Shipwright/soh/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c

641 lines
24 KiB
C

/*
* File: z_bg_po_event.c
* Overlay: ovl_Bg_Po_Event
* Description: Poe sisters' paintings and puzzle blocks
*/
#include "z_bg_po_event.h"
#include "objects/object_po_sisters/object_po_sisters.h"
#define FLAGS 0
void BgPoEvent_Init(Actor* thisx, GlobalContext* globalCtx);
void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgPoEvent_Update(Actor* thisx, GlobalContext* globalCtx);
void BgPoEvent_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgPoEvent_Reset(void);
void BgPoEvent_BlockWait(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockShake(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockIdle(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockPush(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockReset(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_BlockSolved(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_AmyWait(BgPoEvent* this, GlobalContext* globalCtx); // Amy is the green Poe
void BgPoEvent_AmyPuzzle(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_PaintingEmpty(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_PaintingAppear(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_PaintingPresent(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_PaintingBurn(BgPoEvent* this, GlobalContext* globalCtx);
const ActorInit Bg_Po_Event_InitVars = {
ACTOR_BG_PO_EVENT,
ACTORCAT_BG,
FLAGS,
OBJECT_PO_SISTERS,
sizeof(BgPoEvent),
(ActorFunc)BgPoEvent_Init,
(ActorFunc)BgPoEvent_Destroy,
(ActorFunc)BgPoEvent_Update,
(ActorFunc)BgPoEvent_Draw,
(ActorResetFunc)BgPoEvent_Reset,
};
static ColliderTrisElementInit sTrisElementsInit[2] = {
{
{
ELEMTYPE_UNK4,
{ 0x00000000, 0x00, 0x00 },
{ 0x0001F820, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { 25.0f, 33.0f, 0.0f }, { -25.0f, 33.0f, 0.0f }, { -25.0f, -33.0f, 0.0f } } },
},
{
{
ELEMTYPE_UNK4,
{ 0x00000000, 0x00, 0x00 },
{ 0x0001F820, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { 25.0f, 33.0f, 0.0f }, { -25.0f, -33.0f, 0.0f }, { 25.0f, -33.0f, 0.0f } } },
},
};
static ColliderTrisInit sTrisInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_TRIS,
},
2,
sTrisElementsInit,
};
u8 sBgPoEventBlocksAtRest = 0;
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
u8 sBgPoEventPuzzleState;
void BgPoEvent_InitPaintings(BgPoEvent* this, GlobalContext* globalCtx) {
static s16 paintingPosX[] = { -1302, -866, 1421, 985 };
static s16 paintingPosY[] = { 1107, 1091 };
static s16 paintingPosZ[] = { -3384, -3252 };
ColliderTrisElementInit* item;
Vec3f* vtxVec;
s32 i1;
s32 i2;
Vec3f sp9C[3];
f32 coss;
f32 sins;
f32 scaleY;
s32 phi_t2;
Actor* newPainting;
sins = Math_SinS(this->dyna.actor.shape.rot.y);
coss = Math_CosS(this->dyna.actor.shape.rot.y);
if (this->type == 4) {
sins *= 2.4f;
scaleY = 1.818f;
coss *= 2.4f;
} else {
scaleY = 1.0f;
}
for (i1 = 0; i1 < sTrisInit.count; i1++) {
item = &sTrisInit.elements[i1];
for (i2 = 0; i2 < 3; i2++) {
vtxVec = &item->dim.vtx[i2];
sp9C[i2].x = (vtxVec->x * coss) + (this->dyna.actor.home.pos.x + (sins * vtxVec->z));
sp9C[i2].y = (vtxVec->y * scaleY) + this->dyna.actor.home.pos.y;
sp9C[i2].z = this->dyna.actor.home.pos.z + (coss * vtxVec->z) - (vtxVec->x * sins);
}
Collider_SetTrisVertices(&this->collider, i1, &sp9C[0], &sp9C[1], &sp9C[2]);
}
if ((this->type != 4) && (this->index != 2)) {
phi_t2 = (this->type == 2) ? this->index : this->index + 2;
newPainting = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_PO_EVENT,
paintingPosX[phi_t2], paintingPosY[this->index], paintingPosZ[this->index], 0,
this->dyna.actor.shape.rot.y + 0x8000, 0,
((this->index + 1) << 0xC) + (this->type << 8) + this->dyna.actor.params);
if (newPainting == NULL) {
Actor_Kill(&this->dyna.actor);
return;
}
if (this->index == 0) {
if (this->dyna.actor.child->child == NULL) {
Actor_Kill(&this->dyna.actor);
return;
}
this->dyna.actor.parent = this->dyna.actor.child->child;
this->dyna.actor.child->child->child = &this->dyna.actor;
}
}
this->timer = 0;
if (this->type == 4) {
sBgPoEventPuzzleState = 0;
this->actionFunc = BgPoEvent_AmyWait;
} else {
sBgPoEventPuzzleState = (s32)(Rand_ZeroOne() * 3.0f) % 3;
this->actionFunc = BgPoEvent_PaintingEmpty;
}
}
void BgPoEvent_InitBlocks(BgPoEvent* this, GlobalContext* globalCtx) {
static s16 blockPosX[] = { 2149, 1969, 1909 };
static s16 blockPosZ[] = { -1410, -1350, -1530 };
Actor* newBlock;
CollisionHeader* colHeader = NULL;
s32 bgId;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
CollisionHeader_GetVirtual(&gPoSistersAmyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if ((this->type == 0) && (this->index != 3)) {
newBlock = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_PO_EVENT,
blockPosX[this->index], this->dyna.actor.world.pos.y, blockPosZ[this->index], 0,
this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z - 0x4000,
((this->index + 1) << 0xC) + (this->type << 8) + this->dyna.actor.params);
if (newBlock == NULL) {
Actor_Kill(&this->dyna.actor);
return;
}
if (this->index == 0) {
if (this->dyna.actor.child->child == NULL) {
Actor_Kill(&this->dyna.actor);
return;
}
if (this->dyna.actor.child->child->child == NULL) {
Actor_Kill(&this->dyna.actor);
Actor_Kill(this->dyna.actor.child);
return;
}
this->dyna.actor.parent = this->dyna.actor.child->child->child;
this->dyna.actor.child->child->child->child = &this->dyna.actor;
}
}
this->dyna.actor.world.pos.y = 833.0f;
this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->dyna.actor.floorPoly, &bgId,
&this->dyna.actor, &this->dyna.actor.world.pos);
this->actionFunc = BgPoEvent_BlockWait;
}
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
};
void BgPoEvent_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgPoEvent* this = (BgPoEvent*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
this->type = (thisx->params >> 8) & 0xF;
this->index = (thisx->params >> 0xC) & 0xF;
thisx->params &= 0x3F;
if (this->type >= 2) {
Collider_InitTris(globalCtx, &this->collider);
Collider_SetTris(globalCtx, &this->collider, thisx, &sTrisInit, this->colliderItems);
if (Flags_GetSwitch(globalCtx, thisx->params)) {
Actor_Kill(thisx);
} else {
BgPoEvent_InitPaintings(this, globalCtx);
}
} else {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
if (Flags_GetSwitch(globalCtx, thisx->params)) {
Actor_Kill(thisx);
} else {
BgPoEvent_InitBlocks(this, globalCtx);
}
}
}
void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgPoEvent* this = (BgPoEvent*)thisx;
if (this->type >= 2) {
Collider_DestroyTris(globalCtx, &this->collider);
} else {
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
if ((this->type == 1) && (gSaveContext.timer1Value > 0)) {
gSaveContext.timer1State = 0xA;
}
}
}
void BgPoEvent_BlockWait(BgPoEvent* this, GlobalContext* globalCtx) {
this->dyna.actor.world.pos.y = 833.0f;
if (sBgPoEventPuzzleState == 0x3F) {
if (this->type == 1) {
OnePointCutscene_Init(globalCtx, 3150, 65, NULL, MAIN_CAM);
}
this->timer = 45;
this->actionFunc = BgPoEvent_BlockShake;
} else if (this->dyna.actor.xzDistToPlayer > 50.0f) {
if (this->type != 1) {
sBgPoEventPuzzleState |= (1 << this->index);
} else {
sBgPoEventPuzzleState |= 0x10;
}
} else if (this->type != 1) {
sBgPoEventPuzzleState &= ~(1 << this->index);
} else {
sBgPoEventPuzzleState &= ~0x10;
}
}
void BgPoEvent_BlockShake(BgPoEvent* this, GlobalContext* globalCtx) {
DECR(this->timer);
if (this->timer < 15) {
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + 2.0f * ((this->timer % 3) - 1);
if (!(this->timer % 4)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
}
}
if (this->timer == 0) {
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x;
sBgPoEventPuzzleState = 0;
this->timer = 60;
this->actionFunc = BgPoEvent_BlockFall;
}
}
void BgPoEvent_CheckBlock(BgPoEvent* this) {
s32 phi_v1;
s32 phi_a1;
s32 phi_t0;
s32 phi_a3;
if ((this->index == 3) || (this->index == 1)) {
phi_v1 = this->dyna.actor.world.pos.z;
phi_a1 = this->dyna.actor.child->world.pos.z;
if (this->index == 3) {
phi_a3 = this->dyna.actor.world.pos.x;
phi_t0 = this->dyna.actor.child->world.pos.x;
} else { // this->index == 1
phi_a3 = this->dyna.actor.child->world.pos.x;
phi_t0 = this->dyna.actor.world.pos.x;
}
} else {
phi_v1 = this->dyna.actor.world.pos.x;
phi_a1 = this->dyna.actor.child->world.pos.x;
if (this->index == 0) {
phi_a3 = this->dyna.actor.world.pos.z;
phi_t0 = this->dyna.actor.child->world.pos.z;
} else { // this->index == 2
phi_a3 = this->dyna.actor.child->world.pos.z;
phi_t0 = this->dyna.actor.world.pos.z;
}
}
if ((phi_v1 == phi_a1) && ((phi_t0 - phi_a3) == 60)) {
sBgPoEventPuzzleState |= (1 << this->index);
} else {
sBgPoEventPuzzleState &= ~(1 << this->index);
}
}
void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx) {
static s32 firstFall = 0;
this->dyna.actor.velocity.y++;
if (Math_StepToF(&this->dyna.actor.world.pos.y, 433.0f, this->dyna.actor.velocity.y)) {
this->dyna.actor.flags &= ~ACTOR_FLAG_5;
this->dyna.actor.velocity.y = 0.0f;
sBgPoEventBlocksAtRest++;
if (this->type != 1) {
BgPoEvent_CheckBlock(this);
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
func_80033E88(&this->dyna.actor, globalCtx, 5, 5);
func_80088B34(this->timer);
if (firstFall == 0) {
firstFall = 1;
} else {
func_8002DF54(globalCtx, &GET_PLAYER(globalCtx)->actor, 7);
}
}
this->direction = 0;
this->actionFunc = BgPoEvent_BlockIdle;
}
}
void BgPoEvent_BlockIdle(BgPoEvent* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Actor* amy;
if (sBgPoEventPuzzleState == 0xF) {
this->actionFunc = BgPoEvent_BlockSolved;
if ((this->type == 0) && (this->index == 0)) {
amy =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, this->dyna.actor.world.pos.x + 30.0f,
this->dyna.actor.world.pos.y - 30.0f, this->dyna.actor.world.pos.z + 30.0f, 0,
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300);
if (amy != NULL) {
OnePointCutscene_Init(globalCtx, 3170, 30, amy, MAIN_CAM);
}
func_80078884(NA_SE_SY_CORRECT_CHIME);
gSaveContext.timer1State = 0xA;
}
} else {
if ((gSaveContext.timer1Value == 0) && (sBgPoEventBlocksAtRest == 5)) {
player->stateFlags2 &= ~0x10;
sBgPoEventPuzzleState = 0x10;
sBgPoEventBlocksAtRest = 0;
}
if ((sBgPoEventPuzzleState == 0x40) || ((sBgPoEventPuzzleState == 0x10) && !Player_InCsMode(globalCtx))) {
this->dyna.actor.world.rot.z = this->dyna.actor.shape.rot.z;
this->actionFunc = BgPoEvent_BlockReset;
if (sBgPoEventPuzzleState == 0x10) {
sBgPoEventPuzzleState = 0x40;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
func_8002DF54(globalCtx, &player->actor, 8);
}
} else if (this->dyna.unk_150 != 0.0f) {
if (this->direction == 0) {
if (func_800435D8(globalCtx, &this->dyna, 0x1E, 0x32, -0x14) != 0) {
sBgPoEventBlocksAtRest--;
this->direction = (this->dyna.unk_150 >= 0.0f) ? 1.0f : -1.0f;
this->actionFunc = BgPoEvent_BlockPush;
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
DECR(this->direction);
}
} else {
this->direction = 0;
}
}
}
f32 sBgPoEventblockPushDist = 0.0f;
void BgPoEvent_BlockPush(BgPoEvent* this, GlobalContext* globalCtx) {
f32 displacement;
s32 blockStop;
Player* player = GET_PLAYER(globalCtx);
this->dyna.actor.speedXZ = this->dyna.actor.speedXZ + (CVar_GetS32("gFasterBlockPush", 0) * 0.3) + 0.5f;
this->dyna.actor.speedXZ = CLAMP_MAX(this->dyna.actor.speedXZ, 2.0f);
blockStop = Math_StepToF(&sBgPoEventblockPushDist, 20.0f, this->dyna.actor.speedXZ);
displacement = this->direction * sBgPoEventblockPushDist;
this->dyna.actor.world.pos.x = (Math_SinS(this->dyna.unk_158) * displacement) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = (Math_CosS(this->dyna.unk_158) * displacement) + this->dyna.actor.home.pos.z;
if (blockStop) {
player->stateFlags2 &= ~0x10;
if ((this->dyna.unk_150 > 0.0f) && (func_800435D8(globalCtx, &this->dyna, 0x1E, 0x32, -0x14) == 0)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
this->dyna.unk_150 = 0.0f;
this->dyna.actor.home.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.home.pos.z = this->dyna.actor.world.pos.z;
sBgPoEventblockPushDist = 0.0f;
this->dyna.actor.speedXZ = 0.0f;
this->direction = 5 - ((CVar_GetS32("gFasterBlockPush", 0) * 3) / 5);
sBgPoEventBlocksAtRest++;
this->actionFunc = BgPoEvent_BlockIdle;
if (this->type == 1) {
return;
}
BgPoEvent_CheckBlock(this);
BgPoEvent_CheckBlock((BgPoEvent*)this->dyna.actor.parent);
}
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
void BgPoEvent_BlockReset(BgPoEvent* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->dyna.unk_150 != 0.0f) {
player->stateFlags2 &= ~0x10;
this->dyna.unk_150 = 0.0f;
}
if (Math_StepToF(&this->dyna.actor.world.pos.y, 493.0f, 1.0f) &&
Math_ScaledStepToS(&this->dyna.actor.shape.rot.z, this->dyna.actor.world.rot.z - 0x4000, 0x400)) {
this->index = (this->index + 1) % 4;
this->actionFunc = BgPoEvent_BlockFall;
sBgPoEventPuzzleState = 0;
if (this->type == 1) {
this->timer += 10;
this->timer = CLAMP_MAX(this->timer, 120);
}
}
}
void BgPoEvent_BlockSolved(BgPoEvent* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->dyna.unk_150 != 0.0f) {
player->stateFlags2 &= ~0x10;
}
if (Math_StepToF(&this->dyna.actor.world.pos.y, 369.0f, 2.0f)) {
sBgPoEventPuzzleState = 0x20;
Actor_Kill(&this->dyna.actor);
}
}
void BgPoEvent_AmyWait(BgPoEvent* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
sBgPoEventPuzzleState |= 0x20;
this->timer = 5;
Actor_SetColorFilter(&this->dyna.actor, 0x4000, 0xFF, 0, 5);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_PO_LAUGH2);
this->actionFunc = BgPoEvent_AmyPuzzle;
}
}
void BgPoEvent_AmyPuzzle(BgPoEvent* this, GlobalContext* globalCtx) {
Vec3f pos;
if (sBgPoEventPuzzleState == 0xF) {
pos.x = this->dyna.actor.world.pos.x - 5.0f;
pos.y = Rand_CenteredFloat(120.0f) + this->dyna.actor.world.pos.y;
pos.z = Rand_CenteredFloat(120.0f) + this->dyna.actor.world.pos.z;
EffectSsDeadDb_Spawn(globalCtx, &pos, &sZeroVec, &sZeroVec, 170, 0, 200, 255, 100, 170, 0, 255, 0, 1, 9, true);
} else if (sBgPoEventPuzzleState == 0x20) {
Actor_Kill(&this->dyna.actor);
} else {
DECR(this->timer);
}
}
s32 BgPoEvent_NextPainting(BgPoEvent* this) {
if ((this->dyna.actor.parent != NULL) && (this->dyna.actor.child != NULL)) {
if (Rand_ZeroOne() < 0.5f) {
sBgPoEventPuzzleState = ((BgPoEvent*)this->dyna.actor.parent)->index;
} else {
sBgPoEventPuzzleState = ((BgPoEvent*)this->dyna.actor.child)->index;
}
} else if (this->dyna.actor.parent != NULL) {
sBgPoEventPuzzleState = ((BgPoEvent*)this->dyna.actor.parent)->index;
} else if (this->dyna.actor.child != NULL) {
sBgPoEventPuzzleState = ((BgPoEvent*)this->dyna.actor.child)->index;
} else {
return false;
}
return true;
}
void BgPoEvent_PaintingEmpty(BgPoEvent* this, GlobalContext* globalCtx) {
if (sBgPoEventPuzzleState == this->index) {
this->timer = 255;
this->actionFunc = BgPoEvent_PaintingAppear;
}
}
void BgPoEvent_PaintingAppear(BgPoEvent* this, GlobalContext* globalCtx) {
this->timer -= 20;
if (this->timer <= 0) {
this->timer = 1000;
this->actionFunc = BgPoEvent_PaintingPresent;
}
}
void BgPoEvent_PaintingVanish(BgPoEvent* this, GlobalContext* globalCtx) {
this->timer += 20;
if (this->timer >= 255) {
BgPoEvent_NextPainting(this);
this->actionFunc = BgPoEvent_PaintingEmpty;
}
}
void BgPoEvent_PaintingPresent(BgPoEvent* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
Player* player = GET_PLAYER(globalCtx);
DECR(this->timer);
if (((this->timer == 0) || ((thisx->xzDistToPlayer < 150.0f) && (thisx->yDistToPlayer < 50.0f)) ||
(func_8002DD78(player) && (thisx->xzDistToPlayer < 320.0f) &&
((this->index != 2) ? (thisx->yDistToPlayer < 100.0f) : (thisx->yDistToPlayer < 0.0f)) &&
Player_IsFacingActor(thisx, 0x2000, globalCtx))) &&
((thisx->parent != NULL) || (thisx->child != NULL))) {
/*The third condition in the || is checking if
1) Link is holding a ranged weapon
2) Link is too close in the xz plane
3) Link is too close in the y direction. The painting
under the balcony allows him to be closer.
4) Link is within 45 degrees of facing the painting. */
this->timer = 0;
Audio_PlayActorSound2(thisx, NA_SE_EN_PO_LAUGH);
this->actionFunc = BgPoEvent_PaintingVanish;
} else if (this->collider.base.acFlags & AC_HIT) {
if (!BgPoEvent_NextPainting(this)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
thisx->world.pos.y - 40.0f, thisx->world.pos.z, 0, thisx->shape.rot.y, 0,
thisx->params + ((this->type - 1) << 8));
OnePointCutscene_Init(globalCtx, 3160, 80, thisx, MAIN_CAM);
func_80078884(NA_SE_SY_CORRECT_CHIME);
} else {
Audio_PlayActorSound2(thisx, NA_SE_EN_PO_LAUGH2);
OnePointCutscene_Init(globalCtx, 3160, 35, thisx, MAIN_CAM);
}
if (thisx->parent != NULL) {
thisx->parent->child = NULL;
thisx->parent = NULL;
}
if (thisx->child != NULL) {
thisx->child->parent = NULL;
thisx->child = NULL;
}
this->timer = 20;
this->actionFunc = BgPoEvent_PaintingBurn;
}
}
void BgPoEvent_PaintingBurn(BgPoEvent* this, GlobalContext* globalCtx) {
Vec3f sp54;
this->timer--;
sp54.x = (Math_SinS(this->dyna.actor.shape.rot.y) * 5.0f) + this->dyna.actor.world.pos.x;
sp54.y = Rand_CenteredFloat(66.0f) + this->dyna.actor.world.pos.y;
sp54.z = Rand_CenteredFloat(50.0f) + this->dyna.actor.world.pos.z;
if (this->timer >= 0) {
if (this->type == 2) {
EffectSsDeadDb_Spawn(globalCtx, &sp54, &sZeroVec, &sZeroVec, 100, 0, 255, 255, 150, 170, 255, 0, 0, 1, 9,
true);
} else {
EffectSsDeadDb_Spawn(globalCtx, &sp54, &sZeroVec, &sZeroVec, 100, 0, 200, 255, 255, 170, 50, 100, 255, 1, 9,
true);
}
}
if (this->timer == 0) {
this->dyna.actor.draw = NULL;
}
if (this->timer < -60) {
Actor_Kill(&this->dyna.actor);
}
}
void BgPoEvent_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgPoEvent* this = (BgPoEvent*)thisx;
this->actionFunc(this, globalCtx);
if ((this->actionFunc == BgPoEvent_AmyWait) || (this->actionFunc == BgPoEvent_PaintingPresent)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void BgPoEvent_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Gfx* displayLists[] = {
gPoSistersAmyBlockDL, gPoSistersAmyBethBlockDL, gPoSistersJoellePaintingDL,
gPoSistersBethPaintingDL, gPoSistersAmyPaintingDL,
};
s32 pad;
BgPoEvent* this = (BgPoEvent*)thisx;
u8 alpha;
Vec3f sp58;
Vec3f sp4C;
f32 sp48;
s32 pad2;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
if ((this->type == 3) || (this->type == 2)) {
if (this->actionFunc == BgPoEvent_PaintingEmpty) {
alpha = 255;
} else if (this->actionFunc == BgPoEvent_PaintingPresent) {
alpha = 0;
} else {
alpha = this->timer;
}
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, alpha);
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayLists[this->type]);
CLOSE_DISPS(globalCtx->state.gfxCtx);
if ((this->type == 0) || (this->type == 1)) {
sp48 = (833.0f - this->dyna.actor.world.pos.y) * 0.0025f;
if (!(sp48 > 1.0f)) {
sp58.x = this->dyna.actor.world.pos.x;
sp58.y = this->dyna.actor.world.pos.y - 30.0f;
sp58.z = this->dyna.actor.world.pos.z;
sp4C.y = 1.0f;
sp4C.x = sp4C.z = (sp48 * 0.3f) + 0.4f;
func_80033C30(&sp58, &sp4C, (u8)(155.0f + sp48 * 100.0f), globalCtx);
}
}
}
void BgPoEvent_Reset(void) {
sBgPoEventBlocksAtRest = 0;
sBgPoEventPuzzleState = 0;
sBgPoEventblockPushDist = 0.0f;
}