mirror of
https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
543 lines
19 KiB
C
543 lines
19 KiB
C
/**
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* File: z_en_honotrap.c
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* Overlay: ovl_En_Honotrap
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* Description: Fake eye switches and Dampe flames
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*/
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#include "z_en_honotrap.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#define FLAGS ACTOR_FLAG_4
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#define HONOTRAP_AT_ACTIVE (1 << 0)
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#define HONOTRAP_AC_ACTIVE (1 << 1)
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#define HONOTRAP_OC_ACTIVE (1 << 2)
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typedef enum {
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/* 0 */ HONOTRAP_EYE_OPEN,
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/* 1 */ HONOTRAP_EYE_HALF,
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/* 2 */ HONOTRAP_EYE_CLOSE,
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/* 3 */ HONOTRAP_EYE_SHUT
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} EnHonotrapEyeState;
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void EnHonotrap_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnHonotrap_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnHonotrap_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnHonotrap_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnHonotrap_SetupEyeIdle(EnHonotrap* this);
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void EnHonotrap_EyeIdle(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupEyeOpen(EnHonotrap* this);
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void EnHonotrap_EyeOpen(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupEyeAttack(EnHonotrap* this);
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void EnHonotrap_EyeAttack(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupEyeClose(EnHonotrap* this);
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void EnHonotrap_EyeClose(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupFlame(EnHonotrap* this);
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void EnHonotrap_Flame(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupFlameDrop(EnHonotrap* this);
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void EnHonotrap_FlameDrop(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupFlameMove(EnHonotrap* this);
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void EnHonotrap_FlameMove(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupFlameChase(EnHonotrap* this);
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void EnHonotrap_FlameChase(EnHonotrap* this, GlobalContext* globalCtx);
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void EnHonotrap_SetupFlameVanish(EnHonotrap* this);
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void EnHonotrap_FlameVanish(EnHonotrap* this, GlobalContext* globalCtx);
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const ActorInit En_Honotrap_InitVars = {
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ACTOR_EN_HONOTRAP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_DANGEON_KEEP,
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sizeof(EnHonotrap),
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(ActorFunc)EnHonotrap_Init,
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(ActorFunc)EnHonotrap_Destroy,
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(ActorFunc)EnHonotrap_Update,
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(ActorFunc)EnHonotrap_Draw,
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NULL,
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};
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static ColliderTrisElementInit sTrisElementsInit[2] = {
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{
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{
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ELEMTYPE_UNK4,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x0001F824, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 0.0f, 23.0f, 8.5f }, { -23.0f, 0.0f, 8.5f }, { 0.0f, -23.0f, 8.5f } } },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x0001F824, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 0.0f, 23.0f, 8.5f }, { 0.0f, -23.0f, 8.5f }, { 23.0f, 0.0f, 8.5f } } },
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},
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};
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static ColliderTrisInit sTrisInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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2,
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sTrisElementsInit,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x01, 0x04 },
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{ 0x00100000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 10, 25, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 9, 23, 1 };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
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};
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void EnHonotrap_FlameCollisionCheck(EnHonotrap* this, GlobalContext* globalCtx) {
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s32 pad[3];
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Collider_UpdateCylinder(&this->actor, &this->collider.cyl);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.cyl.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.cyl.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.cyl.base);
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this->colChkFlags |= HONOTRAP_AT_ACTIVE;
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this->colChkFlags |= HONOTRAP_AC_ACTIVE;
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this->colChkFlags |= HONOTRAP_OC_ACTIVE;
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}
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void EnHonotrap_GetNormal(Vec3f* normal, Vec3f* vec) {
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f32 mag = Math3D_Vec3fMagnitude(vec);
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if (mag < 0.001f) {
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osSyncPrintf("Warning : vector size zero (%s %d)\n", "../z_en_honotrap.c", 328, normal);
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normal->x = normal->y = 0.0f;
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normal->z = 1.0f;
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} else {
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normal->x = vec->x * (1.0f / mag);
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normal->y = vec->y * (1.0f / mag);
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normal->z = vec->z * (1.0f / mag);
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}
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}
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void EnHonotrap_InitEye(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnHonotrap* this = (EnHonotrap*)thisx;
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s32 i;
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s32 j;
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Vec3f* vtx;
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Vec3f triangle[3];
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f32 cos;
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f32 sin;
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Actor_SetScale(thisx, 0.1f);
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sin = Math_SinS(thisx->home.rot.y);
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cos = Math_CosS(thisx->home.rot.y);
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Collider_InitTris(globalCtx, &this->collider.tris);
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Collider_SetTris(globalCtx, &this->collider.tris, thisx, &sTrisInit, this->collider.elements);
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for (i = 0; i < 2; i++) {
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for (j = 0, vtx = triangle; j < 3; j++, vtx++) {
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Vec3f* baseVtx = &sTrisInit.elements[i].dim.vtx[j];
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vtx->x = baseVtx->z * sin + baseVtx->x * cos;
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vtx->y = baseVtx->y;
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vtx->z = baseVtx->z * cos - baseVtx->x * sin;
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Math_Vec3f_Sum(vtx, &thisx->world.pos, vtx);
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}
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Collider_SetTrisVertices(&this->collider.tris, i, &triangle[0], &triangle[1], &triangle[2]);
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}
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EnHonotrap_SetupEyeIdle(this);
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Actor_SetFocus(thisx, 0.0f);
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}
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void EnHonotrap_InitFlame(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnHonotrap* this = (EnHonotrap*)thisx;
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Actor_SetScale(&this->actor, 0.0001f);
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Collider_InitCylinder(globalCtx, &this->collider.cyl);
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Collider_SetCylinder(globalCtx, &this->collider.cyl, &this->actor, &sCylinderInit);
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Collider_UpdateCylinder(&this->actor, &this->collider.cyl);
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this->actor.minVelocityY = -1.0f;
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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this->actor.shape.shadowAlpha = 128;
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this->targetPos = GET_PLAYER(globalCtx)->actor.world.pos;
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this->targetPos.y += 10.0f;
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this->flameScroll = Rand_ZeroOne() * 511.0f;
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EnHonotrap_SetupFlame(this);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_FLAME_IGNITION);
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if (this->actor.params == HONOTRAP_FLAME_DROP) {
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this->actor.room = -1;
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this->collider.cyl.dim.radius = 12;
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this->collider.cyl.dim.height = 30;
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this->actor.shape.yOffset = -1000.0f;
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}
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}
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void EnHonotrap_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(thisx, sInitChain);
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if (thisx->params == HONOTRAP_EYE) {
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EnHonotrap_InitEye(thisx, globalCtx);
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} else {
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EnHonotrap_InitFlame(thisx, globalCtx);
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}
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}
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void EnHonotrap_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnHonotrap* this = (EnHonotrap*)thisx;
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if (this->actor.params == HONOTRAP_EYE) {
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Collider_DestroyTris(globalCtx, &this->collider.tris);
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} else {
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Collider_DestroyCylinder(globalCtx, &this->collider.cyl);
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}
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}
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void EnHonotrap_SetupEyeIdle(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeIdle;
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this->eyeState = HONOTRAP_EYE_SHUT;
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}
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void EnHonotrap_EyeIdle(EnHonotrap* this, GlobalContext* globalCtx) {
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if (this->actor.child != NULL) {
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this->timer = 200;
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} else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f) && (0.0f > this->actor.yDistToPlayer) &&
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(this->actor.yDistToPlayer > -700.0f) &&
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(-0x4000 < (this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) &&
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((this->actor.yawTowardsPlayer - this->actor.shape.rot.y) < 0x4000)) {
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EnHonotrap_SetupEyeOpen(this);
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}
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}
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void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeOpen;
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0x28);
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this->timer = 30;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_RED_EYE);
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}
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void EnHonotrap_EyeOpen(EnHonotrap* this, GlobalContext* globalCtx) {
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f32 cos;
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f32 sin;
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this->eyeState--;
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if (this->eyeState <= HONOTRAP_EYE_OPEN) {
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EnHonotrap_SetupEyeAttack(this);
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sin = Math_SinS(this->actor.shape.rot.y);
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cos = Math_CosS(this->actor.shape.rot.y);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_HONOTRAP,
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(sin * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
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(cos * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x, this->actor.home.rot.y,
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this->actor.home.rot.z, HONOTRAP_FLAME_MOVE);
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}
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}
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void EnHonotrap_SetupEyeAttack(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeAttack;
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this->eyeState = HONOTRAP_EYE_OPEN;
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}
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void EnHonotrap_EyeAttack(EnHonotrap* this, GlobalContext* globalCtx) {
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if (this->timer <= 0) {
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EnHonotrap_SetupEyeClose(this);
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}
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}
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void EnHonotrap_SetupEyeClose(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeClose;
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}
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void EnHonotrap_EyeClose(EnHonotrap* this, GlobalContext* globalCtx) {
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this->eyeState++;
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if (this->eyeState >= HONOTRAP_EYE_SHUT) {
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EnHonotrap_SetupEyeIdle(this);
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this->timer = 200;
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}
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}
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void EnHonotrap_SetupFlame(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_Flame;
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}
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void EnHonotrap_Flame(EnHonotrap* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 ready =
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Math_StepToF(&this->actor.scale.x, (this->actor.params == HONOTRAP_FLAME_MOVE) ? 0.004f : 0.0048f, 0.0006f);
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this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
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if (ready) {
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if (this->actor.params == HONOTRAP_FLAME_MOVE) {
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EnHonotrap_SetupFlameMove(this);
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} else {
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EnHonotrap_SetupFlameDrop(this);
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}
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}
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}
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void EnHonotrap_SetupFlameDrop(EnHonotrap* this) {
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this->timer = 40;
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this->actor.velocity.y = 1.0f;
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this->actor.velocity.x = 2.0f * Math_SinS(this->actor.world.rot.y);
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this->actor.velocity.z = 2.0f * Math_CosS(this->actor.world.rot.y);
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this->actionFunc = EnHonotrap_FlameDrop;
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}
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void EnHonotrap_FlameDrop(EnHonotrap* this, GlobalContext* globalCtx) {
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if ((this->collider.cyl.base.atFlags & AT_HIT) || (this->timer <= 0)) {
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if ((this->collider.cyl.base.atFlags & AT_HIT) && !(this->collider.cyl.base.atFlags & AT_BOUNCED)) {
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func_8002F71C(globalCtx, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
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}
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
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EnHonotrap_SetupFlameVanish(this);
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} else {
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if (this->actor.velocity.y > 0.0f) {
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this->actor.world.pos.x += this->actor.velocity.x;
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this->actor.world.pos.z += this->actor.velocity.z;
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 12.0f, 0.0f, 5);
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}
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if (!Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 1.0f, this->actor.velocity.y)) {
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this->actor.velocity.y += 1.0f;
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} else {
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this->actor.velocity.y = 0.0f;
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}
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EnHonotrap_FlameCollisionCheck(this, globalCtx);
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}
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}
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void EnHonotrap_SetupFlameMove(EnHonotrap* this) {
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f32 distFrac;
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this->actionFunc = EnHonotrap_FlameMove;
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distFrac = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
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this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distFrac;
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this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distFrac;
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this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distFrac;
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this->speedMod = 0.0f;
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this->timer = 160;
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}
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void EnHonotrap_FlameMove(EnHonotrap* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f speed;
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s32 ready;
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Math_StepToF(&this->speedMod, 13.0f, 0.5f);
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speed.x = fabsf(this->speedMod * this->actor.velocity.x);
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speed.y = fabsf(this->speedMod * this->actor.velocity.y);
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speed.z = fabsf(this->speedMod * this->actor.velocity.z);
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ready = true;
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ready &= Math_StepToF(&this->actor.world.pos.x, this->targetPos.x, speed.x);
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ready &= Math_StepToF(&this->actor.world.pos.y, this->targetPos.y, speed.y);
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ready &= Math_StepToF(&this->actor.world.pos.z, this->targetPos.z, speed.z);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
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if (this->collider.tris.base.atFlags & AT_BOUNCED) {
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Player* player = GET_PLAYER(globalCtx);
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Vec3f shieldNorm;
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Vec3f tempVel;
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Vec3f shieldVec;
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shieldVec.x = -player->shieldMf.xz;
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shieldVec.y = -player->shieldMf.yz;
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shieldVec.z = -player->shieldMf.zz;
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EnHonotrap_GetNormal(&shieldNorm, &shieldVec);
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tempVel = this->actor.velocity;
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Math3D_Vec3fReflect(&tempVel, &shieldNorm, &this->actor.velocity);
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this->actor.speedXZ = this->speedMod * 0.5f;
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this->actor.world.rot.y = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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EnHonotrap_SetupFlameVanish(this);
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} else if (this->collider.tris.base.atFlags & AT_HIT) {
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this->actor.velocity.y = this->actor.speedXZ = 0.0f;
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EnHonotrap_SetupFlameVanish(this);
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} else if (this->timer <= 0) {
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EnHonotrap_SetupFlameVanish(this);
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} else {
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EnHonotrap_FlameCollisionCheck(this, globalCtx);
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if (ready) {
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EnHonotrap_SetupFlameChase(this);
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}
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}
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}
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void EnHonotrap_SetupFlameChase(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_FlameChase;
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = this->actor.speedXZ = 0.0f;
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this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
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this->timer = 100;
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}
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|
|
|
void EnHonotrap_FlameChase(EnHonotrap* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
|
|
Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x300);
|
|
Math_StepToF(&this->actor.speedXZ, 3.0f, 0.1f);
|
|
this->actor.gravity = (-this->actor.yDistToPlayer < 10.0f) ? 0.08f : -0.08f;
|
|
func_8002D868(&this->actor);
|
|
if (this->actor.velocity.y > 1.0f) {
|
|
this->actor.velocity.y = 1.0f;
|
|
}
|
|
this->actor.velocity.y *= 0.95f;
|
|
func_8002D7EC(&this->actor);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
|
|
if (this->collider.cyl.base.atFlags & AT_BOUNCED) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
Vec3s shieldRot;
|
|
|
|
Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, false);
|
|
this->actor.world.rot.y = ((shieldRot.y * 2) - this->actor.world.rot.y) + 0x8000;
|
|
EnHonotrap_SetupFlameVanish(this);
|
|
} else if (this->collider.cyl.base.atFlags & AT_HIT) {
|
|
this->actor.speedXZ *= 0.1f;
|
|
this->actor.velocity.y *= 0.1f;
|
|
EnHonotrap_SetupFlameVanish(this);
|
|
} else if ((this->actor.bgCheckFlags & 8) || (this->timer <= 0)) {
|
|
EnHonotrap_SetupFlameVanish(this);
|
|
} else {
|
|
EnHonotrap_FlameCollisionCheck(this, globalCtx);
|
|
}
|
|
}
|
|
|
|
void EnHonotrap_SetupFlameVanish(EnHonotrap* this) {
|
|
this->actionFunc = EnHonotrap_FlameVanish;
|
|
}
|
|
|
|
void EnHonotrap_FlameVanish(EnHonotrap* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
s32 ready = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
|
|
|
|
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
|
|
Actor_MoveForward(&this->actor);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
|
|
if (ready) {
|
|
Actor_Kill(&this->actor);
|
|
}
|
|
}
|
|
|
|
void EnHonotrap_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
static Vec3f velocity = { 0.0f, 0.0f, 0.0f };
|
|
static Vec3f accel = { 0.0f, 0.1f, 0.0f };
|
|
s32 pad;
|
|
EnHonotrap* this = (EnHonotrap*)thisx;
|
|
|
|
if (this->timer > 0) {
|
|
this->timer--;
|
|
}
|
|
if (this->actor.params == HONOTRAP_EYE) {
|
|
if ((this->actor.child != NULL) && (this->actor.child->update == NULL)) {
|
|
this->actor.child = NULL;
|
|
}
|
|
} else {
|
|
this->colChkFlags = 0;
|
|
this->bobPhase += 0x640;
|
|
this->actor.shape.yOffset = (Math_SinS(this->bobPhase) * 1000.0f) + 600.0f;
|
|
Actor_SetFocus(&this->actor, 5.0f);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
|
}
|
|
this->actionFunc(this, globalCtx);
|
|
if (this->actor.params == HONOTRAP_EYE) {
|
|
if (this->collider.tris.base.acFlags & AC_HIT) {
|
|
EffectSsBomb2_SpawnLayered(globalCtx, &this->actor.world.pos, &velocity, &accel, 15, 8);
|
|
Actor_Kill(&this->actor);
|
|
} else if (this->eyeState < HONOTRAP_EYE_SHUT) {
|
|
this->collider.tris.base.acFlags &= ~AC_HIT;
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.tris.base);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnHonotrap_DrawEye(Actor* thisx, GlobalContext* globalCtx) {
|
|
static void* eyeTextures[] = {
|
|
gEyeSwitchSilverOpenTex,
|
|
gEyeSwitchSilverHalfTex,
|
|
gEyeSwitchSilverClosedTex,
|
|
gEyeSwitchSilverClosedTex,
|
|
};
|
|
EnHonotrap* this = (EnHonotrap*)thisx;
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 982);
|
|
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
|
|
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 987),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_OPA_DISP++, gEyeSwitch2DL);
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 991);
|
|
}
|
|
|
|
void EnHonotrap_DrawFlame(Actor* thisx, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
EnHonotrap* this = (EnHonotrap*)thisx;
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 1000);
|
|
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
this->flameScroll -= 20;
|
|
this->flameScroll &= 0x1FF;
|
|
gSPSegment(POLY_XLU_DISP++, 0x08,
|
|
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
|
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000) *
|
|
(M_PI / 0x8000),
|
|
MTXMODE_APPLY);
|
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 1024),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_honotrap.c", 1028);
|
|
}
|
|
|
|
void EnHonotrap_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
switch (thisx->params) {
|
|
case HONOTRAP_EYE:
|
|
EnHonotrap_DrawEye(thisx, globalCtx);
|
|
break;
|
|
case HONOTRAP_FLAME_MOVE:
|
|
case HONOTRAP_FLAME_DROP:
|
|
EnHonotrap_DrawFlame(thisx, globalCtx);
|
|
break;
|
|
}
|
|
}
|