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#include "global.h"
#include "vt.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include <objects/object_d_hsblock/object_d_hsblock.h>
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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,
NULL,
};
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 // OTRTODO
};
static Gfx* sDLists[] = {
gFlatBlockDL,
gFlatBlockDL,
gFlatBlockDL,
gFlatRotBlockDL,
gFlatRotBlockDL,
gSmallCubeDL,
gHookshotPostDL,
/* gHookshotPostDL ? */ // 0x06000210, // OTRTODO!
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.interactFlags = 0;
this->dyna.transformFlags = 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:
// clang-format off
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
// clang-format on
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;
// clang-format off
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY; thisx->targetArrowOffset = 500.0f;
// clang-format on
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.interactFlags != 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 & 0x8) {
this->dyna.actor.world.rot.y =
this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000;
this->dyna.actor.bgCheckFlags &= ~0x8;
}
if (this->dyna.actor.bgCheckFlags & 0x2) {
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 &= ~0x3;
} 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_MoveXZGravity(&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, 0x1D);
} else {
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
}
}
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);
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), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDLists[type]);
CLOSE_DISPS(play->state.gfxCtx);
}
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