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https://github.com/HarbourMasters/Shipwright.git
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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: "???"
205 lines
6.5 KiB
C
205 lines
6.5 KiB
C
/*
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* File: z_bg_spot08_bakudankabe
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* Overlay: ovl_Bg_Spot08_Bakudankabe
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* Description: Destructible Wall (Zora's Fountain)
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*/
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#include "z_bg_spot08_bakudankabe.h"
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#include "objects/object_spot08_obj/object_spot08_obj.h"
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#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS ACTOR_FLAG_22
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void BgSpot08Bakudankabe_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgSpot08Bakudankabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgSpot08Bakudankabe_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgSpot08Bakudankabe_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_808B02D0(BgSpot08Bakudankabe* this, GlobalContext* globalCtx);
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void func_808B0324(BgSpot08Bakudankabe* this, GlobalContext* globalCtx);
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const ActorInit Bg_Spot08_Bakudankabe_InitVars = {
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ACTOR_BG_SPOT08_BAKUDANKABE,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_SPOT08_OBJ,
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sizeof(BgSpot08Bakudankabe),
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(ActorFunc)BgSpot08Bakudankabe_Init,
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(ActorFunc)BgSpot08Bakudankabe_Destroy,
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(ActorFunc)BgSpot08Bakudankabe_Update,
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(ActorFunc)BgSpot08Bakudankabe_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[] = {
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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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{ 0x00000008, 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, { { 0, 50, 50 }, 70 }, 100 },
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},
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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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{ 0x00000008, 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, { { -100, 50, 50 }, 70 }, 100 },
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},
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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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{ 0x00000008, 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, { { 100, 50, 50 }, 70 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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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_NONE,
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OC2_TYPE_2,
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COLSHAPE_JNTSPH,
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},
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3,
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sJntSphElementsInit,
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};
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static Vec3f D_808B08AC[] = {
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{ 0.0f, 116.65f, 50.0f },
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{ 115.0f, 95.0f, 10.0f },
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{ -115.0f, 95.0f, 10.0f },
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 3200, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 800, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
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};
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void func_808B02D0(BgSpot08Bakudankabe* this, GlobalContext* globalCtx) {
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s32 pad;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems);
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}
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void func_808B0324(BgSpot08Bakudankabe* this, GlobalContext* globalCtx) {
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s32 pad[2];
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s32 i;
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Vec3f burstDepthY;
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Vec3f burstDepthX;
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f32 sinY;
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f32 cosY;
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sinY = Math_SinS(this->dyna.actor.shape.rot.y);
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cosY = Math_CosS(this->dyna.actor.shape.rot.y);
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burstDepthX.z = 0.0f;
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burstDepthX.x = 0.0f;
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for (i = 0; i < 24; i++) {
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s16 gravityInfluence;
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s16 scale;
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f32 temp1;
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f32 temp2;
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s32 rotationSpeed;
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temp1 = (Rand_ZeroOne() - 0.5f) * 440.0f;
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temp2 = (Rand_ZeroOne() - 0.5f) * 20.0f;
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burstDepthY.x = this->dyna.actor.world.pos.x + temp2 * sinY + (temp1 * cosY);
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burstDepthY.y = (this->dyna.actor.world.pos.y + 20.0f) + (i * (65.0f / 12.0f));
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burstDepthY.z = this->dyna.actor.world.pos.z + temp2 * cosY - (temp1 * sinY);
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burstDepthX.y = (Rand_ZeroOne() - 0.2f) * 12.0f;
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scale = Rand_ZeroOne() * 75.0f + 10.0f;
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if (scale < 25) {
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gravityInfluence = -300;
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} else if (scale < 50) {
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gravityInfluence = -360;
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} else {
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gravityInfluence = -420;
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}
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if (Rand_ZeroOne() < 0.4f) {
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rotationSpeed = 65;
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} else {
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rotationSpeed = 33;
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}
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EffectSsKakera_Spawn(globalCtx, &burstDepthY, &burstDepthX, &burstDepthY, gravityInfluence, rotationSpeed, 0x1E,
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4, 0, scale, 1, 3, 80, KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_FIELD_KEEP, gFieldKakeraDL);
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}
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for (i = 0; i < ARRAY_COUNT(D_808B08AC); i++) {
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burstDepthY.x = this->dyna.actor.world.pos.x + D_808B08AC[i].z * sinY + D_808B08AC[i].x * cosY;
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burstDepthY.y = this->dyna.actor.world.pos.y + D_808B08AC[i].y;
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burstDepthY.z = this->dyna.actor.world.pos.z + D_808B08AC[i].z * cosY - (D_808B08AC[i].x * sinY);
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func_80033480(globalCtx, &burstDepthY, 120.0f, 4, 0x78, 0xA0, 1);
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}
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}
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void BgSpot08Bakudankabe_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgSpot08Bakudankabe* this = (BgSpot08Bakudankabe*)thisx;
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s32 pad;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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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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func_808B02D0(this, globalCtx);
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CollisionHeader_GetVirtual(&gZorasFountainBombableWallCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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}
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void BgSpot08Bakudankabe_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgSpot08Bakudankabe* this = (BgSpot08Bakudankabe*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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void BgSpot08Bakudankabe_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgSpot08Bakudankabe* this = (BgSpot08Bakudankabe*)thisx;
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if (this->collider.base.acFlags & AC_HIT) {
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func_808B0324(this, globalCtx);
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Flags_SetSwitch(globalCtx, (this->dyna.actor.params & 0x3F));
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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Actor_Kill(&this->dyna.actor);
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} else if (this->dyna.actor.xzDistToPlayer < 800.0f) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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void BgSpot08Bakudankabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
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BgSpot08Bakudankabe* this = (BgSpot08Bakudankabe*)thisx;
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Collider_UpdateSpheres(0, &this->collider);
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Collider_UpdateSpheres(1, &this->collider);
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Collider_UpdateSpheres(2, &this->collider);
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Gfx_DrawDListOpa(globalCtx, gZorasFountainBombableWallDL);
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}
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