Shipwright/soh/src/overlays/actors/ovl_En_Boom/z_en_boom.c

281 lines
10 KiB
C

/*
* File: z_en_boom.c
* Overlay: ovl_En_Boom
* Description: Thrown Boomerang. Actor spawns when thrown and is killed when caught.
*/
#include "z_en_boom.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnBoom_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBoom_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBoom_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBoom_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx);
const ActorInit En_Boom_InitVars = {
ACTOR_EN_BOOM,
ACTORCAT_MISC,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnBoom),
(ActorFunc)EnBoom_Init,
(ActorFunc)EnBoom_Destroy,
(ActorFunc)EnBoom_Update,
(ActorFunc)EnBoom_Draw,
NULL,
};
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_TYPE_PLAYER,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK2,
{ 0x00000010, 0x00, 0x01 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(targetMode, 5, ICHAIN_CONTINUE),
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
};
void EnBoom_SetupAction(EnBoom* this, EnBoomActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnBoom_Init(Actor* thisx, GlobalContext* globalCtx) {
EnBoom* this = (EnBoom*)thisx;
EffectBlureInit1 blure;
this->actor.room = -1;
Actor_ProcessInitChain(&this->actor, sInitChain);
blure.p1StartColor[0] = 255;
blure.p1StartColor[1] = 255;
blure.p1StartColor[2] = 100;
blure.p1StartColor[3] = 255;
blure.p2StartColor[0] = 255;
blure.p2StartColor[1] = 255;
blure.p2StartColor[2] = 100;
blure.p2StartColor[3] = 64;
blure.p1EndColor[0] = 255;
blure.p1EndColor[1] = 255;
blure.p1EndColor[2] = 100;
blure.p1EndColor[3] = 0;
blure.p2EndColor[0] = 255;
blure.p2EndColor[1] = 255;
blure.p2EndColor[2] = 100;
blure.p2EndColor[3] = 0;
blure.elemDuration = 8;
blure.unkFlag = 0;
blure.calcMode = 0;
blure.trailType = 2;
Effect_Add(globalCtx, &this->effectIndex, EFFECT_BLURE1, 0, 0, &blure);
Collider_InitQuad(globalCtx, &this->collider);
Collider_SetQuad(globalCtx, &this->collider, &this->actor, &sQuadInit);
EnBoom_SetupAction(this, EnBoom_Fly);
}
void EnBoom_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnBoom* this = (EnBoom*)thisx;
Effect_Delete(globalCtx, this->effectIndex);
Collider_DestroyQuad(globalCtx, &this->collider);
}
void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
Actor* target;
Player* player;
s32 collided;
s16 yawTarget;
s16 yawDiff;
s16 pitchTarget;
s16 pitchDiff;
s32 pad1;
f32 distXYZScale;
f32 distFromLink;
DynaPolyActor* hitActor;
s32 hitDynaID;
Vec3f hitPoint;
s32 pad2;
player = GET_PLAYER(globalCtx);
target = this->moveTo;
// If the boomerang is moving toward a targeted actor, handle setting the proper x and y angle to fly toward it.
if (target != NULL) {
yawTarget = Actor_WorldYawTowardPoint(&this->actor, &target->focus.pos);
yawDiff = this->actor.world.rot.y - yawTarget;
pitchTarget = Actor_WorldPitchTowardPoint(&this->actor, &target->focus.pos);
pitchDiff = this->actor.world.rot.x - pitchTarget;
distXYZScale = (200.0f - Math_Vec3f_DistXYZ(&this->actor.world.pos, &target->focus.pos)) * 0.005f;
if (distXYZScale < 0.12f) {
distXYZScale = 0.12f;
}
if ((target != &player->actor) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000))) {
//! @bug This condition is why the boomerang will randomly fly off in a the down left direction sometimes.
// If the actor targetted is not Link and the difference between the 2 y angles is greater than 0x4000,
// the moveTo pointer is nulled and it flies off in a seemingly random direction.
this->moveTo = NULL;
} else {
Math_ScaledStepToS(&this->actor.world.rot.y, yawTarget, (s16)(ABS(yawDiff) * distXYZScale));
Math_ScaledStepToS(&this->actor.world.rot.x, pitchTarget, (s16)(ABS(pitchDiff) * distXYZScale));
}
}
// Set xyz speed, move forward, and play the boomerang sound
func_8002D9A4(&this->actor, 12.0f);
Actor_MoveForward(&this->actor);
func_8002F974(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
collided = this->collider.base.atFlags & AT_HIT;
collided = !!(collided);
if (collided) {
if (((this->collider.base.at->id == ACTOR_EN_ITEM00) || (this->collider.base.at->id == ACTOR_EN_SI))) {
this->grabbed = this->collider.base.at;
if (this->collider.base.at->id == ACTOR_EN_SI) {
this->collider.base.at->flags |= ACTOR_FLAG_13;
}
}
}
// Decrement the return timer and check if it's 0. If it is, check if Link can catch it and handle accordingly.
// Otherwise handle grabbing and colliding.
if (DECR(this->returnTimer) == 0 || player->boomerangQuickRecall) {
distFromLink = Math_Vec3f_DistXYZ(&this->actor.world.pos, &player->actor.focus.pos);
this->moveTo = &player->actor;
// If the boomerang is less than 40 units away from Link, he can catch it.
if (distFromLink < 40.0f || player->boomerangQuickRecall) {
target = this->grabbed;
if (target != NULL) {
Math_Vec3f_Copy(&target->world.pos, &player->actor.world.pos);
// If the grabbed actor is EnItem00 (HP/Key etc) set gravity and flags so it falls in front of Link.
// Otherwise if it's a Skulltula Token, just set flags so he collides with it to collect it.
if (target->id == ACTOR_EN_ITEM00) {
target->gravity = -0.9f;
target->bgCheckFlags &= ~0x03;
} else {
target->flags &= ~ACTOR_FLAG_13;
}
}
// Set player flags and kill the boomerang beacause Link caught it.
player->stateFlags1 &= ~PLAYER_STATE1_25;
player->boomerangQuickRecall = false;
Actor_Kill(&this->actor);
}
} else {
collided = (this->collider.base.atFlags & AT_HIT);
collided = (!!(collided));
if (collided) {
// Copy the position from the prevous frame to the boomerang to start the bounce back.
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
} else {
collided = BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.prevPos, &this->actor.world.pos,
&hitPoint, &this->actor.wallPoly, true, true, true, true, &hitDynaID);
if (collided) {
// If the boomerang collides with something and it's is a Jabu Object actor with params equal to 0, then
// set collided to 0 so that the boomerang will go through the wall.
// Otherwise play a clank sound and keep collided set to bounce back.
if (func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0 ||
(hitDynaID != BGCHECK_SCENE &&
((hitActor = DynaPoly_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) &&
hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS && hitActor->actor.params == 0)) {
collided = false;
} else {
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &hitPoint);
}
}
}
// If the boomerang needs to bounce back, set x and y angle accordingly.
// Set timer to 0 and set return actor to player so it goes back to Link.
if (collided) {
this->actor.world.rot.x = -this->actor.world.rot.x;
this->actor.world.rot.y += 0x8000;
this->moveTo = &player->actor;
this->returnTimer = 0;
}
}
// If the actor the boomerang is holding has a null update function, set grabbed to null.
// Otherwise, copy the position from the boomerang to the actor to move it.
target = this->grabbed;
if (target != NULL) {
if (target->update == NULL) {
this->grabbed = NULL;
} else {
Math_Vec3f_Copy(&target->world.pos, &this->actor.world.pos);
}
}
}
void EnBoom_Update(Actor* thisx, GlobalContext* globalCtx) {
EnBoom* this = (EnBoom*)thisx;
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x20000000)) {
this->actionFunc(this, globalCtx);
Actor_SetFocus(&this->actor, 0.0f);
this->activeTimer = this->activeTimer + 1;
}
}
void EnBoom_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Vec3f sMultVec1 = { -960.0f, 0.0f, 0.0f };
static Vec3f sMultVec2 = { 960.0f, 0.0f, 0.0f };
EnBoom* this = (EnBoom*)thisx;
Vec3f vec1;
Vec3f vec2;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_RotateY(this->actor.world.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(0x1F40 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(this->actor.world.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_MultVec3f(&sMultVec1, &vec1);
Matrix_MultVec3f(&sMultVec2, &vec2);
if (func_80090480(globalCtx, &this->collider, &this->boomerangInfo, &vec1, &vec2) != 0) {
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &vec1, &vec2);
}
func_80093D18(globalCtx->state.gfxCtx);
Matrix_RotateY((this->activeTimer * 12000) * (M_PI / 0x8000), MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBoomerangRefDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}