/* * File: z_en_anubice_fire.c * Overlay: ovl_En_Anubice_Fire * Description: Anubis Fire Attack */ #include "z_en_anubice_fire.h" #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_anubice/object_anubice.h" #include "soh/frame_interpolation.h" #define FLAGS ACTOR_FLAG_4 void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx); void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx); void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx); void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx); void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx); void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx); const ActorInit En_Anubice_Fire_InitVars = { ACTOR_EN_ANUBICE_FIRE, ACTORCAT_ENEMY, FLAGS, OBJECT_ANUBICE, sizeof(EnAnubiceFire), (ActorFunc)EnAnubiceFire_Init, (ActorFunc)EnAnubiceFire_Destroy, (ActorFunc)EnAnubiceFire_Update, (ActorFunc)EnAnubiceFire_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_ON | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0xFFCFFFFF, 0x01, 0x04 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, }, { 0, 0, 0, { 0, 0, 0 } }, }; void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx) { EnAnubiceFire* this = (EnAnubiceFire*)thisx; s32 i; Collider_InitCylinder(globalCtx, &this->cylinder); Collider_SetCylinder(globalCtx, &this->cylinder, &this->actor, &sCylinderInit); this->unk_15A = 30; this->unk_154 = 2.0f; this->scale = 0.0f; this->epoch++; for (i = 0; i < 6; i++) { this->unk_160[i] = this->actor.world.pos; } this->unk_15E = 0; this->actionFunc = func_809B26EC; } void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnAnubiceFire* this = (EnAnubiceFire*)thisx; Collider_DestroyCylinder(globalCtx, &this->cylinder); } void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx) { Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Matrix_Push(); Matrix_RotateY(BINANG_TO_RAD(this->actor.world.rot.y), MTXMODE_NEW); Matrix_RotateX(BINANG_TO_RAD(this->actor.world.rot.x), MTXMODE_APPLY); velocity.z = 15.0f; Matrix_MultVec3f(&velocity, &this->actor.velocity); Matrix_Pop(); this->actionFunc = func_809B27D8; this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0; } void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx) { s32 pad; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f accel = { 0.0f, 0.0f, 0.0f }; Vec3f pos; Color_RGBA8 primColor = { 255, 255, 0, 255 }; Color_RGBA8 envColor = { 255, 0, 0, 255 }; Vec3f sp84 = { 0.0f, 0.0f, 0.0f }; Vec3f sp78 = { 0.0f, 0.0f, 0.0f }; this->actor.world.rot.z += 5000; if (this->unk_15A == 0) { this->unk_154 = 0.0f; } Math_ApproachF(&this->scale, this->unk_154, 0.2f, 0.4f); if ((this->unk_15A == 0) && (this->scale < 0.1f)) { Actor_Kill(&this->actor); } else if ((this->actor.params == 0) && (this->cylinder.base.atFlags & 4)) { if (Player_HasMirrorShieldEquipped(globalCtx)) { Audio_PlayActorSound2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW); this->cylinder.base.atFlags &= 0xFFE9; this->cylinder.base.atFlags |= 8; this->cylinder.info.toucher.dmgFlags = CVar_GetS32("gAnubisFix", 0) ? 0x800 : 2; this->unk_15A = 30; this->actor.params = 1; this->actor.velocity.x *= -1.0f; this->actor.velocity.y *= -0.5f; this->actor.velocity.z *= -1.0f; } else { this->unk_15A = 0; EffectSsBomb2_SpawnLayered(globalCtx, &this->actor.world.pos, &sp78, &sp84, 10, 5); this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB); this->actionFunc = func_809B2B48; } } else if (!(this->scale < .4f)) { f32 scale = 1000.0f; f32 life = 10.0f; s32 i; for (i = 0; i < 10; i++) { pos.x = this->actor.world.pos.x + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f); pos.y = this->actor.world.pos.y + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f); pos.z = this->actor.world.pos.z; EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, scale, life); } Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIRE - SFX_FLAG); } } void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx) { Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f accel = { 0.0f, 0.0f, 0.0f }; Vec3f pos; Color_RGBA8 primColor = { 255, 255, 0, 255 }; Color_RGBA8 envColor = { 255, 0, 0, 255 }; s32 pad; s32 i; if (this->unk_15C == 0) { for (i = 0; i < 20; i++) { pos.x = this->actor.world.pos.x; pos.y = this->actor.world.pos.y; pos.z = this->actor.world.pos.z; accel.x = Rand_CenteredFloat(8.0f); accel.y = Rand_CenteredFloat(2.0f); accel.z = Rand_CenteredFloat(8.0f); EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 2000, 10); } this->unk_15C = 2; this->unk_15E++; if (this->unk_15E >= 6) { Actor_Kill(&this->actor); } } } void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx) { EnAnubiceFire* this = (EnAnubiceFire*)thisx; s32 pad; s32 i; Actor_SetScale(&this->actor, this->scale); this->actionFunc(this, globalCtx); func_8002D7EC(&this->actor); this->unk_160[0] = this->actor.world.pos; for (i = 4; i >= 0; i--) { this->unk_160[i + 1] = this->unk_160[i]; } if (this->unk_15A != 0) { this->unk_15A--; } if (this->unk_15C != 0) { this->unk_15C--; } Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D); if (!(this->scale < 0.6f || this->actionFunc == func_809B2B48)) { this->cylinder.dim.radius = this->scale * 15.0f + 5.0f; this->cylinder.dim.height = this->scale * 15.0f + 5.0f; this->cylinder.dim.yShift = this->scale * -0.75f + -15.0f; if (this->unk_15A != 0) { Collider_UpdateCylinder(&this->actor, &this->cylinder); CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base); } if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->actor.world.pos, 30.0f)) { this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB); this->actionFunc = func_809B2B48; } } } void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx) { static void* D_809B3270[] = { gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, }; EnAnubiceFire* this = (EnAnubiceFire*)thisx; s32 pad[2]; s32 i; OPEN_DISPS(globalCtx->state.gfxCtx); func_80093D84(globalCtx->state.gfxCtx); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, 255); gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0); gDPPipeSync(POLY_XLU_DISP++); gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B3270[0])); Matrix_Push(); for (i = this->unk_15E; i < 6; ++i) { FrameInterpolation_RecordOpenChild(this, this->epoch + i * 25); f32 scale = this->actor.scale.x - (i * 0.2f); if (scale < 0.0f) { scale = 0.0f; } if (scale >= 0.1f) { Matrix_Translate(this->unk_160[i].x, this->unk_160[i].y, this->unk_160[i].z, MTXMODE_NEW); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); Matrix_ReplaceRotation(&globalCtx->billboardMtxF); Matrix_RotateZ(this->actor.world.rot.z + i * 1000.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gAnubiceFireAttackDL); } FrameInterpolation_RecordCloseChild(); if (this->scale < 0.1f) { break; } } Matrix_Pop(); CLOSE_DISPS(globalCtx->state.gfxCtx); }