Shipwright/soh/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c

285 lines
10 KiB
C

#include "z_en_fd_fire.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnFdFire_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFdFire_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFdFire_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFdFire_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFdFire_Disappear(EnFdFire* this, GlobalContext* globalCtx);
void func_80A0E70C(EnFdFire* this, GlobalContext* globalCtx);
void EnFdFire_DanceTowardsPlayer(EnFdFire* this, GlobalContext* globalCtx);
void EnFdFire_WaitToDie(EnFdFire* this, GlobalContext* globalCtx);
const ActorInit En_Fd_Fire_InitVars = {
ACTOR_EN_FD_FIRE,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_GAMEPLAY_DANGEON_KEEP,
sizeof(EnFdFire),
(ActorFunc)EnFdFire_Init,
(ActorFunc)EnFdFire_Destroy,
(ActorFunc)EnFdFire_Update,
(ActorFunc)EnFdFire_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x08 },
{ 0x0D840008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 12, 46, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInit = { 1, 0, 0, 0, MASS_IMMOVABLE };
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(2, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(0, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x0),
/* Kokiri sword */ DMG_ENTRY(0, 0x0),
/* Master sword */ DMG_ENTRY(0, 0x0),
/* Giant's Knife */ DMG_ENTRY(0, 0x0),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0x0),
/* Ice magic */ DMG_ENTRY(4, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0x0),
/* Giant spin */ DMG_ENTRY(0, 0x0),
/* Master spin */ DMG_ENTRY(0, 0x0),
/* Kokiri jump */ DMG_ENTRY(0, 0x0),
/* Giant jump */ DMG_ENTRY(0, 0x0),
/* Master jump */ DMG_ENTRY(0, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
void EnFdFire_UpdatePos(EnFdFire* this, Vec3f* targetPos) {
f32 dist;
f32 xDiff = targetPos->x - this->actor.world.pos.x;
f32 yDiff = targetPos->y - this->actor.world.pos.y;
f32 zDiff = targetPos->z - this->actor.world.pos.z;
dist = sqrtf(SQ(xDiff) + SQ(yDiff) + SQ(zDiff));
if (fabsf(dist) > fabsf(this->actor.speedXZ)) {
this->actor.velocity.x = (xDiff / dist) * this->actor.speedXZ;
this->actor.velocity.z = (zDiff / dist) * this->actor.speedXZ;
} else {
this->actor.velocity.x = 0.0f;
this->actor.velocity.z = 0.0f;
}
this->actor.velocity.y += this->actor.gravity;
if (!(this->actor.minVelocityY <= this->actor.velocity.y)) {
this->actor.velocity.y = this->actor.minVelocityY;
}
}
s32 EnFdFire_CheckCollider(EnFdFire* this, GlobalContext* globalCtx) {
if (this->actionFunc == EnFdFire_Disappear) {
return false;
}
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
return true;
}
if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
return true;
}
return false;
}
void EnFdFire_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFdFire* this = (EnFdFire*)thisx;
s32 pad;
Player* player = GET_PLAYER(globalCtx);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInit);
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.gravity = -0.6f;
this->actor.speedXZ = 5.0f;
this->actor.velocity.y = 12.0f;
this->spawnRadius = Math_Vec3f_DistXYZ(&this->actor.world.pos, &player->actor.world.pos);
this->scale = 3.0f;
this->tile2Y = (s16)Rand_ZeroFloat(5.0f) - 25;
this->actionFunc = func_80A0E70C;
}
void EnFdFire_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFdFire* this = (EnFdFire*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80A0E70C(EnFdFire* this, GlobalContext* globalCtx) {
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f targetPos = this->actor.parent->world.pos;
targetPos.x += this->spawnRadius * Math_SinS(this->actor.world.rot.y);
targetPos.z += this->spawnRadius * Math_CosS(this->actor.world.rot.y);
EnFdFire_UpdatePos(this, &targetPos);
if (this->actor.bgCheckFlags & 1 && (!(this->actor.velocity.y > 0.0f))) {
this->actor.velocity = velocity;
this->actor.speedXZ = 0.0f;
this->actor.bgCheckFlags &= ~1;
if (this->actor.params & 0x8000) {
this->deathTimer = 200;
this->actionFunc = EnFdFire_DanceTowardsPlayer;
} else {
this->deathTimer = 300;
this->actionFunc = EnFdFire_WaitToDie;
}
}
}
void EnFdFire_WaitToDie(EnFdFire* this, GlobalContext* globalCtx) {
if (DECR(this->deathTimer) == 0) {
this->actionFunc = EnFdFire_Disappear;
}
}
void EnFdFire_DanceTowardsPlayer(EnFdFire* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 angles[] = {
0.0f, 210.0f, 60.0f, 270.0f, 120.0f, 330.0f, 180.0f, 30.0f, 240.0f, 90.0f, 300.0f, 150.0f,
};
Vec3f pos;
s16 idx;
idx = ((globalCtx->state.frames / 10) + (this->actor.params & 0x7FFF)) % ARRAY_COUNT(angles);
pos = player->actor.world.pos;
pos.x += 120.0f * sinf(angles[idx]);
pos.z += 120.0f * cosf(angles[idx]);
if (DECR(this->deathTimer) == 0) {
this->actionFunc = EnFdFire_Disappear;
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &pos), 8, 0xFA0, 1);
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
if (this->actor.speedXZ < 0.1f) {
this->actor.speedXZ = 5.0f;
}
func_8002D868(&this->actor);
}
}
void EnFdFire_Disappear(EnFdFire* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.6f, 9.0f, 0.0f);
func_8002D868(&this->actor);
Math_SmoothStepToF(&this->scale, 0.0f, 0.3f, 0.1f, 0.0f);
this->actor.shape.shadowScale = 20.0f;
this->actor.shape.shadowScale *= (this->scale / 3.0f);
if (!(this->scale > 0.01f)) {
Actor_Kill(&this->actor);
}
}
void EnFdFire_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFdFire* this = (EnFdFire*)thisx;
s32 pad;
if (this->actionFunc != EnFdFire_Disappear) {
if ((this->actor.parent->update == NULL) || EnFdFire_CheckCollider(this, globalCtx)) {
this->actionFunc = EnFdFire_Disappear;
}
}
func_8002D7EC(&this->actor);
this->actionFunc(this, globalCtx);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f, 10.0f, 0.0f, 5);
if (this->actionFunc != EnFdFire_Disappear) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void EnFdFire_Draw(Actor* thisx, GlobalContext* globalCtx) {
Color_RGBA8 primColors[] = {
{ 255, 255, 0, 255 },
{ 255, 255, 255, 255 },
};
Color_RGBA8 envColors[] = {
{ 255, 10, 0, 255 },
{ 0, 10, 255, 255 },
};
s32 pad;
EnFdFire* this = (EnFdFire*)thisx;
Vec3f scale = { 0.0f, 0.0f, 0.0f };
Vec3f sp90 = { 0.0f, 0.0f, 0.0f };
s16 sp8E;
f32 sp88;
f32 sp84;
f32 sp80;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
sp8E = Math_Vec3f_Yaw(&scale, &this->actor.velocity) - Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx));
sp84 = fabsf(Math_CosS(sp8E));
sp88 = Math_SinS(sp8E);
sp80 = Math_Vec3f_DistXZ(&scale, &this->actor.velocity) / 1.5f;
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000) * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(((sp88 * -10.0f) * sp80) * (M_PI / 180.0f), MTXMODE_APPLY);
scale.x = scale.y = scale.z = this->scale * 0.001f;
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
sp84 = sp80 * ((0.01f * -15.0f) * sp84) + 1.0f;
if (sp84 < 0.1f) {
sp84 = 0.1f;
}
Matrix_Scale(1.0f, sp84, 1.0f / sp84, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
globalCtx->state.frames * this->tile2Y, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, primColors[((this->actor.params & 0x8000) >> 0xF)].r,
primColors[((this->actor.params & 0x8000) >> 0xF)].g,
primColors[((this->actor.params & 0x8000) >> 0xF)].b,
primColors[((this->actor.params & 0x8000) >> 0xF)].a);
gDPSetEnvColor(POLY_XLU_DISP++, envColors[((this->actor.params & 0x8000) >> 0xF)].r,
envColors[((this->actor.params & 0x8000) >> 0xF)].g,
envColors[((this->actor.params & 0x8000) >> 0xF)].b,
envColors[((this->actor.params & 0x8000) >> 0xF)].a);
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}