217 lines
8.3 KiB
C
217 lines
8.3 KiB
C
/*
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* File: z_bg_haka_huta.c
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* Overlay: ovl_Bg_Haka_Huta
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* Description: Coffin Lid
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*/
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#include "z_bg_haka_huta.h"
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#include "objects/object_hakach_objects/object_hakach_objects.h"
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#define FLAGS ACTOR_FLAG_4
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void BgHakaHuta_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaHuta_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaHuta_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaHuta_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgHakaHuta_SpawnDust(BgHakaHuta* this, GlobalContext* globalCtx);
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void BgHakaHuta_PlaySound(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx);
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void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, GlobalContext* globalCtx);
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void BgHakaHuta_Open(BgHakaHuta* this, GlobalContext* globalCtx);
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void BgHakaHuta_SlideOpen(BgHakaHuta* this, GlobalContext* globalCtx);
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void func_8087D720(BgHakaHuta* this, GlobalContext* globalCtx);
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void BgHakaHuta_DoNothing(BgHakaHuta* this, GlobalContext* globalCtx);
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const ActorInit Bg_Haka_Huta_InitVars = {
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ACTOR_BG_HAKA_HUTA,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_HAKACH_OBJECTS,
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sizeof(BgHakaHuta),
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(ActorFunc)BgHakaHuta_Init,
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(ActorFunc)BgHakaHuta_Destroy,
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(ActorFunc)BgHakaHuta_Update,
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(ActorFunc)BgHakaHuta_Draw,
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NULL,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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void BgHakaHuta_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaHuta* this = (BgHakaHuta*)thisx;
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s16 pad;
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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CollisionHeader_GetVirtual(&gBotwCoffinLidCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
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this->unk_16A = (thisx->params >> 8) & 0xFF;
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thisx->params &= 0xFF;
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if (Flags_GetSwitch(globalCtx, thisx->params)) {
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this->counter = -1;
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this->actionFunc = func_8087D720;
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} else {
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this->actionFunc = BgHakaHuta_SpawnEnemies;
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}
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}
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void BgHakaHuta_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaHuta* this = (BgHakaHuta*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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void BgHakaHuta_SpawnDust(BgHakaHuta* this, GlobalContext* globalCtx) {
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static Vec3f sEffectAccel[] = { 0.0f, 0.0f, 0.0f };
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static Color_RGBA8 primColor = { 30, 20, 50, 255 };
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static Color_RGBA8 envColor = { 0, 0, 0, 255 };
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f32 scale;
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f32 phi_f20;
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Vec3f effectPos;
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Vec3f effectVel;
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s32 i;
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f32 new_Xpos;
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f32 xPosOffset;
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phi_f20 = (this->dyna.actor.world.rot.y == 0) ? 1.0f : -1.0f;
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effectVel.y = 0.0f;
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effectVel.z = 0.0f;
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effectVel.x = -0.5f * phi_f20;
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effectPos.y = this->dyna.actor.world.pos.y;
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effectPos.z = this->dyna.actor.world.pos.z;
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new_Xpos = 50 - ((this->dyna.actor.world.pos.x - this->dyna.actor.home.pos.x) * phi_f20);
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xPosOffset = new_Xpos * phi_f20;
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for (i = 0; i < 4; i++) {
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if (i == 2) {
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effectPos.z += 120.0f * phi_f20;
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}
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effectPos.x = this->dyna.actor.home.pos.x - (Rand_ZeroOne() * xPosOffset);
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scale = ((Rand_ZeroOne() * 10.0f) + 50.0f);
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func_8002829C(globalCtx, &effectPos, &effectVel, sEffectAccel, &primColor, &envColor, scale, 0xA);
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}
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}
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void BgHakaHuta_PlaySound(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx) {
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Vec3f pos;
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pos.z = (this->dyna.actor.shape.rot.y == 0) ? this->dyna.actor.world.pos.z + 120.0f
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: this->dyna.actor.world.pos.z - 120.0f;
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pos.x = this->dyna.actor.world.pos.x;
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pos.y = this->dyna.actor.world.pos.y;
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &pos, 30, sfx);
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}
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void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params) && !Player_InCsMode(globalCtx)) {
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this->counter = 25;
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this->actionFunc = BgHakaHuta_Open;
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OnePointCutscene_Init(globalCtx, 6001, 999, &this->dyna.actor, MAIN_CAM);
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if (this->unk_16A == 2) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_FIREFLY,
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(this->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(this->dyna.actor.shape.rot.y) +
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40.0f * Math_SinS(this->dyna.actor.shape.rot.y)),
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this->dyna.actor.world.pos.y - 10.0f,
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(this->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(this->dyna.actor.shape.rot.y) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 40.0f),
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0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_FIREFLY,
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(this->dyna.actor.world.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
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Math_SinS(this->dyna.actor.shape.rot.y) * 80.0f),
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this->dyna.actor.world.pos.y - 10.0f,
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(this->dyna.actor.world.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 80.0f),
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0, this->dyna.actor.shape.rot.y, 0, 2);
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} else if (this->unk_16A == 1) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_RD,
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(this->dyna.actor.home.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
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Math_SinS(this->dyna.actor.shape.rot.y) * 100.0f),
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this->dyna.actor.home.pos.y - 40.0f,
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(this->dyna.actor.home.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 100.0f),
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0, this->dyna.actor.shape.rot.y, 0, 0xFD);
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}
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}
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}
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void BgHakaHuta_Open(BgHakaHuta* this, GlobalContext* globalCtx) {
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f32 posOffset;
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if (this->counter != 0) {
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this->counter--;
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}
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posOffset = (this->dyna.actor.world.rot.y == 0) ? 4.0f : -4.0f;
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Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x + posOffset, 2.0f);
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if (this->counter == 0) {
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this->counter = 37;
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BgHakaHuta_PlaySound(this, globalCtx, NA_SE_EV_COFFIN_CAP_OPEN);
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this->actionFunc = BgHakaHuta_SlideOpen;
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}
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}
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void BgHakaHuta_SlideOpen(BgHakaHuta* this, GlobalContext* globalCtx) {
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f32 posOffset;
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if (this->counter != 0) {
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this->counter--;
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}
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posOffset = (this->dyna.actor.world.rot.y == 0) ? 24.0f : -24.0f;
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if (!Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x + posOffset, 0.5f)) {
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BgHakaHuta_SpawnDust(this, globalCtx);
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}
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if (this->counter == 0) {
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BgHakaHuta_PlaySound(this, globalCtx, NA_SE_EV_COFFIN_CAP_BOUND);
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this->actionFunc = func_8087D720;
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}
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}
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void func_8087D720(BgHakaHuta* this, GlobalContext* globalCtx) {
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static Vec3f D_8087D958 = { 30.0f, 0.0f, 0.0f };
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static Vec3f D_8087D964 = { 0.03258f, 0.3258f, -0.9449f };
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MtxF mtx;
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Vec3f vec;
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s32 quakeIndex;
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this->counter++;
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if (this->counter == 6) {
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this->actionFunc = BgHakaHuta_DoNothing;
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
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Quake_SetSpeed(quakeIndex, 0x7530);
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Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 2);
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} else if (this->counter == 0) {
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this->counter = 6;
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this->actionFunc = BgHakaHuta_DoNothing;
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}
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D_8087D958.x = this->counter + 24.0f;
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if (D_8087D958.x > 30.0f) {
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D_8087D958.x = 30.0f;
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}
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Matrix_RotateY(this->dyna.actor.world.rot.y * (M_PI / 0x8000), MTXMODE_NEW);
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Matrix_RotateAxis(this->counter * (191 * M_PI / 3750), &D_8087D964, MTXMODE_APPLY);
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Matrix_MultVec3f(&D_8087D958, &vec);
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this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + vec.x;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + vec.y;
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this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z + vec.z;
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Matrix_Get(&mtx);
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Matrix_MtxFToYXZRotS(&mtx, &this->dyna.actor.shape.rot, 0);
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}
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void BgHakaHuta_DoNothing(BgHakaHuta* this, GlobalContext* globalCtx) {
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}
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void BgHakaHuta_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgHakaHuta* this = (BgHakaHuta*)thisx;
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this->actionFunc(this, globalCtx);
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}
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void BgHakaHuta_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Gfx_DrawDListOpa(globalCtx, gBotwCoffinLidDL);
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}
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