Shipwright/soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c

340 lines
12 KiB
C

/*
* File: z_obj_tsubo.c
* Overlay: ovl_Obj_Tsubo
* Description: Breakable pot
*/
#include "z_obj_tsubo.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "objects/object_tsubo/object_tsubo.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_23)
void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_SpawnCollectible(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_ApplyGravity(ObjTsubo* this);
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_InitCollider(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_AirBreak(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_SetupWaitForObject(ObjTsubo* this);
void ObjTsubo_WaitForObject(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_SetupIdle(ObjTsubo* this);
void ObjTsubo_Idle(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_SetupLiftedUp(ObjTsubo* this);
void ObjTsubo_LiftedUp(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_SetupThrown(ObjTsubo* this);
void ObjTsubo_Thrown(ObjTsubo* this, GlobalContext* globalCtx);
static s16 D_80BA1B50 = 0;
static s16 D_80BA1B54 = 0;
static s16 D_80BA1B58 = 0;
static s16 D_80BA1B5C = 0;
const ActorInit Obj_Tsubo_InitVars = {
ACTOR_OBJ_TSUBO,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(ObjTsubo),
(ActorFunc)ObjTsubo_Init,
(ActorFunc)ObjTsubo_Destroy,
(ActorFunc)ObjTsubo_Update,
NULL,
NULL,
};
static s16 sObjectIds[] = { OBJECT_GAMEPLAY_DANGEON_KEEP, OBJECT_TSUBO };
static Gfx* D_80BA1B84[] = { gPotDL, object_tsubo_DL_0017C0 };
static Gfx* D_80BA1B8C[] = { gPotFragmentDL, object_tsubo_DL_001960 };
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HARD,
AT_ON | AT_TYPE_PLAYER,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000002, 0x00, 0x01 },
{ 0x4FC1FFFE, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 9, 26, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit[] = { 0, 12, 60, MASS_IMMOVABLE };
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -1200, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(minVelocityY, -20000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 150, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 900, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
};
void ObjTsubo_SpawnCollectible(ObjTsubo* this, GlobalContext* globalCtx) {
s16 dropParams = this->actor.params & 0x1F;
if ((dropParams >= ITEM00_RUPEE_GREEN) && (dropParams <= ITEM00_BOMBS_SPECIAL)) {
Item_DropCollectible(globalCtx, &this->actor.world.pos,
(dropParams | (((this->actor.params >> 9) & 0x3F) << 8)));
}
}
void ObjTsubo_ApplyGravity(ObjTsubo* this) {
this->actor.velocity.y += this->actor.gravity;
if (this->actor.velocity.y < this->actor.minVelocityY) {
this->actor.velocity.y = this->actor.minVelocityY;
}
}
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx) {
CollisionPoly* floorPoly;
Vec3f pos;
s32 bgID;
f32 floorY;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &floorPoly, &bgID, &this->actor, &pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true;
} else {
osSyncPrintf("地面に付着失敗\n");
return false;
}
}
void ObjTsubo_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
ObjTsubo* this = (ObjTsubo*)thisx;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
}
void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjTsubo* this = (ObjTsubo*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
ObjTsubo_InitCollider(&this->actor, globalCtx);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, sColChkInfoInit);
if (!ObjTsubo_SnapToFloor(this, globalCtx)) {
Actor_Kill(&this->actor);
return;
}
this->objTsuboBankIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectIds[(this->actor.params >> 8) & 1]);
if (this->objTsuboBankIndex < 0) {
osSyncPrintf("Error : バンク危険! (arg_data 0x%04x)(%s %d)\n", this->actor.params, __FILE__, __LINE__);
Actor_Kill(&this->actor);
} else {
ObjTsubo_SetupWaitForObject(this);
osSyncPrintf("(dungeon keep 壷)(arg_data 0x%04x)\n", this->actor.params);
}
}
void ObjTsubo_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjTsubo* this = (ObjTsubo*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void ObjTsubo_AirBreak(ObjTsubo* this, GlobalContext* globalCtx) {
s32 pad;
f32 rand;
s16 angle;
Vec3f pos;
Vec3f velocity;
f32 sins;
f32 coss;
s32 arg5;
s32 i;
for (i = 0, angle = 0; i < 15; i++, angle += 0x4E20) {
sins = Math_SinS(angle);
coss = Math_CosS(angle);
pos.x = sins * 8.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = coss * 8.0f;
velocity.x = pos.x * 0.23f;
velocity.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
velocity.z = pos.z * 0.23f;
Math_Vec3f_Sum(&pos, &this->actor.world.pos, &pos);
rand = Rand_ZeroOne();
if (rand < 0.2f) {
arg5 = 96;
} else if (rand < 0.6f) {
arg5 = 64;
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, -240, arg5, 10, 10, 0,
(Rand_ZeroOne() * 95.0f) + 15.0f, 0, 32, 60, KAKERA_COLOR_NONE,
sObjectIds[(this->actor.params >> 8) & 1], D_80BA1B8C[(this->actor.params >> 8) & 1]);
}
func_80033480(globalCtx, &this->actor.world.pos, 30.0f, 4, 20, 50, 1);
}
void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx) {
s32 pad[2];
s16 angle;
Vec3f pos = this->actor.world.pos;
Vec3f velocity;
s32 phi_s0;
s32 i;
pos.y += this->actor.yDistToWater;
EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 400);
for (i = 0, angle = 0; i < 15; i++, angle += 0x4E20) {
f32 sins = Math_SinS(angle);
f32 coss = Math_CosS(angle);
pos.x = sins * 8.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = coss * 8.0f;
velocity.x = pos.x * 0.2f;
velocity.y = (Rand_ZeroOne() * 4.0f) + 2.0f;
velocity.z = pos.z * 0.2f;
Math_Vec3f_Sum(&pos, &this->actor.world.pos, &pos);
phi_s0 = (Rand_ZeroOne() < .2f) ? 64 : 32;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, -180, phi_s0, 30, 30, 0,
(Rand_ZeroOne() * 95.0f) + 15.0f, 0, 32, 70, KAKERA_COLOR_NONE,
sObjectIds[(this->actor.params >> 8) & 1], D_80BA1B8C[(this->actor.params >> 8) & 1]);
}
}
void ObjTsubo_SetupWaitForObject(ObjTsubo* this) {
this->actionFunc = ObjTsubo_WaitForObject;
}
void ObjTsubo_WaitForObject(ObjTsubo* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->objTsuboBankIndex)) {
this->actor.draw = ObjTsubo_Draw;
this->actor.objBankIndex = this->objTsuboBankIndex;
ObjTsubo_SetupIdle(this);
this->actor.flags &= ~ACTOR_FLAG_4;
}
}
void ObjTsubo_SetupIdle(ObjTsubo* this) {
this->actionFunc = ObjTsubo_Idle;
}
void ObjTsubo_Idle(ObjTsubo* this, GlobalContext* globalCtx) {
s32 pad;
s16 temp_v0;
s32 phi_v1;
if (Actor_HasParent(&this->actor, globalCtx)) {
ObjTsubo_SetupLiftedUp(this);
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 15.0f)) {
ObjTsubo_WaterBreak(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_SpawnCollectible(this, globalCtx);
Actor_Kill(&this->actor);
} else if ((this->collider.base.acFlags & AC_HIT) &&
(this->collider.info.acHitInfo->toucher.dmgFlags & 0x4FC1FFFC)) {
ObjTsubo_AirBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else {
if (this->actor.xzDistToPlayer < 600.0f) {
Collider_UpdateCylinder(&this->actor, &this->collider);
this->collider.base.acFlags &= ~AC_HIT;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (this->actor.xzDistToPlayer < 150.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
if (this->actor.xzDistToPlayer < 100.0f) {
temp_v0 = this->actor.yawTowardsPlayer - GET_PLAYER(globalCtx)->actor.world.rot.y;
phi_v1 = ABS(temp_v0);
if (phi_v1 >= 0x5556) {
// GI_NONE in this case allows the player to lift the actor
func_8002F434(&this->actor, globalCtx, GI_NONE, 30.0f, 30.0f);
}
}
}
}
void ObjTsubo_SetupLiftedUp(ObjTsubo* this) {
this->actionFunc = ObjTsubo_LiftedUp;
this->actor.room = -1;
func_8002F7DC(&this->actor, NA_SE_PL_PULL_UP_POT);
this->actor.flags |= ACTOR_FLAG_4;
}
void ObjTsubo_LiftedUp(ObjTsubo* this, GlobalContext* globalCtx) {
if (Actor_HasNoParent(&this->actor, globalCtx)) {
this->actor.room = globalCtx->roomCtx.curRoom.num;
ObjTsubo_SetupThrown(this);
ObjTsubo_ApplyGravity(this);
func_8002D7EC(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f, 0x85);
}
}
void ObjTsubo_SetupThrown(ObjTsubo* this) {
this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speedXZ;
this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speedXZ;
this->actor.colChkInfo.mass = 240;
D_80BA1B50 = (Rand_ZeroOne() - 0.7f) * 2800.0f;
D_80BA1B58 = (Rand_ZeroOne() - 0.5f) * 2000.0f;
D_80BA1B54 = 0;
D_80BA1B5C = 0;
this->actionFunc = ObjTsubo_Thrown;
}
void ObjTsubo_Thrown(ObjTsubo* this, GlobalContext* globalCtx) {
s32 pad[2];
if ((this->actor.bgCheckFlags & 0xB) || (this->collider.base.atFlags & AT_HIT)) {
ObjTsubo_AirBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else if (this->actor.bgCheckFlags & 0x40) {
ObjTsubo_WaterBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else {
ObjTsubo_ApplyGravity(this);
func_8002D7EC(&this->actor);
Math_StepToS(&D_80BA1B54, D_80BA1B50, 0x64);
Math_StepToS(&D_80BA1B5C, D_80BA1B58, 0x64);
this->actor.shape.rot.x += D_80BA1B54;
this->actor.shape.rot.y += D_80BA1B5C;
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f, 0x85);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void ObjTsubo_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjTsubo* this = (ObjTsubo*)thisx;
this->actionFunc(this, globalCtx);
}
void ObjTsubo_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_80BA1B84[(thisx->params >> 8) & 1]);
}