GlobalContext* globalCtx) {
BgIceShelter* this = (BgIceShelter*)thisx;
this->actionFunc(this, globalCtx);
}
void BgIceShelter_Draw(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgIceShelter* this = (BgIceShelter*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 2:
case 4:
func_8002ED80(&this->dyna.actor, globalCtx, 0);
break;
}
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, this->alpha);
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 4:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, -globalCtx->gameplayFrames & 0x7F,
-globalCtx->gameplayFrames & 0x7F, 0x20, 0x20, 1,
-globalCtx->gameplayFrames & 0x7F, globalCtx->gameplayFrames & 0x7F, 0x20,
0x20));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0006F0);
break;
case 2:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, globalCtx->gameplayFrames & 0xFF, 0x40, 0x40, 1,
0, -globalCtx->gameplayFrames & 0xFF, 0x40, 0x40));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, -globalCtx->gameplayFrames & 0xFF,
globalCtx->gameplayFrames & 0xFF, 0x40, 0x40, 1,
globalCtx->gameplayFrames & 0xFF, globalCtx->gameplayFrames & 0xFF, 0x40,
0x40));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0012A0);
break;
case 3:
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_002640);
break;
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}