mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
533 lines
20 KiB
C
533 lines
20 KiB
C
/*
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* File: z_bg_heavy_block.c
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* Overlay: ovl_Bg_Heavy_Block
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* Description: Large block that can only be lifted with Golden Gauntlets
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*/
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#include "z_bg_heavy_block.h"
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#include "objects/object_heavy_object/object_heavy_object.h"
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#include "vt.h"
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#define FLAGS 0
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#define PIECE_FLAG_HIT_FLOOR (1 << 0)
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void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgHeavyBlock_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgHeavyBlock_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgHeavyBlock_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BgHeavyBlock_DrawPiece(Actor* thisx, GlobalContext* globalCtx);
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void BgHeavyBlock_MovePiece(BgHeavyBlock* this, GlobalContext* globalCtx);
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void BgHeavyBlock_Wait(BgHeavyBlock* this, GlobalContext* globalCtx);
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void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, GlobalContext* globalCtx);
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void BgHeavyBlock_Fly(BgHeavyBlock* this, GlobalContext* globalCtx);
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void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx);
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void BgHeavyBlock_DoNothing(BgHeavyBlock* this, GlobalContext* globalCtx);
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const ActorInit Bg_Heavy_Block_InitVars = {
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ACTOR_BG_HEAVY_BLOCK,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_HEAVY_OBJECT,
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sizeof(BgHeavyBlock),
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(ActorFunc)BgHeavyBlock_Init,
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(ActorFunc)BgHeavyBlock_Destroy,
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(ActorFunc)BgHeavyBlock_Update,
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(ActorFunc)BgHeavyBlock_Draw,
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NULL,
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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, 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 BgHeavyBlock_SetPieceRandRot(BgHeavyBlock* this, f32 scale) {
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this->dyna.actor.world.rot.x = Rand_CenteredFloat(1024.0f) * scale;
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this->dyna.actor.world.rot.y = Rand_CenteredFloat(1024.0f) * scale;
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this->dyna.actor.world.rot.z = Rand_CenteredFloat(1024.0f) * scale;
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}
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void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
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f32 rand;
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f32 yawSinCos;
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f32 randChoice;
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this->dyna.actor.gravity = -0.6f;
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this->dyna.actor.minVelocityY = -12.0f;
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randChoice = Rand_CenteredFloat(12.0f * scale);
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rand = (randChoice < 0.0f) ? randChoice - 2.0f : randChoice + 2.0f;
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this->dyna.actor.velocity.y = (Rand_ZeroFloat(8.0f) + 4.0f) * scale;
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this->dyna.actor.velocity.z = Rand_ZeroFloat(-8.0f * scale);
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yawSinCos = Math_CosS(this->dyna.actor.world.rot.y);
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this->dyna.actor.velocity.x =
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(Math_SinS(this->dyna.actor.world.rot.y) * this->dyna.actor.velocity.z + (yawSinCos * rand));
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yawSinCos = Math_SinS(this->dyna.actor.world.rot.y);
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this->dyna.actor.velocity.z =
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(Math_CosS(this->dyna.actor.world.rot.y) * this->dyna.actor.velocity.z) + (-yawSinCos * rand);
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BgHeavyBlock_SetPieceRandRot(this, scale);
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Actor_SetScale(&this->dyna.actor, Rand_CenteredFloat(0.2f) + 1.0f);
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}
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void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, GlobalContext* globalCtx) {
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s32 pad[2];
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CollisionHeader* colHeader = NULL;
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this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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}
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void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgHeavyBlock* this = (BgHeavyBlock*)thisx;
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Actor_ProcessInitChain(thisx, sInitChain);
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ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
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this->pieceFlags = 0;
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if (globalCtx->sceneNum == SCENE_GANON_TOU) {
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thisx->params &= 0xFF00;
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thisx->params |= 4;
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}
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switch (thisx->params & 0xFF) {
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case HEAVYBLOCK_BIG_PIECE:
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thisx->draw = BgHeavyBlock_DrawPiece;
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this->actionFunc = BgHeavyBlock_MovePiece;
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BgHeavyBlock_InitPiece(this, 1.0f);
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this->timer = 120;
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thisx->flags |= ACTOR_FLAG_4;
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this->unk_164.y = -50.0f;
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break;
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case HEAVYBLOCK_SMALL_PIECE:
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thisx->draw = BgHeavyBlock_DrawPiece;
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this->actionFunc = BgHeavyBlock_MovePiece;
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BgHeavyBlock_InitPiece(this, 2.0f);
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this->timer = 120;
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thisx->flags |= ACTOR_FLAG_4;
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this->unk_164.y = -20.0f;
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break;
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case HEAVYBLOCK_BREAKABLE:
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BgHeavyBlock_SetupDynapoly(this, globalCtx);
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if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) {
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Actor_Kill(thisx);
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return;
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}
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this->actionFunc = BgHeavyBlock_Wait;
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break;
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case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
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BgHeavyBlock_SetupDynapoly(this, globalCtx);
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if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) {
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this->actionFunc = BgHeavyBlock_DoNothing;
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thisx->shape.rot.x = thisx->world.rot.x = 0x8AD0;
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thisx->shape.rot.y = thisx->world.rot.y = 0xC000;
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thisx->shape.rot.z = thisx->world.rot.z = 0x0;
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thisx->world.pos.x = 1704.0f;
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thisx->world.pos.y = 1504.0f;
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thisx->world.pos.z = 516.0f;
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}
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this->actionFunc = BgHeavyBlock_Wait;
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break;
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case HEAVYBLOCK_UNBREAKABLE:
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BgHeavyBlock_SetupDynapoly(this, globalCtx);
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this->actionFunc = BgHeavyBlock_Wait;
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break;
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default:
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BgHeavyBlock_SetupDynapoly(this, globalCtx);
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this->actionFunc = BgHeavyBlock_Wait;
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break;
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}
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// "Largest Block Save Bit %x"
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osSyncPrintf(VT_FGCOL(CYAN) " 最大 ブロック セーブビット %x\n" VT_RST, thisx->params);
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}
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void BgHeavyBlock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgHeavyBlock* this = (BgHeavyBlock*)thisx;
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switch (this->dyna.actor.params & 0xFF) {
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case HEAVYBLOCK_BIG_PIECE:
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break;
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case HEAVYBLOCK_SMALL_PIECE:
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break;
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default:
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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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void BgHeavyBlock_MovePiece(BgHeavyBlock* this, GlobalContext* globalCtx) {
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Actor* thisx = &this->dyna.actor;
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thisx->velocity.y += thisx->gravity;
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if (thisx->velocity.y < thisx->minVelocityY) {
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thisx->velocity.y = thisx->minVelocityY;
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}
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thisx->velocity.x *= 0.98f;
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thisx->velocity.z *= 0.98f;
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func_8002D7EC(thisx);
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thisx->shape.rot.x += thisx->world.rot.x;
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thisx->shape.rot.y += thisx->world.rot.y;
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thisx->shape.rot.z += thisx->world.rot.z;
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if (!(this->pieceFlags & PIECE_FLAG_HIT_FLOOR)) {
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thisx->world.pos.y += this->unk_164.y;
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thisx->prevPos.y += this->unk_164.y;
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 0.0f, 5);
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thisx->world.pos.y -= this->unk_164.y;
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thisx->prevPos.y -= this->unk_164.y;
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if (thisx->bgCheckFlags & 1) {
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this->pieceFlags |= PIECE_FLAG_HIT_FLOOR;
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thisx->velocity.y = Rand_ZeroFloat(4.0f) + 2.0f;
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thisx->velocity.x = Rand_CenteredFloat(8.0f);
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thisx->velocity.z = Rand_CenteredFloat(8.0f);
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BgHeavyBlock_SetPieceRandRot(this, 1.0f);
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Audio_PlayActorSound2(thisx, NA_SE_EV_ROCK_BROKEN);
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func_800AA000(thisx->xzDistToPlayer, 0x96, 0xA, 8);
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}
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}
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if (this->timer > 0) {
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this->timer--;
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} else {
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Actor_Kill(thisx);
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}
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}
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void BgHeavyBlock_SpawnDust(GlobalContext* globalCtx, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ,
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u8 dustParams) {
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Color_RGBA8 primColor;
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Color_RGBA8 envColor;
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Vec3f eye;
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Vec3f at;
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s16 sp6E;
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s16 sp6C;
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Vec3f accel;
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Vec3f velocity;
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Vec3f pos;
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f32 sp44;
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s16 scaleStep;
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s16 scale;
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pos.x = posX;
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pos.y = posY;
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pos.z = posZ;
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if (dustParams & 1) {
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// red dust, landed in fire
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primColor.r = 150;
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primColor.g = primColor.b = envColor.g = envColor.b = 0;
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envColor.r = 80;
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primColor.a = envColor.a = 0;
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} else {
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// brown dust
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// clang-format off
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primColor.r = 170; primColor.g = 130; primColor.b = 90; primColor.a = 255;
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envColor.r = 100; envColor.g = 60; envColor.b = 20; envColor.a = 255;
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// clang-format on
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}
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accel.z = 0.0f;
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accel.x = 0.0f;
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accel.y = (dustParams & 8) ? 0.0f : 0.5f;
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eye = GET_ACTIVE_CAM(globalCtx)->eye;
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at = GET_ACTIVE_CAM(globalCtx)->at;
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scale = 1000;
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scaleStep = 160;
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switch (dustParams & 6) {
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case 4:
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case 6:
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velocity.x = velX;
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velocity.y = velY;
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velocity.z = velZ;
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scale = 300;
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scaleStep = 50;
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break;
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case 2:
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sp44 = Rand_ZeroFloat(5.0f) + 5.0f;
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sp6E = Rand_CenteredFloat(65280.0f);
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velocity.x = (Math_SinS(sp6E) * sp44) + velX;
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velocity.y = velY;
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velocity.z = (Math_CosS(sp6E) * sp44) + velZ;
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break;
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case 0:
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sp6E = Math_Vec3f_Yaw(&eye, &at);
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sp6C = -Math_Vec3f_Pitch(&eye, &at);
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velocity.x = ((5.0f * Math_SinS(sp6E)) * Math_CosS(sp6C)) + velX;
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velocity.y = (Math_SinS(sp6C) * 5.0f) + velY;
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velocity.z = ((5.0f * Math_CosS(sp6E)) * Math_CosS(sp6C)) + velZ;
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pos.x -= (velocity.x * 20.0f);
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pos.y -= (velocity.y * 20.0f);
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pos.z -= (velocity.z * 20.0f);
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break;
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}
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func_8002843C(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, scale, scaleStep,
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(s32)Rand_ZeroFloat(10.0f) + 20);
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}
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void BgHeavyBlock_SpawnPieces(BgHeavyBlock* this, GlobalContext* globalCtx) {
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s32 i;
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Vec3f spA4[] = {
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{ 0.0f, 300.0f, -20.0f }, { 50.0f, 200.0f, -20.0f }, { -50.0f, 200.0f, -20.0f },
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{ 0.0f, 100.0f, 30.0f }, { 0.0f, 100.0f, -70.0f }, { 0.0f, 0.0f, -20.0f },
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};
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s32 pad;
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Vec3f pos;
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f32 sinPitch;
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f32 cosPitch;
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f32 sinYaw;
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f32 cosYaw;
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sinPitch = Math_SinS(this->dyna.actor.world.rot.x);
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cosPitch = Math_CosS(this->dyna.actor.world.rot.x);
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sinYaw = Math_SinS(this->dyna.actor.world.rot.y);
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cosYaw = Math_CosS(this->dyna.actor.world.rot.y);
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for (i = 0; i < ARRAY_COUNT(spA4); i++) {
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pos.z = (spA4[i].y * sinPitch) + (spA4[i].z * cosPitch);
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pos.x = this->dyna.actor.world.pos.x + (spA4[i].x * cosYaw) + (sinYaw * pos.z);
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pos.y = this->dyna.actor.world.pos.y + (spA4[i].y * cosPitch) + (-spA4[i].z * sinPitch);
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pos.z = this->dyna.actor.world.pos.z + (spA4[i].x * -sinYaw) + (cosYaw * pos.z);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3);
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BgHeavyBlock_SpawnDust(globalCtx, pos.x, pos.y, pos.z, 0.0f, 0.0f, 0.0f, 0);
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}
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}
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void BgHeavyBlock_Wait(BgHeavyBlock* this, GlobalContext* globalCtx) {
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s32 quakeIndex;
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// if block has a parent link has lifted it, start one point cutscene and quake
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if (Actor_HasParent(&this->dyna.actor, globalCtx)) {
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this->timer = 0;
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if (!CVar_GetS32("gFasterHeavyBlockLift", 0)) {
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switch (this->dyna.actor.params & 0xFF) {
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case HEAVYBLOCK_BREAKABLE:
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OnePointCutscene_Init(globalCtx, 4020, 270, &this->dyna.actor, MAIN_CAM);
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break;
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case HEAVYBLOCK_UNBREAKABLE:
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OnePointCutscene_Init(globalCtx, 4021, 220, &this->dyna.actor, MAIN_CAM);
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break;
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case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
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OnePointCutscene_Init(globalCtx, 4022, 210, &this->dyna.actor, MAIN_CAM);
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break;
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}
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}
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
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Quake_SetSpeed(quakeIndex, 25000);
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Quake_SetQuakeValues(quakeIndex, 1, 1, 5, 0);
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Quake_SetCountdown(quakeIndex, 10);
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this->actionFunc = BgHeavyBlock_LiftedUp;
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}
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}
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void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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f32 cosYaw;
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f32 zOffset;
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f32 sinYaw;
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f32 xOffset;
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if (this->timer == 11) {
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func_800AA000(0.0f, 0xFF, 0x14, 0x14);
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func_8002F7DC(&player->actor, NA_SE_PL_PULL_UP_BIGROCK);
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LOG_STRING("NA_SE_PL_PULL_UP_BIGROCK");
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}
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if (this->timer < 40) {
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xOffset = Rand_CenteredFloat(110.0f);
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sinYaw = Math_SinS(this->dyna.actor.shape.rot.y);
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zOffset = Rand_CenteredFloat(110.0f);
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cosYaw = Math_CosS(this->dyna.actor.shape.rot.y);
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BgHeavyBlock_SpawnDust(globalCtx, (sinYaw * -70.0f) + (this->dyna.actor.world.pos.x + xOffset),
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this->dyna.actor.world.pos.y + 10.0f,
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(cosYaw * -70.0f) + (this->dyna.actor.world.pos.z + zOffset), 0.0f, -1.0f, 0.0f, 0xC);
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}
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this->timer++;
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if (!CVar_GetS32("gFasterHeavyBlockLift", 0)) {
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func_8002DF54(globalCtx, &player->actor, 8);
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}
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// if parent is NULL, link threw it
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if (Actor_HasNoParent(&this->dyna.actor, globalCtx)) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_HEAVY_THROW);
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this->actionFunc = BgHeavyBlock_Fly;
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}
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}
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void BgHeavyBlock_Fly(BgHeavyBlock* this, GlobalContext* globalCtx) {
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s32 bgId;
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s32 quakeIndex;
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Vec3f pos;
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f32 raycastResult;
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Actor_MoveForward(&this->dyna.actor);
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pos.x = this->dyna.actor.home.pos.x;
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pos.y = this->dyna.actor.home.pos.y + 1000.0f;
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pos.z = this->dyna.actor.home.pos.z;
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raycastResult =
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BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos);
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this->dyna.actor.floorHeight = raycastResult;
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if (this->dyna.actor.home.pos.y <= raycastResult) {
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func_800AA000(0.0f, 0xFF, 0x3C, 4);
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switch (this->dyna.actor.params & 0xFF) {
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case HEAVYBLOCK_BREAKABLE:
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BgHeavyBlock_SpawnPieces(this, globalCtx);
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Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
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Actor_Kill(&this->dyna.actor);
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
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Quake_SetSpeed(quakeIndex, 28000);
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Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
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Quake_SetCountdown(quakeIndex, 30);
|
|
|
|
// We don't want this arbitrarily long quake with the enhancement enabled
|
|
if (!CVar_GetS32("gFasterHeavyBlockLift", 0)) {
|
|
quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 2);
|
|
Quake_SetSpeed(quakeIndex, 12000);
|
|
Quake_SetQuakeValues(quakeIndex, 5, 0, 0, 0);
|
|
Quake_SetCountdown(quakeIndex, 999);
|
|
}
|
|
|
|
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->dyna.actor.world.pos, 30,
|
|
NA_SE_EV_ELECTRIC_EXPLOSION);
|
|
return;
|
|
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
|
|
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
|
|
|
quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
|
|
Quake_SetSpeed(quakeIndex, 28000);
|
|
Quake_SetQuakeValues(quakeIndex, 16, 2, 120, 0);
|
|
Quake_SetCountdown(quakeIndex, 40);
|
|
|
|
this->actionFunc = BgHeavyBlock_Land;
|
|
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
|
|
break;
|
|
case HEAVYBLOCK_UNBREAKABLE:
|
|
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
|
|
|
|
quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
|
|
Quake_SetSpeed(quakeIndex, 28000);
|
|
Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
|
|
Quake_SetCountdown(quakeIndex, 40);
|
|
|
|
this->actionFunc = BgHeavyBlock_Land;
|
|
break;
|
|
default:
|
|
quakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
|
|
Quake_SetSpeed(quakeIndex, 28000);
|
|
Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
|
|
Quake_SetCountdown(quakeIndex, 40);
|
|
|
|
this->actionFunc = BgHeavyBlock_Land;
|
|
}
|
|
}
|
|
this->dyna.actor.shape.rot.x = Math_Atan2S(this->dyna.actor.velocity.y, this->dyna.actor.speedXZ);
|
|
}
|
|
|
|
void BgHeavyBlock_DoNothing(BgHeavyBlock* this, GlobalContext* globalCtx) {
|
|
}
|
|
|
|
void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
|
|
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x8AD0, 6, 2000, 100) != 0) {
|
|
Math_StepToF(&this->dyna.actor.speedXZ, 0.0f, 20.0f);
|
|
Math_StepToF(&this->dyna.actor.velocity.y, 0.0f, 3.0f);
|
|
this->dyna.actor.gravity = 0.0f;
|
|
this->dyna.actor.world.pos = this->dyna.actor.home.pos;
|
|
Actor_MoveForward(&this->dyna.actor);
|
|
this->dyna.actor.home.pos = this->dyna.actor.world.pos;
|
|
switch (this->dyna.actor.params & 0xFF) {
|
|
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
|
|
BgHeavyBlock_SpawnDust(globalCtx, Rand_CenteredFloat(30.0f) + 1678.0f, Rand_ZeroFloat(100.0f) + 1286.0f,
|
|
Rand_CenteredFloat(30.0f) + 552.0f, 0.0f, 0.0f, 0.0f, 0);
|
|
BgHeavyBlock_SpawnDust(globalCtx, Rand_CenteredFloat(30.0f) + 1729.0f, Rand_ZeroFloat(80.0f) + 1269.0f,
|
|
Rand_CenteredFloat(30.0f) + 600.0f, 0.0f, 0.0f, 0.0f, 0);
|
|
break;
|
|
case HEAVYBLOCK_UNBREAKABLE:
|
|
BgHeavyBlock_SpawnDust(globalCtx, Rand_CenteredFloat(100.0f) + -735.0f, 29.0f,
|
|
Rand_CenteredFloat(100.0f) + -3418.0f, 0.0f, 0.0f, 0.0f, 3);
|
|
break;
|
|
}
|
|
} else {
|
|
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
|
this->actionFunc = BgHeavyBlock_DoNothing;
|
|
}
|
|
}
|
|
|
|
void BgHeavyBlock_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
BgHeavyBlock* this = (BgHeavyBlock*)thisx;
|
|
|
|
this->actionFunc(this, globalCtx);
|
|
}
|
|
|
|
void BgHeavyBlock_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
static Vec3f D_80884EC8 = { 0.0f, 0.0f, 0.0f };
|
|
static Vec3f D_80884ED4 = { 0.0f, 400.0f, 0.0f };
|
|
BgHeavyBlock* this = (BgHeavyBlock*)thisx;
|
|
s32 pad;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx);
|
|
|
|
if (BgHeavyBlock_LiftedUp == this->actionFunc) {
|
|
Matrix_SetTranslateRotateYXZ(player->leftHandPos.x, player->leftHandPos.y, player->leftHandPos.z,
|
|
&thisx->shape.rot);
|
|
Matrix_Translate(-this->unk_164.x, -this->unk_164.y, -this->unk_164.z, MTXMODE_APPLY);
|
|
} else if ((thisx->gravity == 0.0f) && (BgHeavyBlock_Land == this->actionFunc)) {
|
|
Matrix_SetTranslateRotateYXZ(thisx->home.pos.x, thisx->home.pos.y, thisx->home.pos.z, &thisx->shape.rot);
|
|
Matrix_Translate(-D_80884ED4.x, -D_80884ED4.y, -D_80884ED4.z, MTXMODE_APPLY);
|
|
}
|
|
|
|
Matrix_MultVec3f(&D_80884EC8, &thisx->world.pos);
|
|
Matrix_MultVec3f(&D_80884ED4, &thisx->home.pos);
|
|
func_80093D18(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++, gHeavyBlockEntirePillarDL);
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
|
}
|
|
|
|
void BgHeavyBlock_DrawPiece(Actor* thisx, GlobalContext* globalCtx) {
|
|
switch (thisx->params & 0xFF) {
|
|
case HEAVYBLOCK_BIG_PIECE:
|
|
Matrix_Translate(50.0f, -260.0f, -20.0f, MTXMODE_APPLY);
|
|
Gfx_DrawDListOpa(globalCtx, gHeavyBlockBigPieceDL);
|
|
break;
|
|
case HEAVYBLOCK_SMALL_PIECE:
|
|
Matrix_Translate(45.0f, -280.0f, -5.0f, MTXMODE_APPLY);
|
|
Gfx_DrawDListOpa(globalCtx, gHeavyBlockSmallPieceDL);
|
|
break;
|
|
}
|
|
}
|