/* * File: z_bg_hidan_rsekizou.c * Overlay: ovl_Bg_Hidan_Rsekizou * Description: Spinning Stone flamethrower */ #include "z_bg_hidan_rsekizou.h" #include "objects/object_hidan_objects/object_hidan_objects.h" #define FLAGS 0 void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx); void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx); void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx); void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx); const ActorInit Bg_Hidan_Rsekizou_InitVars = { ACTOR_BG_HIDAN_RSEKIZOU, ACTORCAT_BG, FLAGS, OBJECT_HIDAN_OBJECTS, sizeof(BgHidanRsekizou), (ActorFunc)BgHidanRsekizou_Init, (ActorFunc)BgHidanRsekizou_Destroy, (ActorFunc)BgHidanRsekizou_Update, (ActorFunc)BgHidanRsekizou_Draw, NULL, }; static ColliderJntSphElementInit sJntSphElementsInit[6] = { { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { 0, 30, 40 }, 25 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { -35, 32, 77 }, 32 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { -80, 35, 130 }, 42 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { 0, 30, -40 }, 25 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { 35, 32, -77 }, 32 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x20000000, 0x01, 0x04 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, }, { 1, { { 80, 35, -130 }, 42 }, 100 }, }, }; static ColliderJntSphInit sJntSphInit = { { COLTYPE_NONE, AT_ON | AT_TYPE_ENEMY, AC_NONE, OC1_NONE, OC2_TYPE_2, COLSHAPE_JNTSPH, }, 6, sJntSphElementsInit, }; static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1500, ICHAIN_STOP), }; static void* sFireballsTexs[] = { gFireTempleFireball0Tex, gFireTempleFireball1Tex, gFireTempleFireball2Tex, gFireTempleFireball3Tex, gFireTempleFireball4Tex, gFireTempleFireball5Tex, gFireTempleFireball6Tex, gFireTempleFireball7Tex, }; void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx) { BgHidanRsekizou* this = (BgHidanRsekizou*)thisx; s32 i; s32 pad; CollisionHeader* colHeader; colHeader = NULL; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); DynaPolyActor_Init(&this->dyna, DPM_UNK); CollisionHeader_GetVirtual(&gFireTempleSpinningFlamethrowerCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader); Collider_InitJntSph(globalCtx, &this->collider); Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems); for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) { this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius; } this->burnFrame = 0; this->bendFrame = 0; } void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx) { BgHidanRsekizou* this = (BgHidanRsekizou*)thisx; DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); Collider_DestroyJntSph(globalCtx, &this->collider); } void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx) { BgHidanRsekizou* this = (BgHidanRsekizou*)thisx; s32 i; ColliderJntSphElement* sphere; s32 pad; f32 yawSine; f32 yawCosine; this->burnFrame = (this->burnFrame + 1) % 8; if (this->bendFrame != 0) { this->bendFrame--; } if (this->bendFrame == 0) { this->bendFrame = 3; } this->dyna.actor.shape.rot.y += 0x180; // Approximately 2 Degrees per Frame yawSine = Math_SinS(this->dyna.actor.shape.rot.y); yawCosine = Math_CosS(this->dyna.actor.shape.rot.y); for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) { sphere = &this->collider.elements[i]; sphere->dim.worldSphere.center.x = this->dyna.actor.home.pos.x + yawCosine * sphere->dim.modelSphere.center.x + yawSine * sphere->dim.modelSphere.center.z; sphere->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + sphere->dim.modelSphere.center.y; sphere->dim.worldSphere.center.z = (this->dyna.actor.home.pos.z - yawSine * sphere->dim.modelSphere.center.x) + yawCosine * sphere->dim.modelSphere.center.z; } CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base); func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG); } Gfx* BgHidanRsekizou_DrawFireball(GlobalContext* globalCtx, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a, Gfx* displayList) { f32 coss; f32 sins; s32 temp; f32 fVar6; f32 tmpf7; temp = (((this->burnFrame + frame) % 8) * 7) * (1.0f / 7.0f); gSPSegment(displayList++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[temp])); frame++; fVar6 = (frame != 4) ? frame + ((3 - this->bendFrame) * (1.0f / 3.0f)) : frame; gDPSetPrimColor(displayList++, 0, 1, 255, 255, 0, 150); gDPSetEnvColor(displayList++, 255, 0, 0, 255); if (a == 0) { sins = -Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500)); coss = -Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500)); } else { sins = Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500)); coss = Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500)); } mf->xx = mf->yy = mf->zz = (0.7f * fVar6) + 0.5f; tmpf7 = (((((0.7f * fVar6) + 0.5f) * 10.0f) * fVar6) + 20.0f); mf->xw = (tmpf7 * sins) + this->dyna.actor.world.pos.x; mf->yw = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6); mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z; gSPMatrix(displayList++, Matrix_MtxFToMtx(Matrix_CheckFloats(mf, "../z_bg_hidan_rsekizou.c", 543), Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx))), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(displayList++, gFireTempleFireballDL); return displayList; } void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx) { BgHidanRsekizou* this = (BgHidanRsekizou*)thisx; s32 i; s32 pad; MtxF mf; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 564); func_80093D18(globalCtx->state.gfxCtx); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 568), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, gFireTempleSpinningFlamethrowerDL); Matrix_MtxFCopy(&mf, &gMtxFClear); POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14); // Strange original code. Add || 1 for frame interpolation to get correct. if ((s16)((Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->dyna.actor.shape.rot.y) - 0x2E6C) >= 0 || 1) { for (i = 3; i >= 0; i--) { POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP); } for (i = 0; i < 4; i++) { POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP); } } else { for (i = 3; i >= 0; i--) { POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP); } for (i = 0; i < 4; i++) { POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP); } } CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 600); }