mirror of
https://github.com/HarbourMasters/Shipwright.git
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39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
321 lines
12 KiB
C
321 lines
12 KiB
C
/*
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* File: z_bg_breakwall.c
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* Overlay: Bg_Breakwall
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* Description: Bombable Wall
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*/
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#include "z_bg_breakwall.h"
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#include "scenes/dungeons/ddan/ddan_scene.h"
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#include "objects/object_bwall/object_bwall.h"
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#include "objects/object_kingdodongo/object_kingdodongo.h"
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#define FLAGS ACTOR_FLAG_4
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typedef struct {
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/* 0x00 */ CollisionHeader* colHeader;
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/* 0x04 */ Gfx* dList;
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/* 0x08 */ s8 colType;
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} BombableWallInfo;
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void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgBreakwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgBreakwall_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx);
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx);
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void BgBreakwall_LavaCoverMove(BgBreakwall* this, GlobalContext* globalCtx);
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const ActorInit Bg_Breakwall_InitVars = {
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ACTOR_BG_BREAKWALL,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(BgBreakwall),
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(ActorFunc)BgBreakwall_Init,
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(ActorFunc)BgBreakwall_Destroy,
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(ActorFunc)BgBreakwall_Update,
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NULL,
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NULL,
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};
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static ColliderQuadInit sQuadInit = {
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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 | AC_TYPE_OTHER,
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OC1_NONE,
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OC2_TYPE_2,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000048, 0x00, 0x00 },
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{ 0x00000048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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static BombableWallInfo sBombableWallInfo[] = {
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{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
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{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
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{ &object_kingdodongo_Col_0264A8, object_kingdodongo_DL_025BD0, 1 },
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{ &object_kingdodongo_Col_025B64, NULL, -1 },
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgBreakwall* this = (BgBreakwall*)thisx;
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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this->bombableWallDList = sBombableWallInfo[wallType].dList;
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this->colType = sBombableWallInfo[wallType].colType;
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if (this->colType == 1) {
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this->dyna.actor.world.rot.x = 0x4000;
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}
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if (this->bombableWallDList != NULL) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F)) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
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} else {
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this->dyna.actor.world.pos.y -= 40.0f;
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}
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this->bankIndex = (wallType >= BWALL_KD_FLOOR) ? Object_GetIndex(&globalCtx->objectCtx, OBJECT_KINGDODONGO)
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: Object_GetIndex(&globalCtx->objectCtx, OBJECT_BWALL);
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if (this->bankIndex < 0) {
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Actor_Kill(&this->dyna.actor);
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} else {
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BgBreakwall_SetupAction(this, BgBreakwall_WaitForObject);
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}
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}
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void BgBreakwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgBreakwall* this = (BgBreakwall*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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/**
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* Spawns fragments using ACTOR_EN_A_OBJ whenever the wall or floor is exploded.
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* Returns the last spawned actor
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*/
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Actor* BgBreakwall_SpawnFragments(GlobalContext* globalCtx, BgBreakwall* this, Vec3f* pos, f32 velocity, f32 scaleY,
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f32 scaleX, s32 count, f32 accel) {
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Actor* actor;
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Vec3f actorPos;
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s32 k;
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s32 j;
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s32 i;
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s16 angle1;
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s16 angle2 = 0;
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused
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Vec3s actorRotList[] = { { 0, 0, 0 }, { 0, 0, 0x4000 }, { 0, 0, -0x4000 }, { 0, 0, 0 } };
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Vec3f actorScaleList[] = {
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{ 0.004f, 0.004f, 0.004f },
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{ 0.004f, 0.004f, 0.004f },
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{ 0.004f, 0.004f, 0.004f },
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{ 0.004f, 0.004f, 0.004f },
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};
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Vec3f actorPosList[][4] = {
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{ { 40.0f, 15.0f, 0.0f }, { 30.0f, 57.0f, 0.0f }, { 50.0f, 57.0f, 0.0f }, { 40.0f, 70.0f, 0.0f } },
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{ { 55.0f, -15.0f, 0.0f }, { 30.0f, -32.0f, 0.0f }, { 50.0f, -32.0f, 0.0f }, { 20.0f, -10.0f, 0.0f } },
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{ { -40.0f, 14.0f, 0.0f }, { -50.0f, 57.0f, 0.0f }, { -30.0f, 57.0f, 0.0f }, { -40.0f, 70.0f, 0.0f } },
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{ { -55.0f, -15.0f, 0.0f }, { -55.0f, -32.0f, 0.0f }, { -30.0f, -32.0f, 0.0f }, { -20.0f, -10.0f, 0.0f } },
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};
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s32 pad;
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for (k = 3; k >= 0; k--) {
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if ((k == 0) || (k == 3)) {
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actorScaleList[k].x *= scaleX;
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actorScaleList[k].y *= scaleY;
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actorScaleList[k].z *= scaleY;
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} else {
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actorScaleList[k].x *= scaleY;
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actorScaleList[k].y *= scaleX;
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actorScaleList[k].z *= scaleX;
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}
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}
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for (i = 0; i < count; angle2 += 0x4000, i++) {
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angle1 = ABS(this->dyna.actor.world.rot.y) + angle2;
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Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
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MTXMODE_NEW);
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Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
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MTXMODE_APPLY);
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Matrix_Translate(pos->x, pos->y, pos->z, MTXMODE_APPLY);
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for (j = 3; j >= 0; j--) {
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for (k = 3; k >= 0; k--) {
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Matrix_MultVec3f(&actorPosList[j][k], &actorPos);
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actor =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_A_OBJ, Rand_CenteredFloat(20.0f) + actorPos.x,
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Rand_CenteredFloat(20.0f) + actorPos.y, Rand_CenteredFloat(20.0f) + actorPos.z,
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actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B);
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if ((j & 1) == 0) {
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func_80033480(globalCtx, &actorPos, velocity * 200.0f, 1, 650, 150, 1);
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}
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if (actor != NULL) {
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actor->speedXZ = Rand_ZeroOne() + (accel * 0.6f);
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actor->velocity.y = Rand_ZeroOne() + (accel * 0.6f);
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actor->world.rot.y += (s16)((Rand_ZeroOne() - 0.5f) * 3000.0f);
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actor->world.rot.x = (s16)(Rand_ZeroOne() * 3500.0f) + 2000;
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actor->world.rot.z = (s16)(Rand_ZeroOne() * 3500.0f) + 2000;
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actor->parent = &this->dyna.actor;
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actor->scale.x = actorScaleList[k].x + Rand_CenteredFloat(0.001f);
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actor->scale.y = actorScaleList[k].y + Rand_CenteredFloat(0.001f);
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actor->scale.z = actorScaleList[k].z + Rand_CenteredFloat(0.001f);
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}
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}
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}
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}
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return actor;
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}
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/**
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* Sets up the collision model as well is the object dependency and action function to use.
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*/
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void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
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if (Object_IsLoaded(&globalCtx->objectCtx, this->bankIndex)) {
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CollisionHeader* colHeader = NULL;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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this->dyna.actor.objBankIndex = this->bankIndex;
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Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
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this->dyna.actor.flags &= ~ACTOR_FLAG_4;
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this->dyna.actor.draw = BgBreakwall_Draw;
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CollisionHeader_GetVirtual(sBombableWallInfo[wallType].colHeader, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (wallType == BWALL_KD_LAVA_COVER) {
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BgBreakwall_SetupAction(this, BgBreakwall_LavaCoverMove);
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} else {
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BgBreakwall_SetupAction(this, BgBreakwall_Wait);
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}
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}
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}
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/**
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* Checks for an explosion using quad collision. If the wall or floor is exploded then it will spawn fragments and
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* despawn itself.
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*/
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & 2) {
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Vec3f effectPos;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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effectPos.y = effectPos.z = effectPos.x = 0.0f;
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if (this->dyna.actor.world.rot.x == 0) {
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effectPos.y = 55.0f;
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} else {
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effectPos.z = 25.0f;
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effectPos.y = -10.0f;
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}
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BgBreakwall_SpawnFragments(globalCtx, this, &effectPos, 0.0f, 6.4f, 5.0f, 1, 2.0f);
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Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
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if (wallType == BWALL_KD_FLOOR) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_EXPLOSION);
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} else {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
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}
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if ((wallType == BWALL_DC_ENTRANCE) && (!(Flags_GetEventChkInf(0xB0)))) {
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Flags_SetEventChkInf(0xB0);
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Cutscene_SetSegment(globalCtx, gDcOpeningCs);
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gSaveContext.cutsceneTrigger = 1;
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Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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func_8002DF54(globalCtx, NULL, 0x31);
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}
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if (this->dyna.actor.params < 0) {
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Audio_PlaySoundGeneral(NA_SE_SY_TRE_BOX_APPEAR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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}
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Actor_Kill(&this->dyna.actor);
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}
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}
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/**
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* Moves the actor's y position to cover the lava floor in King Dodongo's lair after he is defeated so the player is no
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* longer hurt by the lava.
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*/
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void BgBreakwall_LavaCoverMove(BgBreakwall* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->dyna.actor.world.pos.y, KREG(80) + this->dyna.actor.home.pos.y, 1.0f);
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}
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void BgBreakwall_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgBreakwall* this = (BgBreakwall*)thisx;
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this->actionFunc(this, globalCtx);
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}
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/**
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* These are the quads used for the wall and floor collision. These are used for the detecting when a bomb explosion has
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* collided with a wall, and can be adjusted for different wall or floor sizes.
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*/
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static Vec3f sColQuadList[][4] = {
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{ { 800.0f, 1600.0f, 100.0f }, { -800.0f, 1600.0f, 100.0f }, { 800.0f, 0.0f, 100.0f }, { -800.0f, 0.0f, 100.0f } },
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{ { 10.0f, 0.0f, 10.0f }, { -10.0f, 0.0f, 10.0f }, { 10.0f, 0.0f, -10.0f }, { -10.0f, 0.0f, -10.0f } },
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};
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void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BgBreakwall* this = (BgBreakwall*)thisx;
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if (this->bombableWallDList != NULL) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_breakwall.c", 767);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_breakwall.c", 771),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, this->bombableWallDList);
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if (this->colType >= 0) {
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Vec3f colQuad[4];
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Vec3f* src = &sColQuadList[this->colType][0];
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Vec3f* dst = &colQuad[0];
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s32 i;
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for (i = 0; i < 4; i++) {
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Matrix_MultVec3f(src++, dst++);
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}
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Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_breakwall.c", 822);
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}
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}
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