Shipwright/soh/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c

428 lines
16 KiB
C

#include "z_en_m_thunder.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS 0
void EnMThunder_Init(Actor* thisx, PlayState* play);
void EnMThunder_Destroy(Actor* thisx, PlayState* play);
void EnMThunder_Update(Actor* thisx, PlayState* play);
void EnMThunder_Draw(Actor* thisx, PlayState* play);
void func_80A9F314(PlayState* play, f32 arg1);
void func_80A9F408(EnMThunder* this, PlayState* play);
void func_80A9F9B4(EnMThunder* this, PlayState* play);
const ActorInit En_M_Thunder_InitVars = {
ACTOR_EN_M_THUNDER,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnMThunder),
(ActorFunc)EnMThunder_Init,
(ActorFunc)EnMThunder_Destroy,
(ActorFunc)EnMThunder_Update,
(ActorFunc)EnMThunder_Draw,
NULL,
};
static ColliderCylinderInit D_80AA0420 = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK2,
{ 0x00000001, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 200, 200, 0, { 0, 0, 0 } },
};
static u32 D_80AA044C[] = { 0x01000000, 0x00400000, 0x00800000 };
static u32 D_80AA0458[] = { 0x08000000, 0x02000000, 0x04000000 };
static u16 sSfxIds[] = {
NA_SE_IT_ROLLING_CUT_LV2,
NA_SE_IT_ROLLING_CUT_LV1,
NA_SE_IT_ROLLING_CUT_LV2,
NA_SE_IT_ROLLING_CUT_LV1,
};
// Setup action
void func_80A9EFE0(EnMThunder* this, EnMThunderActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnMThunder_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnMThunder* this = (EnMThunder*)thisx;
Player* player = GET_PLAYER(play);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AA0420);
this->unk_1C7 = (this->actor.params & 0xFF) - 1;
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 255, 0);
this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
this->collider.dim.radius = 0;
this->collider.dim.height = 40;
this->collider.dim.yShift = -20;
this->unk_1C4 = 8;
this->unk_1B4 = 0.0f;
this->actor.world.pos = player->bodyPartsPos[0];
this->unk_1AC = 0.0f;
this->unk_1BC = 0.0f;
this->actor.shape.rot.y = player->actor.shape.rot.y + 0x8000;
this->actor.room = -1;
Actor_SetScale(&this->actor, 0.1f);
this->unk_1CA = 0;
if (player->stateFlags2 & PLAYER_STATE2_SPIN_ATTACKING) {
if (!gSaveContext.isMagicAcquired || (gSaveContext.magicState != MAGIC_STATE_IDLE) ||
(((this->actor.params & 0xFF00) >> 8) &&
!(Magic_RequestChange(play, (this->actor.params & 0xFF00) >> 8, MAGIC_CONSUME_NOW)))) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Actor_Kill(&this->actor);
return;
}
player->stateFlags2 &= ~PLAYER_STATE2_SPIN_ATTACKING;
this->unk_1CA = 1;
this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
this->unk_1C6 = 1;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
func_80A9EFE0(this, func_80A9F9B4);
this->unk_1C4 = 8;
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT_LV1, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
this->unk_1AC = 1.0f;
} else {
func_80A9EFE0(this, func_80A9F408);
}
this->actor.child = NULL;
}
void EnMThunder_Destroy(Actor* thisx, PlayState* play) {
EnMThunder* this = (EnMThunder*)thisx;
if (this->unk_1CA != 0) {
Magic_Reset(play);
}
Collider_DestroyCylinder(play, &this->collider);
func_80A9F314(play, 0.0f);
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode);
}
void func_80A9F314(PlayState* play, f32 arg1) {
Environment_AdjustLights(play, arg1, 850.0f, 0.2f, 0.0f);
}
void func_80A9F350(EnMThunder* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (player->stateFlags2 & PLAYER_STATE2_SPIN_ATTACKING) {
if (player->meleeWeaponAnimation >= 0x18) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
Actor_Kill(&this->actor);
return;
}
if (!(player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK)) {
Actor_Kill(&this->actor);
}
}
void func_80A9F408(EnMThunder* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* child = this->actor.child;
this->unk_1B8 = player->unk_858;
this->actor.world.pos = player->bodyPartsPos[0];
this->actor.shape.rot.y = player->actor.shape.rot.y + 0x8000;
if (this->unk_1CA == 0) {
if (player->unk_858 >= 0.1f) {
if ((gSaveContext.magicState != MAGIC_STATE_IDLE) || (((this->actor.params & 0xFF00) >> 8) &&
!(Magic_RequestChange(play, (this->actor.params & 0xFF00) >> 8, MAGIC_CONSUME_WAIT_PREVIEW)))) {
func_80A9F350(this, play);
func_80A9EFE0(this, func_80A9F350);
this->unk_1C8 = 0;
this->unk_1BC = 0.0;
this->unk_1AC = 0.0f;
return;
}
this->unk_1CA = 1;
}
}
if (player->unk_858 >= 0.1f) {
func_800AA000(0.0f, (s32)(player->unk_858 * 150.0f) & 0xFF, 2, (s32)(player->unk_858 * 150.0f) & 0xFF);
}
if (player->stateFlags2 & PLAYER_STATE2_SPIN_ATTACKING) {
if ((child != NULL) && (child->update != NULL)) {
child->parent = NULL;
}
if (player->unk_858 <= 0.15f) {
if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= 0x18)) {
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
Actor_Kill(&this->actor);
return;
} else {
player->stateFlags2 &= ~PLAYER_STATE2_SPIN_ATTACKING;
if ((this->actor.params & 0xFF00) >> 8) {
gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
}
if (player->unk_858 < 0.85f) {
this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
this->unk_1C6 = 1;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
} else {
this->collider.info.toucher.dmgFlags = D_80AA0458[this->unk_1C7];
this->unk_1C6 = 0;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 4 : 8);
}
func_80A9EFE0(this, func_80A9F9B4);
this->unk_1C4 = 8;
Audio_PlaySoundGeneral(sSfxIds[this->unk_1C6], &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
this->unk_1AC = 1.0f;
return;
}
}
if (!(player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK)) {
if (this->actor.child != NULL) {
this->actor.child->parent = NULL;
}
Actor_Kill(&this->actor);
return;
}
if (player->unk_858 > 0.15f) {
this->unk_1C8 = 255;
if (this->actor.child == NULL) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EFF_DUST, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0,
this->unk_1C7 + 2);
}
this->unk_1BC += ((((player->unk_858 - 0.15f) * 1.5f) - this->unk_1BC) * 0.5f);
} else if (player->unk_858 > .1f) {
this->unk_1C8 = (s32)((player->unk_858 - .1f) * 255.0f * 20.0f);
this->unk_1AC = (player->unk_858 - .1f) * 10.0f;
} else {
this->unk_1C8 = 0;
}
if (player->unk_858 > 0.85f) {
func_800F4254(&player->actor.projectedPos, 2);
} else if (player->unk_858 > 0.15f) {
func_800F4254(&player->actor.projectedPos, 1);
} else if (player->unk_858 > 0.1f) {
func_800F4254(&player->actor.projectedPos, 0);
}
if (Play_InCsMode(play)) {
Actor_Kill(&this->actor);
}
}
void func_80A9F938(EnMThunder* this, PlayState* play) {
if (this->unk_1C4 < 2) {
if (this->unk_1C8 < 40) {
this->unk_1C8 = 0;
} else {
this->unk_1C8 -= 40;
}
}
this->unk_1B4 += 2.0f * this->unk_1B0;
if (this->unk_1BC < this->unk_1AC) {
this->unk_1BC += ((this->unk_1AC - this->unk_1BC) * 0.1f);
} else {
this->unk_1BC = this->unk_1AC;
}
}
void func_80A9F9B4(EnMThunder* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (Math_StepToF(&this->unk_1AC, 0.0f, 1 / 16.0f)) {
Actor_Kill(&this->actor);
} else {
Math_SmoothStepToF(&this->actor.scale.x, (s32)this->unk_1C9, 0.6f, 0.8f, 0.0f);
Actor_SetScale(&this->actor, this->actor.scale.x);
this->collider.dim.radius = (this->actor.scale.x * 25.0f);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
if (this->unk_1C4 > 0) {
this->actor.world.pos.x = player->bodyPartsPos[0].x;
this->actor.world.pos.z = player->bodyPartsPos[0].z;
this->unk_1C4--;
}
if (this->unk_1AC > 0.6f) {
this->unk_1B0 = 1.0f;
} else {
this->unk_1B0 = this->unk_1AC * (5.0f / 3.0f);
}
func_80A9F938(this, play);
if (Play_InCsMode(play)) {
Actor_Kill(&this->actor);
}
}
void EnMThunder_Update(Actor* thisx, PlayState* play) {
EnMThunder* this = (EnMThunder*)thisx;
f32 blueRadius;
s32 redGreen;
this->actionFunc(this, play);
func_80A9F314(play, this->unk_1BC);
blueRadius = this->unk_1AC;
redGreen = (u32)(blueRadius * 255.0f) & 0xFF;
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, redGreen, redGreen, (u32)(blueRadius * 100.0f),
(s32)(blueRadius * 800.0f));
}
void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
static f32 D_80AA046C[] = { 0.1f, 0.15f, 0.2f, 0.25f, 0.3f, 0.25f, 0.2f, 0.15f };
PlayState* play = play2;
EnMThunder* this = (EnMThunder*)thisx;
Player* player = GET_PLAYER(play);
f32 phi_f14;
s32 phi_t1;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (this->unk_1C6) {
case 0:
case 1:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0,
0x40, 0x20, 1, 0xFF - ((u8)(s32)(this->unk_1B4 * 20) & 0xFF), 0, 8, 8));
break;
}
switch (this->unk_1C6) {
case 0:
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level2Primary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level2Primary.Value"), (Color_RGB8){255, 255, 170});
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, color.r, color.g, color.b, (u8)(this->unk_1B0 * 255));
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, (u8)(this->unk_1B0 * 255));
}
gSPDisplayList(POLY_XLU_DISP++, gSpinAttack3DL);
gSPDisplayList(POLY_XLU_DISP++, gSpinAttack4DL);
break;
case 1:
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level1Primary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level1Primary.Value"), (Color_RGB8){170, 255, 255});
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, color.r, color.g, color.b, (u8)(this->unk_1B0 * 255));
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, (u8)(this->unk_1B0 * 255));
}
gSPDisplayList(POLY_XLU_DISP++, gSpinAttack1DL);
gSPDisplayList(POLY_XLU_DISP++, gSpinAttack2DL);
break;
}
Matrix_Mult(&player->mf_9E0, MTXMODE_NEW);
switch (this->unk_1C7) {
case 1:
Matrix_Translate(0.0f, 220.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(-0.7f, -0.6f, -0.4f, MTXMODE_APPLY);
Matrix_RotateX(16384.0f, MTXMODE_APPLY);
break;
case 0:
Matrix_Translate(0.0f, 300.0f, -100.0f, MTXMODE_APPLY);
Matrix_Scale(-1.2f, -1.0f, -0.7f, MTXMODE_APPLY);
Matrix_RotateX(16384.0f, MTXMODE_APPLY);
break;
case 2:
Matrix_Translate(200.0f, 350.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(-1.8f, -1.4f, -0.7f, MTXMODE_APPLY);
Matrix_RotateX(16384.0f, MTXMODE_APPLY);
break;
}
if (this->unk_1B8 >= 0.85f) {
phi_f14 = (D_80AA046C[(play->gameplayFrames & 7)] * 6.0f) + 1.0f;
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level2Primary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level2Primary.Value"), (Color_RGB8){255, 255, 170});
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, color.r, color.g, color.b, this->unk_1C8);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, this->unk_1C8);
}
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level2Secondary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level2Secondary.Value"), (Color_RGB8){255, 100, 0});
gDPSetEnvColor(POLY_XLU_DISP++, color.r, color.g, color.b, 128);
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 100, 0, 128);
}
phi_t1 = 0x28;
} else {
phi_f14 = (D_80AA046C[play->gameplayFrames & 7] * 2.0f) + 1.0f;
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level1Primary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level1Primary.Value"), (Color_RGB8){170, 255, 255});
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, color.r, color.g, color.b, this->unk_1C8);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, this->unk_1C8);
}
if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level1Secondary.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level1Secondary.Value"), (Color_RGB8){0, 100, 255});
gDPSetEnvColor(POLY_XLU_DISP++, color.r, color.g, color.b, 128);
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 128);
}
phi_t1 = 0x14;
}
Matrix_Scale(1.0f, phi_f14, phi_f14, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 5) & 0xFF, 0, 0x20, 0x20, 1,
(play->gameplayFrames * 20) & 0xFF, (play->gameplayFrames * phi_t1) & 0xFF, 8,
8));
gSPDisplayList(POLY_XLU_DISP++, gSpinAttackChargingDL);
CLOSE_DISPS(play->state.gfxCtx);
}