/* * File: z_en_part.c * Overlay: ovl_En_Part * Description: Effect spawner for enemies' death */ #include "z_en_part.h" #include "objects/object_tite/object_tite.h" #include "objects/object_ik/object_ik.h" #define FLAGS ACTOR_FLAG_4 void EnPart_Init(Actor* thisx, GlobalContext* globalCtx); void EnPart_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnPart_Update(Actor* thisx, GlobalContext* globalCtx); void EnPart_Draw(Actor* thisx, GlobalContext* globalCtx); const ActorInit En_Part_InitVars = { ACTOR_EN_PART, ACTORCAT_ITEMACTION, FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(EnPart), (ActorFunc)EnPart_Init, (ActorFunc)EnPart_Destroy, (ActorFunc)EnPart_Update, (ActorFunc)EnPart_Draw, NULL, }; void EnPart_Init(Actor* thisx, GlobalContext* globalCtx) { } void EnPart_Destroy(Actor* thisx, GlobalContext* globalCtx) { } void func_80ACDDE8(EnPart* this, GlobalContext* globalCtx) { f32 sign = 1.0f; this->action = 1; this->actor.world.rot.y = Rand_ZeroOne() * 20000.0f; switch (this->actor.params) { case 0: this->actor.velocity.y = 0.0f; this->actor.gravity = -0.3f - Rand_ZeroOne() * 0.5f; this->rotZSpeed = 0.3f; this->timer = 25; this->actor.speedXZ = (Rand_ZeroOne() - 0.5f) * 2.0f; break; case 13: this->timer = 400; case 12: this->actor.speedXZ = Rand_CenteredFloat(6.0f); this->actor.home.pos = this->actor.world.pos; this->timer += 60; this->actor.velocity.y = Rand_ZeroOne() * 5.0f + 4.0f; this->actor.gravity = -0.6f - Rand_ZeroOne() * 0.5f; this->rotZSpeed = 0.15f; break; case 14: EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.world.pos, 40, 0x8001, 0, -1); case 1: case 4: case 9: case 10: this->timer += (s16)(Rand_ZeroOne() * 17.0f) + 5; case 2: this->actor.velocity.y = Rand_ZeroOne() * 5.0f + 4.0f; this->actor.gravity = -0.6f - Rand_ZeroOne() * 0.5f; this->rotZSpeed = 0.15f; break; case 11: EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.world.pos, 40, 0x8001, 0, -1); case 3: this->actor.speedXZ = (Rand_ZeroOne() - 0.5f) * 3.0f; this->timer = (s16)(Rand_ZeroOne() * 17.0f) + 10; this->actor.velocity.y = Rand_ZeroOne() * 3.0f + 8.0f; this->actor.gravity = -0.6f - Rand_ZeroOne() * 0.3f; this->rotZSpeed = 0.15f; break; case 5: case 6: case 7: case 8: this->actor.world.rot.y = this->actor.parent->shape.rot.y; if (this->displayList == object_ik_DL_015380) { sign = -1.0f; } this->actor.velocity.y = 0.0f; this->actor.speedXZ = 6.0f * sign; this->actor.gravity = -1.2f; this->rotZSpeed = 0.15f * sign; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); this->timer = 18; break; } } void func_80ACE13C(EnPart* this, GlobalContext* globalCtx) { s32 i; Vec3f pos; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f accel = { 0.0f, 0.0f, 0.0f }; Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; if ((this->actor.params == 12) || (this->actor.params == 13)) { Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f, 0x1D); if ((this->actor.bgCheckFlags & 1) || (this->actor.world.pos.y <= this->actor.floorHeight)) { this->action = 4; this->actor.speedXZ = 0.0f; this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; } if ((this->actor.params == 13) && (this->actor.parent != NULL) && (this->actor.parent->update == NULL)) { this->actor.parent = NULL; } } else if (this->timer <= 0) { switch (this->actor.params) { case 1: case 9: case 10: case 14: EffectSsDeadDb_Spawn(globalCtx, &this->actor.world.pos, &zeroVec, &zeroVec, (s16)(this->actor.scale.y * 100.0f) * 40, 7, 255, 255, 255, 255, 0, 255, 0, 1, 9, true); break; case 3: case 11: EffectSsDeadDb_Spawn(globalCtx, &this->actor.world.pos, &zeroVec, &zeroVec, (s16)(this->actor.scale.y * 100.0f) * 40, 7, 255, 255, 255, 255, 0, 0, 255, 1, 9, true); break; case 4: for (i = 7; i >= 0; i--) { pos.x = this->actor.world.pos.x + Rand_CenteredFloat(60.0f); pos.y = this->actor.world.pos.y + this->actor.shape.yOffset * this->actor.scale.y + Rand_CenteredFloat(50.0f); pos.z = this->actor.world.pos.z + Rand_CenteredFloat(60.0f); velocity.y = Rand_ZeroOne() + 1.0f; EffectSsDtBubble_SpawnColorProfile(globalCtx, &pos, &velocity, &accel, Rand_S16Offset(80, 100), 25, 0, true); } break; case 5: case 6: case 7: case 8: for (i = 4; i >= 0; i--) { pos.x = this->actor.world.pos.x + Rand_CenteredFloat(25.0f); pos.y = this->actor.world.pos.y + Rand_CenteredFloat(40.0f); pos.z = this->actor.world.pos.z + Rand_CenteredFloat(25.0f); EffectSsDeadDb_Spawn(globalCtx, &pos, &zeroVec, &zeroVec, 40, 7, 255, 255, 255, 255, 0, 0, 255, 1, 9, true); } break; } Actor_Kill(&this->actor); return; } this->timer--; this->rotZ += this->rotZSpeed; } void func_80ACE5B8(EnPart* this, GlobalContext* globalCtx) { this->action = 3; } void func_80ACE5C8(EnPart* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); this->timer--; if (this->timer == 0) { Actor_Kill(&this->actor); } else { Vec3f velocity = { 0.0f, 8.0f, 0.0f }; Vec3f accel = { 0.0f, -1.5f, 0.0f }; if (sqrt(this->actor.xyzDistToPlayerSq) <= 40.0f) { u8 prevInvincibilityTimer = player->invincibilityTimer; if (player->invincibilityTimer <= 0) { if (player->invincibilityTimer <= -40) { player->invincibilityTimer = 0; } else { player->invincibilityTimer = 0; globalCtx->damagePlayer(globalCtx, -8); } } func_8002F71C(globalCtx, this->actor.parent, (650.0f - this->actor.parent->xzDistToPlayer) * 0.04f + 4.0f, this->actor.parent->world.rot.y, 8.0f); player->invincibilityTimer = prevInvincibilityTimer; this->timer = 1; } func_80033480(globalCtx, &this->actor.world.pos, 0.0f, 1, 300, 150, 1); velocity.x = Rand_CenteredFloat(16.0f); EffectSsHahen_Spawn(globalCtx, &this->actor.world.pos, &velocity, &accel, 20, (s32)((Rand_ZeroOne() * 5.0f + 12.0f) * 2), -1, 10, NULL); Audio_PlayActorSound2(&this->actor, NA_SE_EN_MONBLIN_GNDWAVE - SFX_FLAG); } } void func_80ACE7E8(EnPart* this, GlobalContext* globalCtx) { Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; if ((this->actor.parent == NULL) || (this->actor.parent->update == NULL)) { EffectSsDeadDb_Spawn(globalCtx, &this->actor.world.pos, &zeroVec, &zeroVec, (s16)(this->actor.scale.y * 100.0f) * 40, 7, 255, 255, 255, 255, 0, 255, 0, 1, 9, true); Actor_Kill(&this->actor); return; } if (this->timer == 0) { f32 diffsSum = Math_SmoothStepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f, 5.0f, 0.0f); diffsSum += Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 1.0f, 5.0f, 0.0f); diffsSum += Math_SmoothStepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f, 5.0f, 0.0f); diffsSum += Math_SmoothStepToF(&this->rotZ, 0.0f, 1.0f, 0.25f, 0.0f); if (diffsSum == 0.0f) { this->actor.parent->home.rot.x--; this->timer--; Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE); } } else if (this->timer > 0) { this->timer--; } if (this->actor.parent->colChkInfo.health != 0) { Actor_Kill(&this->actor); } } void EnPart_Update(Actor* thisx, GlobalContext* globalCtx) { static EnPartActionFunc sActionFuncs[] = { func_80ACDDE8, func_80ACE13C, func_80ACE5B8, func_80ACE5C8, func_80ACE7E8, }; EnPart* this = (EnPart*)thisx; Actor_MoveForward(&this->actor); if ((this->actor.params > 4 && this->actor.params < 9) || this->actor.params < 0) { Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f, 5); if (this->actor.params >= 0) { Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); if (thisx->bgCheckFlags & 1) { thisx->bgCheckFlags &= ~1; thisx->velocity.y = 6.0f; } } } sActionFuncs[this->action](this, globalCtx); } Gfx* func_80ACEAC0(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB, u8 envR, u8 envG, u8 envB) { Gfx* dList; Gfx* dListHead; dList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx)); dListHead = dList; gDPPipeSync(dListHead++); gDPSetPrimColor(dListHead++, 0, 0, primR, primG, primB, 255); gDPSetEnvColor(dListHead++, envR, envG, envB, 255); gSPEndDisplayList(dListHead++); return dList; } void EnPart_Draw(Actor* thisx, GlobalContext* globalCtx) { EnPart* this = (EnPart*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_part.c", 647); if (thisx->params > 0) { Matrix_RotateZ(this->rotZ, MTXMODE_APPLY); } func_80093D18(globalCtx->state.gfxCtx); func_8002EBCC(thisx, globalCtx, 0); if (thisx->params == 5) { gSPSegment(POLY_OPA_DISP++, 0x08, func_80ACEAC0(globalCtx->state.gfxCtx, 245, 255, 205, 30, 35, 0)); gSPSegment(POLY_OPA_DISP++, 0x09, func_80ACEAC0(globalCtx->state.gfxCtx, 185, 135, 25, 20, 20, 0)); gSPSegment(POLY_OPA_DISP++, 0x0A, func_80ACEAC0(globalCtx->state.gfxCtx, 255, 255, 255, 30, 40, 20)); } else if (thisx->params == 6) { gSPSegment(POLY_OPA_DISP++, 0x08, func_80ACEAC0(globalCtx->state.gfxCtx, 55, 65, 55, 0, 0, 0)); gSPSegment(POLY_OPA_DISP++, 0x09, func_80ACEAC0(globalCtx->state.gfxCtx, 205, 165, 75, 25, 20, 0)); gSPSegment(POLY_OPA_DISP++, 0x0A, func_80ACEAC0(globalCtx->state.gfxCtx, 205, 165, 75, 25, 20, 0)); } else if (thisx->params == 7) { gSPSegment(POLY_OPA_DISP++, 0x08, func_80ACEAC0(globalCtx->state.gfxCtx, 255, 255, 255, 180, 180, 180)); gSPSegment(POLY_OPA_DISP++, 0x09, func_80ACEAC0(globalCtx->state.gfxCtx, 225, 205, 115, 25, 20, 0)); gSPSegment(POLY_OPA_DISP++, 0x0A, func_80ACEAC0(globalCtx->state.gfxCtx, 225, 205, 115, 25, 20, 0)); } else if ((thisx->params == 9) && (this->displayList == ResourceMgr_LoadGfxByName(object_tite_DL_002FF0))) { gSPSegment(POLY_OPA_DISP++, 0x08, object_tite_Tex_001300); gSPSegment(POLY_OPA_DISP++, 0x09, object_tite_Tex_001700); gSPSegment(POLY_OPA_DISP++, 0x0A, object_tite_Tex_001900); } else if ((thisx->params == 10) && (this->displayList == ResourceMgr_LoadGfxByName(object_tite_DL_002FF0))) { gSPSegment(POLY_OPA_DISP++, 0x08, object_tite_Tex_001B00); gSPSegment(POLY_OPA_DISP++, 0x09, object_tite_Tex_001F00); gSPSegment(POLY_OPA_DISP++, 0x0A, object_tite_Tex_002100); } if (this->displayList != NULL) { gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_part.c", 696), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, this->displayList); } CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_part.c", 700); }