Shipwright/soh/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c

182 lines
5.8 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* File: z_bg_jya_bombiwa.c
* Overlay: ovl_Bg_Jya_Bombiwa
* Description: Spirit Temple top room bombable wall
*/
#include "z_bg_jya_bombiwa.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS 0
void BgJyaBombiwa_Init(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBombiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBombiwa_Update(Actor* thisx, GlobalContext* globalCtx);
void BgJyaBombiwa_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Bg_Jya_Bombiwa_InitVars = {
ACTOR_BG_JYA_BOMBIWA,
ACTORCAT_BG,
FLAGS,
OBJECT_JYA_OBJ,
sizeof(BgJyaBombiwa),
(ActorFunc)BgJyaBombiwa_Init,
(ActorFunc)BgJyaBombiwa_Destroy,
(ActorFunc)BgJyaBombiwa_Update,
(ActorFunc)BgJyaBombiwa_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 0, { { 0, 0, 0 }, 50 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void BgJyaBombiwa_SetupDynaPoly(BgJyaBombiwa* this, GlobalContext* globalCtx, CollisionHeader* collision, s32 flag) {
s16 pad1;
CollisionHeader* colHeader = NULL;
s16 pad2;
DynaPolyActor_Init(&this->dyna, flag);
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 BgJyaBombiwa_InitCollider(BgJyaBombiwa* this, GlobalContext* globalCtx) {
s32 pad;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems);
}
void BgJyaBombiwa_Init(Actor* thisx, GlobalContext* globalCtx) {
BgJyaBombiwa* this = (BgJyaBombiwa*)thisx;
if ((this->dyna.actor.params & 0x3F) != 0x29) {
osSyncPrintf(VT_COL(YELLOW, BLACK));
// "Warning: Switch Number changed (%s %d)(SW %d)"
osSyncPrintf(" : Switch Number が変更された(%s %d)(SW %d)\n", __FILE__, __LINE__,
this->dyna.actor.params & 0x3F);
osSyncPrintf(VT_RST);
}
BgJyaBombiwa_SetupDynaPoly(this, globalCtx, &gBombiwaCol, DPM_UNK);
BgJyaBombiwa_InitCollider(this, globalCtx);
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
Actor_Kill(&this->dyna.actor);
} else {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
// "Rock destroyed by jya bomb"
osSyncPrintf("(jya 爆弾で破壊岩)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
}
void BgJyaBombiwa_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgJyaBombiwa* this = (BgJyaBombiwa*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void BgJyaBombiwa_Break(BgJyaBombiwa* this, GlobalContext* globalCtx) {
Vec3f pos;
Vec3f velocity;
s16 arg5;
s8 arg6;
s8 arg7;
s32 i;
s16 scale;
for (i = 0; i < 16; i++) {
pos.x = ((Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.x) - 40.0f;
pos.y = (Rand_ZeroOne() * 140.0f) + this->dyna.actor.world.pos.y;
pos.z = ((Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.z) - 40.0f;
velocity.x = (Rand_ZeroOne() - 0.5f) * 10.0f;
velocity.y = Rand_ZeroOne() * 12.0f;
velocity.z = (Rand_ZeroOne() - 0.5f) * 10.0f;
scale = (s32)(i * 1.8f) + 3;
if (scale > 15) {
arg5 = 5;
} else {
arg5 = 1;
}
if (Rand_ZeroOne() < 0.4f) {
arg5 |= 0x40;
arg6 = 0xC;
arg7 = 8;
} else {
arg5 |= 0x20;
arg6 = 0xC;
arg7 = 8;
if (scale < 10) {
arg6 = 0x50;
arg7 = 80;
}
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &pos, -400, arg5, arg6, arg7, 0, scale, 1, 20, 80,
KAKERA_COLOR_NONE, OBJECT_JYA_OBJ, gBombiwaEffectDL);
}
pos.x = this->dyna.actor.world.pos.x;
pos.y = this->dyna.actor.world.pos.y + 70.0f;
pos.z = this->dyna.actor.world.pos.z;
func_80033480(globalCtx, &pos, 100.0f, 0xA, 0x64, 0xA0, 1);
}
void BgJyaBombiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
BgJyaBombiwa* this = (BgJyaBombiwa*)thisx;
if (this->collider.base.acFlags & AC_HIT) {
BgJyaBombiwa_Break(this, globalCtx);
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
Actor_Kill(&this->dyna.actor);
} else {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void BgJyaBombiwa_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgJyaBombiwa* this = (BgJyaBombiwa*)thisx;
Gfx_DrawDListOpa(globalCtx, gBombiwaDL);
Collider_UpdateSpheres(0, &this->collider);
}