mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
1b9ab52e35
* Improve skulltula ice traps * Improve freestanding ice traps * Merge fix
243 lines
7.7 KiB
C
243 lines
7.7 KiB
C
/*
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* File: z_en_si.c
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* Overlay: En_Si
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* Description: Gold Skulltula token
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*/
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#include "z_en_si.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_9)
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void EnSi_Init(Actor* thisx, PlayState* play);
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void EnSi_Destroy(Actor* thisx, PlayState* play);
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void EnSi_Update(Actor* thisx, PlayState* play);
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void EnSi_Draw(Actor* thisx, PlayState* play);
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s32 func_80AFB748(EnSi* this, PlayState* play);
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void func_80AFB768(EnSi* this, PlayState* play);
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void func_80AFB89C(EnSi* this, PlayState* play);
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void func_80AFB950(EnSi* this, PlayState* play);
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void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play);
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void Randomizer_GiveSkullReward(EnSi* this, PlayState* play);
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s32 textId = 0xB4;
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s32 giveItemId = ITEM_SKULL_TOKEN;
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s32 getItemId;
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GetItemEntry getItem;
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_NO_PUSH | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000090, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_HOOKABLE,
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OCELEM_ON,
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},
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{ 20, 18, 2, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit2 D_80AFBADC = { 0, 0, 0, 0, MASS_IMMOVABLE };
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const ActorInit En_Si_InitVars = {
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ACTOR_EN_SI,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_ST,
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sizeof(EnSi),
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(ActorFunc)EnSi_Init,
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(ActorFunc)EnSi_Destroy,
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(ActorFunc)EnSi_Update,
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(ActorFunc)EnSi_Draw,
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NULL,
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};
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void EnSi_Init(Actor* thisx, PlayState* play) {
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EnSi* this = (EnSi*)thisx;
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &D_80AFBADC);
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Actor_SetScale(&this->actor, 0.025f);
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this->unk_19C = 0;
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this->actionFunc = func_80AFB768;
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this->actor.shape.yOffset = 42.0f;
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}
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void EnSi_Destroy(Actor* thisx, PlayState* play) {
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EnSi* this = (EnSi*)thisx;
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Collider_DestroyCylinder(play, &this->collider);
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}
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s32 func_80AFB748(EnSi* this, PlayState* play) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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}
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return 0;
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}
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void func_80AFB768(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
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this->actionFunc = func_80AFB89C;
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} else {
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Math_SmoothStepToF(&this->actor.scale.x, 0.25f, 0.4f, 1.0f, 0.0f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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this->actor.shape.rot.y += 0x400;
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if (!Player_InCsMode(play)) {
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func_80AFB748(this, play);
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if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
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this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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if (gSaveContext.n64ddFlag) {
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Randomizer_UpdateSkullReward(this, play);
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} else {
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Item_Give(play, giveItemId);
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}
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if ((!CVarGetInteger("gSkulltulaFreeze", 0) || giveItemId != ITEM_SKULL_TOKEN) &&
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getItemId != RG_ICE_TRAP) {
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player->actor.freezeTimer = 20;
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}
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if (getItemId == RG_ICE_TRAP && Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING) {
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player->actor.freezeTimer = 10;
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}
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Message_StartTextbox(play, textId, NULL);
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if (gSaveContext.n64ddFlag) {
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if (getItemId != RG_ICE_TRAP) {
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Randomizer_GiveSkullReward(this, play);
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Audio_PlayFanfare_Rando(getItem);
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} else {
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gSaveContext.pendingIceTrapCount++;
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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} else {
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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player->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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this->actionFunc = func_80AFB950;
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} else {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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}
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}
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}
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}
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void func_80AFB89C(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Math_SmoothStepToF(&this->actor.scale.x, 0.25f, 0.4f, 1.0f, 0.0f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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this->actor.shape.rot.y += 0x400;
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if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
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if (gSaveContext.n64ddFlag) {
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Randomizer_UpdateSkullReward(this, play);
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} else {
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Item_Give(play, giveItemId);
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}
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Message_StartTextbox(play, textId, NULL);
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if (gSaveContext.n64ddFlag) {
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if (getItemId != RG_ICE_TRAP) {
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Randomizer_GiveSkullReward(this, play);
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Audio_PlayFanfare_Rando(getItem);
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} else {
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gSaveContext.pendingIceTrapCount++;
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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} else {
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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player->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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this->actionFunc = func_80AFB950;
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}
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}
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void func_80AFB950(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING &&
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(!CVarGetInteger("gSkulltulaFreeze", 0) || getItemId == RG_ICE_TRAP || giveItemId != ITEM_SKULL_TOKEN)) {
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player->actor.freezeTimer = 10;
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} else {
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SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
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Actor_Kill(&this->actor);
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}
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}
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void EnSi_Update(Actor* thisx, PlayState* play) {
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EnSi* this = (EnSi*)thisx;
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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this->actionFunc(this, play);
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Actor_SetFocus(&this->actor, 16.0f);
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}
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void EnSi_Draw(Actor* thisx, PlayState* play) {
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EnSi* this = (EnSi*)thisx;
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if (this->actionFunc != func_80AFB950) {
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func_8002ED80(&this->actor, play, 0);
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func_8002EBCC(&this->actor, play, 0);
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if (!gSaveContext.n64ddFlag) {
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GetItem_Draw(play, GID_SKULL_TOKEN_2);
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} else {
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getItem = Randomizer_GetItemFromActor(this->actor.id, play->sceneNum, this->actor.params, GI_SKULL_TOKEN);
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EnItem00_CustomItemsParticles(&this->actor, play, getItem);
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if (getItem.itemId != ITEM_SKULL_TOKEN) {
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f32 mtxScale = 1.5f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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}
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GetItemEntry_Draw(play, getItem);
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}
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}
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}
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void Randomizer_UpdateSkullReward(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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getItem = Randomizer_GetItemFromActor(this->actor.id, play->sceneNum, this->actor.params, GI_SKULL_TOKEN);
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getItemId = getItem.getItemId;
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if (getItemId == RG_ICE_TRAP) {
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textId = 0xF8;
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} else {
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textId = getItem.textId;
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giveItemId = getItem.itemId;
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}
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player->getItemEntry = getItem;
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}
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void Randomizer_GiveSkullReward(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (getItem.modIndex == MOD_NONE) {
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// RANDOTOD: Move this into Item_Give() or some other more central location
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if (getItem.getItemId == GI_SWORD_BGS) {
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gSaveContext.bgsFlag = true;
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}
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Item_Give(play, giveItemId);
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} else if (getItem.modIndex == MOD_RANDOMIZER) {
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Randomizer_Item_Give(play, getItem);
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}
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}
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