Shipwright/soh/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.c

157 lines
5.3 KiB
C

/*
* File: z_bg_spot17_bakudankabe.c
* Overlay: ovl_Bg_Spot17_Bakudankabe
* Description: Death Mountain Crater Bombable Wall
*/
#include "z_bg_spot17_bakudankabe.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_spot17_obj/object_spot17_obj.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0
void BgSpot17Bakudankabe_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot17Bakudankabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot17Bakudankabe_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot17Bakudankabe_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Bg_Spot17_Bakudankabe_InitVars = {
ACTOR_BG_SPOT17_BAKUDANKABE,
ACTORCAT_BG,
FLAGS,
OBJECT_SPOT17_OBJ,
sizeof(BgSpot17Bakudankabe),
(ActorFunc)BgSpot17Bakudankabe_Init,
(ActorFunc)BgSpot17Bakudankabe_Destroy,
(ActorFunc)BgSpot17Bakudankabe_Update,
(ActorFunc)BgSpot17Bakudankabe_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void func_808B6BC0(BgSpot17Bakudankabe* this, GlobalContext* globalCtx) {
s32 pad[2];
s32 i;
Vec3f burstDepthY;
Vec3f burstDepthX;
f32 sinY;
f32 cosY;
sinY = Math_SinS(this->dyna.actor.shape.rot.y);
cosY = Math_CosS(this->dyna.actor.shape.rot.y);
burstDepthX.z = 0.0f;
burstDepthX.x = 0.0f;
for (i = 0; i < 20; i++) {
s16 gravityInfluence;
s16 scale;
f32 temp1;
f32 temp2;
s32 rotationSpeed;
temp1 = (Rand_ZeroOne() - 0.5f) * 140.0f;
temp2 = (Rand_ZeroOne() - 0.5f) * 20.0f;
burstDepthY.x = this->dyna.actor.world.pos.x + temp2 * sinY + (temp1 * cosY);
burstDepthY.y = this->dyna.actor.world.pos.y + 30.0f + (i * 6.5f);
burstDepthY.z = this->dyna.actor.world.pos.z + temp2 * cosY - (temp1 * sinY);
burstDepthX.y = (Rand_ZeroOne() - 0.2f) * 12.0f;
scale = Rand_ZeroOne() * 55.0f + 8.0f;
if (scale < 20) {
gravityInfluence = -300;
} else if (scale < 35) {
gravityInfluence = -360;
} else {
gravityInfluence = -420;
}
if (Rand_ZeroOne() < 0.4f) {
rotationSpeed = 65;
} else {
rotationSpeed = 33;
}
EffectSsKakera_Spawn(globalCtx, &burstDepthY, &burstDepthX, &burstDepthY, gravityInfluence, rotationSpeed, 0x1E,
4, 0, scale, 1, 3, 80, KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_FIELD_KEEP, gFieldKakeraDL);
}
Math_Vec3f_Copy(&burstDepthY, &this->dyna.actor.world.pos);
func_80033480(globalCtx, &burstDepthY, 60.0f, 4, 110, 160, 1);
burstDepthY.y += 40.0f;
func_80033480(globalCtx, &burstDepthY, 60.0f, 4, 120, 160, 1);
burstDepthY.y += 40.0f;
func_80033480(globalCtx, &burstDepthY, 60.0f, 4, 110, 160, 1);
}
void BgSpot17Bakudankabe_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot17Bakudankabe* this = (BgSpot17Bakudankabe*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
if (Flags_GetSwitch(globalCtx, (this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;
}
CollisionHeader_GetVirtual(&gCraterBombableWallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
}
void BgSpot17Bakudankabe_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot17Bakudankabe* this = (BgSpot17Bakudankabe*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void BgSpot17Bakudankabe_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot17Bakudankabe* this = (BgSpot17Bakudankabe*)thisx;
if (this->dyna.actor.xzDistToPlayer < 650.0f && func_80033684(globalCtx, &this->dyna.actor) != NULL) {
func_808B6BC0(this, globalCtx);
Flags_SetSwitch(globalCtx, (this->dyna.actor.params & 0x3F));
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
func_80078884(NA_SE_SY_CORRECT_CHIME);
Actor_Kill(&this->dyna.actor);
}
}
void BgSpot17Bakudankabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
s8 r = coss(globalCtx->gameplayFrames * 1500) >> 8;
s8 g = coss(globalCtx->gameplayFrames * 1500) >> 8;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
r = (r >> 1) + 0xC0;
g = (g >> 1) + 0xC0;
gDPSetEnvColor(POLY_OPA_DISP++, r, g, 255, 128);
gSPDisplayList(POLY_OPA_DISP++, gCraterBombableWallDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
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);
gSPDisplayList(POLY_XLU_DISP++, gCraterBombableWallCracksDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}