#include "global.h" #include "vt.h" #include "objects/gameplay_keep/gameplay_keep.h" #define FLAGS ACTOR_FLAG_4 void EnAObj_Init(Actor* thisx, PlayState* play); void EnAObj_Destroy(Actor* thisx, PlayState* play); void EnAObj_Update(Actor* thisx, PlayState* play); void EnAObj_Draw(Actor* thisx, PlayState* play); void EnAObj_WaitFinishedTalking(EnAObj* this, PlayState* play); void EnAObj_WaitTalk(EnAObj* this, PlayState* play); void EnAObj_BlockRot(EnAObj* this, PlayState* play); void EnAObj_BoulderFragment(EnAObj* this, PlayState* play); void EnAObj_Block(EnAObj* this, PlayState* play); void EnAObj_SetupWaitTalk(EnAObj* this, s16 type); void EnAObj_SetupBlockRot(EnAObj* this, s16 type); void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type); void EnAObj_SetupBlock(EnAObj* this, s16 type); const ActorInit En_A_Obj_InitVars = { ACTOR_EN_A_OBJ, ACTORCAT_PROP, FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(EnAObj), (ActorFunc)EnAObj_Init, (ActorFunc)EnAObj_Destroy, (ActorFunc)EnAObj_Update, (ActorFunc)EnAObj_Draw, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ALL, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK2, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 25, 60, 0, { 0, 0, 0 } }, }; extern CollisionHeader D_06000730; // gHookshotTargetCol ? static CollisionHeader* sColHeaders[] = { &gLargerCubeCol, // A_OBJ_GRASS_CLUMP, A_OBJ_TREE_STUMP &gLargerCubeCol, // A_OBJ_BLOCK_LARGE, A_OBJ_BLOCK_HUGE &gSmallerFlatBlockCol, // unused &gLargerFlatBlockCol, // A_OBJ_BLOCK_SMALL_ROT, A_OBJ_BLOCK_LARGE_ROT &gSmallerCubeCol, // unused &D_06000730, // A_OBJ_UNKNOWN_6 }; static Gfx* sDLists[] = { gFlatBlockDL, gFlatBlockDL, gFlatBlockDL, gFlatRotBlockDL, gFlatRotBlockDL, gSmallCubeDL, /* gHookshotPostDL ? */ 0x06000210, gGrassBladesDL, gTreeStumpDL, gSignRectangularDL, gSignDirectionalDL, gBoulderFragmentsDL, }; void EnAObj_SetupAction(EnAObj* this, EnAObjActionFunc actionFunc) { this->actionFunc = actionFunc; } void EnAObj_Init(Actor* thisx, PlayState* play) { CollisionHeader* colHeader = NULL; s32 pad; EnAObj* this = (EnAObj*)thisx; f32 shadowScale = 6.0f; this->textId = (thisx->params >> 8) & 0xFF; thisx->params &= 0xFF; switch (thisx->params) { case A_OBJ_BLOCK_SMALL: Actor_SetScale(thisx, 0.025f); break; case A_OBJ_BLOCK_LARGE: Actor_SetScale(thisx, 0.05f); break; case A_OBJ_BLOCK_HUGE: case A_OBJ_CUBE_SMALL: case A_OBJ_UNKNOWN_6: Actor_SetScale(thisx, 0.1f); break; case A_OBJ_BLOCK_SMALL_ROT: Actor_SetScale(thisx, 0.005f); break; case A_OBJ_BLOCK_LARGE_ROT: default: Actor_SetScale(thisx, 0.01f); break; } if (thisx->params >= A_OBJ_SIGNPOST_OBLONG) { shadowScale = 12.0f; } ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, shadowScale); thisx->focus.pos = thisx->world.pos; this->dyna.bgId = BGACTOR_NEG_ONE; this->dyna.unk_160 = 0; this->dyna.unk_15C = DPM_UNK; thisx->uncullZoneDownward = 1200.0f; thisx->uncullZoneScale = 200.0f; switch (thisx->params) { case A_OBJ_BLOCK_LARGE: case A_OBJ_BLOCK_HUGE: this->dyna.bgId = 1; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BG); EnAObj_SetupBlock(this, thisx->params); break; case A_OBJ_BLOCK_SMALL_ROT: case A_OBJ_BLOCK_LARGE_ROT: this->dyna.bgId = 3; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BG); EnAObj_SetupBlockRot(this, thisx->params); break; case A_OBJ_UNKNOWN_6: this->focusYoffset = 10.0f; thisx->flags |= ACTOR_FLAG_0; this->dyna.bgId = 5; thisx->gravity = -2.0f; EnAObj_SetupWaitTalk(this, thisx->params); break; case A_OBJ_GRASS_CLUMP: case A_OBJ_TREE_STUMP: this->dyna.bgId = 0; EnAObj_SetupWaitTalk(this, thisx->params); break; case A_OBJ_SIGNPOST_OBLONG: case A_OBJ_SIGNPOST_ARROW: thisx->textId = (this->textId & 0xFF) | 0x300; thisx->targetArrowOffset = 500.0f; thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; this->focusYoffset = 45.0f; EnAObj_SetupWaitTalk(this, thisx->params); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit); thisx->colChkInfo.mass = MASS_IMMOVABLE; thisx->targetMode = 0; break; case A_OBJ_BOULDER_FRAGMENT: thisx->gravity = -1.5f; EnAObj_SetupBoulderFragment(this, thisx->params); break; default: thisx->gravity = -2.0f; EnAObj_SetupWaitTalk(this, thisx->params); break; } if (thisx->params <= A_OBJ_BLOCK_LARGE_ROT) { // A_OBJ_BLOCK_* thisx->colChkInfo.mass = MASS_IMMOVABLE; } if (this->dyna.bgId != BGACTOR_NEG_ONE) { CollisionHeader_GetVirtual(sColHeaders[this->dyna.bgId], &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); } } void EnAObj_Destroy(Actor* thisx, PlayState* play) { EnAObj* this = (EnAObj*)thisx; DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); switch (this->dyna.actor.params) { case A_OBJ_SIGNPOST_OBLONG: case A_OBJ_SIGNPOST_ARROW: Collider_DestroyCylinder(play, &this->collider); break; } } void EnAObj_WaitFinishedTalking(EnAObj* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->dyna.actor, play)) { EnAObj_SetupWaitTalk(this, this->dyna.actor.params); } } void EnAObj_SetupWaitTalk(EnAObj* this, s16 type) { EnAObj_SetupAction(this, EnAObj_WaitTalk); } void EnAObj_WaitTalk(EnAObj* this, PlayState* play) { s16 relYawTowardsPlayer; if (this->dyna.actor.textId != 0) { relYawTowardsPlayer = this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y; if (ABS(relYawTowardsPlayer) < 0x2800 || (this->dyna.actor.params == A_OBJ_SIGNPOST_ARROW && ABS(relYawTowardsPlayer) > 0x5800)) { if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) { EnAObj_SetupAction(this, EnAObj_WaitFinishedTalking); } else { func_8002F2F4(&this->dyna.actor, play); } } } } void EnAObj_SetupBlockRot(EnAObj* this, s16 type) { this->rotateState = 0; this->rotateWaitTimer = 10; this->dyna.actor.world.rot.y = 0; this->dyna.actor.shape.rot = this->dyna.actor.world.rot; EnAObj_SetupAction(this, EnAObj_BlockRot); } void EnAObj_BlockRot(EnAObj* this, PlayState* play) { if (this->rotateState == 0) { if (this->dyna.unk_160 != 0) { this->rotateState++; this->rotateForTimer = 20; if ((s16)(this->dyna.actor.yawTowardsPlayer + 0x4000) < 0) { this->rotSpeedX = -0x3E8; } else { this->rotSpeedX = 0x3E8; } if (this->dyna.actor.yawTowardsPlayer < 0) { this->rotSpeedY = -this->rotSpeedX; } else { this->rotSpeedY = this->rotSpeedX; } } } else { if (this->rotateWaitTimer != 0) { this->rotateWaitTimer--; } else { this->dyna.actor.shape.rot.y += this->rotSpeedY; this->dyna.actor.shape.rot.x += this->rotSpeedX; this->rotateForTimer--; this->dyna.actor.gravity = -1.0f; if (this->rotateForTimer == 0) { this->dyna.actor.world.pos = this->dyna.actor.home.pos; this->rotateState = 0; this->rotateWaitTimer = 10; this->dyna.actor.velocity.y = 0.0f; this->dyna.actor.gravity = 0.0f; this->dyna.actor.shape.rot = this->dyna.actor.world.rot; } } } } void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type) { EnAObj_SetupAction(this, EnAObj_BoulderFragment); } void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) { Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f); this->dyna.actor.shape.rot.x += this->dyna.actor.world.rot.x >> 1; this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z >> 1; if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) { this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000; if (1) {} this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_WALL; } if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) { if (this->dyna.actor.velocity.y < -8.0f) { this->dyna.actor.velocity.y *= -0.6f; this->dyna.actor.speedXZ *= 0.6f; this->dyna.actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH); } else { Actor_Kill(&this->dyna.actor); } } } void EnAObj_SetupBlock(EnAObj* this, s16 type) { this->dyna.actor.uncullZoneDownward = 1200.0f; this->dyna.actor.uncullZoneScale = 720.0f; EnAObj_SetupAction(this, EnAObj_Block); } void EnAObj_Block(EnAObj* this, PlayState* play) { this->dyna.actor.speedXZ += this->dyna.unk_150; this->dyna.actor.world.rot.y = this->dyna.unk_158; this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f); Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f); if (this->dyna.actor.speedXZ != 0.0f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG); } this->dyna.unk_154 = 0.0f; this->dyna.unk_150 = 0.0f; } void EnAObj_Update(Actor* thisx, PlayState* play) { EnAObj* this = (EnAObj*)thisx; this->actionFunc(this, play); Actor_MoveForward(&this->dyna.actor); if (this->dyna.actor.gravity != 0.0f) { if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) { Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 5.0f, 40.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4); } else { Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 5.0f, 20.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4); } } this->dyna.actor.focus.pos = this->dyna.actor.world.pos; this->dyna.actor.focus.pos.y += this->focusYoffset; switch (this->dyna.actor.params) { case A_OBJ_SIGNPOST_OBLONG: case A_OBJ_SIGNPOST_ARROW: Collider_UpdateCylinder(&this->dyna.actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); break; } } void EnAObj_Draw(Actor* thisx, PlayState* play) { s32 type = thisx->params; OPEN_DISPS(play->state.gfxCtx, "../z_en_a_keep.c", 701); Gfx_SetupDL_25Opa(play->state.gfxCtx); if (type >= A_OBJ_MAX) { type = A_OBJ_BOULDER_FRAGMENT; } if (thisx->params == A_OBJ_BOULDER_FRAGMENT) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50); } gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_a_keep.c", 712), G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_OPA_DISP++, sDLists[type]); CLOSE_DISPS(play->state.gfxCtx, "../z_en_a_keep.c", 715); }