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/*
* File: z_en_cha.c
* Overlay: ovl_En_Cha
* Description: Laundry Pool Bell
*/
#include "z_en_cha.h"
#include "assets/objects/object_cha/object_cha.h"
#define FLAGS 0x00000000
void EnCha_Init(Actor* thisx, PlayState* play);
void EnCha_Destroy(Actor* thisx, PlayState* play);
void EnCha_Update(Actor* thisx, PlayState* play2);
void EnCha_Draw(Actor* thisx, PlayState* play);
void EnCha_Idle(EnCha* this, PlayState* play);
ActorProfile En_Cha_Profile = {
/**/ ACTOR_EN_CHA,
/**/ ACTORCAT_PROP,
/**/ FLAGS,
/**/ OBJECT_CHA,
/**/ sizeof(EnCha),
/**/ EnCha_Init,
/**/ EnCha_Destroy,
/**/ EnCha_Update,
/**/ EnCha_Draw,
};
static ColliderCylinderInit sCylinderInit = {
{
COL_MATERIAL_WOOD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEM_MATERIAL_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xF7CFFFFF, 0x00, 0x00 },
ATELEM_NONE | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_ON,
},
{ 10, 40, 0, { 0, 0, 0 } },
};
void EnCha_Init(Actor* thisx, PlayState* play) {
EnCha* this = (EnCha*)thisx;
s32 pad;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Collider_UpdateCylinder(&this->actor, &this->collider);
Actor_SetScale(&this->actor, 0.01f);
this->actor.home.rot.z = 0;
this->actionFunc = EnCha_Idle;
this->actor.home.rot.x = this->actor.home.rot.z;
CLEAR_WEEKEVENTREG(WEEKEVENTREG_60_04);
}
void EnCha_Destroy(Actor* thisx, PlayState* play) {
EnCha* this = (EnCha*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
void EnCha_Ring(EnCha* this, PlayState* play) {
EnCha_Idle(this, play);
if (this->actor.csId == CS_ID_NONE) {
this->actionFunc = EnCha_Idle;
} else if (CutsceneManager_IsNext(this->actor.csId)) {
CutsceneManager_StartWithPlayerCs(this->actor.csId, &this->actor);
this->actionFunc = EnCha_Idle;
} else {
CutsceneManager_Queue(this->actor.csId);
}
}
void EnCha_Idle(EnCha* this, PlayState* play) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_60_04)) {
Actor_PlaySfx(&this->actor, NA_SE_EV_DOOR_BELL);
CLEAR_WEEKEVENTREG(WEEKEVENTREG_60_04);
this->actor.home.rot.z = 0x7D0;
}
if (this->collider.base.acFlags & AC_HIT) {
Actor_PlaySfx(&this->actor, NA_SE_EV_DOOR_BELL);
this->actor.home.rot.z = 0x7D0;
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_51_04)) {
SET_WEEKEVENTREG(WEEKEVENTREG_51_04);
this->actionFunc = EnCha_Ring;
}
}
this->actor.home.rot.x += this->actor.home.rot.z;
this->actor.home.rot.z -= TRUNCF_BINANG(this->actor.home.rot.x * 0.1f);
this->actor.home.rot.z *= 0.96f;
}
void EnCha_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnCha* this = (EnCha*)thisx;
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
this->actionFunc(this, play);
if ((this->actor.shape.rot.z > -0x1F40) && (this->actor.shape.rot.z < 0x1F40)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
}
void EnCha_Draw(Actor* thisx, PlayState* play) {
EnCha* this = (EnCha*)thisx;
Gfx_DrawDListOpa(play, object_cha_DL_000710);
Matrix_Translate(-1094.0f, 4950.0f, 9.0f, MTXMODE_APPLY);
Matrix_RotateXS(this->actor.home.rot.x, MTXMODE_APPLY);
Gfx_DrawDListOpa(play, object_cha_DL_000958);
}
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