mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-17 15:05:05 -05:00
368 lines
12 KiB
C
368 lines
12 KiB
C
#include "global.h"
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#include "vt.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include <objects/object_d_hsblock/object_d_hsblock.h>
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#define FLAGS ACTOR_FLAG_4
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void EnAObj_Init(Actor* thisx, PlayState* play);
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void EnAObj_Destroy(Actor* thisx, PlayState* play);
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void EnAObj_Update(Actor* thisx, PlayState* play);
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void EnAObj_Draw(Actor* thisx, PlayState* play);
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void EnAObj_WaitFinishedTalking(EnAObj* this, PlayState* play);
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void EnAObj_WaitTalk(EnAObj* this, PlayState* play);
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void EnAObj_BlockRot(EnAObj* this, PlayState* play);
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void EnAObj_BoulderFragment(EnAObj* this, PlayState* play);
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void EnAObj_Block(EnAObj* this, PlayState* play);
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void EnAObj_SetupWaitTalk(EnAObj* this, s16 type);
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void EnAObj_SetupBlockRot(EnAObj* this, s16 type);
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void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type);
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void EnAObj_SetupBlock(EnAObj* this, s16 type);
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const ActorInit En_A_Obj_InitVars = {
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ACTOR_EN_A_OBJ,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnAObj),
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(ActorFunc)EnAObj_Init,
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(ActorFunc)EnAObj_Destroy,
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(ActorFunc)EnAObj_Update,
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(ActorFunc)EnAObj_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_ALL,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 25, 60, 0, { 0, 0, 0 } },
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};
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//extern CollisionHeader D_06000730; // gHookshotTargetCol ?
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static CollisionHeader* sColHeaders[] = {
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&gLargerCubeCol, // A_OBJ_GRASS_CLUMP, A_OBJ_TREE_STUMP
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&gLargerCubeCol, // A_OBJ_BLOCK_LARGE, A_OBJ_BLOCK_HUGE
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&gSmallerFlatBlockCol, // unused
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&gLargerFlatBlockCol, // A_OBJ_BLOCK_SMALL_ROT, A_OBJ_BLOCK_LARGE_ROT
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&gSmallerCubeCol, // unused
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//&D_06000730, // A_OBJ_UNKNOWN_6 // OTRTODO
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};
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static Gfx* sDLists[] = {
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gFlatBlockDL,
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gFlatBlockDL,
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gFlatBlockDL,
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gFlatRotBlockDL,
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gFlatRotBlockDL,
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gSmallCubeDL,
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gHookshotPostDL, /* gHookshotPostDL ? */ // 0x06000210, // OTRTODO!
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gGrassBladesDL,
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gTreeStumpDL,
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gSignRectangularDL,
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gSignDirectionalDL,
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gBoulderFragmentsDL,
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};
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void EnAObj_SetupAction(EnAObj* this, EnAObjActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnAObj_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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s32 pad;
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EnAObj* this = (EnAObj*)thisx;
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f32 shadowScale = 6.0f;
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this->textId = (thisx->params >> 8) & 0xFF;
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thisx->params &= 0xFF;
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switch (thisx->params) {
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case A_OBJ_BLOCK_SMALL:
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Actor_SetScale(thisx, 0.025f);
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break;
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case A_OBJ_BLOCK_LARGE:
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Actor_SetScale(thisx, 0.05f);
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break;
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case A_OBJ_BLOCK_HUGE:
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case A_OBJ_CUBE_SMALL:
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case A_OBJ_UNKNOWN_6:
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Actor_SetScale(thisx, 0.1f);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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Actor_SetScale(thisx, 0.005f);
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break;
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case A_OBJ_BLOCK_LARGE_ROT:
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default:
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Actor_SetScale(thisx, 0.01f);
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break;
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}
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if (thisx->params >= A_OBJ_SIGNPOST_OBLONG) {
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shadowScale = 12.0f;
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}
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ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, shadowScale);
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thisx->focus.pos = thisx->world.pos;
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this->dyna.bgId = BGACTOR_NEG_ONE;
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this->dyna.unk_160 = 0;
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this->dyna.unk_15C = DPM_UNK;
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thisx->uncullZoneDownward = 1200.0f;
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thisx->uncullZoneScale = 200.0f;
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switch (thisx->params) {
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case A_OBJ_BLOCK_LARGE:
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case A_OBJ_BLOCK_HUGE:
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this->dyna.bgId = 1;
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Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BG);
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EnAObj_SetupBlock(this, thisx->params);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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case A_OBJ_BLOCK_LARGE_ROT:
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this->dyna.bgId = 3;
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Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BG);
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EnAObj_SetupBlockRot(this, thisx->params);
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break;
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case A_OBJ_UNKNOWN_6:
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// clang-format off
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thisx->flags |= ACTOR_FLAG_0; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
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// clang-format on
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thisx->gravity = -2.0f;
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EnAObj_SetupWaitTalk(this, thisx->params);
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break;
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case A_OBJ_GRASS_CLUMP:
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case A_OBJ_TREE_STUMP:
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this->dyna.bgId = 0;
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EnAObj_SetupWaitTalk(this, thisx->params);
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break;
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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thisx->textId = (this->textId & 0xFF) | 0x300;
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// clang-format off
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thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; thisx->targetArrowOffset = 500.0f;
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// clang-format on
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this->focusYoffset = 45.0f;
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EnAObj_SetupWaitTalk(this, thisx->params);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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thisx->targetMode = 0;
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break;
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case A_OBJ_BOULDER_FRAGMENT:
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thisx->gravity = -1.5f;
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EnAObj_SetupBoulderFragment(this, thisx->params);
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break;
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default:
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thisx->gravity = -2.0f;
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EnAObj_SetupWaitTalk(this, thisx->params);
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break;
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}
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if (thisx->params <= A_OBJ_BLOCK_LARGE_ROT) { // A_OBJ_BLOCK_*
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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}
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if (this->dyna.bgId != BGACTOR_NEG_ONE) {
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CollisionHeader_GetVirtual(sColHeaders[this->dyna.bgId], &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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}
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}
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void EnAObj_Destroy(Actor* thisx, PlayState* play) {
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EnAObj* this = (EnAObj*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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switch (this->dyna.actor.params) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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Collider_DestroyCylinder(play, &this->collider);
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break;
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}
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}
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void EnAObj_WaitFinishedTalking(EnAObj* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->dyna.actor, play)) {
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EnAObj_SetupWaitTalk(this, this->dyna.actor.params);
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}
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}
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void EnAObj_SetupWaitTalk(EnAObj* this, s16 type) {
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EnAObj_SetupAction(this, EnAObj_WaitTalk);
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}
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void EnAObj_WaitTalk(EnAObj* this, PlayState* play) {
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s16 relYawTowardsPlayer;
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if (this->dyna.actor.textId != 0) {
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relYawTowardsPlayer = this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y;
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if (ABS(relYawTowardsPlayer) < 0x2800 ||
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(this->dyna.actor.params == A_OBJ_SIGNPOST_ARROW && ABS(relYawTowardsPlayer) > 0x5800)) {
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if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) {
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EnAObj_SetupAction(this, EnAObj_WaitFinishedTalking);
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} else {
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func_8002F2F4(&this->dyna.actor, play);
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}
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}
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}
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}
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void EnAObj_SetupBlockRot(EnAObj* this, s16 type) {
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this->rotateState = 0;
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this->rotateWaitTimer = 10;
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this->dyna.actor.world.rot.y = 0;
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this->dyna.actor.shape.rot = this->dyna.actor.world.rot;
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EnAObj_SetupAction(this, EnAObj_BlockRot);
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}
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void EnAObj_BlockRot(EnAObj* this, PlayState* play) {
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if (this->rotateState == 0) {
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if (this->dyna.unk_160 != 0) {
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this->rotateState++;
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this->rotateForTimer = 20;
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if ((s16)(this->dyna.actor.yawTowardsPlayer + 0x4000) < 0) {
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this->rotSpeedX = -0x3E8;
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} else {
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this->rotSpeedX = 0x3E8;
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}
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if (this->dyna.actor.yawTowardsPlayer < 0) {
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this->rotSpeedY = -this->rotSpeedX;
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} else {
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this->rotSpeedY = this->rotSpeedX;
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}
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}
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} else {
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if (this->rotateWaitTimer != 0) {
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this->rotateWaitTimer--;
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} else {
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this->dyna.actor.shape.rot.y += this->rotSpeedY;
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this->dyna.actor.shape.rot.x += this->rotSpeedX;
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this->rotateForTimer--;
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this->dyna.actor.gravity = -1.0f;
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if (this->rotateForTimer == 0) {
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this->dyna.actor.world.pos = this->dyna.actor.home.pos;
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this->rotateState = 0;
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this->rotateWaitTimer = 10;
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this->dyna.actor.velocity.y = 0.0f;
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this->dyna.actor.gravity = 0.0f;
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this->dyna.actor.shape.rot = this->dyna.actor.world.rot;
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}
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}
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}
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}
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void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type) {
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EnAObj_SetupAction(this, EnAObj_BoulderFragment);
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}
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void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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this->dyna.actor.shape.rot.x += this->dyna.actor.world.rot.x >> 1;
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this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z >> 1;
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if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & 0x8) {
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this->dyna.actor.world.rot.y =
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this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000;
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this->dyna.actor.bgCheckFlags &= ~0x8;
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}
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if (this->dyna.actor.bgCheckFlags & 0x2) {
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if (this->dyna.actor.velocity.y < -8.0f) {
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this->dyna.actor.velocity.y *= -0.6f;
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this->dyna.actor.speedXZ *= 0.6f;
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this->dyna.actor.bgCheckFlags &= ~0x3;
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} else {
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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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void EnAObj_SetupBlock(EnAObj* this, s16 type) {
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this->dyna.actor.uncullZoneDownward = 1200.0f;
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this->dyna.actor.uncullZoneScale = 720.0f;
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EnAObj_SetupAction(this, EnAObj_Block);
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}
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void EnAObj_Block(EnAObj* this, PlayState* play) {
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this->dyna.actor.speedXZ += this->dyna.unk_150;
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this->dyna.actor.world.rot.y = this->dyna.unk_158;
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this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
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Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (this->dyna.actor.speedXZ != 0.0f) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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}
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this->dyna.unk_154 = 0.0f;
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this->dyna.unk_150 = 0.0f;
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}
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void EnAObj_Update(Actor* thisx, PlayState* play) {
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EnAObj* this = (EnAObj*)thisx;
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this->actionFunc(this, play);
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Actor_MoveForward(&this->dyna.actor);
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if (this->dyna.actor.gravity != 0.0f) {
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if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) {
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 5.0f, 40.0f, 0.0f, 0x1D);
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} else {
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
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}
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}
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this->dyna.actor.focus.pos = this->dyna.actor.world.pos;
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this->dyna.actor.focus.pos.y += this->focusYoffset;
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switch (this->dyna.actor.params) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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break;
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}
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}
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void EnAObj_Draw(Actor* thisx, PlayState* play) {
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s32 type = thisx->params;
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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if (type >= A_OBJ_MAX) {
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type = A_OBJ_BOULDER_FRAGMENT;
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}
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if (thisx->params == A_OBJ_BOULDER_FRAGMENT) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50);
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}
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, sDLists[type]);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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