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Bg_Heavy_Block and Eff_Ss_Dust (#258)

* heavy_rock progress

* heavy block progress, 2 functions left

* progress

* progress

* heavy_block OK

* comments

* heavy block done

* eff ss dust ok

* naming

* done i think

* comment

* clean up dust usages

* remove docs

* remove reloc

* move enum and rename flag

* effect enum
This commit is contained in:
fig02 2020-07-19 09:54:24 -04:00 committed by GitHub
parent 66e9475b25
commit 5f7bce6e2e
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58 changed files with 938 additions and 3072 deletions

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@ -1,15 +1,32 @@
/*
* File: z_bg_heavy_block.c
* Overlay: ovl_Bg_Heavy_Block
* Description: Large block that can only be lifted with Golden Gauntlets
*/
#include "z_bg_heavy_block.h"
#include <vt.h>
#define FLAGS 0x00000000
#define THIS ((BgHeavyBlock*)thisx)
#define PIECE_FLAG_HIT_FLOOR (1 << 0)
void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx);
void BgHeavyBlock_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHeavyBlock_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHeavyBlock_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void BgHeavyBlock_DrawPiece(Actor* thisx, GlobalContext* globalCtx);
void BgHeavyBlock_MovePiece(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_Wait(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_Fly(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_DoNothing(BgHeavyBlock* this, GlobalContext* globalCtx);
const ActorInit Bg_Heavy_Block_InitVars = {
ACTOR_BG_HEAVY_BLOCK,
ACTORTYPE_BG,
@ -21,35 +38,497 @@ const ActorInit Bg_Heavy_Block_InitVars = {
(ActorFunc)BgHeavyBlock_Update,
(ActorFunc)BgHeavyBlock_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80883790.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80883820.s")
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80883998.s")
extern UNK_TYPE D_0600169C;
extern Gfx D_060013C0[];
extern Gfx D_06001A30[];
extern Gfx D_060018A0[];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/BgHeavyBlock_Init.s")
void BgHeavyBlock_SetPieceRandRot(BgHeavyBlock* this, f32 scale) {
this->dyna.actor.posRot.rot.x = Math_Rand_CenteredFloat(1024.0f) * scale;
this->dyna.actor.posRot.rot.y = Math_Rand_CenteredFloat(1024.0f) * scale;
this->dyna.actor.posRot.rot.z = Math_Rand_CenteredFloat(1024.0f) * scale;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/BgHeavyBlock_Destroy.s")
void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
f32 rand;
f32 yawSinCos;
f32 randChoice;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80883C90.s")
this->dyna.actor.gravity = -0.6f;
this->dyna.actor.minVelocityY = -12.0f;
randChoice = Math_Rand_CenteredFloat(12.0f * scale);
rand = (randChoice < 0.0f) ? randChoice - 2.0f : randChoice + 2.0f;
this->dyna.actor.velocity.y = (Math_Rand_ZeroFloat(8.0f) + 4.0f) * scale;
this->dyna.actor.velocity.z = Math_Rand_ZeroFloat(-8.0f * scale);
yawSinCos = Math_Coss(this->dyna.actor.posRot.rot.y);
this->dyna.actor.velocity.x =
(Math_Sins(this->dyna.actor.posRot.rot.y) * this->dyna.actor.velocity.z + (yawSinCos * rand));
yawSinCos = Math_Sins(this->dyna.actor.posRot.rot.y);
this->dyna.actor.velocity.z =
(Math_Coss(this->dyna.actor.posRot.rot.y) * this->dyna.actor.velocity.z) + (-yawSinCos * rand);
BgHeavyBlock_SetPieceRandRot(this, scale);
Actor_SetScale(&this->dyna.actor, Math_Rand_CenteredFloat(0.2f) + 1.0f);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80883E54.s")
void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, GlobalContext* globalCtx) {
s32 pad[2];
UNK_TYPE a1;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_808841B8.s")
a1 = 0;
this->dyna.actor.flags |= 0x20030;
DynaPolyInfo_SetActorMove(&this->dyna, 0);
DynaPolyInfo_Alloc(&D_0600169C, &a1);
this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, a1);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_808843B0.s")
void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHeavyBlock* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_808844D0.s")
Actor_ProcessInitChain(thisx, sInitChain);
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
this->pieceFlags = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80884658.s")
if (globalCtx->sceneNum == SCENE_GANON_TOU) {
thisx->params &= 0xFF00;
thisx->params |= 4;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_8088496C.s")
switch (thisx->params & 0xFF) {
case HEAVYBLOCK_BIG_PIECE:
thisx->draw = BgHeavyBlock_DrawPiece;
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 1.0f);
this->timer = 120;
thisx->flags |= 0x10;
this->unk_164.y = -50.0f;
break;
case HEAVYBLOCK_SMALL_PIECE:
thisx->draw = BgHeavyBlock_DrawPiece;
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 2.0f);
this->timer = 120;
thisx->flags |= 0x10;
this->unk_164.y = -20.0f;
break;
case HEAVYBLOCK_BREAKABLE:
BgHeavyBlock_SetupDynapoly(this, globalCtx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80884978.s")
if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) {
Actor_Kill(thisx);
return;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/BgHeavyBlock_Update.s")
this->actionFunc = BgHeavyBlock_Wait;
break;
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
BgHeavyBlock_SetupDynapoly(this, globalCtx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/BgHeavyBlock_Draw.s")
if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0x3F)) {
this->actionFunc = BgHeavyBlock_DoNothing;
thisx->shape.rot.x = thisx->posRot.rot.x = 0x8AD0;
thisx->shape.rot.y = thisx->posRot.rot.y = 0xC000;
thisx->shape.rot.z = thisx->posRot.rot.z = 0x0;
thisx->posRot.pos.x = 1704.0f;
thisx->posRot.pos.y = 1504.0f;
thisx->posRot.pos.z = 516.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Heavy_Block/func_80884DB4.s")
this->actionFunc = BgHeavyBlock_Wait;
break;
case HEAVYBLOCK_UNBREAKABLE:
BgHeavyBlock_SetupDynapoly(this, globalCtx);
this->actionFunc = BgHeavyBlock_Wait;
break;
default:
BgHeavyBlock_SetupDynapoly(this, globalCtx);
this->actionFunc = BgHeavyBlock_Wait;
break;
}
// "Largest Block Save Bit %x"
osSyncPrintf(VT_FGCOL(CYAN) " 最大 ブロック セーブビット %x\n" VT_RST, thisx->params);
}
void BgHeavyBlock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgHeavyBlock* this = THIS;
switch (this->dyna.actor.params & 0xFF) {
case HEAVYBLOCK_BIG_PIECE:
break;
case HEAVYBLOCK_SMALL_PIECE:
break;
default:
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
}
void BgHeavyBlock_MovePiece(BgHeavyBlock* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
thisx->velocity.y += thisx->gravity;
if (thisx->velocity.y < thisx->minVelocityY) {
thisx->velocity.y = thisx->minVelocityY;
}
thisx->velocity.x *= 0.98f;
thisx->velocity.z *= 0.98f;
func_8002D7EC(thisx);
thisx->shape.rot.x += thisx->posRot.rot.x;
thisx->shape.rot.y += thisx->posRot.rot.y;
thisx->shape.rot.z += thisx->posRot.rot.z;
if (!(this->pieceFlags & PIECE_FLAG_HIT_FLOOR)) {
thisx->posRot.pos.y += this->unk_164.y;
thisx->pos4.y += this->unk_164.y;
func_8002E4B4(globalCtx, thisx, 50.0f, 50.0f, 0.0f, 5);
thisx->posRot.pos.y -= this->unk_164.y;
thisx->pos4.y -= this->unk_164.y;
if (thisx->bgCheckFlags & 1) {
this->pieceFlags |= PIECE_FLAG_HIT_FLOOR;
thisx->velocity.y = Math_Rand_ZeroFloat(4.0f) + 2.0f;
thisx->velocity.x = Math_Rand_CenteredFloat(8.0f);
thisx->velocity.z = Math_Rand_CenteredFloat(8.0f);
BgHeavyBlock_SetPieceRandRot(this, 1.0f);
Audio_PlayActorSound2(thisx, NA_SE_EV_ROCK_BROKEN);
func_800AA000(thisx->xzDistFromLink, 0x96, 0xA, 8);
}
}
if (this->timer > 0) {
this->timer--;
} else {
Actor_Kill(thisx);
}
}
void BgHeavyBlock_SpawnDust(GlobalContext* globalCtx, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ,
u8 dustParams) {
Color_RGBA8_n primColor;
Color_RGBA8_n envColor;
Vec3f eye;
Vec3f at;
s16 sp6E;
s16 sp6C;
Vec3f accel;
Vec3f velocity;
Vec3f pos;
f32 sp44;
s16 scaleStep;
s16 scale;
pos.x = posX;
pos.y = posY;
pos.z = posZ;
if (dustParams & 1) {
// red dust, landed in fire
primColor.r = 150;
primColor.g = primColor.b = envColor.g = envColor.b = 0;
envColor.r = 80;
primColor.a = envColor.a = 0;
} else {
// brown dust
// clang-format off
primColor.r = 170; primColor.g = 130; primColor.b = 90; primColor.a = 255;
envColor.r = 100; envColor.g = 60; envColor.b = 20; envColor.a = 255;
// clang-format on
}
accel.z = 0.0f;
accel.x = 0.0f;
accel.y = (dustParams & 8) ? 0.0f : 0.5f;
eye = ACTIVE_CAM->eye;
at = ACTIVE_CAM->at;
scale = 1000;
scaleStep = 160;
switch (dustParams & 6) {
case 4:
case 6:
velocity.x = velX;
velocity.y = velY;
velocity.z = velZ;
scale = 300;
scaleStep = 50;
break;
case 2:
sp44 = Math_Rand_ZeroFloat(5.0f) + 5.0f;
sp6E = Math_Rand_CenteredFloat(65280.0f);
velocity.x = (Math_Sins(sp6E) * sp44) + velX;
velocity.y = velY;
velocity.z = (Math_Coss(sp6E) * sp44) + velZ;
break;
case 0:
sp6E = Math_Vec3f_Yaw(&eye, &at);
sp6C = -Math_Vec3f_Pitch(&eye, &at);
velocity.x = ((5.0f * Math_Sins(sp6E)) * Math_Coss(sp6C)) + velX;
velocity.y = (Math_Sins(sp6C) * 5.0f) + velY;
velocity.z = ((5.0f * Math_Coss(sp6E)) * Math_Coss(sp6C)) + velZ;
pos.x -= (velocity.x * 20.0f);
pos.y -= (velocity.y * 20.0f);
pos.z -= (velocity.z * 20.0f);
break;
}
func_8002843C(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, scale, scaleStep,
(s32)Math_Rand_ZeroFloat(10.0f) + 20);
}
void BgHeavyBlock_SpawnPieces(BgHeavyBlock* this, GlobalContext* globalCtx) {
s32 i;
Vec3f spA4[] = {
{ 0.0f, 300.0f, -20.0f }, { 50.0f, 200.0f, -20.0f }, { -50.0f, 200.0f, -20.0f },
{ 0.0f, 100.0f, 30.0f }, { 0.0f, 100.0f, -70.0f }, { 0.0f, 0.0f, -20.0f },
};
s32 pad;
Vec3f pos;
f32 sinPitch;
f32 cosPitch;
f32 sinYaw;
f32 cosYaw;
sinPitch = Math_Sins(this->dyna.actor.posRot.rot.x);
cosPitch = Math_Coss(this->dyna.actor.posRot.rot.x);
sinYaw = Math_Sins(this->dyna.actor.posRot.rot.y);
cosYaw = Math_Coss(this->dyna.actor.posRot.rot.y);
for (i = 0; i < ARRAY_COUNT(spA4); i++) {
pos.z = (spA4[i].y * sinPitch) + (spA4[i].z * cosPitch);
pos.x = this->dyna.actor.posRot.pos.x + (spA4[i].x * cosYaw) + (sinYaw * pos.z);
pos.y = this->dyna.actor.posRot.pos.y + (spA4[i].y * cosPitch) + (-spA4[i].z * sinPitch);
pos.z = this->dyna.actor.posRot.pos.z + (spA4[i].x * -sinYaw) + (cosYaw * pos.z);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3);
BgHeavyBlock_SpawnDust(globalCtx, pos.x, pos.y, pos.z, 0.0f, 0.0f, 0.0f, 0);
}
}
void BgHeavyBlock_Wait(BgHeavyBlock* this, GlobalContext* globalCtx) {
s32 quakeIndex;
// if attached A is set, start onepointdemo (cutscene) and quake
if (func_8002F410(&this->dyna.actor, globalCtx)) {
this->timer = 0;
switch (this->dyna.actor.params & 0xFF) {
case HEAVYBLOCK_BREAKABLE:
func_800800F8(globalCtx, 0xFB4, 0x10E, &this->dyna.actor, 0);
break;
case HEAVYBLOCK_UNBREAKABLE:
func_800800F8(globalCtx, 0xFB5, 0xDC, &this->dyna.actor, 0);
break;
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
func_800800F8(globalCtx, 0xFB6, 0xD2, &this->dyna.actor, 0);
break;
}
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 25000);
Quake_SetQuakeValues(quakeIndex, 1, 1, 5, 0);
Quake_SetCountdown(quakeIndex, 10);
this->actionFunc = BgHeavyBlock_LiftedUp;
}
}
void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
s32 pad;
f32 cosYaw;
f32 zOffset;
f32 sinYaw;
f32 xOffset;
if (this->timer == 11) {
func_800AA000(0.0f, 0xFF, 0x14, 0x14);
func_8002F7DC(player, NA_SE_PL_PULL_UP_BIGROCK);
LOG_STRING("NA_SE_PL_PULL_UP_BIGROCK", "../z_bg_heavy_block.c", 691);
}
if (this->timer < 40) {
xOffset = Math_Rand_CenteredFloat(110.0f);
sinYaw = Math_Sins(this->dyna.actor.shape.rot.y);
zOffset = Math_Rand_CenteredFloat(110.0f);
cosYaw = Math_Coss(this->dyna.actor.shape.rot.y);
BgHeavyBlock_SpawnDust(globalCtx, (sinYaw * -70.0f) + (this->dyna.actor.posRot.pos.x + xOffset),
this->dyna.actor.posRot.pos.y + 10.0f,
(cosYaw * -70.0f) + (this->dyna.actor.posRot.pos.z + zOffset), 0.0f, -1.0f, 0.0f, 0xC);
}
this->timer++;
func_8002DF54(globalCtx, player, 8);
// if attachedA is NULL, link threw it
if (func_8002F5A0(&this->dyna.actor, globalCtx)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_HEAVY_THROW);
this->actionFunc = BgHeavyBlock_Fly;
}
}
void BgHeavyBlock_Fly(BgHeavyBlock* this, GlobalContext* globalCtx) {
UNK_PTR arg2;
s32 quakeIndex;
Vec3f pos;
f32 raycastResult;
Actor_MoveForward(&this->dyna.actor);
pos.x = this->dyna.actor.initPosRot.pos.x;
pos.y = this->dyna.actor.initPosRot.pos.y + 1000.0f;
pos.z = this->dyna.actor.initPosRot.pos.z;
raycastResult = func_8003C9A4(&globalCtx->colCtx, &this->dyna.actor.floorPoly, &arg2, &this->dyna.actor, &pos);
this->dyna.actor.groundY = raycastResult;
if (this->dyna.actor.initPosRot.pos.y <= raycastResult) {
func_800AA000(0.0f, 0xFF, 0x3C, 4);
switch (this->dyna.actor.params & 0xFF) {
case HEAVYBLOCK_BREAKABLE:
BgHeavyBlock_SpawnPieces(this, globalCtx);
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
Actor_Kill(&this->dyna.actor);
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 28000);
Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
Quake_SetCountdown(quakeIndex, 30);
quakeIndex = Quake_Add(ACTIVE_CAM, 2);
Quake_SetSpeed(quakeIndex, 12000);
Quake_SetQuakeValues(quakeIndex, 5, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 999);
Audio_PlaySoundAtPosition(globalCtx, &this->dyna.actor.posRot.pos, 30, NA_SE_EV_ELECTRIC_EXPLOSION);
return;
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 28000);
Quake_SetQuakeValues(quakeIndex, 16, 2, 120, 0);
Quake_SetCountdown(quakeIndex, 40);
this->actionFunc = BgHeavyBlock_Land;
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
break;
case HEAVYBLOCK_UNBREAKABLE:
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 28000);
Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
Quake_SetCountdown(quakeIndex, 40);
this->actionFunc = BgHeavyBlock_Land;
break;
default:
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 28000);
Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
Quake_SetCountdown(quakeIndex, 40);
this->actionFunc = BgHeavyBlock_Land;
}
}
this->dyna.actor.shape.rot.x = atan2s(this->dyna.actor.velocity.y, this->dyna.actor.speedXZ);
}
void BgHeavyBlock_DoNothing(BgHeavyBlock* this, GlobalContext* globalCtx) {
}
void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx) {
s32 pad;
if (Math_SmoothScaleMaxMinS(&this->dyna.actor.shape.rot.x, 0x8AD0, 6, 2000, 100) != 0) {
Math_ApproxF(&this->dyna.actor.speedXZ, 0.0f, 20.0f);
Math_ApproxF(&this->dyna.actor.velocity.y, 0.0f, 3.0f);
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.posRot.pos = this->dyna.actor.initPosRot.pos;
Actor_MoveForward(&this->dyna.actor);
this->dyna.actor.initPosRot.pos = this->dyna.actor.posRot.pos;
switch (this->dyna.actor.params & 0xFF) {
case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
BgHeavyBlock_SpawnDust(globalCtx, Math_Rand_CenteredFloat(30.0f) + 1678.0f,
Math_Rand_ZeroFloat(100.0f) + 1286.0f, Math_Rand_CenteredFloat(30.0f) + 552.0f,
0.0f, 0.0f, 0.0f, 0);
BgHeavyBlock_SpawnDust(globalCtx, Math_Rand_CenteredFloat(30.0f) + 1729.0f,
Math_Rand_ZeroFloat(80.0f) + 1269.0f, Math_Rand_CenteredFloat(30.0f) + 600.0f,
0.0f, 0.0f, 0.0f, 0);
break;
case HEAVYBLOCK_UNBREAKABLE:
BgHeavyBlock_SpawnDust(globalCtx, Math_Rand_CenteredFloat(100.0f) + -735.0f, 29.0f,
Math_Rand_CenteredFloat(100.0f) + -3418.0f, 0.0f, 0.0f, 0.0f, 3);
break;
}
} else {
this->dyna.actor.flags &= ~0x30;
this->actionFunc = BgHeavyBlock_DoNothing;
}
}
void BgHeavyBlock_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHeavyBlock* this = THIS;
this->actionFunc(this, globalCtx);
}
void BgHeavyBlock_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Vec3f D_80884EC8 = { 0.0f, 0.0f, 0.0f };
static Vec3f D_80884ED4 = { 0.0f, 400.0f, 0.0f };
BgHeavyBlock* this = THIS;
s32 pad;
Player* player = PLAYER;
GraphicsContext* gfxCtx;
Gfx* dispRefs[4];
gfxCtx = globalCtx->state.gfxCtx;
Graph_OpenDisps(dispRefs, globalCtx->state.gfxCtx, "../z_bg_heavy_block.c", 904);
if (BgHeavyBlock_LiftedUp == this->actionFunc) {
func_800D1694(player->unk_3B0.x, player->unk_3B0.y, player->unk_3B0.z, &thisx->shape.rot);
Matrix_Translate(-this->unk_164.x, -this->unk_164.y, -this->unk_164.z, MTXMODE_APPLY);
} else if ((thisx->gravity == 0.0f) && (BgHeavyBlock_Land == this->actionFunc)) {
func_800D1694(thisx->initPosRot.pos.x, thisx->initPosRot.pos.y, thisx->initPosRot.pos.z, &thisx->shape.rot);
Matrix_Translate(-D_80884ED4.x, -D_80884ED4.y, -D_80884ED4.z, MTXMODE_APPLY);
}
Matrix_MultVec3f(&D_80884EC8, &thisx->posRot);
Matrix_MultVec3f(&D_80884ED4, &thisx->initPosRot);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_heavy_block.c", 931),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfxCtx->polyOpa.p++, D_060013C0);
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_bg_heavy_block.c", 935);
}
void BgHeavyBlock_DrawPiece(Actor* thisx, GlobalContext* globalCtx) {
switch (thisx->params & 0xFF) {
case HEAVYBLOCK_BIG_PIECE:
Matrix_Translate(50.0f, -260.0f, -20.0f, MTXMODE_APPLY);
Gfx_DrawDListOpa(globalCtx, D_060018A0);
break;
case HEAVYBLOCK_SMALL_PIECE:
Matrix_Translate(45.0f, -280.0f, -5.0f, MTXMODE_APPLY);
Gfx_DrawDListOpa(globalCtx, D_06001A30);
break;
}
}

View file

@ -6,11 +6,24 @@
struct BgHeavyBlock;
typedef void (*BgHeavyBlockActionFunc)(struct BgHeavyBlock*, GlobalContext*);
typedef struct BgHeavyBlock {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x2C];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ Vec3f unk_164;
/* 0x0170 */ s16 timer;
/* 0x0172 */ u16 pieceFlags;
/* 0x0174 */ BgHeavyBlockActionFunc actionFunc;
} BgHeavyBlock; // size = 0x0178
typedef enum {
/* 0x00 */ HEAVYBLOCK_UNBREAKABLE,
/* 0x01 */ HEAVYBLOCK_BREAKABLE,
/* 0x02 */ HEAVYBLOCK_BIG_PIECE,
/* 0x03 */ HEAVYBLOCK_SMALL_PIECE,
/* 0x04 */ HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE
} HeavyBlockType;
extern const ActorInit Bg_Heavy_Block_InitVars;
#endif

View file

@ -22,6 +22,7 @@ const ActorInit Eff_Dust_InitVars = {
(ActorFunc)EffDust_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Eff_Dust/func_8099D8D0.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Eff_Dust/func_8099D8D8.s")

View file

@ -13,7 +13,6 @@
#define SPAWN_INVISIBLE 0x8000
#define SPAWN_SMALL 0x10
// Merge params
#define MERGE_MASTER 0x40
#define MERGE_SLAVE 0x20
@ -77,38 +76,10 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, 0xFC18, ICHAIN_STOP),
};
static Vec3f D_80A1A4D0 = {
0.0f,
0.0f,
0.0f,
};
static Vec3f D_80A1A4DC = {
0.0f,
0.0f,
0.0f,
};
static Vec3f sDustPos = {
0.0f,
0.0f,
0.0f,
};
static Color_RGBA8 sMergeColor = {
0,
255,
0,
0,
};
// display lists
extern Gfx D_06008688[];
// skeleton
extern SkeletonHeader D_06008FB0;
// animations
extern AnimationHeader D_06009DB0;
extern AnimationHeader D_060039B0;
extern AnimationHeader D_06000EA4;
@ -314,6 +285,8 @@ void EnFloormas_SetupSmDecideAction(EnFloormas* this) {
}
void EnFloormas_SetupSmShrink(EnFloormas* this, GlobalContext* globalCtx) {
static Vec3f D_80A1A4D0 = { 0.0f, 0.0f, 0.0f };
static Vec3f D_80A1A4DC = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
this->actor.speedXZ = 0.0f;
@ -558,25 +531,24 @@ void EnFloormas_Hover(EnFloormas* this, GlobalContext* globalCtx) {
}
void EnFloormas_Slide(EnFloormas* this, GlobalContext* globalCtx) {
static Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
Vec3f pos2;
Vec3f velocity;
pos.x = this->actor.posRot.pos.x;
pos.z = this->actor.posRot.pos.z;
pos.y = this->actor.groundY;
pos2.y = 2.0f;
pos2.x = Math_Sins(this->actor.shape.rot.y + 0x6000) * 7.0f;
pos2.z = Math_Coss(this->actor.shape.rot.y + 0x6000) * 7.0f;
velocity.y = 2.0f;
velocity.x = Math_Sins(this->actor.shape.rot.y + 0x6000) * 7.0f;
velocity.z = Math_Coss(this->actor.shape.rot.y + 0x6000) * 7.0f;
// create dust particle
func_800286CC(globalCtx, &pos, &pos2, &sDustPos, 0x1C2, 0x64);
func_800286CC(globalCtx, &pos, &velocity, &accel, 450, 100);
pos2.x = Math_Sins(this->actor.shape.rot.y - 0x6000) * 7.0f;
pos2.z = Math_Coss(this->actor.shape.rot.y - 0x6000) * 7.0f;
velocity.x = Math_Sins(this->actor.shape.rot.y - 0x6000) * 7.0f;
velocity.z = Math_Coss(this->actor.shape.rot.y - 0x6000) * 7.0f;
// create dust particle
func_800286CC(globalCtx, &pos, &pos2, &sDustPos, 0x1C2, 0x64);
func_800286CC(globalCtx, &pos, &velocity, &accel, 450, 100);
func_8002F974(this, NA_SE_EN_FLOORMASTER_SLIDING);
}
@ -1099,6 +1071,8 @@ void EnFloormas_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLis
}
}
static Color_RGBA8 sMergeColor = { 0x00, 0xFF, 0x00, 0x00 };
void EnFloormas_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFloormas* this = THIS;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;

View file

@ -76,8 +76,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, 0xFA24, 0),
};
static Vec3f D_80B30D70 = { 0.0f, 0.0f, 0.0f };
extern AnimationHeader D_06000EA4;
extern AnimationHeader D_06000590;
extern AnimationHeader D_0600299C;
@ -217,6 +215,7 @@ void EnWallmas_SetupCooldown(EnWallmas* this) {
}
void EnWallmas_SetupDie(EnWallmas* this, GlobalContext* globalCtx) {
static Vec3f D_80B30D70 = { 0.0f, 0.0f, 0.0f };
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;