Shipwright/soh/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c

172 lines
5.7 KiB
C

/*
* File: z_obj_dekujr.c
* Overlay: ovl_Obj_Dekujr
* Description: Deku Tree Sprout
*/
#include "z_obj_dekujr.h"
#include "objects/object_dekujr/object_dekujr.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
void ObjDekujr_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjDekujr_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjDekujr_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjDekujr_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjDekujr_ComeUp(ObjDekujr* this, GlobalContext* globalCtx);
const ActorInit Obj_Dekujr_InitVars = {
ACTOR_OBJ_DEKUJR,
ACTORCAT_NPC,
FLAGS,
OBJECT_DEKUJR,
sizeof(ObjDekujr),
(ActorFunc)ObjDekujr_Init,
(ActorFunc)ObjDekujr_Destroy,
(ActorFunc)ObjDekujr_Update,
(ActorFunc)ObjDekujr_Draw,
NULL,
};
static ColliderCylinderInitToActor sCylinderInit = {
{
NULL,
0x00,
0x00,
0x39,
COLSHAPE_CYLINDER,
},
{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
{ 60, 80, 0, { 0, 0, 0 } },
};
void ObjDekujr_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjDekujr* this = (ObjDekujr*)thisx;
s32 pad;
if (gSaveContext.cutsceneIndex < 0xFFF0) {
if (!LINK_IS_ADULT) {
Actor_Kill(thisx);
return;
}
this->unk_19C = 2;
this->unk_19B = 0;
} else {
this->unk_19C = 0;
this->unk_19B = 1;
}
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST)) {
Actor_Kill(thisx);
} else {
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
Collider_InitCylinder(globalCtx, &this->collider);
sCylinderInit.base.actor = thisx;
Collider_SetCylinderToActor(globalCtx, &this->collider, &sCylinderInit);
thisx->colChkInfo.mass = MASS_IMMOVABLE;
thisx->textId = func_80037C30(globalCtx, 0xF);
Actor_SetScale(thisx, 0.4f);
}
}
void ObjDekujr_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void ObjDekujr_SetInitialPos(CsCmdActorAction* npcAction, Vec3f* initPos) {
initPos->x = npcAction->startPos.x;
initPos->y = npcAction->startPos.y;
initPos->z = npcAction->startPos.z;
}
void ObjDekujr_SetFinalPos(CsCmdActorAction* npcAction, Vec3f* finalPos) {
finalPos->x = npcAction->endPos.x;
finalPos->y = npcAction->endPos.y;
finalPos->z = npcAction->endPos.z;
}
void ObjDekujr_ComeUp(ObjDekujr* this, GlobalContext* globalCtx) {
CsCmdActorAction* csCmdNPCAction;
Vec3f initPos;
Vec3f finalPos;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
f32 actionLength;
f32 gravity;
if (globalCtx->csCtx.state == CS_STATE_IDLE) {
this->unk_19C = 2;
this->unk_19B = 0;
} else {
if (globalCtx->csCtx.frames == 351) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_COME_UP_DEKU_JR);
}
csCmdNPCAction = globalCtx->csCtx.npcActions[1];
if (csCmdNPCAction != NULL) {
ObjDekujr_SetInitialPos(csCmdNPCAction, &initPos);
ObjDekujr_SetFinalPos(csCmdNPCAction, &finalPos);
if (this->unk_19C == 0) {
this->actor.world.pos = initPos;
this->unk_19C = 1;
}
this->actor.shape.rot.x = csCmdNPCAction->urot.x;
this->actor.shape.rot.y = csCmdNPCAction->urot.y;
this->actor.shape.rot.z = csCmdNPCAction->urot.z;
this->actor.velocity = velocity;
if (csCmdNPCAction->endFrame >= globalCtx->csCtx.frames) {
actionLength = csCmdNPCAction->endFrame - csCmdNPCAction->startFrame;
this->actor.velocity.x = (finalPos.x - initPos.x) / actionLength;
gravity = this->actor.gravity;
this->actor.velocity.y = (finalPos.y - initPos.y) / actionLength;
this->actor.velocity.y += gravity;
if (this->actor.velocity.y < this->actor.minVelocityY) {
this->actor.velocity.y = this->actor.minVelocityY;
}
this->actor.velocity.z = (finalPos.z - initPos.z) / actionLength;
}
}
}
}
void ObjDekujr_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjDekujr* this = (ObjDekujr*)thisx;
s32 pad;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if ((gSaveContext.cutsceneIndex >= 0xFFF0) && (this->unk_19B == 0)) {
this->unk_19C = 0;
this->unk_19B = 1;
}
if (this->unk_19B == 1) {
ObjDekujr_ComeUp(this, globalCtx);
this->actor.world.pos.x += this->actor.velocity.x;
this->actor.world.pos.y += this->actor.velocity.y;
this->actor.world.pos.z += this->actor.velocity.z;
} else {
func_80037D98(globalCtx, &this->actor, 0xF, &this->unk_1A0);
Actor_SetFocus(&this->actor, 40.0f);
}
}
void ObjDekujr_Draw(Actor* thisx, GlobalContext* globalCtx) {
u32 frameCount;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_dekujr_DL_0030D0);
frameCount = globalCtx->state.frames;
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, frameCount % 128, 0, 32, 32, 1, frameCount % 128, 0, 32, 32));
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_dekujr_DL_0032D8);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}