Shipwright/soh/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c

338 lines
14 KiB
C

#include "z_en_encount1.h"
#include "vt.h"
#include "overlays/actors/ovl_En_Tite/z_en_tite.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_27)
void EnEncount1_Init(Actor* thisx, GlobalContext* globalCtx);
void EnEncount1_Update(Actor* thisx, GlobalContext* globalCtx);
void EnEncount1_SpawnLeevers(EnEncount1* this, GlobalContext* globalCtx);
void EnEncount1_SpawnTektites(EnEncount1* this, GlobalContext* globalCtx);
void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, GlobalContext* globalCtx);
static s16 sLeeverAngles[] = { 0x0000, 0x2710, 0x7148, 0x8EB8, 0xD8F0 };
static f32 sLeeverDists[] = { 200.0f, 170.0f, 120.0f, 120.0f, 170.0f };
const ActorInit En_Encount1_InitVars = {
ACTOR_EN_ENCOUNT1,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnEncount1),
(ActorFunc)EnEncount1_Init,
NULL,
(ActorFunc)EnEncount1_Update,
NULL,
NULL,
};
void EnEncount1_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnEncount1* this = (EnEncount1*)thisx;
f32 spawnRange;
if (this->actor.params <= 0) {
osSyncPrintf("\n\n");
// "Input error death!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
osSyncPrintf("\n\n");
Actor_Kill(&this->actor);
return;
}
this->spawnType = (this->actor.params >> 0xB) & 0x1F;
this->maxCurSpawns = (this->actor.params >> 6) & 0x1F;
this->maxTotalSpawns = this->actor.params & 0x3F;
this->curNumSpawn = this->totalNumSpawn = 0;
spawnRange = 120.0f + (40.0f * this->actor.world.rot.z);
this->spawnRange = spawnRange;
osSyncPrintf("\n\n");
// "It's an enemy spawner!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 敵発生ゾーンでた! ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
// "Type"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 種類\t\t ☆☆☆☆☆ %d\n" VT_RST, this->spawnType);
// "Maximum number of simultaneous spawns"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 最大同時発生数 ☆☆☆☆☆ %d\n" VT_RST, this->maxCurSpawns);
// "Maximum number of spawns"
osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ 最大発生数 \t ☆☆☆☆☆ %d\n" VT_RST, this->maxTotalSpawns);
// "Spawn check range"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生チェック範囲 ☆☆☆☆☆ %f\n" VT_RST, this->spawnRange);
osSyncPrintf("\n\n");
this->actor.flags &= ~ACTOR_FLAG_0;
switch (this->spawnType) {
case SPAWNER_LEEVER:
this->timer = 30;
this->maxCurSpawns = 5;
if (globalCtx->sceneNum == SCENE_SPOT13) { // Haunted Wasteland
this->reduceLeevers = true;
this->maxCurSpawns = 3;
}
this->updateFunc = EnEncount1_SpawnLeevers;
break;
case SPAWNER_TEKTITE:
this->maxCurSpawns = 2;
this->updateFunc = EnEncount1_SpawnTektites;
break;
case SPAWNER_STALCHILDREN:
case SPAWNER_WOLFOS:
if (globalCtx->sceneNum == SCENE_SPOT00) { // Hyrule Field
this->maxTotalSpawns = 10000;
}
this->updateFunc = EnEncount1_SpawnStalchildOrWolfos;
break;
}
}
void EnEncount1_SpawnLeevers(EnEncount1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 floorType;
f32 spawnDist;
s32 spawnParams;
s16 spawnLimit;
s16 spawnAngle;
Vec3f spawnPos;
CollisionPoly* floorPoly;
s32 bgId;
f32 floorY;
EnReeba* leever;
this->outOfRangeTimer = 0;
spawnPos = this->actor.world.pos;
if ((this->timer == 0) && (globalCtx->csCtx.state == CS_STATE_IDLE) && (this->curNumSpawn <= this->maxCurSpawns) &&
(this->curNumSpawn < 5)) {
floorType = func_80041D4C(&globalCtx->colCtx, player->actor.floorPoly, player->actor.floorBgId);
if ((floorType != 4) && (floorType != 7) && (floorType != 12)) {
this->numLeeverSpawns = 0;
} else if (!(this->reduceLeevers && (this->actor.xzDistToPlayer > 1300.0f))) {
spawnLimit = 5;
if (this->reduceLeevers) {
spawnLimit = 3;
}
while ((this->curNumSpawn < this->maxCurSpawns) && (this->curNumSpawn < spawnLimit) && (this->timer == 0)) {
spawnDist = sLeeverDists[this->leeverIndex];
spawnAngle = sLeeverAngles[this->leeverIndex] + player->actor.shape.rot.y;
spawnParams = LEEVER_SMALL;
if ((this->killCount >= 10) && (this->bigLeever == NULL)) {
this->killCount = this->numLeeverSpawns = 0;
spawnAngle = sLeeverAngles[0];
spawnDist = sLeeverDists[2];
spawnParams = LEEVER_BIG;
}
spawnPos.x = player->actor.world.pos.x + Math_SinS(spawnAngle) * spawnDist;
spawnPos.y = player->actor.floorHeight + 120.0f;
spawnPos.z = player->actor.world.pos.z + Math_CosS(spawnAngle) * spawnDist;
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
break;
}
spawnPos.y = floorY;
leever = (EnReeba*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_REEBA,
spawnPos.x, spawnPos.y, spawnPos.z, 0, 0, 0, spawnParams);
if (leever != NULL) {
this->curNumSpawn++;
leever->unk_280 = this->leeverIndex++;
if (this->leeverIndex >= 5) {
this->leeverIndex = 0;
}
this->numLeeverSpawns++;
if (this->numLeeverSpawns >= 12) {
this->timer = 150;
this->numLeeverSpawns = 0;
}
if (spawnParams != LEEVER_SMALL) {
this->timer = 300;
this->bigLeever = leever;
}
if (!this->reduceLeevers) {
this->maxCurSpawns = (s16)Rand_ZeroFloat(3.99f) + 2;
} else {
this->maxCurSpawns = (s16)Rand_ZeroFloat(2.99f) + 1;
}
} else {
// "Cannot spawn!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
break;
}
}
}
}
}
void EnEncount1_SpawnTektites(EnEncount1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 bgId;
CollisionPoly* floorPoly;
Vec3f spawnPos;
f32 floorY;
if (this->timer == 0) {
this->timer = 10;
if ((fabsf(player->actor.world.pos.y - this->actor.world.pos.y) > 100.0f) ||
(this->actor.xzDistToPlayer > this->spawnRange)) {
this->outOfRangeTimer++;
} else {
this->outOfRangeTimer = 0;
if ((this->curNumSpawn < this->maxCurSpawns) && (this->totalNumSpawn < this->maxTotalSpawns)) {
spawnPos.x = this->actor.world.pos.x + Rand_CenteredFloat(50.0f);
spawnPos.y = this->actor.world.pos.y + 120.0f;
spawnPos.z = this->actor.world.pos.z + Rand_CenteredFloat(50.0f);
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
return;
}
spawnPos.y = floorY;
if (Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_TITE, spawnPos.x,
spawnPos.y, spawnPos.z, 0, 0, 0, TEKTITE_RED) != NULL) { // Red tektite
this->curNumSpawn++;
this->totalNumSpawn++;
} else {
// "Cannot spawn!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
}
}
}
}
}
void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 spawnDist;
s16 spawnAngle;
s16 spawnId;
s16 spawnParams;
s16 kcOver10;
s16 tempmod;
Vec3f spawnPos;
CollisionPoly* floorPoly;
s32 bgId;
f32 floorY;
if (globalCtx->sceneNum != SCENE_SPOT00) {
if ((fabsf(player->actor.world.pos.y - this->actor.world.pos.y) > 100.0f) ||
(this->actor.xzDistToPlayer > this->spawnRange)) {
this->outOfRangeTimer++;
return;
}
} else if (IS_DAY || (Player_GetMask(globalCtx) == PLAYER_MASK_BUNNY)) {
this->killCount = 0;
return;
}
this->outOfRangeTimer = 0;
spawnPos = this->actor.world.pos;
if ((this->curNumSpawn < this->maxCurSpawns) && (this->totalNumSpawn < this->maxTotalSpawns)) {
while ((this->curNumSpawn < this->maxCurSpawns) && (this->totalNumSpawn < this->maxTotalSpawns)) {
if (globalCtx->sceneNum == SCENE_SPOT00) {
if ((player->unk_89E == 0) || (player->actor.floorBgId != BGCHECK_SCENE) ||
!(player->actor.bgCheckFlags & 1) || (player->stateFlags1 & 0x08000000)) {
this->fieldSpawnTimer = 60;
break;
}
if (this->fieldSpawnTimer == 60) {
this->maxCurSpawns = 2;
}
if (this->fieldSpawnTimer != 0) {
this->fieldSpawnTimer--;
break;
}
spawnDist = Rand_CenteredFloat(40.0f) + 200.0f;
spawnAngle = player->actor.shape.rot.y;
if (this->curNumSpawn != 0) {
spawnAngle = -spawnAngle;
spawnDist = Rand_CenteredFloat(40.0f) + 100.0f;
}
spawnPos.x =
player->actor.world.pos.x + (Math_SinS(spawnAngle) * spawnDist) + Rand_CenteredFloat(40.0f);
spawnPos.y = player->actor.floorHeight + 120.0f;
spawnPos.z =
player->actor.world.pos.z + (Math_CosS(spawnAngle) * spawnDist) + Rand_CenteredFloat(40.0f);
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
break;
}
if ((player->actor.yDistToWater != BGCHECK_Y_MIN) &&
(floorY < (player->actor.world.pos.y - player->actor.yDistToWater))) {
break;
}
spawnPos.y = floorY;
}
if (this->spawnType == SPAWNER_WOLFOS) {
spawnId = ACTOR_EN_WF;
spawnParams = (0xFF << 8) | 0x00;
} else {
spawnId = ACTOR_EN_SKB;
spawnParams = 0;
kcOver10 = this->killCount / 10;
if (kcOver10 > 0) {
tempmod = this->killCount % 10;
if (tempmod == 0) {
spawnParams = kcOver10 * 5;
}
}
this->killCount++;
}
if (Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, spawnId, spawnPos.x, spawnPos.y,
spawnPos.z, 0, 0, 0, spawnParams) != NULL) {
this->curNumSpawn++;
if (this->curNumSpawn >= this->maxCurSpawns) {
this->fieldSpawnTimer = 100;
}
if (globalCtx->sceneNum != SCENE_SPOT00) {
this->totalNumSpawn++;
}
} else {
// "Cannot spawn!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
break;
}
}
}
}
void EnEncount1_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnEncount1* this = (EnEncount1*)thisx;
if (this->timer != 0) {
this->timer--;
}
this->updateFunc(this, globalCtx);
if (BREG(0) != 0) {
if (this->outOfRangeTimer != 0) {
if ((this->outOfRangeTimer & 1) == 0) {
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f,
1.0f, 1.0f, 120, 120, 120, 255, 4, globalCtx->state.gfxCtx);
}
} else {
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f,
1.0f, 1.0f, 255, 0, 255, 255, 4, globalCtx->state.gfxCtx);
}
}
}