Shipwright/soh/src/overlays/actors/ovl_En_Part/z_en_part.c

318 lines
12 KiB
C

/*
* 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);
}