Shipwright/soh/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c

264 lines
8.6 KiB
C

/*
* File: z_bg_hidan_rsekizou.c
* Overlay: ovl_Bg_Hidan_Rsekizou
* Description: Spinning Stone flamethrower
*/
#include "z_bg_hidan_rsekizou.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS 0
void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Bg_Hidan_Rsekizou_InitVars = {
ACTOR_BG_HIDAN_RSEKIZOU,
ACTORCAT_BG,
FLAGS,
OBJECT_HIDAN_OBJECTS,
sizeof(BgHidanRsekizou),
(ActorFunc)BgHidanRsekizou_Init,
(ActorFunc)BgHidanRsekizou_Destroy,
(ActorFunc)BgHidanRsekizou_Update,
(ActorFunc)BgHidanRsekizou_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[6] = {
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { 0, 30, 40 }, 25 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { -35, 32, 77 }, 32 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { -80, 35, 130 }, 42 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { 0, 30, -40 }, 25 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { 35, 32, -77 }, 32 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
OCELEM_NONE,
},
{ 1, { { 80, 35, -130 }, 42 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
6,
sJntSphElementsInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1500, ICHAIN_STOP),
};
static void* sFireballsTexs[] = {
gFireTempleFireball0Tex, gFireTempleFireball1Tex, gFireTempleFireball2Tex, gFireTempleFireball3Tex,
gFireTempleFireball4Tex, gFireTempleFireball5Tex, gFireTempleFireball6Tex, gFireTempleFireball7Tex,
};
void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
s32 i;
s32 pad;
CollisionHeader* colHeader;
colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gFireTempleSpinningFlamethrowerCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems);
for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) {
this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius;
}
this->burnFrame = 0;
this->bendFrame = 0;
}
void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
s32 i;
ColliderJntSphElement* sphere;
s32 pad;
f32 yawSine;
f32 yawCosine;
this->burnFrame = (this->burnFrame + 1) % 8;
if (this->bendFrame != 0) {
this->bendFrame--;
}
if (this->bendFrame == 0) {
this->bendFrame = 3;
}
this->dyna.actor.shape.rot.y += 0x180; // Approximately 2 Degrees per Frame
yawSine = Math_SinS(this->dyna.actor.shape.rot.y);
yawCosine = Math_CosS(this->dyna.actor.shape.rot.y);
for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) {
sphere = &this->collider.elements[i];
sphere->dim.worldSphere.center.x = this->dyna.actor.home.pos.x + yawCosine * sphere->dim.modelSphere.center.x +
yawSine * sphere->dim.modelSphere.center.z;
sphere->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + sphere->dim.modelSphere.center.y;
sphere->dim.worldSphere.center.z = (this->dyna.actor.home.pos.z - yawSine * sphere->dim.modelSphere.center.x) +
yawCosine * sphere->dim.modelSphere.center.z;
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
}
Gfx* BgHidanRsekizou_DrawFireball(GlobalContext* globalCtx, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a,
Gfx* displayList) {
f32 coss;
f32 sins;
s32 temp;
f32 fVar6;
f32 tmpf7;
temp = (((this->burnFrame + frame) % 8) * 7) * (1.0f / 7.0f);
gSPSegment(displayList++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[temp]));
frame++;
fVar6 = (frame != 4) ? frame + ((3 - this->bendFrame) * (1.0f / 3.0f)) : frame;
gDPSetPrimColor(displayList++, 0, 1, 255, 255, 0, 150);
gDPSetEnvColor(displayList++, 255, 0, 0, 255);
if (a == 0) {
sins = -Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500));
coss = -Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500));
} else {
sins = Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500));
coss = Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500));
}
mf->xx = mf->yy = mf->zz = (0.7f * fVar6) + 0.5f;
tmpf7 = (((((0.7f * fVar6) + 0.5f) * 10.0f) * fVar6) + 20.0f);
mf->xw = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
mf->yw = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
gSPMatrix(displayList++,
Matrix_MtxFToMtx(Matrix_CheckFloats(mf, "../z_bg_hidan_rsekizou.c", 543),
Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx))),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(displayList++, gFireTempleFireballDL);
return displayList;
}
void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
s32 i;
s32 pad;
MtxF mf;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 564);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 568),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFireTempleSpinningFlamethrowerDL);
Matrix_MtxFCopy(&mf, &gMtxFClear);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
// Strange original code. Add || 1 for frame interpolation to get correct.
if ((s16)((Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->dyna.actor.shape.rot.y) - 0x2E6C) >= 0 || 1) {
for (i = 3; i >= 0; i--) {
POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP);
}
for (i = 0; i < 4; i++) {
POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP);
}
} else {
for (i = 3; i >= 0; i--) {
POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP);
}
for (i = 0; i < 4; i++) {
POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 600);
}