Shipwright/soh/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c

265 lines
8.6 KiB
C

/*
* File: z_en_anubice_fire.c
* Overlay: ovl_En_Anubice_Fire
* Description: Anubis Fire Attack
*/
#include "z_en_anubice_fire.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_anubice/object_anubice.h"
#include "soh/frame_interpolation.h"
#define FLAGS ACTOR_FLAG_4
void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx);
void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx);
void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx);
void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx);
void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx);
const ActorInit En_Anubice_Fire_InitVars = {
ACTOR_EN_ANUBICE_FIRE,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_ANUBICE,
sizeof(EnAnubiceFire),
(ActorFunc)EnAnubiceFire_Init,
(ActorFunc)EnAnubiceFire_Destroy,
(ActorFunc)EnAnubiceFire_Update,
(ActorFunc)EnAnubiceFire_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 0, 0, 0, { 0, 0, 0 } },
};
void EnAnubiceFire_Init(Actor* thisx, GlobalContext* globalCtx) {
EnAnubiceFire* this = (EnAnubiceFire*)thisx;
s32 i;
Collider_InitCylinder(globalCtx, &this->cylinder);
Collider_SetCylinder(globalCtx, &this->cylinder, &this->actor, &sCylinderInit);
this->unk_15A = 30;
this->unk_154 = 2.0f;
this->scale = 0.0f;
this->epoch++;
for (i = 0; i < 6; i++) {
this->unk_160[i] = this->actor.world.pos;
}
this->unk_15E = 0;
this->actionFunc = func_809B26EC;
}
void EnAnubiceFire_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnAnubiceFire* this = (EnAnubiceFire*)thisx;
Collider_DestroyCylinder(globalCtx, &this->cylinder);
}
void func_809B26EC(EnAnubiceFire* this, GlobalContext* globalCtx) {
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Matrix_Push();
Matrix_RotateY(BINANG_TO_RAD(this->actor.world.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(this->actor.world.rot.x), MTXMODE_APPLY);
velocity.z = 15.0f;
Matrix_MultVec3f(&velocity, &this->actor.velocity);
Matrix_Pop();
this->actionFunc = func_809B27D8;
this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
}
void func_809B27D8(EnAnubiceFire* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
Color_RGBA8 primColor = { 255, 255, 0, 255 };
Color_RGBA8 envColor = { 255, 0, 0, 255 };
Vec3f sp84 = { 0.0f, 0.0f, 0.0f };
Vec3f sp78 = { 0.0f, 0.0f, 0.0f };
this->actor.world.rot.z += 5000;
if (this->unk_15A == 0) {
this->unk_154 = 0.0f;
}
Math_ApproachF(&this->scale, this->unk_154, 0.2f, 0.4f);
if ((this->unk_15A == 0) && (this->scale < 0.1f)) {
Actor_Kill(&this->actor);
} else if ((this->actor.params == 0) && (this->cylinder.base.atFlags & 4)) {
if (Player_HasMirrorShieldEquipped(globalCtx)) {
Audio_PlayActorSound2(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
this->cylinder.base.atFlags &= 0xFFE9;
this->cylinder.base.atFlags |= 8;
this->cylinder.info.toucher.dmgFlags = CVar_GetS32("gAnubisFix", 0) ? 0x800 : 2;
this->unk_15A = 30;
this->actor.params = 1;
this->actor.velocity.x *= -1.0f;
this->actor.velocity.y *= -0.5f;
this->actor.velocity.z *= -1.0f;
} else {
this->unk_15A = 0;
EffectSsBomb2_SpawnLayered(globalCtx, &this->actor.world.pos, &sp78, &sp84, 10, 5);
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
this->actionFunc = func_809B2B48;
}
} else if (!(this->scale < .4f)) {
f32 scale = 1000.0f;
f32 life = 10.0f;
s32 i;
for (i = 0; i < 10; i++) {
pos.x = this->actor.world.pos.x + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f);
pos.y = this->actor.world.pos.y + (Rand_ZeroOne() - 0.5f) * (this->scale * 20.0f);
pos.z = this->actor.world.pos.z;
EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, scale, life);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIRE - SFX_FLAG);
}
}
void func_809B2B48(EnAnubiceFire* this, GlobalContext* globalCtx) {
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
Color_RGBA8 primColor = { 255, 255, 0, 255 };
Color_RGBA8 envColor = { 255, 0, 0, 255 };
s32 pad;
s32 i;
if (this->unk_15C == 0) {
for (i = 0; i < 20; i++) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y;
pos.z = this->actor.world.pos.z;
accel.x = Rand_CenteredFloat(8.0f);
accel.y = Rand_CenteredFloat(2.0f);
accel.z = Rand_CenteredFloat(8.0f);
EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 2000, 10);
}
this->unk_15C = 2;
this->unk_15E++;
if (this->unk_15E >= 6) {
Actor_Kill(&this->actor);
}
}
}
void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx) {
EnAnubiceFire* this = (EnAnubiceFire*)thisx;
s32 pad;
s32 i;
Actor_SetScale(&this->actor, this->scale);
this->actionFunc(this, globalCtx);
func_8002D7EC(&this->actor);
this->unk_160[0] = this->actor.world.pos;
for (i = 4; i >= 0; i--) {
this->unk_160[i + 1] = this->unk_160[i];
}
if (this->unk_15A != 0) {
this->unk_15A--;
}
if (this->unk_15C != 0) {
this->unk_15C--;
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
if (!(this->scale < 0.6f || this->actionFunc == func_809B2B48)) {
this->cylinder.dim.radius = this->scale * 15.0f + 5.0f;
this->cylinder.dim.height = this->scale * 15.0f + 5.0f;
this->cylinder.dim.yShift = this->scale * -0.75f + -15.0f;
if (this->unk_15A != 0) {
Collider_UpdateCylinder(&this->actor, &this->cylinder);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder.base);
}
if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->actor.world.pos, 30.0f)) {
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_FIREBOMB);
this->actionFunc = func_809B2B48;
}
}
}
void EnAnubiceFire_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* D_809B3270[] = {
gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex,
};
EnAnubiceFire* this = (EnAnubiceFire*)thisx;
s32 pad[2];
s32 i;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B3270[0]));
Matrix_Push();
for (i = this->unk_15E; i < 6; ++i) {
FrameInterpolation_RecordOpenChild(this, this->epoch + i * 25);
f32 scale = this->actor.scale.x - (i * 0.2f);
if (scale < 0.0f) {
scale = 0.0f;
}
if (scale >= 0.1f) {
Matrix_Translate(this->unk_160[i].x, this->unk_160[i].y, this->unk_160[i].z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_RotateZ(this->actor.world.rot.z + i * 1000.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gAnubiceFireAttackDL);
}
FrameInterpolation_RecordCloseChild();
if (this->scale < 0.1f) {
break;
}
}
Matrix_Pop();
CLOSE_DISPS(globalCtx->state.gfxCtx);
}