mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
259 lines
8.5 KiB
C
259 lines
8.5 KiB
C
/*
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* File: z_en_anubice_fire.c
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* Overlay: ovl_En_Anubice_Fire
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* Description: Anubis Fire Attack
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*/
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#include "z_en_anubice_fire.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_anubice/object_anubice.h"
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#define FLAGS ACTOR_FLAG_4
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void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx);
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void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx);
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void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx);
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const ActorInit En_Anubice_Fire_InitVars = {
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ACTOR_EN_ANUBICE_FIRE,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_ANUBICE,
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sizeof(EnAnubiceFire),
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(ActorFunc)EnAnubiceFire_Init,
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(ActorFunc)EnAnubiceFire_Destroy,
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(ActorFunc)EnAnubiceFire_Update,
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(ActorFunc)EnAnubiceFire_Draw,
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NULL,
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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_NONE,
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OC2_TYPE_1,
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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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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 0, 0, 0, { 0, 0, 0 } },
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};
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void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnAnubiceFire* this = (EnAnubiceFire*)thisx;
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s32 i;
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Collider_InitCylinder(globalCtx, &this->cylinder);
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Collider_SetCylinder(globalCtx, &this->cylinder, &this->actor, &sCylinderInit);
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this->unk_15A = 30;
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this->unk_154 = 2.0f;
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this->scale = 0.0f;
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for (i = 0; i < 6; i++) {
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this->unk_160[i] = this->actor.world.pos;
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}
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this->unk_15E = 0;
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this->actionFunc = func_809B26EC;
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}
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void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnAnubiceFire* this = (EnAnubiceFire*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->cylinder);
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}
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void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx) {
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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Matrix_Push();
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Matrix_RotateY(BINANG_TO_RAD(this->actor.world.rot.y), MTXMODE_NEW);
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Matrix_RotateX(BINANG_TO_RAD(this->actor.world.rot.x), MTXMODE_APPLY);
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velocity.z = 15.0f;
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Matrix_MultVec3f(&velocity, &this->actor.velocity);
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Matrix_Pop();
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this->actionFunc = func_809B27D8;
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this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
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}
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void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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Vec3f accel = { 0.0f, 0.0f, 0.0f };
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Vec3f pos;
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Color_RGBA8 primColor = { 255, 255, 0, 255 };
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Color_RGBA8 envColor = { 255, 0, 0, 255 };
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Vec3f sp84 = { 0.0f, 0.0f, 0.0f };
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Vec3f sp78 = { 0.0f, 0.0f, 0.0f };
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this->actor.world.rot.z += 5000;
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if (this->unk_15A == 0) {
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this->unk_154 = 0.0f;
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}
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Math_ApproachF(&this->scale, this->unk_154, 0.2f, 0.4f);
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if ((this->unk_15A == 0) && (this->scale < 0.1f)) {
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Actor_Kill(&this->actor);
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} else if ((this->actor.params == 0) && (this->cylinder.base.atFlags & 4)) {
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if (Player_HasMirrorShieldEquipped(globalCtx)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
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this->cylinder.base.atFlags &= 0xFFE9;
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this->cylinder.base.atFlags |= 8;
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this->cylinder.info.toucher.dmgFlags = CVar_GetS32("gAnubisFix", 0) ? 0x800 : 2;
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this->unk_15A = 30;
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this->actor.params = 1;
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this->actor.velocity.x *= -1.0f;
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this->actor.velocity.y *= -0.5f;
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this->actor.velocity.z *= -1.0f;
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} else {
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this->unk_15A = 0;
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EffectSsBomb2_SpawnLayered(globalCtx, &this->actor.world.pos, &sp78, &sp84, 10, 5);
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
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this->actionFunc = func_809B2B48;
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}
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} else if (!(this->scale < .4f)) {
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f32 scale = 1000.0f;
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f32 life = 10.0f;
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s32 i;
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for (i = 0; i < 10; i++) {
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pos.x = this->actor.world.pos.x + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f);
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pos.y = this->actor.world.pos.y + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f);
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pos.z = this->actor.world.pos.z;
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EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, scale, life);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIRE - SFX_FLAG);
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}
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}
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void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx) {
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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Vec3f accel = { 0.0f, 0.0f, 0.0f };
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Vec3f pos;
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Color_RGBA8 primColor = { 255, 255, 0, 255 };
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Color_RGBA8 envColor = { 255, 0, 0, 255 };
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s32 pad;
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s32 i;
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if (this->unk_15C == 0) {
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for (i = 0; i < 20; i++) {
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pos.x = this->actor.world.pos.x;
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pos.y = this->actor.world.pos.y;
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pos.z = this->actor.world.pos.z;
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accel.x = Rand_CenteredFloat(8.0f);
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accel.y = Rand_CenteredFloat(2.0f);
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accel.z = Rand_CenteredFloat(8.0f);
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EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 2000, 10);
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}
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this->unk_15C = 2;
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this->unk_15E++;
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if (this->unk_15E >= 6) {
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Actor_Kill(&this->actor);
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}
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}
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}
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void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnAnubiceFire* this = (EnAnubiceFire*)thisx;
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s32 pad;
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s32 i;
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Actor_SetScale(&this->actor, this->scale);
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this->actionFunc(this, globalCtx);
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func_8002D7EC(&this->actor);
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this->unk_160[0] = this->actor.world.pos;
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for (i = 4; i >= 0; i--) {
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this->unk_160[i + 1] = this->unk_160[i];
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}
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if (this->unk_15A != 0) {
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this->unk_15A--;
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}
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if (this->unk_15C != 0) {
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this->unk_15C--;
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}
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
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if (!(this->scale < 0.6f || this->actionFunc == func_809B2B48)) {
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this->cylinder.dim.radius = this->scale * 15.0f + 5.0f;
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this->cylinder.dim.height = this->scale * 15.0f + 5.0f;
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this->cylinder.dim.yShift = this->scale * -0.75f + -15.0f;
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if (this->unk_15A != 0) {
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Collider_UpdateCylinder(&this->actor, &this->cylinder);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base);
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}
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if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->actor.world.pos, 30.0f)) {
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
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this->actionFunc = func_809B2B48;
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}
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}
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}
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void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx) {
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static void* D_809B3270[] = {
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gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex,
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};
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EnAnubiceFire* this = (EnAnubiceFire*)thisx;
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s32 pad[2];
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s32 i;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D84(globalCtx->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
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gDPPipeSync(POLY_XLU_DISP++);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B3270[0]));
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Matrix_Push();
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for (i = this->unk_15E; i < 6; ++i) {
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f32 scale = this->actor.scale.x - (i * 0.2f);
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if (scale < 0.0f) {
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scale = 0.0f;
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}
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if (scale >= 0.1f) {
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Matrix_Translate(this->unk_160[i].x, this->unk_160[i].y, this->unk_160[i].z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
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Matrix_RotateZ(this->actor.world.rot.z + i * 1000.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gAnubiceFireAttackDL);
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}
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if (this->scale < 0.1f) {
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break;
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}
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}
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Matrix_Pop();
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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