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Cleanup pass on in-actor effects systems (#1167)

* Name in-actor effect functions / improve naming consistency

"particle" -> "effect"

Fixup: consistent effect functions names, missed a bunch

* Use `materialFlag` as int for the "is material already set" "boolean"

Fixup `materialFlag` (actually a boolean one), and `objectFlag`

More actually boolean `materialFlag`s

* Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now)

`BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT`

`EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT`

Place `_EFFECTS_COUNT` defines before effect struct definition

* Name `countLimit` the "max new effect index" argument

* Rename all effect buffers to `effects`/`sEffects`

* Fixup some array/pointer usage

* `EnNiw` also has this pseudo-effects system

* `EnSyatekiNiw` also has this pseudo-effects system

* `EnFz` also has this pseudo-effects system

* `_EFFECTS_COUNT` -> `_EFFECT_COUNT`

* `effects` -> `effect` where used as iterator (hopefully covers everything)

* Run formatter
This commit is contained in:
Dragorn421 2022-04-09 02:29:26 +02:00 committed by GitHub
parent 7068ad3703
commit 76cffddf29
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
43 changed files with 871 additions and 833 deletions

View file

@ -30,8 +30,8 @@
<DList Name="gCuccoHeadDL" Offset="0x0A98"/>
<!-- Other Cucco DisplayLists -->
<DList Name="gCuccoParticleAppearDL" Offset="0x23B0"/>
<DList Name="gCuccoParticleAliveDL" Offset="0x2428"/>
<DList Name="gCuccoEffectFeatherMaterialDL" Offset="0x23B0"/>
<DList Name="gCuccoEffectFeatherModelDL" Offset="0x2428"/>
<!-- Cucco DisplayList Textures -->
<Texture Name="gCuccoEyeTex" OutName="eye" Format="rgba16" Width="16" Height="16" Offset="0x1280"/>

View file

@ -47,10 +47,10 @@ void BgDyYoseizo_SetupSpinGrow_Reward(BgDyYoseizo* this, GlobalContext* globalCt
void BgDyYoseizo_SpinGrowSetupGive_Reward(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_ParticleInit(BgDyYoseizo* this, Vec3f* initPos, Vec3f* initVelocity, Vec3f* accel,
Color_RGB8* primColor, Color_RGB8* envColor, f32 scale, s16 life, s16 type);
void BgDyYoseizo_ParticleUpdate(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_ParticleDraw(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_SpawnEffect(BgDyYoseizo* this, Vec3f* initPos, Vec3f* initVelocity, Vec3f* accel,
Color_RGB8* primColor, Color_RGB8* envColor, f32 scale, s16 life, s16 type);
void BgDyYoseizo_UpdateEffects(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, GlobalContext* globalCtx);
static s32 sUnusedGetItemIds[] = { GI_FARORES_WIND, GI_NAYRUS_LOVE, GI_DINS_FIRE };
@ -97,71 +97,70 @@ void BgDyYoseizo_Init(Actor* thisx, GlobalContext* globalCtx2) {
void BgDyYoseizo_Destroy(Actor* this, GlobalContext* globalCtx) {
}
static Color_RGB8 sParticlePrimColors[] = {
static Color_RGB8 sEffectPrimColors[] = {
{ 255, 255, 255 }, { 255, 255, 100 }, { 100, 255, 100 }, { 255, 100, 100 }, { 255, 255, 170 },
{ 255, 255, 100 }, { 100, 255, 100 }, { 255, 100, 100 }, { 255, 255, 170 },
};
static Color_RGB8 sParticleEnvColors[] = {
static Color_RGB8 sEffectEnvColors[] = {
{ 155, 255, 255 }, { 255, 255, 100 }, { 100, 255, 100 }, { 255, 100, 100 }, { 255, 100, 255 },
{ 255, 255, 100 }, { 100, 255, 100 }, { 255, 100, 100 }, { 100, 255, 255 },
};
void BgDyYoseizo_SpawnParticles(BgDyYoseizo* this, GlobalContext* globalCtx, s16 type) {
Vec3f particleInitVelocity = { 0.0f, 0.0f, 0.0f };
Vec3f particleAccel;
Vec3f particleInitPos;
Color_RGB8 particlePrimColor;
Color_RGB8 particleEnvColor;
void BgDyYoseizo_SpawnEffects(BgDyYoseizo* this, GlobalContext* globalCtx, s16 type) {
Vec3f vel = { 0.0f, 0.0f, 0.0f };
Vec3f accel;
Vec3f pos;
Color_RGB8 primColor;
Color_RGB8 envColor;
f32 spawnPosVariation;
s32 particleType;
f32 particleScale;
s32 effectType;
f32 scale;
s32 i;
s16 particleLife;
s16 life;
if (!(this->scale < 0.01f)) {
spawnPosVariation = this->scale * 3500.0f;
particleAccel.x = Rand_ZeroOne() - 0.5f;
particleAccel.y = Rand_ZeroOne() - 0.5f;
particleAccel.z = Rand_ZeroOne() - 0.5f;
accel.x = Rand_ZeroOne() - 0.5f;
accel.y = Rand_ZeroOne() - 0.5f;
accel.z = Rand_ZeroOne() - 0.5f;
for (i = 0; i < 2; i++) {
if (type == 0) {
particleType = 0;
particleScale = 0.4f;
particleLife = 90;
particleInitPos.x = this->actor.world.pos.x;
particleInitPos.y = this->actor.world.pos.y + spawnPosVariation +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.5f));
particleInitPos.z = this->actor.world.pos.z + 30.0f;
effectType = 0;
scale = 0.4f;
life = 90;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + spawnPosVariation +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.5f));
pos.z = this->actor.world.pos.z + 30.0f;
} else {
particleLife = 50;
particleType = type;
particleScale = 0.2f;
particleInitPos.x = this->actor.world.pos.x + Rand_CenteredFloat(10.0f);
life = 50;
effectType = type;
scale = 0.2f;
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(10.0f);
if (globalCtx->sceneNum == SCENE_DAIYOUSEI_IZUMI) {
particleInitPos.y = this->actor.world.pos.y + spawnPosVariation + 50.0f +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.1f));
particleInitPos.z = this->actor.world.pos.z + 30.0f;
pos.y = this->actor.world.pos.y + spawnPosVariation + 50.0f +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.1f));
pos.z = this->actor.world.pos.z + 30.0f;
} else {
particleInitPos.y = this->actor.world.pos.y + spawnPosVariation - 30.0f +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.1f));
particleInitPos.z = this->actor.world.pos.z + 60.0f;
pos.y = this->actor.world.pos.y + spawnPosVariation - 30.0f +
((Rand_ZeroOne() - 0.5f) * (spawnPosVariation * 0.1f));
pos.z = this->actor.world.pos.z + 60.0f;
}
if (LINK_IS_ADULT) {
particleInitPos.y += 20.0f;
pos.y += 20.0f;
}
}
particlePrimColor.r = sParticlePrimColors[particleType].r;
particlePrimColor.g = sParticlePrimColors[particleType].g;
particlePrimColor.b = sParticlePrimColors[particleType].b;
particleEnvColor.r = sParticleEnvColors[particleType].r;
particleEnvColor.g = sParticleEnvColors[particleType].g;
particleEnvColor.b = sParticleEnvColors[particleType].b;
BgDyYoseizo_ParticleInit(this, &particleInitPos, &particleInitVelocity, &particleAccel, &particlePrimColor,
&particleEnvColor, particleScale, particleLife, particleType);
primColor.r = sEffectPrimColors[effectType].r;
primColor.g = sEffectPrimColors[effectType].g;
primColor.b = sEffectPrimColors[effectType].b;
envColor.r = sEffectEnvColors[effectType].r;
envColor.g = sEffectEnvColors[effectType].g;
envColor.b = sEffectEnvColors[effectType].b;
BgDyYoseizo_SpawnEffect(this, &pos, &vel, &accel, &primColor, &envColor, scale, life, effectType);
}
}
}
@ -341,7 +340,7 @@ void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, GlobalContext* globalCtx)
} else {
this->actor.shape.rot.y += 3000;
}
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
void BgDyYoseizo_CompleteSpinGrow_NoReward(BgDyYoseizo* this, GlobalContext* globalCtx) {
@ -376,7 +375,7 @@ void BgDyYoseizo_SetupGreetPlayer_NoReward(BgDyYoseizo* this, GlobalContext* glo
this->actor.textId = 0xDB;
this->dialogState = TEXT_STATE_EVENT;
Message_StartTextbox(globalCtx, this->actor.textId, NULL);
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
this->actionFunc = BgDyYoseizo_GreetPlayer_NoReward;
}
@ -397,7 +396,7 @@ void BgDyYoseizo_GreetPlayer_NoReward(BgDyYoseizo* this, GlobalContext* globalCt
}
BgDyYoseizo_Bob(this, globalCtx);
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
void BgDyYoseizo_SetupHealPlayer_NoReward(BgDyYoseizo* this, GlobalContext* globalCtx) {
@ -506,7 +505,7 @@ void BgDyYoseizo_SayFarewell_NoReward(BgDyYoseizo* this, GlobalContext* globalCt
}
BgDyYoseizo_Bob(this, globalCtx);
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
void BgDyYoseizo_SetupSpinShrink(BgDyYoseizo* this, GlobalContext* globalCtx) {
@ -540,7 +539,7 @@ void BgDyYoseizo_SpinShrink(BgDyYoseizo* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->heightFraction, 0.8f, 0.1f, 0.02f);
Math_ApproachF(&this->scaleFraction, 0.2f, 0.03f, 0.05f);
this->actor.shape.rot.y += 3000;
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
}
}
@ -645,7 +644,7 @@ void BgDyYoseizo_SpinGrowSetupGive_Reward(BgDyYoseizo* this, GlobalContext* glob
this->actionFunc = BgDyYoseizo_Give_Reward;
}
}
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
static s16 sDemoEffectLightColors[] = { DEMO_EFFECT_LIGHT_GREEN, DEMO_EFFECT_LIGHT_RED, DEMO_EFFECT_LIGHT_BLUE };
@ -693,7 +692,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, GlobalContext* globalCtx) {
actionIndex = globalCtx->csCtx.npcActions[0]->action - 4;
if (globalCtx->sceneNum == SCENE_DAIYOUSEI_IZUMI) {
actionIndex++;
BgDyYoseizo_SpawnParticles(this, globalCtx, actionIndex);
BgDyYoseizo_SpawnEffects(this, globalCtx, actionIndex);
} else if (!this->lightBallSpawned) {
demoEffectParams = ((s16)(sDemoEffectLightColors[actionIndex] << 0xC) | DEMO_EFFECT_LIGHT);
@ -702,7 +701,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, GlobalContext* globalCtx) {
this->lightBallSpawned = true;
}
} else {
BgDyYoseizo_SpawnParticles(this, globalCtx, 0);
BgDyYoseizo_SpawnEffects(this, globalCtx, 0);
}
if ((globalCtx->sceneNum == SCENE_DAIYOUSEI_IZUMI) && (globalCtx->csCtx.npcActions[0]->action >= 10) &&
@ -861,7 +860,7 @@ void BgDyYoseizo_Update(Actor* thisx, GlobalContext* globalCtx2) {
Actor_SetFocus(&this->actor, this->heightOffset);
this->actor.focus.pos.y = this->heightOffset;
func_80038290(globalCtx, &this->actor, &this->headRot, &this->torsoRot, this->actor.focus.pos);
BgDyYoseizo_ParticleUpdate(this, globalCtx);
BgDyYoseizo_UpdateEffects(this, globalCtx);
Actor_SetScale(&this->actor, this->scale);
}
@ -909,38 +908,38 @@ void BgDyYoseizo_Draw(Actor* thisx, GlobalContext* globalCtx) {
this->skelAnime.dListCount, BgDyYoseizo_OverrideLimbDraw, NULL, this);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_dy_yoseizo.c", 1629);
BgDyYoseizo_ParticleDraw(this, globalCtx);
BgDyYoseizo_DrawEffects(this, globalCtx);
}
void BgDyYoseizo_ParticleInit(BgDyYoseizo* this, Vec3f* initPos, Vec3f* initVelocity, Vec3f* accel,
Color_RGB8* primColor, Color_RGB8* envColor, f32 scale, s16 life, s16 type) {
BgDyYoseizoParticle* particle;
void BgDyYoseizo_SpawnEffect(BgDyYoseizo* this, Vec3f* initPos, Vec3f* initVelocity, Vec3f* accel,
Color_RGB8* primColor, Color_RGB8* envColor, f32 scale, s16 life, s16 type) {
BgDyYoseizoEffect* effect;
s16 i;
particle = this->particles;
effect = this->effects;
for (i = 0; i < 200; i++, particle++) {
if (particle->alive == 0) {
particle->alive = 1;
particle->pos = *initPos;
particle->velocity = *initVelocity;
particle->accel = *accel;
particle->primColor = *primColor;
particle->alpha = 0;
particle->envColor = *envColor;
particle->scale = scale;
particle->timer = life;
particle->type = type;
particle->pitch = 0.0f;
particle->yaw = Rand_CenteredFloat(30000.0f);
particle->roll = 0.0f;
for (i = 0; i < BG_DY_YOSEIZO_EFFECT_COUNT; i++, effect++) {
if (effect->alive == 0) {
effect->alive = 1;
effect->pos = *initPos;
effect->velocity = *initVelocity;
effect->accel = *accel;
effect->primColor = *primColor;
effect->alpha = 0;
effect->envColor = *envColor;
effect->scale = scale;
effect->timer = life;
effect->type = type;
effect->pitch = 0.0f;
effect->yaw = Rand_CenteredFloat(30000.0f);
effect->roll = 0.0f;
return;
}
}
}
void BgDyYoseizo_ParticleUpdate(BgDyYoseizo* this, GlobalContext* globalCtx) {
BgDyYoseizoParticle* particle = this->particles;
void BgDyYoseizo_UpdateEffects(BgDyYoseizo* this, GlobalContext* globalCtx) {
BgDyYoseizoEffect* effect = this->effects;
Player* player = GET_PLAYER(globalCtx);
Vec3f sp94;
Vec3f sp88;
@ -948,17 +947,17 @@ void BgDyYoseizo_ParticleUpdate(BgDyYoseizo* this, GlobalContext* globalCtx) {
f32 goalYaw;
s16 i = 0;
for (i = 0; i < 200; i++, particle++) {
if (particle->alive != 0) {
particle->roll += 3000.0f;
for (i = 0; i < BG_DY_YOSEIZO_EFFECT_COUNT; i++, effect++) {
if (effect->alive != 0) {
effect->roll += 3000.0f;
if (particle->type == 0) {
particle->pos.x += particle->velocity.x;
particle->pos.y += particle->velocity.y;
particle->pos.z += particle->velocity.z;
particle->velocity.x += particle->accel.x;
particle->velocity.y += particle->accel.y;
particle->velocity.z += particle->accel.z;
if (effect->type == 0) {
effect->pos.x += effect->velocity.x;
effect->pos.y += effect->velocity.y;
effect->pos.z += effect->velocity.z;
effect->velocity.x += effect->accel.x;
effect->velocity.y += effect->accel.y;
effect->velocity.z += effect->accel.z;
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_HEALING - SFX_FLAG);
@ -966,69 +965,69 @@ void BgDyYoseizo_ParticleUpdate(BgDyYoseizo* this, GlobalContext* globalCtx) {
sp94.y = player->actor.world.pos.y - 150.0f;
sp94.z = player->actor.world.pos.z - 50.0f;
goalPitch = Math_Vec3f_Pitch(&particle->pos, &sp94);
goalYaw = Math_Vec3f_Yaw(&particle->pos, &sp94);
goalPitch = Math_Vec3f_Pitch(&effect->pos, &sp94);
goalYaw = Math_Vec3f_Yaw(&effect->pos, &sp94);
Math_ApproachF(&particle->pitch, goalPitch, 0.9f, 5000.0f);
Math_ApproachF(&particle->yaw, goalYaw, 0.9f, 5000.0f);
Math_ApproachF(&effect->pitch, goalPitch, 0.9f, 5000.0f);
Math_ApproachF(&effect->yaw, goalYaw, 0.9f, 5000.0f);
Matrix_Push();
Matrix_RotateY(BINANG_TO_RAD_ALT(particle->yaw), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD_ALT(particle->pitch), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD_ALT(effect->yaw), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD_ALT(effect->pitch), MTXMODE_APPLY);
sp94.x = sp94.y = sp94.z = 3.0f;
Matrix_MultVec3f(&sp94, &sp88);
Matrix_Pop();
particle->pos.x += sp88.x;
particle->pos.y += sp88.y;
particle->pos.z += sp88.z;
effect->pos.x += sp88.x;
effect->pos.y += sp88.y;
effect->pos.z += sp88.z;
}
}
// fade up, fade down, vanish and reset
if (particle->timer != 0) {
particle->timer--;
particle->alpha += 30;
if (effect->timer != 0) {
effect->timer--;
effect->alpha += 30;
if (particle->alpha > 255) {
particle->alpha = 255;
if (effect->alpha > 255) {
effect->alpha = 255;
}
} else {
particle->alpha -= 30;
effect->alpha -= 30;
if (particle->alpha <= 0) {
particle->alpha = particle->alive = 0;
if (effect->alpha <= 0) {
effect->alpha = effect->alive = 0;
}
}
}
}
void BgDyYoseizo_ParticleDraw(BgDyYoseizo* this, GlobalContext* globalCtx) {
void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 phi_s3 = 0;
BgDyYoseizoParticle* particle = this->particles;
u8 materialFlag = 0;
BgDyYoseizoEffect* effect = this->effects;
s16 i;
OPEN_DISPS(gfxCtx, "../z_bg_dy_yoseizo.c", 1767);
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < 200; i++, particle++) {
if (particle->alive == 1) {
if (phi_s3 == 0) {
for (i = 0; i < BG_DY_YOSEIZO_EFFECT_COUNT; i++, effect++) {
if (effect->alive == 1) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGreatFairyParticleMaterialDL));
gDPPipeSync(POLY_XLU_DISP++);
phi_s3++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, particle->primColor.r, particle->primColor.g, particle->primColor.b,
particle->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, particle->envColor.r, particle->envColor.g, particle->envColor.b, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, effect->primColor.r, effect->primColor.g, effect->primColor.b,
effect->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, effect->envColor.r, effect->envColor.g, effect->envColor.b, 0);
Matrix_Translate(particle->pos.x, particle->pos.y, particle->pos.z, MTXMODE_NEW);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(particle->scale, particle->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(particle->roll, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(effect->roll, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_bg_dy_yoseizo.c", 1810),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -10,6 +10,8 @@ struct BgDyYoseizo;
typedef void (*BgDyYoseizoActionFunc)(struct BgDyYoseizo*, GlobalContext*);
#define BG_DY_YOSEIZO_EFFECT_COUNT 200
typedef struct {
/* 0x00 */ u8 alive; // drawn if 1, respawn if 0
/* 0x04 */ Vec3f pos;
@ -24,7 +26,7 @@ typedef struct {
/* 0x36 */ f32 pitch;
/* 0x36 */ f32 yaw;
/* 0x40 */ f32 roll;
} BgDyYoseizoParticle; // size = 0x44
} BgDyYoseizoEffect; // size = 0x44
typedef struct BgDyYoseizo {
/* 0x0000 */ Actor actor;
@ -67,7 +69,7 @@ typedef struct BgDyYoseizo {
/* 0x0340 */ EnDyExtra* beam;
/* 0x0344 */ EnExItem* item;
/* 0x0348 */ char unk_348[0x4C];
/* 0x0394 */ BgDyYoseizoParticle particles[200];
/* 0x0394 */ BgDyYoseizoEffect effects[BG_DY_YOSEIZO_EFFECT_COUNT];
} BgDyYoseizo; // size = 0x38B4
#endif

View file

@ -130,11 +130,11 @@ void func_808C1554(void* arg0, void* floorTex, s32 arg2, f32 arg3) {
}
}
void func_808C17C8(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4, s16 arg5) {
void func_808C17C8(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4, s16 countLimit) {
s16 i;
BossDodongoEffect* eff = (BossDodongoEffect*)globalCtx->specialEffects;
for (i = 0; i < arg5; i++, eff++) {
for (i = 0; i < countLimit; i++, eff++) {
if (eff->unk_24 == 0) {
eff->unk_24 = 1;
eff->unk_00 = *arg1;
@ -183,7 +183,7 @@ void BossDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
u16* temp_s2;
u32 temp_v0;
globalCtx->specialEffects = &this->effects;
globalCtx->specialEffects = this->effects;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 9200.0f, ActorShadow_DrawCircle, 250.0f);
Actor_SetScale(&this->actor, 0.01f);
@ -991,7 +991,8 @@ void BossDodongo_Update(Actor* thisx, GlobalContext* globalCtx2) {
sp54.x = sinf(sp4C) * sp50 + (-890.0f);
sp54.y = -1513.76f;
sp54.z = cosf(sp4C) * sp50 + (-3304.0f);
func_808C17C8(globalCtx, &sp54, &sp6C, &sp60, ((s16)Rand_ZeroFloat(2.0f)) + 6, 0x50);
func_808C17C8(globalCtx, &sp54, &sp6C, &sp60, ((s16)Rand_ZeroFloat(2.0f)) + 6,
BOSS_DODONGO_EFFECT_COUNT);
}
}
@ -1645,7 +1646,7 @@ void BossDodongo_UpdateEffects(GlobalContext* globalCtx) {
s16 colorIndex;
s16 i;
for (i = 0; i < 80; i++, eff++) {
for (i = 0; i < BOSS_DODONGO_EFFECT_COUNT; i++, eff++) {
if (eff->unk_24 != 0) {
eff->unk_00.x += eff->unk_0C.x;
eff->unk_00.y += eff->unk_0C.y;
@ -1672,7 +1673,7 @@ void BossDodongo_UpdateEffects(GlobalContext* globalCtx) {
void BossDodongo_DrawEffects(GlobalContext* globalCtx) {
MtxF* unkMtx;
s16 i;
u8 phi_s3 = 0;
u8 materialFlag = 0;
BossDodongoEffect* eff;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
@ -1683,13 +1684,13 @@ void BossDodongo_DrawEffects(GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
unkMtx = &globalCtx->billboardMtxF;
for (i = 0; i < 80; i++, eff++) {
for (i = 0; i < BOSS_DODONGO_EFFECT_COUNT; i++, eff++) {
if (eff->unk_24 == 1) {
gDPPipeSync(POLY_XLU_DISP++);
if (phi_s3 == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, object_kingdodongo_DL_009D50);
phi_s3++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, eff->color.r, eff->color.g, eff->color.b, eff->alpha);

View file

@ -8,6 +8,8 @@ struct BossDodongo;
typedef void (*BossDodongoActionFunc)(struct BossDodongo*, GlobalContext*);
#define BOSS_DODONGO_EFFECT_COUNT 80
typedef struct {
/* 0x00 */ Vec3f unk_00;
/* 0x0C */ Vec3f unk_0C;
@ -95,7 +97,7 @@ typedef struct BossDodongo {
/* 0x0434 */ Vec3f cameraAt;
/* 0x0440 */ ColliderJntSph collider;
/* 0x0460 */ ColliderJntSphElement items[19];
/* 0x0920 */ BossDodongoEffect effects[80];
/* 0x0920 */ BossDodongoEffect effects[BOSS_DODONGO_EFFECT_COUNT];
} BossDodongo; // size = 0x1820
#endif

View file

@ -1433,7 +1433,7 @@ void BossFd_UpdateEffects(BossFd* this, GlobalContext* globalCtx) {
s16 i1;
s16 i2;
for (i1 = 0; i1 < 180; i1++, effect++) {
for (i1 = 0; i1 < BOSSFD_EFFECT_COUNT; i1++, effect++) {
if (effect->type != BFD_FX_NONE) {
effect->timer1++;
@ -1512,19 +1512,19 @@ void BossFd_DrawEffects(BossFdEffect* effect, GlobalContext* globalCtx) {
static void* dustTex[] = {
gDust1Tex, gDust1Tex, gDust2Tex, gDust3Tex, gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex,
};
u8 flag = false;
u8 materialFlag = 0;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 i;
BossFdEffect* firstEffect = effect;
OPEN_DISPS(gfxCtx, "../z_boss_fd.c", 4023);
for (i = 0; i < 180; i++, effect++) {
for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
if (effect->type == BFD_FX_EMBER) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberMaterialDL);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, effect->color.r, effect->color.g, effect->color.b, effect->alpha);
@ -1539,13 +1539,13 @@ void BossFd_DrawEffects(BossFdEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = false;
for (i = 0; i < 180; i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
if (effect->type == BFD_FX_DEBRIS) {
if (!flag) {
if (materialFlag == 0) {
func_80093D18(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisMaterialDL);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -1560,15 +1560,15 @@ void BossFd_DrawEffects(BossFdEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = false;
for (i = 0; i < 180; i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
if (effect->type == BFD_FX_DUST) {
if (!flag) {
if (materialFlag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 90, 30, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 90, 30, 0, 0);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -1583,14 +1583,14 @@ void BossFd_DrawEffects(BossFdEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = false;
for (i = 0; i < 180; i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
if (effect->type == BFD_FX_FIRE_BREATH) {
if (!flag) {
if (materialFlag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, 255);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, effect->alpha);
@ -1606,13 +1606,13 @@ void BossFd_DrawEffects(BossFdEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = false;
for (i = 0; i < 180; i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
if (effect->type == BFD_FX_SKULL_PIECE) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceMaterialDL);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);

View file

@ -36,6 +36,8 @@ typedef enum {
/* 6 */ BFD_CS_EMERGE
} BossFdCutsceneState;
#define BOSSFD_EFFECT_COUNT 180
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f velocity;
@ -51,8 +53,6 @@ typedef struct {
/* 0x38 */ f32 bFdFxFloat2;
} BossFdEffect; // size = 0x3C
#define BOSSFD_EFFECT_COUNT 180
#define vFdFxRotX bFdFxFloat1
#define vFdFxScaleMod bFdFxFloat1
#define vFdFxRotY bFdFxFloat2
@ -179,7 +179,7 @@ typedef struct BossFd {
/* 0x1408 */ BossFdCam camData;
/* 0x1490 */ ColliderJntSph collider;
/* 0x14B0 */ ColliderJntSphElement elements[19];
/* 0x1970 */ BossFdEffect effects[180];
/* 0x1970 */ BossFdEffect effects[BOSSFD_EFFECT_COUNT];
} BossFd; // size = 0x43A0
#endif

View file

@ -110,6 +110,8 @@ static BossGanon* sGanondorf;
static EnZl3* sZelda;
#define BOSSGANON_EFFECT_COUNT 200
typedef struct {
/* 0x00 */ u8 type;
/* 0x01 */ u8 timer;
@ -128,7 +130,7 @@ typedef struct {
/* 0x48 */ f32 unk_48; // mostly y rot
} GanondorfEffect; // size = 0x4C
GanondorfEffect sEffectBuf[200];
GanondorfEffect sEffects[BOSSGANON_EFFECT_COUNT];
void BossGanonEff_SpawnWindowShard(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, f32 scale) {
static Color_RGB8 shardColors[] = { { 255, 175, 85 }, { 155, 205, 155 }, { 155, 125, 55 } };
@ -343,10 +345,10 @@ void BossGanon_Init(Actor* thisx, GlobalContext* globalCtx2) {
if (thisx->params < 0x64) {
Flags_SetSwitch(globalCtx, 0x14);
globalCtx->specialEffects = sEffectBuf;
globalCtx->specialEffects = sEffects;
for (i = 0; i < ARRAY_COUNT(sEffectBuf); i++) {
sEffectBuf[i].type = GDF_EFF_NONE;
for (i = 0; i < BOSSGANON_EFFECT_COUNT; i++) {
sEffects[i].type = GDF_EFF_NONE;
}
sGanondorf = this;
@ -4610,7 +4612,7 @@ void BossGanon_UpdateEffects(GlobalContext* globalCtx) {
spA0.x = 0.0f;
spA0.y = 0.0f;
for (i = 0; i < ARRAY_COUNT(sEffectBuf); i++, eff++) {
for (i = 0; i < BOSSGANON_EFFECT_COUNT; i++, eff++) {
if (eff->type != GDF_EFF_NONE) {
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
@ -4808,7 +4810,7 @@ static u8 sLightningEnvColors[] = {
};
void BossGanon_DrawEffects(GlobalContext* globalCtx) {
u8 flag = 0;
u8 materialFlag = 0;
s16 i;
s32 pad;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
@ -4821,9 +4823,9 @@ void BossGanon_DrawEffects(GlobalContext* globalCtx) {
for (i = 0; i < 200; i++, eff++) {
if (eff->type == GDF_EFF_WINDOW_SHARD) {
gDPPipeSync(POLY_OPA_DISP++);
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_OPA_DISP++, gDorfWindowShardMaterialDL);
flag++;
materialFlag++;
}
if ((eff->timer & 7) != 0) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, eff->color.r, eff->color.g, eff->color.b, 255);
@ -4841,15 +4843,15 @@ void BossGanon_DrawEffects(GlobalContext* globalCtx) {
}
eff = effFirst;
flag = 0;
materialFlag = 0;
for (i = 0; i < 150; i++, eff++) {
if (eff->type == GDF_EFF_SPARKLE) {
gDPPipeSync(POLY_XLU_DISP++);
if (flag == 0) {
if (materialFlag == 0) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
@ -4863,15 +4865,15 @@ void BossGanon_DrawEffects(GlobalContext* globalCtx) {
}
eff = effFirst;
flag = 0;
materialFlag = 0;
for (i = 0; i < 150; i++, eff++) {
if (eff->type == GDF_EFF_LIGHT_RAY) {
gDPPipeSync(POLY_XLU_DISP++);
if (flag == 0) {
if (materialFlag == 0) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
@ -4887,11 +4889,11 @@ void BossGanon_DrawEffects(GlobalContext* globalCtx) {
}
eff = effFirst;
flag = 0;
materialFlag = 0;
for (i = 0; i < 150; i++, eff++) {
if (eff->type == GDF_EFF_SHOCK) {
if (flag == 0) {
if (materialFlag == 0) {
gDPPipeSync(POLY_XLU_DISP++);
if (eff->unk_2E == GDF_SHOCK_PLAYER_PURPLE) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 0, 200, 255);
@ -4900,7 +4902,7 @@ void BossGanon_DrawEffects(GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
}
flag++;
materialFlag++;
}
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);

View file

@ -26,8 +26,8 @@ void func_80900580(BossGanon2* this, GlobalContext* globalCtx);
void func_80900650(BossGanon2* this, GlobalContext* globalCtx);
void func_80900890(BossGanon2* this, GlobalContext* globalCtx);
void func_8090120C(BossGanon2* this, GlobalContext* globalCtx);
void func_80905DA8(BossGanon2* this, GlobalContext* globalCtx);
void func_809060E8(GlobalContext* globalCtx);
void BossGanon2_UpdateEffects(BossGanon2* this, GlobalContext* globalCtx);
void BossGanon2_DrawEffects(GlobalContext* globalCtx);
void BossGanon2_GenShadowTexture(void* shadowTexture, BossGanon2* this, GlobalContext* globalCtx);
void BossGanon2_DrawShadowTexture(void* shadowTexture, BossGanon2* this, GlobalContext* globalCtx);
@ -92,25 +92,25 @@ void BossGanon2_SetObjectSegment(BossGanon2* this, GlobalContext* globalCtx, s32
}
void func_808FD210(GlobalContext* globalCtx, Vec3f* arg1) {
BossGanon2Effect* effect = globalCtx->specialEffects;
BossGanon2Effect* effects = globalCtx->specialEffects;
effect->type = 1;
effect->position = *arg1;
effect->unk_2E = 0;
effect->unk_01 = 0;
effect->velocity.x = 25.0f;
effect->velocity.y = 15.0f;
effect->velocity.z = 0.0f;
effect->accel.x = 0.0f;
effect->accel.y = -1.0f;
effect->accel.z = 0.0f;
effects[0].type = 1;
effects[0].position = *arg1;
effects[0].unk_2E = 0;
effects[0].unk_01 = 0;
effects[0].velocity.x = 25.0f;
effects[0].velocity.y = 15.0f;
effects[0].velocity.z = 0.0f;
effects[0].accel.x = 0.0f;
effects[0].accel.y = -1.0f;
effects[0].accel.z = 0.0f;
}
void func_808FD27C(GlobalContext* globalCtx, Vec3f* position, Vec3f* velocity, f32 scale) {
BossGanon2Effect* effect = globalCtx->specialEffects;
s16 i;
for (i = 0; i < ARRAY_COUNT(sParticles); i++, effect++) {
for (i = 0; i < BOSS_GANON2_EFFECT_COUNT; i++, effect++) {
if (effect->type == 0) {
effect->type = 2;
effect->position = *position;
@ -132,10 +132,10 @@ void BossGanon2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
s16 i;
globalCtx->specialEffects = sParticles;
globalCtx->specialEffects = sEffects;
for (i = 0; i < ARRAY_COUNT(sParticles); i++) {
sParticles[i].type = 0;
for (i = 0; i < BOSS_GANON2_EFFECT_COUNT; i++) {
sEffects[i].type = 0;
}
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
@ -737,12 +737,12 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
case 24:
SkelAnime_Update(&this->skelAnime);
if (1) {
BossGanon2Effect* effect = globalCtx->specialEffects;
BossGanon2Effect* effects = globalCtx->specialEffects;
this->unk_3B0 = effect->position;
this->unk_3A4.x = effect->position.x + 70.0f;
this->unk_3A4.y = effect->position.y - 30.0f;
this->unk_3A4.z = effect->position.z + 70.0f;
this->unk_3B0 = effects[0].position;
this->unk_3A4.x = effects[0].position.x + 70.0f;
this->unk_3A4.y = effects[0].position.y - 30.0f;
this->unk_3A4.z = effects[0].position.z + 70.0f;
}
if ((this->unk_398 & 3) == 0) {
func_80078884(NA_SE_IT_SWORD_SWING);
@ -762,15 +762,15 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
this->unk_3B0.y = ((player->actor.world.pos.y + 10.0f + 60.0f) - 20.0f) - 3.0f;
this->unk_3B0.z = (player->actor.world.pos.z - 40.0f) - 10.0f;
if (this->unk_398 == 10) {
BossGanon2Effect* effect = globalCtx->specialEffects;
BossGanon2Effect* effects = globalCtx->specialEffects;
effect->unk_2E = 1;
effect->position.x = sZelda->actor.world.pos.x + 50.0f + 10.0f;
effect->position.y = sZelda->actor.world.pos.y + 350.0f;
effect->position.z = sZelda->actor.world.pos.z - 25.0f;
effect->velocity.x = 0.0f;
effect->velocity.z = 0.0f;
effect->velocity.y = -30.0f;
effects[0].unk_2E = 1;
effects[0].position.x = sZelda->actor.world.pos.x + 50.0f + 10.0f;
effects[0].position.y = sZelda->actor.world.pos.y + 350.0f;
effects[0].position.z = sZelda->actor.world.pos.z - 25.0f;
effects[0].velocity.x = 0.0f;
effects[0].velocity.z = 0.0f;
effects[0].velocity.y = -30.0f;
this->unk_39C = 26;
this->unk_398 = 0;
} else {
@ -2164,7 +2164,7 @@ void BossGanon2_Update(Actor* thisx, GlobalContext* globalCtx) {
if (D_80906D78 != 0) {
D_80906D78 = 0;
for (i2 = 0; i2 < ARRAY_COUNT(sParticles); i2++) {
for (i2 = 0; i2 < 100; i2++) {
angle = Rand_ZeroFloat(2 * M_PI);
sp44 = Rand_ZeroFloat(40.0f) + 10.0f;
sp58 = this->actor.world.pos;
@ -2178,7 +2178,7 @@ void BossGanon2_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
this->unk_388 += 0.15f;
func_80905DA8(this, globalCtx);
BossGanon2_UpdateEffects(this, globalCtx);
}
void func_809034E4(Vec3f* arg0, Vec3f* arg1) {
@ -2812,17 +2812,17 @@ void BossGanon2_Draw(Actor* thisx, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_ganon2.c", 5983);
func_809060E8(globalCtx);
BossGanon2_DrawEffects(globalCtx);
}
void func_80905DA8(BossGanon2* this, GlobalContext* globalCtx) {
void BossGanon2_UpdateEffects(BossGanon2* this, GlobalContext* globalCtx) {
s32 pad[5];
Player* player = GET_PLAYER(globalCtx);
BossGanon2Effect* effect = globalCtx->specialEffects;
Vec3f sp78;
s16 i;
for (i = 0; i < ARRAY_COUNT(sParticles); i++, effect++) {
for (i = 0; i < BOSS_GANON2_EFFECT_COUNT; i++, effect++) {
if (effect->type != 0) {
effect->position.x += effect->velocity.x;
effect->position.y += effect->velocity.y;
@ -2877,9 +2877,9 @@ void func_80905DA8(BossGanon2* this, GlobalContext* globalCtx) {
}
}
void func_809060E8(GlobalContext* globalCtx) {
void BossGanon2_DrawEffects(GlobalContext* globalCtx) {
s16 alpha;
u8 usingObjectGEff = false;
u8 objectFlag = 0;
BossGanon2Effect* effect;
s16 i;
BossGanon2Effect* effects;
@ -2930,11 +2930,11 @@ void func_809060E8(GlobalContext* globalCtx) {
effect = effects;
for (i = 0; i < ARRAY_COUNT(sParticles); i++, effect++) {
for (i = 0; i < BOSS_GANON2_EFFECT_COUNT; i++, effect++) {
if (effect->type == 2) {
if (!usingObjectGEff) {
if (objectFlag == 0) {
BossGanon2_SetObjectSegment(NULL, globalCtx, OBJECT_GEFF, true);
usingObjectGEff++;
objectFlag++;
}
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);

View file

@ -2,6 +2,8 @@
#include "overlays/actors/ovl_En_Zl3/z_en_zl3.h"
#include "objects/object_ganon2/object_ganon2.h"
#define BOSS_GANON2_EFFECT_COUNT 100
typedef struct {
/* 0x00 */ u8 type;
/* 0x01 */ u8 unk_01;
@ -340,7 +342,7 @@ static Actor* D_8090EB30;
// unused
static UNK_TYPE D_8090EB34;
static BossGanon2Effect sParticles[100];
static BossGanon2Effect sEffects[BOSS_GANON2_EFFECT_COUNT];
static s32 sSeed1;
static s32 sSeed2;

View file

@ -898,7 +898,7 @@ void BossGanondrof_Charge(BossGanondrof* this, GlobalContext* globalCtx) {
Matrix_Push();
Matrix_RotateY(BINANG_TO_RAD_ALT(thisx->shape.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD_ALT(thisx->shape.rot.x), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->work[GND_PARTICLE_ANGLE]), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->work[GND_EFFECT_ANGLE]), MTXMODE_APPLY);
Matrix_MultVec3f(&baseOffset, &offset);
Matrix_Pop();
pos.x = this->spearTip.x + offset.x;
@ -911,7 +911,7 @@ void BossGanondrof_Charge(BossGanondrof* this, GlobalContext* globalCtx) {
accel.y = (offset.y * -50.0f) / 1000.0f;
accel.z = (offset.z * -50.0f) / 1000.0f;
EffectSsFhgFlash_SpawnLightBall(globalCtx, &pos, &vel, &accel, 150, i % 7);
this->work[GND_PARTICLE_ANGLE] += 0x1A5C;
this->work[GND_EFFECT_ANGLE] += 0x1A5C;
}
}

View file

@ -42,7 +42,7 @@ typedef enum {
/* 9 */ GND_THROW_COUNT,
/* 10 */ GND_MASK_OFF,
/* 11 */ GND_EYE_STATE,
/* 12 */ GND_PARTICLE_ANGLE,
/* 12 */ GND_EFFECT_ANGLE,
/* 13 */ GND_BODY_DECAY_INDEX,
/* 14 */ GND_BODY_DECAY_FLAG,
/* 15 */ GND_LIMB_DECAY_INDEX,

View file

@ -18,6 +18,8 @@
((tent != NULL) && \
((tent->work[MO_TENT_ACTION_STATE] == MO_TENT_GRAB) || (tent->work[MO_TENT_ACTION_STATE] == MO_TENT_SHAKE)))
#define BOSS_MO_EFFECT_COUNT 300
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f vel;
@ -140,7 +142,7 @@ static f32 sFlatWidth[41] = {
#include "z_boss_mo_colchk.c"
static BossMoEffect sEffects[300];
static BossMoEffect sEffects[BOSS_MO_EFFECT_COUNT];
static s32 sSeed1;
static s32 sSeed2;
static s32 sSeed3;
@ -184,12 +186,12 @@ s32 BossMo_NearLand(Vec3f* pos, f32 margin) {
return false;
}
void BossMo_SpawnRipple(BossMoEffect* effect, Vec3f* pos, f32 scale, f32 maxScale, s16 maxAlpha, s16 partLimit,
void BossMo_SpawnRipple(BossMoEffect* effect, Vec3f* pos, f32 scale, f32 maxScale, s16 maxAlpha, s16 countLimit,
u8 type) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
s16 i;
for (i = 0; i < partLimit; i++, effect++) {
for (i = 0; i < countLimit; i++, effect++) {
if (effect->type == MO_FX_NONE) {
effect->stopTimer = 0;
effect->type = type;
@ -335,7 +337,7 @@ void BossMo_Init(Actor* thisx, GlobalContext* globalCtx2) {
MO_WATER_LEVEL(globalCtx) = this->waterLevel = MO_WATER_LEVEL(globalCtx);
globalCtx->roomCtx.unk_74[0] = 0xA0;
globalCtx->specialEffects = sEffects;
for (i = 0; i < ARRAY_COUNT(sEffects); i++) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++) {
sEffects[i].type = MO_FX_NONE;
}
this->actor.world.pos.x = 200.0f;
@ -2751,7 +2753,7 @@ void BossMo_UpdateEffects(BossMo* this, GlobalContext* globalCtx) {
Vec3f bubbleSpeed = { 0.0f, 0.0f, 0.0f };
Vec3f bubbleVel;
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type != MO_FX_NONE) {
effect->timer++;
if (effect->stopTimer == 0) {
@ -2896,7 +2898,7 @@ void BossMo_UpdateEffects(BossMo* this, GlobalContext* globalCtx) {
}
void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
u8 flag = 0;
u8 materialFlag = 0;
s16 i;
s32 pad;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
@ -2905,14 +2907,14 @@ void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
OPEN_DISPS(gfxCtx, "../z_boss_mo.c", 7264);
Matrix_Push();
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_BIG_RIPPLE) {
if (flag == 0) {
if (materialFlag == 0) {
func_80094BC4(gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->alpha);
@ -2927,15 +2929,15 @@ void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
flag = 0;
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_SMALL_RIPPLE) {
if (flag == 0) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->alpha);
@ -2950,18 +2952,18 @@ void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
flag = 0;
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (((effect->type == MO_FX_DROPLET) || (effect->type == MO_FX_SPLASH)) ||
(effect->type == MO_FX_SPLASH_TRAIL)) {
if (flag == 0) {
if (materialFlag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 255, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s16)effect->fwork[MO_FX_SHIMMER], (s16)effect->fwork[MO_FX_SHIMMER],
@ -2979,17 +2981,17 @@ void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
flag = 0;
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_WET_SPOT) {
if (flag == 0) {
if (materialFlag == 0) {
func_80094044(gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 255, 0);
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletMaterialDL);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s16)effect->fwork[MO_FX_SHIMMER], (s16)effect->fwork[MO_FX_SHIMMER],
@ -3005,15 +3007,15 @@ void BossMo_DrawEffects(BossMoEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
flag = 0;
for (i = 0; i < ARRAY_COUNT(sEffects); i++, effect++) {
materialFlag = 0;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_BUBBLE) {
if (flag == 0) {
if (materialFlag == 0) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, effect->alpha);

View file

@ -52,8 +52,8 @@ void BossSst_UpdateHand(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateHead(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawHand(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawHead(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateEffect(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawEffect(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateEffects(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawEffects(Actor* thisx, GlobalContext* globalCtx);
void BossSst_HeadSfx(BossSst* this, u16 sfxId);
@ -1154,7 +1154,7 @@ void BossSst_HeadMelt(BossSst* this, GlobalContext* globalCtx) {
}
void BossSst_HeadSetupFinish(BossSst* this) {
this->actor.draw = BossSst_DrawEffect;
this->actor.draw = BossSst_DrawEffects;
this->timer = 40;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
BossSst_SetCameraTargets(1.0 / 40, 6);
@ -2235,7 +2235,7 @@ void BossSst_HandMelt(BossSst* this, GlobalContext* globalCtx) {
}
void BossSst_HandSetupFinish(BossSst* this) {
this->actor.draw = BossSst_DrawEffect;
this->actor.draw = BossSst_DrawEffects;
this->timer = 20;
this->effects[0].status = 0;
this->actionFunc = BossSst_HandFinish;
@ -2621,7 +2621,7 @@ void BossSst_UpdateHand(Actor* thisx, GlobalContext* globalCtx) {
trail->yRotMod = this->handYRotMod;
this->trailIndex = (this->trailIndex + 1) % 7;
BossSst_UpdateEffect(&this->actor, globalCtx);
BossSst_UpdateEffects(&this->actor, globalCtx);
}
void BossSst_UpdateHead(Actor* thisx, GlobalContext* globalCtx) {
@ -2673,7 +2673,7 @@ void BossSst_UpdateHead(Actor* thisx, GlobalContext* globalCtx) {
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_MOVE - SFX_FLAG);
}
BossSst_UpdateEffect(&this->actor, globalCtx);
BossSst_UpdateEffects(&this->actor, globalCtx);
}
s32 BossSst_OverrideHandDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
@ -2759,7 +2759,7 @@ void BossSst_DrawHand(Actor* thisx, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_sst.c", 6654);
BossSst_DrawEffect(&this->actor, globalCtx);
BossSst_DrawEffects(&this->actor, globalCtx);
}
s32 BossSst_OverrideHeadDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
@ -2927,7 +2927,7 @@ void BossSst_DrawHead(Actor* thisx, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_sst.c", 6941);
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &this->actor.focus.pos, &this->center);
BossSst_DrawEffect(&this->actor, globalCtx);
BossSst_DrawEffects(&this->actor, globalCtx);
}
void BossSst_SpawnHeadShadow(BossSst* this) {
@ -3086,7 +3086,7 @@ void BossSst_IceShatter(BossSst* this) {
}
}
void BossSst_UpdateEffect(Actor* thisx, GlobalContext* globalCtx) {
void BossSst_UpdateEffects(Actor* thisx, GlobalContext* globalCtx) {
BossSst* this = (BossSst*)thisx;
BossSstEffect* effect;
s32 i;
@ -3147,7 +3147,7 @@ void BossSst_UpdateEffect(Actor* thisx, GlobalContext* globalCtx) {
}
}
void BossSst_DrawEffect(Actor* thisx, GlobalContext* globalCtx) {
void BossSst_DrawEffects(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
s32 i;

View file

@ -8,6 +8,7 @@ struct BossSst;
typedef void (*BossSstActionFunc)(struct BossSst*, GlobalContext*);
#define BOSS_SST_EFFECT_COUNT 18
typedef struct {
/* 0x0000 */ Vec3f pos;
@ -47,7 +48,7 @@ typedef struct BossSst {
/* 0x03D4 */ ColliderJntSph colliderJntSph;
/* 0x03F4 */ ColliderJntSphElement colliderItems[11];
/* 0x06B4 */ ColliderCylinder colliderCyl;
/* 0x0700 */ BossSstEffect effects[18];
/* 0x0700 */ BossSstEffect effects[BOSS_SST_EFFECT_COUNT];
/* 0x09D0 */ s16 trailIndex;
/* 0x09D2 */ s16 trailCount;
/* 0x09D4 */ BossSstHandTrail handTrails[7];

View file

@ -45,6 +45,8 @@ typedef enum {
/* 0x69 */ TW_DEATHBALL_KOUME
} TwinrovaType;
#define BOSS_TW_EFFECT_COUNT 150
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 frame;
@ -229,7 +231,7 @@ static u8 D_8094C878;
static s16 D_8094C87A;
static s16 D_8094C87C;
static u8 D_8094C87E;
static BossTwEffect sTwEffects[150];
static BossTwEffect sEffects[BOSS_TW_EFFECT_COUNT];
void BossTw_AddDotEffect(GlobalContext* globalCtx, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale,
s16 args, s16 countLimit) {
@ -272,11 +274,11 @@ void BossTw_AddDmgCloud(GlobalContext* globalCtx, s16 type, Vec3f* initialPos, V
}
void BossTw_AddRingEffect(GlobalContext* globalCtx, Vec3f* initalPos, f32 scale, f32 arg3, s16 alpha, s16 args,
s16 arg6, s16 arg7) {
s16 arg6, s16 countLimit) {
s16 i;
BossTwEffect* eff;
for (i = 0, eff = globalCtx->specialEffects; i < arg7; i++, eff++) {
for (i = 0, eff = globalCtx->specialEffects; i < countLimit; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_RING;
eff->pos = *initalPos;
@ -298,7 +300,7 @@ void BossTw_AddPlayerFreezeEffect(GlobalContext* globalCtx, Actor* target) {
BossTwEffect* eff;
s16 i;
for (eff = globalCtx->specialEffects, i = 0; i < ARRAY_COUNT(sTwEffects); i++, eff++) {
for (eff = globalCtx->specialEffects, i = 0; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_PLYR_FRZ;
eff->curSpeed = sZeroVector;
@ -323,7 +325,7 @@ void BossTw_AddFlameEffect(GlobalContext* globalCtx, Vec3f* initalPos, Vec3f* in
s16 i;
BossTwEffect* eff;
for (i = 0, eff = globalCtx->specialEffects; i < ARRAY_COUNT(sTwEffects); i++, eff++) {
for (i = 0, eff = globalCtx->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_FLAME;
eff->pos = *initalPos;
@ -343,7 +345,7 @@ void BossTw_AddMergeFlameEffect(GlobalContext* globalCtx, Vec3f* initialPos, f32
s16 i;
BossTwEffect* eff;
for (i = 0, eff = globalCtx->specialEffects; i < ARRAY_COUNT(sTwEffects); i++, eff++) {
for (i = 0, eff = globalCtx->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_MERGEFLAME;
eff->pos = *initialPos;
@ -366,7 +368,7 @@ void BossTw_AddShieldBlastEffect(GlobalContext* globalCtx, Vec3f* initalPos, Vec
s16 i;
BossTwEffect* eff;
for (i = 0, eff = globalCtx->specialEffects; i < ARRAY_COUNT(sTwEffects); i++, eff++) {
for (i = 0, eff = globalCtx->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_SHLD_BLST;
eff->pos = *initalPos;
@ -393,7 +395,7 @@ void BossTw_AddShieldDeflectEffect(GlobalContext* globalCtx, f32 arg1, s16 arg2)
sShieldHitYaw = player->actor.shape.rot.y;
for (i = 0; i < 8; i++) {
for (eff = globalCtx->specialEffects, j = 0; j < ARRAY_COUNT(sTwEffects); j++, eff++) {
for (eff = globalCtx->specialEffects, j = 0; j < BOSS_TW_EFFECT_COUNT; j++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_SHLD_DEFL;
eff->pos = sShieldHitPos;
@ -423,7 +425,7 @@ void BossTw_AddShieldHitEffect(GlobalContext* globalCtx, f32 arg1, s16 arg2) {
sShieldHitYaw = player->actor.shape.rot.y;
for (i = 0; i < 8; i++) {
for (eff = globalCtx->specialEffects, j = 0; j < ARRAY_COUNT(sTwEffects); j++, eff++) {
for (eff = globalCtx->specialEffects, j = 0; j < BOSS_TW_EFFECT_COUNT; j++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_SHLD_HIT;
eff->pos = sShieldHitPos;
@ -500,10 +502,10 @@ void BossTw_Init(Actor* thisx, GlobalContext* globalCtx2) {
D_8094C858 = D_8094C854 = 0.0f;
sFixedBlastType = Rand_ZeroFloat(1.99f);
globalCtx->specialEffects = sTwEffects;
globalCtx->specialEffects = sEffects;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
sTwEffects[i].type = TWEFF_NONE;
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
sEffects[i].type = TWEFF_NONE;
}
}
@ -734,7 +736,7 @@ void BossTw_SpawnGroundBlast(BossTw* this, GlobalContext* globalCtx, s16 blastTy
Vec3f velocity;
Vec3f accel;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
velocity.x = Rand_CenteredFloat(20.0f);
velocity.y = Rand_ZeroFloat(10.0f);
velocity.z = Rand_CenteredFloat(20.0f);
@ -1097,7 +1099,7 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
Vec3f velocity;
Vec3f accel = { 0.0f, 0.0f, 0.0f };
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < 150; i++) {
velocity.x = Rand_CenteredFloat(15.0f);
velocity.y = Rand_CenteredFloat(15.0f);
velocity.z = Rand_CenteredFloat(15.0f);
@ -1151,7 +1153,7 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->targetPos.z, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].z, 1.0f, 400.0f);
if ((this->work[CS_TIMER_1] % 4) == 0) {
BossTw_AddRingEffect(globalCtx, &player->bodyPartsPos[PLAYER_BODYPART_R_HAND], 0.5f, 3.0f, 0xFF,
this->actor.params, 1, 150);
this->actor.params, 1, BOSS_TW_EFFECT_COUNT);
}
} else {
this->beamShootState = 0;
@ -1284,7 +1286,8 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
}
if (BossTw_BeamReflHitCheck(this, &this->actor.world.pos) && (this->work[CS_TIMER_1] % 4) == 0) {
BossTw_AddRingEffect(globalCtx, &this->unk_530, 0.5f, 3.0f, 255, this->actor.params, 1, 150);
BossTw_AddRingEffect(globalCtx, &this->unk_530, 0.5f, 3.0f, 255, this->actor.params, 1,
BOSS_TW_EFFECT_COUNT);
}
if (BossTw_BeamReflHitCheck(this, &otherTw->actor.world.pos) && otherTw->actionFunc != BossTw_HitByBeam) {
@ -4581,7 +4584,7 @@ void BossTw_UpdateEffects(GlobalContext* globalCtx) {
f32 phi_f0;
Actor* unk44;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (eff->type != 0) {
eff->pos.x += eff->curSpeed.x;
eff->pos.y += eff->curSpeed.y;
@ -4897,7 +4900,7 @@ f32 BossTw_RandZeroOne(void) {
}
void BossTw_DrawEffects(GlobalContext* globalCtx) {
u8 sp18F = 0;
u8 materialFlag = 0;
s16 i;
s16 j;
s32 pad;
@ -4913,11 +4916,11 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type == 1) {
if (sp18F == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, object_tw_DL_01A528);
sp18F++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, currentEffect->color.r, currentEffect->color.g,
@ -4933,14 +4936,14 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
currentEffect++;
}
sp18F = 0;
materialFlag = 0;
currentEffect = effectHead;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type == 3) {
if (sp18F == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01A998));
sp18F++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, currentEffect->alpha);
@ -4957,15 +4960,15 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
currentEffect++;
}
sp18F = 0;
materialFlag = 0;
currentEffect = effectHead;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type == 2) {
if (sp18F == 0) {
if (materialFlag == 0) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
sp18F++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, currentEffect->alpha);
@ -4983,13 +4986,13 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
currentEffect++;
}
sp18F = 0;
materialFlag = 0;
currentEffect = effectHead;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type == 4) {
if (sp18F == 0) {
sp18F++;
if (materialFlag == 0) {
materialFlag++;
}
gSPSegment(POLY_XLU_DISP++, 0xD,
@ -5028,20 +5031,20 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
currentEffect++;
}
sp18F = 0;
materialFlag = 0;
currentEffect = effectHead;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
Actor* actor;
Vec3f off;
if (currentEffect->type == TWEFF_PLYR_FRZ) {
if (sp18F == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01AA50));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 255);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
sp18F++;
materialFlag++;
BossTw_InitRand(1, 0x71AC, 0x263A);
}
@ -5074,10 +5077,10 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
currentEffect++;
}
sp18F = 0;
materialFlag = 0;
currentEffect = effectHead;
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type >= 6) {
if (currentEffect->work[EFF_ARGS] == 0) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, currentEffect->alpha);

View file

@ -23,6 +23,8 @@
#define PHASE_4 15
#define PHASE_DEATH 18
#define BOSS_VA_EFFECT_COUNT 400
typedef struct BossVaEffect {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f velocity;
@ -376,7 +378,7 @@ static u8 sKillBari = 0;
static u8 sBodyBari[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
static s16 sCsCamera = 0;
static BossVaEffect sVaEffects[400];
static BossVaEffect sEffects[BOSS_VA_EFFECT_COUNT];
static u8 sBodyState;
static u8 sFightPhase;
static s8 sCsState;
@ -439,7 +441,7 @@ void BossVa_BloodDroplets(GlobalContext* globalCtx, Vec3f* pos, s16 phase, s16 y
spawnPos.x = Rand_CenteredFloat(10.0f) + pos->x;
spawnPos.y = pos->y - (Rand_ZeroOne() * 15.0f);
spawnPos.z = Rand_CenteredFloat(10.0f) + pos->z;
BossVa_SpawnBloodDroplets(globalCtx, sVaEffects, &spawnPos, 65, phase, yaw);
BossVa_SpawnBloodDroplets(globalCtx, sEffects, &spawnPos, 65, phase, yaw);
}
}
@ -451,7 +453,7 @@ void BossVa_BloodSplatter(GlobalContext* globalCtx, BossVaEffect* src, s16 yaw,
pos.x = Rand_CenteredFloat(10.0f) + src->pos.x;
pos.y = src->pos.y - (Rand_ZeroOne() * 15.0f);
pos.z = Rand_CenteredFloat(10.0f) + src->pos.z;
BossVa_SpawnBloodSplatter(globalCtx, sVaEffects, &pos, (s16)Rand_CenteredFloat(0x6590) + yaw, scale);
BossVa_SpawnBloodSplatter(globalCtx, sEffects, &pos, (s16)Rand_CenteredFloat(0x6590) + yaw, scale);
}
}
@ -463,7 +465,7 @@ void BossVa_Gore(GlobalContext* globalCtx, BossVaEffect* src, s16 yaw, s16 scale
pos.x = Rand_CenteredFloat(10.0f) + src->pos.x;
pos.y = Rand_CenteredFloat(10.0f) + src->pos.y;
pos.z = Rand_CenteredFloat(10.0f) + src->pos.z;
BossVa_SpawnGore(globalCtx, sVaEffects, &pos, (s16)Rand_CenteredFloat(0x6590) + yaw, scale);
BossVa_SpawnGore(globalCtx, sEffects, &pos, (s16)Rand_CenteredFloat(0x6590) + yaw, scale);
}
}
@ -482,7 +484,7 @@ void BossVa_Spark(GlobalContext* globalCtx, BossVa* this, s32 count, s16 scale,
offset.x = Rand_CenteredFloat(xzSpread) + this->effectPos[index].x - this->actor.world.pos.x;
offset.y = Rand_CenteredFloat(ySpread) + this->effectPos[index].y - this->actor.world.pos.y;
offset.z = Rand_CenteredFloat(xzSpread) + this->effectPos[index].z - this->actor.world.pos.z;
BossVa_SpawnSpark(globalCtx, sVaEffects, this, &offset, scale, mode);
BossVa_SpawnSpark(globalCtx, sEffects, this, &offset, scale, mode);
}
}
@ -502,7 +504,7 @@ void BossVa_Tumor(GlobalContext* globalCtx, BossVa* this, s32 count, s16 scale,
offset.x = Rand_CenteredFloat(xzSpread) + this->effectPos[index].x - this->actor.world.pos.x;
offset.y = Rand_CenteredFloat(ySpread) + this->effectPos[index].y - this->actor.world.pos.y;
offset.z = Rand_CenteredFloat(xzSpread) + this->effectPos[index].z - this->actor.world.pos.z;
BossVa_SpawnTumor(globalCtx, sVaEffects, this, &offset, scale, mode);
BossVa_SpawnTumor(globalCtx, sEffects, this, &offset, scale, mode);
}
}
@ -687,7 +689,7 @@ void BossVa_Init(Actor* thisx, GlobalContext* globalCtx2) {
sInitRot[i].y + this->actor.world.rot.y, sInitRot[i].z + this->actor.world.rot.z, i);
}
Lib_MemSet((u8*)sVaEffects, ARRAY_COUNT(sVaEffects) * sizeof(BossVaEffect), 0);
Lib_MemSet((u8*)sEffects, BOSS_VA_EFFECT_COUNT * sizeof(BossVaEffect), 0);
if (sCsState < BOSSVA_BATTLE) {
BossVa_SetupIntro(this);
} else {
@ -1171,7 +1173,7 @@ void BossVa_BodyPhase2(BossVa* this, GlobalContext* globalCtx) {
sp48.y += 310.0f + (this->actor.shape.yOffset * this->actor.scale.y);
sp48.x += -10.0f;
sp48.z += 220.0f;
BossVa_SpawnSparkBall(globalCtx, sVaEffects, this, &sp48, 4, 0);
BossVa_SpawnSparkBall(globalCtx, sEffects, this, &sp48, 4, 0);
}
if (Rand_ZeroOne() < 0.1f) {
@ -2096,7 +2098,7 @@ void BossVa_ZapperAttack(BossVa* this, GlobalContext* globalCtx) {
if (this->timer2 == 20) {
Vec3f sp44 = this->zapHeadPos;
BossVa_SpawnZapperCharge(globalCtx, sVaEffects, this, &sp44, &this->headRot, 100, 0);
BossVa_SpawnZapperCharge(globalCtx, sEffects, this, &sp44, &this->headRot, 100, 0);
}
}
@ -2355,7 +2357,7 @@ void BossVa_ZapperEnraged(BossVa* this, GlobalContext* globalCtx) {
if (this->timer2 == 4) {
Vec3f sp48 = this->zapHeadPos;
BossVa_SpawnZapperCharge(globalCtx, sVaEffects, this, &sp48, &this->headRot, 100, 0);
BossVa_SpawnZapperCharge(globalCtx, sEffects, this, &sp48, &this->headRot, 100, 0);
}
}
@ -3280,7 +3282,7 @@ void BossVa_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
if (*paramsPtr == BOSSVA_BODY) {
BossVa_DrawEffects(sVaEffects, globalCtx);
BossVa_DrawEffects(sEffects, globalCtx);
} else if (*paramsPtr == BOSSVA_DOOR) {
BossVa_DrawDoor(globalCtx, sDoorState);
}
@ -3291,7 +3293,7 @@ void BossVa_Draw(Actor* thisx, GlobalContext* globalCtx) {
static s32 sUnkValue = 0x009B0000; // Unreferenced? Possibly a color
void BossVa_UpdateEffects(GlobalContext* globalCtx) {
BossVaEffect* effect = sVaEffects;
BossVaEffect* effect = sEffects;
Player* player = GET_PLAYER(globalCtx);
s16 spB6;
s16 i;
@ -3309,7 +3311,7 @@ void BossVa_UpdateEffects(GlobalContext* globalCtx) {
f32 pad78;
f32 pad74;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type != VA_NONE) {
effect->timer--;
@ -3507,19 +3509,19 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
};
s16 i;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 flag = 0;
u8 materialFlag = 0;
BossVaEffect* effectHead = effect;
Camera* camera = Gameplay_GetCamera(globalCtx, sCsCamera);
OPEN_DISPS(gfxCtx, "../z_boss_va.c", 4953);
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_LARGE_SPARK) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 130, 130, 30, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0156A0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 230, 230, 230, effect->primColor[3]);
@ -3534,12 +3536,12 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_SPARK_BALL) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_011738);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
@ -3560,13 +3562,13 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_BLOOD) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_009430);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gEffBubble1Tex));
flag++;
materialFlag++;
}
gDPPipeSync(POLY_XLU_DISP++);
@ -3590,15 +3592,15 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_TUMOR) {
BossVa* parent = effect->parent;
if (!flag) {
if (materialFlag == 0) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, effect->envColor[3]);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_0128B8);
flag++;
materialFlag++;
}
if ((effect->mode != TUMOR_BODY) || ((Math_Vec3f_DistXZ(&camera->eye, &effect->pos) -
@ -3614,12 +3616,12 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_GORE) {
if (!flag) {
if (materialFlag == 0) {
func_80093D18(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_012BA0);
flag++;
materialFlag++;
}
gDPPipeSync(POLY_OPA_DISP++);
@ -3645,12 +3647,12 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_ZAP_CHARGE) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0135B0);
flag++;
materialFlag++;
}
gDPPipeSync(POLY_XLU_DISP++);
@ -3668,13 +3670,13 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_BLAST_SPARK) {
if (!flag) {
if (materialFlag == 0) {
func_80093C14(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 130, 130, 30, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0156A0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 230, 230, 230, effect->primColor[3]);
@ -3690,13 +3692,13 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
}
effect = effectHead;
for (i = 0, flag = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0, materialFlag = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_SMALL_SPARK) {
if (!flag) {
if (materialFlag == 0) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008F08);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->primColor[3]);
@ -3722,7 +3724,7 @@ void BossVa_SpawnSpark(GlobalContext* globalCtx, BossVaEffect* effect, BossVa* t
Vec3f tempVec;
s16 i;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_LARGE_SPARK;
effect->parent = this;
@ -3779,7 +3781,7 @@ void BossVa_SpawnSparkBall(GlobalContext* globalCtx, BossVaEffect* effect, BossV
Vec3f pos = { 0.0f, -1000.0f, 0.0f };
s16 i;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_SPARK_BALL;
effect->parent = this;
@ -3812,7 +3814,7 @@ void BossVa_SpawnBloodDroplets(GlobalContext* globalCtx, BossVaEffect* effect, V
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
f32 xzVel;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_BLOOD;
effect->pos = *pos;
@ -3842,7 +3844,7 @@ void BossVa_SpawnBloodSplatter(GlobalContext* globalCtx, BossVaEffect* effect, V
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_BLOOD;
effect->pos = *pos;
@ -3876,7 +3878,7 @@ void BossVa_SpawnTumor(GlobalContext* globalCtx, BossVaEffect* effect, BossVa* t
Vec3f pos = { 0.0f, -1000.0f, 0.0f };
s16 i;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_TUMOR;
effect->parent = this;
@ -3910,7 +3912,7 @@ void BossVa_SpawnGore(GlobalContext* globalCtx, BossVaEffect* effect, Vec3f* pos
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_GORE;
effect->pos = *pos;
@ -3952,7 +3954,7 @@ void BossVa_SpawnZapperCharge(GlobalContext* globalCtx, BossVaEffect* effect, Bo
Vec3f unused = { 0.0f, -1000.0f, 0.0f };
s16 i;
for (i = 0; i < ARRAY_COUNT(sVaEffects); i++, effect++) {
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type == VA_NONE) {
effect->type = VA_ZAP_CHARGE;
effect->parent = this;

View file

@ -9,10 +9,10 @@ void EfcErupc_Update(Actor* thisx, GlobalContext* globalCtx);
void EfcErupc_Draw(Actor* thisx, GlobalContext* globalCtx);
void EfcErupc_UpdateAction(EfcErupc* this, GlobalContext* globalCtx);
void EfcErupc_DrawParticles(EfcErupcParticles* particles, GlobalContext* globalCtx);
void EfcErupc_UpdateParticles(EfcErupc* this, GlobalContext* globalCtx);
void EfcErupc_AddParticle(EfcErupcParticles* particles, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scaleFactor);
void EfcErupc_InitParticles(EfcErupcParticles* particles);
void EfcErupc_DrawEffects(EfcErupcEffect* effect, GlobalContext* globalCtx);
void EfcErupc_UpdateEffects(EfcErupc* this, GlobalContext* globalCtx);
void EfcErupc_SpawnEffect(EfcErupcEffect* effect, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scaleFactor);
void EfcErupc_InitEffects(EfcErupcEffect* effect);
const ActorInit Efc_Erupc_InitVars = {
ACTOR_EFC_ERUPC,
@ -35,7 +35,7 @@ void EfcErupc_Init(Actor* thisx, GlobalContext* globalCtx) {
EfcErupc_SetupAction(this, EfcErupc_UpdateAction);
Actor_SetScale(&this->actor, 1.0f);
EfcErupc_InitParticles(this->particles);
EfcErupc_InitEffects(this->effects);
this->unk_14C = this->unk_14E = this->unk_150 = 0;
this->unk_152 = 5;
this->unk_154 = -100;
@ -99,7 +99,7 @@ void EfcErupc_UpdateAction(EfcErupc* this, GlobalContext* globalCtx) {
vel.y = Rand_ZeroFloat(100.0f);
vel.z = Rand_CenteredFloat(100.0f);
accel.y = this->unk_154 * 0.1f;
EfcErupc_AddParticle(this->particles, &pos, &vel, &accel, 80.0f);
EfcErupc_SpawnEffect(this->effects, &pos, &vel, &accel, 80.0f);
}
}
@ -107,7 +107,7 @@ void EfcErupc_Update(Actor* thisx, GlobalContext* globalCtx) {
EfcErupc* this = (EfcErupc*)thisx;
this->actionFunc(this, globalCtx);
EfcErupc_UpdateParticles(this, globalCtx);
EfcErupc_UpdateEffects(this, globalCtx);
}
void EfcErupc_Draw(Actor* thisx, GlobalContext* globalCtx) {
@ -156,26 +156,25 @@ void EfcErupc_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_efc_erupc.c", 356);
EfcErupc_DrawParticles(this->particles, globalCtx);
EfcErupc_DrawEffects(this->effects, globalCtx);
}
void EfcErupc_DrawParticles(EfcErupcParticles* particles, GlobalContext* globalCtx) {
void EfcErupc_DrawEffects(EfcErupcEffect* effect, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 i;
s32 pad;
OPEN_DISPS(gfxCtx, "../z_efc_erupc.c", 368);
for (i = 0; i < EFC_ERUPC_NUM_PARTICLES; i++, particles++) {
if (particles->isActive) {
for (i = 0; i < EFC_ERUPC_EFFECT_COUNT; i++, effect++) {
if (effect->isActive) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_002760);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, particles->color.r, particles->color.g, particles->color.b,
particles->alpha);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, effect->color.r, effect->color.g, effect->color.b, effect->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 0, 0, 0);
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(particles->pos.x, particles->pos.y, particles->pos.z, MTXMODE_NEW);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(particles->scale, particles->scale, 1.0f, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_efc_erupc.c", 393),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_0027D8);
@ -191,19 +190,19 @@ static Color_RGB8 D_8099D770[] = {
{ 255, 0, 0 },
};
void EfcErupc_UpdateParticles(EfcErupc* this, GlobalContext* globalCtx) {
void EfcErupc_UpdateEffects(EfcErupc* this, GlobalContext* globalCtx) {
s16 i;
s16 index;
Color_RGB8 particleColors[] = {
Color_RGB8 effectColors[] = {
{ 255, 128, 0 },
{ 255, 0, 0 },
{ 0, 0, 0 },
{ 100, 0, 0 },
};
Color_RGB8* color;
EfcErupcParticles* cur = this->particles;
EfcErupcEffect* cur = this->effects;
for (i = 0; i < EFC_ERUPC_NUM_PARTICLES; i++, cur++) {
for (i = 0; i < EFC_ERUPC_EFFECT_COUNT; i++, cur++) {
if (cur->isActive) {
cur->pos.x += cur->vel.x;
cur->pos.y += cur->vel.y;
@ -213,7 +212,7 @@ void EfcErupc_UpdateParticles(EfcErupc* this, GlobalContext* globalCtx) {
cur->vel.z += cur->accel.z;
cur->animTimer += 1;
index = cur->animTimer % 4;
color = &particleColors[index];
color = &effectColors[index];
cur->color.r = color->r;
cur->color.g = color->g;
cur->color.b = color->b;
@ -226,27 +225,27 @@ void EfcErupc_UpdateParticles(EfcErupc* this, GlobalContext* globalCtx) {
}
}
void EfcErupc_AddParticle(EfcErupcParticles* particles, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scaleFactor) {
void EfcErupc_SpawnEffect(EfcErupcEffect* effect, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scaleFactor) {
s16 i;
for (i = 0; i < EFC_ERUPC_NUM_PARTICLES; i++, particles++) {
if (!particles->isActive) {
particles->isActive = true;
particles->pos = *pos;
particles->vel = *vel;
particles->accel = *accel;
particles->scale = scaleFactor / 1000.0f;
particles->alpha = 255;
particles->animTimer = (s16)Rand_ZeroFloat(10.0f);
for (i = 0; i < EFC_ERUPC_EFFECT_COUNT; i++, effect++) {
if (!effect->isActive) {
effect->isActive = true;
effect->pos = *pos;
effect->vel = *vel;
effect->accel = *accel;
effect->scale = scaleFactor / 1000.0f;
effect->alpha = 255;
effect->animTimer = (s16)Rand_ZeroFloat(10.0f);
return;
}
}
}
void EfcErupc_InitParticles(EfcErupcParticles* particles) {
void EfcErupc_InitEffects(EfcErupcEffect* effect) {
s16 i;
for (i = 0; i < EFC_ERUPC_NUM_PARTICLES; i++, particles++) {
particles->isActive = false;
for (i = 0; i < EFC_ERUPC_EFFECT_COUNT; i++, effect++) {
effect->isActive = false;
}
}

View file

@ -8,6 +8,8 @@ struct EfcErupc;
typedef void (*EfcErupcActionFunc)(struct EfcErupc*, GlobalContext*);
#define EFC_ERUPC_EFFECT_COUNT 100
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f vel;
@ -19,9 +21,7 @@ typedef struct {
/* 0x30 */ char unk_2C[4];
/* 0x34 */ f32 scale;
/* 0x38 */ char unk_34[8];
} EfcErupcParticles; // size 0x3C
#define EFC_ERUPC_NUM_PARTICLES 100
} EfcErupcEffect; // size 0x3C
typedef struct EfcErupc {
/* 0x0000 */ Actor actor;
@ -30,7 +30,7 @@ typedef struct EfcErupc {
/* 0x0150 */ s16 unk_150;
/* 0x0152 */ s16 unk_152;
/* 0x0154 */ s16 unk_154;
/* 0x0158 */ EfcErupcParticles particles[EFC_ERUPC_NUM_PARTICLES];
/* 0x0158 */ EfcErupcEffect effects[EFC_ERUPC_EFFECT_COUNT];
/* 0x18C8 */ EfcErupcActionFunc actionFunc;
} EfcErupc; // size = 0x18CC

View file

@ -78,7 +78,7 @@ static ColliderCylinderInit sLaserCylinderInit = {
static UNK_TYPE4 D_809D5C98 = 0; // unused
static UNK_TYPE4 D_809D5C9C = 0; // unused
static EnClearTagEffect sClearTagEffects[CLEAR_TAG_EFFECT_MAX_COUNT];
static EnClearTagEffect sEffects[CLEAR_TAG_EFFECT_COUNT];
#include "overlays/ovl_En_Clear_Tag/ovl_En_Clear_Tag.c"
@ -92,7 +92,7 @@ void EnClearTag_CreateDebrisEffect(GlobalContext* globalCtx, Vec3f* position, Ve
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
// Look for an available effect to allocate a Debris effect to.
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
effect->type = CLEAR_TAG_EFFECT_DEBRIS;
@ -126,7 +126,7 @@ void EnClearTag_CreateFireEffect(GlobalContext* globalCtx, Vec3f* pos, f32 scale
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
// Look for an available effect to allocate a fire effect to.
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
effect->random = (s16)Rand_ZeroFloat(100.0f);
effect->type = CLEAR_TAG_EFFECT_FIRE;
@ -154,7 +154,7 @@ void EnClearTag_CreateSmokeEffect(GlobalContext* globalCtx, Vec3f* position, f32
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
// Look for an available effect to allocate a smoke effect to.
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
effect->random = (s16)Rand_ZeroFloat(100.0f);
effect->type = CLEAR_TAG_EFFECT_SMOKE;
@ -190,7 +190,7 @@ void EnClearTag_CreateFlashEffect(GlobalContext* globalCtx, Vec3f* position, f32
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
// Look for an available effect to allocate a flash effect to.
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
effect->type = CLEAR_TAG_EFFECT_FLASH;
@ -271,9 +271,9 @@ void EnClearTag_Init(Actor* thisx, GlobalContext* globalCtx) {
// Initialize all effects to available if effects have not been initialized.
if (!sIsEffectsInitialized) {
sIsEffectsInitialized = true;
globalCtx->specialEffects = &sClearTagEffects[0];
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++) {
sClearTagEffects[i].type = CLEAR_TAG_EFFECT_AVAILABLE;
globalCtx->specialEffects = sEffects;
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++) {
sEffects[i].type = CLEAR_TAG_EFFECT_AVAILABLE;
}
this->drawMode = CLEAR_TAG_DRAW_MODE_ALL;
}
@ -780,7 +780,7 @@ void EnClearTag_UpdateEffects(GlobalContext* globalCtx) {
f32 originalYPosition;
Vec3f sphereCenter;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type != CLEAR_TAG_EFFECT_AVAILABLE) {
effect->random++;
@ -891,7 +891,7 @@ void EnClearTag_UpdateEffects(GlobalContext* globalCtx) {
void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
s16 i;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 isMaterialApplied = false;
u8 materialFlag = 0;
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
EnClearTagEffect* firstEffect = effect;
@ -900,11 +900,11 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
// Draw all Debris effects.
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_DEBRIS) {
// Apply the debris effect material if it has not already been applied.
if (!isMaterialApplied) {
isMaterialApplied++;
if (materialFlag == 0) {
materialFlag++;
gSPDisplayList(POLY_OPA_DISP++, gArwingDebrisEffectMaterialDL);
}
@ -921,14 +921,14 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
// Draw all ground flash effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
materialFlag = 0;
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
// Apply the flash ground effect material if it has not already been applied.
if (!isMaterialApplied) {
if (materialFlag == 0) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 200, 0);
isMaterialApplied++;
materialFlag++;
}
// Draw the ground flash effect.
@ -945,13 +945,13 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
// Draw all smoke effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
materialFlag = 0;
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_SMOKE) {
// Apply the smoke effect material if it has not already been applied.
if (!isMaterialApplied) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gArwingFireEffectMaterialDL);
isMaterialApplied++;
materialFlag++;
}
// Draw the smoke effect.
@ -974,14 +974,14 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
// Draw all fire effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
materialFlag = 0;
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FIRE) {
// Apply the fire effect material if it has not already been applied.
if (!isMaterialApplied) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gArwingFireEffectMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
isMaterialApplied++;
materialFlag++;
}
// Draw the fire effect.
@ -1000,14 +1000,14 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
// Draw all flash billboard effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
materialFlag = 0;
for (i = 0; i < CLEAR_TAG_EFFECT_COUNT; i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
// Apply the flash billboard effect material if it has not already been applied.
if (!isMaterialApplied) {
if (materialFlag == 0) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 200, 0);
isMaterialApplied++;
materialFlag++;
}
// Draw the flash billboard effect.

View file

@ -72,6 +72,8 @@ typedef struct EnClearTag {
/* 0x01FE */ char unk_1FE[0x06];
} EnClearTag; // size = 0x0204
#define CLEAR_TAG_EFFECT_COUNT 100
typedef struct EnClearTagEffect {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 random;
@ -90,6 +92,4 @@ typedef struct EnClearTagEffect {
/* 0x0060 */ Vec3f floorTangent;
} EnClearTagEffect; // size = 0x6C
#define CLEAR_TAG_EFFECT_MAX_COUNT 100
#endif

View file

@ -18,9 +18,9 @@ void EnEncount2_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnEncount2_Wait(EnEncount2* this, GlobalContext* globalCtx);
void EnEncount2_SpawnRocks(EnEncount2* this, GlobalContext* globalCtx);
void EnEncount2_ParticleInit(EnEncount2* this, Vec3f* particlePos, f32 scale);
void EnEncount2_ParticleDraw(Actor* thisx, GlobalContext* globalCtx);
void EnEncount2_ParticleUpdate(EnEncount2* this, GlobalContext* globalCtx);
void EnEncount2_SpawnEffect(EnEncount2* this, Vec3f* position, f32 scale);
void EnEncount2_DrawEffects(Actor* thisx, GlobalContext* globalCtx);
void EnEncount2_UpdateEffects(EnEncount2* this, GlobalContext* globalCtx);
const ActorInit En_Encount2_InitVars = {
ACTOR_EN_ENCOUNT2,
@ -123,8 +123,8 @@ void EnEncount2_SpawnRocks(EnEncount2* this, GlobalContext* globalCtx) {
f32 tempVec2X;
f32 tempVec2Y;
f32 tempVec2Z;
f32 particleScale;
Vec3f particlePos;
f32 effectScale;
Vec3f effectPos;
s16 spawnedRockType;
s16 spawnerState;
s16 maxRocks;
@ -181,16 +181,16 @@ void EnEncount2_SpawnRocks(EnEncount2* this, GlobalContext* globalCtx) {
// Position between 160 and 200 units ahead of camera depending on camera pitch, plus a 400 unit offset in +y
// (plus some random variation)
particlePos.x = Rand_CenteredFloat(200.0f) + (globalCtx->view.eye.x + (tempVec2X * 200.0f));
particlePos.y = Rand_CenteredFloat(50.0f) + tempVec1Y;
particlePos.z = Rand_CenteredFloat(200.0f) + (globalCtx->view.eye.z + (tempVec2Z * 200.0f));
particleScale = Rand_CenteredFloat(0.005f) + 0.007f;
effectPos.x = Rand_CenteredFloat(200.0f) + (globalCtx->view.eye.x + (tempVec2X * 200.0f));
effectPos.y = Rand_CenteredFloat(50.0f) + tempVec1Y;
effectPos.z = Rand_CenteredFloat(200.0f) + (globalCtx->view.eye.z + (tempVec2Z * 200.0f));
effectScale = Rand_CenteredFloat(0.005f) + 0.007f;
if (spawnerState == ENCOUNT2_ACTIVE_DEATH_MOUNTAIN) {
EnEncount2_ParticleInit(this, &particlePos, particleScale);
} else if (this->particleSpawnTimer == 0) {
EnEncount2_ParticleInit(this, &particlePos, particleScale);
this->particleSpawnTimer = 5;
EnEncount2_SpawnEffect(this, &effectPos, effectScale);
} else if (this->effectSpawnTimer == 0) {
EnEncount2_SpawnEffect(this, &effectPos, effectScale);
this->effectSpawnTimer = 5;
}
if ((this->numSpawnedRocks < maxRocks) && (this->timerBetweenRockSpawns == 0)) {
@ -257,13 +257,13 @@ void EnEncount2_Update(Actor* thisx, GlobalContext* globalCtx2) {
this->timerBetweenRockSpawns--;
}
if (this->particleSpawnTimer != 0) {
this->particleSpawnTimer--;
if (this->effectSpawnTimer != 0) {
this->effectSpawnTimer--;
}
this->actionFunc(this, globalCtx);
EnEncount2_ParticleUpdate(this, globalCtx);
EnEncount2_UpdateEffects(this, globalCtx);
if (!this->isNotDeathMountain) {
this->unk_17C = this->envEffectsTimer / 60.0f;
@ -284,62 +284,62 @@ void EnEncount2_Update(Actor* thisx, GlobalContext* globalCtx2) {
void EnEncount2_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnEncount2* this = (EnEncount2*)thisx;
EnEncount2_ParticleDraw(&this->actor, globalCtx);
EnEncount2_DrawEffects(&this->actor, globalCtx);
}
void EnEncount2_ParticleInit(EnEncount2* this, Vec3f* particlePos, f32 scale) {
EnEncount2Particle* particle = this->particles;
void EnEncount2_SpawnEffect(EnEncount2* this, Vec3f* position, f32 scale) {
EnEncount2Effect* effect = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->particles); i++, particle++) {
if (!particle->isAlive) {
particle->pos = *particlePos;
particle->scale = scale;
particle->rot.x = 0.0f;
particle->rot.y = 0.0f;
particle->rot.z = 0.0f;
particle->moveDirection.x = Rand_CenteredFloat(20.0f);
particle->moveDirection.y = -20.0f;
particle->moveDirection.z = Rand_CenteredFloat(20.0f);
particle->isAlive = 1;
for (i = 0; i < EN_ENCOUNT2_EFFECT_COUNT; i++, effect++) {
if (!effect->isAlive) {
effect->pos = *position;
effect->scale = scale;
effect->rot.x = 0.0f;
effect->rot.y = 0.0f;
effect->rot.z = 0.0f;
effect->moveDirection.x = Rand_CenteredFloat(20.0f);
effect->moveDirection.y = -20.0f;
effect->moveDirection.z = Rand_CenteredFloat(20.0f);
effect->isAlive = 1;
break;
}
}
}
void EnEncount2_ParticleUpdate(EnEncount2* this, GlobalContext* globalCtx) {
void EnEncount2_UpdateEffects(EnEncount2* this, GlobalContext* globalCtx) {
s16 i;
EnEncount2Particle* particle = this->particles;
EnEncount2Effect* effect = this->effects;
Player* player = GET_PLAYER(globalCtx);
Vec3f targetPos;
for (i = 0; i < ARRAY_COUNT(this->particles); particle++, i++) {
if (particle->isAlive) {
particle->rot.x += Rand_ZeroOne() * 500.0f;
particle->rot.y += Rand_ZeroOne() * 500.0f;
particle->rot.z += Rand_ZeroOne() * 500.0f;
targetPos.x = particle->pos.x + particle->moveDirection.x;
targetPos.y = particle->pos.y + particle->moveDirection.y;
targetPos.z = particle->pos.z + particle->moveDirection.z;
Math_ApproachF(&particle->pos.x, targetPos.x, 0.3f, 30.0f);
Math_ApproachF(&particle->pos.y, targetPos.y, 0.8f, 250.0f);
Math_ApproachF(&particle->pos.z, targetPos.z, 0.3f, 30.0f);
Math_ApproachF(&particle->moveDirection.y, -20.0f, 0.9f, 1.0f);
for (i = 0; i < EN_ENCOUNT2_EFFECT_COUNT; effect++, i++) {
if (effect->isAlive) {
effect->rot.x += Rand_ZeroOne() * 500.0f;
effect->rot.y += Rand_ZeroOne() * 500.0f;
effect->rot.z += Rand_ZeroOne() * 500.0f;
targetPos.x = effect->pos.x + effect->moveDirection.x;
targetPos.y = effect->pos.y + effect->moveDirection.y;
targetPos.z = effect->pos.z + effect->moveDirection.z;
Math_ApproachF(&effect->pos.x, targetPos.x, 0.3f, 30.0f);
Math_ApproachF(&effect->pos.y, targetPos.y, 0.8f, 250.0f);
Math_ApproachF(&effect->pos.z, targetPos.z, 0.3f, 30.0f);
Math_ApproachF(&effect->moveDirection.y, -20.0f, 0.9f, 1.0f);
if (globalCtx->sceneNum != SCENE_SPOT16) {
if (particle->pos.y < (player->actor.floorHeight - 50.0f)) {
particle->isAlive = 0;
if (effect->pos.y < (player->actor.floorHeight - 50.0f)) {
effect->isAlive = 0;
}
} else if (particle->pos.y < 1500.0f) {
particle->isAlive = 0;
} else if (effect->pos.y < 1500.0f) {
effect->isAlive = 0;
}
}
}
}
void EnEncount2_ParticleDraw(Actor* thisx, GlobalContext* globalCtx) {
void EnEncount2_DrawEffects(Actor* thisx, GlobalContext* globalCtx) {
EnEncount2* this = (EnEncount2*)thisx;
EnEncount2Particle* particle = this->particles;
EnEncount2Effect* effect = this->effects;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 i;
s32 objBankIndex;
@ -352,13 +352,13 @@ void EnEncount2_ParticleDraw(Actor* thisx, GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[objBankIndex].segment);
for (i = 0; i < ARRAY_COUNT(this->particles); particle++, i++) {
if (particle->isAlive) {
Matrix_Translate(particle->pos.x, particle->pos.y, particle->pos.z, MTXMODE_NEW);
Matrix_RotateX(DEG_TO_RAD(particle->rot.x), MTXMODE_APPLY);
Matrix_RotateY(DEG_TO_RAD(particle->rot.y), MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(particle->rot.z), MTXMODE_APPLY);
Matrix_Scale(particle->scale, particle->scale, particle->scale, MTXMODE_APPLY);
for (i = 0; i < EN_ENCOUNT2_EFFECT_COUNT; effect++, i++) {
if (effect->isAlive) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_RotateX(DEG_TO_RAD(effect->rot.x), MTXMODE_APPLY);
Matrix_RotateY(DEG_TO_RAD(effect->rot.y), MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(effect->rot.z), MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_encount2.c", 669),

View file

@ -8,13 +8,15 @@ struct EnEncount2;
typedef void (*EnEncount2ActionFunc)(struct EnEncount2*, GlobalContext*);
#define EN_ENCOUNT2_EFFECT_COUNT 50
typedef struct {
/* 0x0000 */ Vec3f pos;
/* 0x000C */ f32 scale;
/* 0x0010 */ u8 isAlive;
/* 0x0014 */ Vec3f moveDirection;
/* 0x0020 */ Vec3f rot;
} EnEncount2Particle; // size = 0x2C
} EnEncount2Effect; // size = 0x2C
typedef struct EnEncount2 {
/* 0x0000 */ Actor actor;
@ -25,7 +27,7 @@ typedef struct EnEncount2 {
/* 0x0158 */ s16 numSpawnedRocks;
/* 0x015A */ s16 isNotDeathMountain;
/* 0x015C */ s16 collapseSpawnerInactive;
/* 0x015E */ s16 particleSpawnTimer;
/* 0x015E */ s16 effectSpawnTimer;
/* 0x0160 */ f32 unk_160;
/* 0x0164 */ char unk164[0x4];
/* 0x0168 */ f32 unk_168;
@ -35,7 +37,7 @@ typedef struct EnEncount2 {
/* 0x0178 */ s16 envEffectsTimer;
/* 0x017C */ f32 unk_17C;
/* 0x0180 */ u64 isQuaking;
/* 0x0188 */ EnEncount2Particle particles[50];
/* 0x0188 */ EnEncount2Effect effects[EN_ENCOUNT2_EFFECT_COUNT];
} EnEncount2; // size = 0x0A20
#endif

View file

@ -23,11 +23,11 @@ void EnFd_Reappear(EnFd* this, GlobalContext* globalCtx);
void EnFd_SpinAndGrow(EnFd* this, GlobalContext* globalCtx);
void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx);
void EnFd_WaitForCore(EnFd* this, GlobalContext* globalCtx);
void EnFd_UpdateFlames(EnFd* this);
void EnFd_UpdateDots(EnFd* this);
void EnFd_AddEffect(EnFd*, u8, Vec3f*, Vec3f*, Vec3f*, u8, f32, f32);
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx);
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx);
void EnFd_UpdateEffectsFlames(EnFd* this);
void EnFd_UpdateEffectsDots(EnFd* this);
void EnFd_SpawnEffect(EnFd*, u8, Vec3f*, Vec3f*, Vec3f*, u8, f32, f32);
void EnFd_DrawEffectsDots(EnFd* this, GlobalContext* globalCtx);
void EnFd_DrawEffectsFlames(EnFd* this, GlobalContext* globalCtx);
void EnFd_Land(EnFd* this, GlobalContext* globalCtx);
const ActorInit En_Fd_InitVars = {
@ -255,7 +255,7 @@ void EnFd_SpawnDot(EnFd* this, GlobalContext* globalCtx) {
accel.x = (Rand_ZeroOne() - 0.5f) * 2.0f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f;
accel.z = (Rand_ZeroOne() - 0.5f) * 2.0f;
EnFd_AddEffect(this, FD_EFFECT_FLAME, &pos, &velocity, &accel, 8, 0.6f, 0.2f);
EnFd_SpawnEffect(this, FD_EFFECT_FLAME, &pos, &velocity, &accel, 8, 0.6f, 0.2f);
}
}
@ -678,8 +678,8 @@ void EnFd_Update(Actor* thisx, GlobalContext* globalCtx) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
EnFd_Fade(this, globalCtx);
this->actionFunc(this, globalCtx);
EnFd_UpdateDots(this);
EnFd_UpdateFlames(this);
EnFd_UpdateEffectsDots(this);
EnFd_UpdateEffectsFlames(this);
if (this->actionFunc != EnFd_Reappear && this->actionFunc != EnFd_SpinAndGrow &&
this->actionFunc != EnFd_WaitForCore) {
if (this->attackTimer == 0 && this->invincibilityTimer == 0) {
@ -739,7 +739,7 @@ void EnFd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
accel.x = (Rand_ZeroOne() - 0.5f) * 0.4f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.6f;
accel.z = (Rand_ZeroOne() - 0.5f) * 0.4f;
EnFd_AddEffect(this, FD_EFFECT_DOT, &pos, &velocity, &accel, 0, 0.006f, 0.0f);
EnFd_SpawnEffect(this, FD_EFFECT_DOT, &pos, &velocity, &accel, 0, 0.006f, 0.0f);
}
}
}
@ -768,8 +768,8 @@ void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1751);
Matrix_Push();
EnFd_DrawDots(this, globalCtx);
EnFd_DrawFlames(this, globalCtx);
EnFd_DrawEffectsDots(this, globalCtx);
EnFd_DrawEffectsFlames(this, globalCtx);
Matrix_Pop();
if (this->actionFunc != EnFd_Reappear && !(this->fadeAlpha < 0.9f)) {
if (1) {}
@ -792,12 +792,12 @@ void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1822);
}
void EnFd_AddEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 timer, f32 scale,
f32 scaleStep) {
void EnFd_SpawnEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 timer, f32 scale,
f32 scaleStep) {
EnFdEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FD_EFFECT_COUNT; i++, eff++) {
if (eff->type != FD_EFFECT_NONE) {
continue;
}
@ -816,11 +816,11 @@ void EnFd_AddEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* acc
}
}
void EnFd_UpdateFlames(EnFd* this) {
void EnFd_UpdateEffectsFlames(EnFd* this) {
s16 i;
EnFdEffect* eff = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FD_EFFECT_COUNT; i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
eff->timer--;
if (eff->timer == 0) {
@ -839,7 +839,7 @@ void EnFd_UpdateFlames(EnFd* this) {
}
}
void EnFd_UpdateDots(EnFd* this) {
void EnFd_UpdateEffectsDots(EnFd* this) {
EnFdEffect* eff = this->effects;
s16 i;
Color_RGBA8 dotColors[] = {
@ -849,7 +849,7 @@ void EnFd_UpdateDots(EnFd* this) {
{ 255, 0, 0, 0 },
};
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FD_EFFECT_COUNT; i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
@ -872,26 +872,26 @@ void EnFd_UpdateDots(EnFd* this) {
}
}
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx) {
void EnFd_DrawEffectsFlames(EnFd* this, GlobalContext* globalCtx) {
static void* dustTextures[] = {
gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex,
};
s32 firstDone;
s32 materialFlag;
s16 i;
s16 idx;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1969);
firstDone = false;
materialFlag = false;
if (1) {}
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FD_EFFECT_COUNT; i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
if (!firstDone) {
if (!materialFlag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_7928);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
firstDone = true;
materialFlag = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
gDPPipeSync(POLY_XLU_DISP++);
@ -908,22 +908,22 @@ void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 2020);
}
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx) {
void EnFd_DrawEffectsDots(EnFd* this, GlobalContext* globalCtx) {
s16 i;
s16 firstDone;
s16 materialFlag;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 2034);
firstDone = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FD_EFFECT_COUNT; i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
if (!firstDone) {
if (!materialFlag) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_79F8);
firstDone = true;
materialFlag = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, eff->color.r, eff->color.g, eff->color.b,
(u8)(eff->color.a * (this->fadeAlpha / 255.0f)));

View file

@ -14,6 +14,8 @@ typedef enum {
FD_EFFECT_DOT
} FDEffectType;
#define EN_FD_EFFECT_COUNT 200
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 timer;
@ -47,7 +49,7 @@ typedef struct EnFd {
/* 0x04D0 */ Vec3f corePos;
/* 0x04DC */ Vec3s jointTable[27];
/* 0x057E */ Vec3s morphTable[27];
/* 0x0620 */ EnFdEffect effects[200];
/* 0x0620 */ EnFdEffect effects[EN_FD_EFFECT_COUNT];
} EnFd; // size = 0x31E0
#endif

View file

@ -15,10 +15,10 @@ void EnFw_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFw_UpdateDust(EnFw* this);
void EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx);
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep);
void EnFw_UpdateEffects(EnFw* this);
void EnFw_DrawEffects(EnFw* this, GlobalContext* globalCtx);
void EnFw_SpawnEffectDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep);
void EnFw_Bounce(EnFw* this, GlobalContext* globalCtx);
void EnFw_Run(EnFw* this, GlobalContext* globalCtx);
void EnFw_JumpToParentInitPos(EnFw* this, GlobalContext* globalCtx);
@ -177,7 +177,7 @@ s32 EnFw_SpawnDust(EnFw* this, u8 timer, f32 scale, f32 scaleStep, s32 dustCnt,
accel.z = (Rand_ZeroOne() - 0.5f) * xzAccel;
pos.x = (Math_SinS(angle) * radius) + this->actor.world.pos.x;
pos.z = (Math_CosS(angle) * radius) + this->actor.world.pos.z;
EnFw_AddDust(this, &pos, &velocity, &accel, timer, scale, scaleStep);
EnFw_SpawnEffectDust(this, &pos, &velocity, &accel, timer, scale, scaleStep);
angle += (s16)(0x10000 / dustCnt);
i--;
}
@ -398,21 +398,21 @@ void EnFw_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = (EnFw*)thisx;
EnFw_UpdateDust(this);
EnFw_UpdateEffects(this);
Matrix_Push();
EnFw_DrawDust(this, globalCtx);
EnFw_DrawEffects(this, globalCtx);
Matrix_Pop();
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnFw_OverrideLimbDraw, EnFw_PostLimbDraw, this);
}
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
void EnFw_SpawnEffectDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FW_EFFECT_COUNT; i++, eff++) {
if (eff->type != 1) {
eff->scale = scale;
eff->scaleStep = scaleStep;
@ -426,11 +426,11 @@ void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* acc
}
}
void EnFw_UpdateDust(EnFw* this) {
void EnFw_UpdateEffects(EnFw* this) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FW_EFFECT_COUNT; i++, eff++) {
if (eff->type != 0) {
if ((--eff->timer) == 0) {
eff->type = 0;
@ -448,29 +448,29 @@ void EnFw_UpdateDust(EnFw* this) {
}
}
void EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx) {
void EnFw_DrawEffects(EnFw* this, GlobalContext* globalCtx) {
static void* dustTextures[] = {
gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex,
};
EnFwEffect* eff = this->effects;
s16 firstDone;
s16 materialFlag;
s16 alpha;
s16 i;
s16 idx;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fw.c", 1191);
firstDone = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
if (1) {}
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
for (i = 0; i < EN_FW_EFFECT_COUNT; i++, eff++) {
if (eff->type != 0) {
if (!firstDone) {
if (!materialFlag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0U);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_7928);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
materialFlag = true;
}
alpha = eff->timer * (255.0f / eff->initialTimer);

View file

@ -8,6 +8,8 @@ struct EnFw;
typedef void (*EnFwActionFunc)(struct EnFw* this, GlobalContext* globalCtx);
#define EN_FW_EFFECT_COUNT 20
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 timer;
@ -42,7 +44,7 @@ typedef struct EnFw {
/* 0x0218 */ f32 runRadius;
/* 0x021C */ Vec3s jointTable[11];
/* 0x025E */ Vec3s morphTable[11];
/* 0x02A0 */ EnFwEffect effects[20];
/* 0x02A0 */ EnFwEffect effects[EN_FW_EFFECT_COUNT];
} EnFw; // size = 0x0700
#endif

View file

@ -43,7 +43,7 @@ void EnFz_SpawnIceSmokeNoFreeze(EnFz* this, Vec3f* pos, Vec3f* velocity, Vec3f*
void EnFz_SpawnIceSmokeFreeze(EnFz* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, f32 xyScale, f32 xyScaleTarget,
s16 primAlpha, u8 isTimerMod8);
void EnFz_UpdateIceSmoke(EnFz* this, GlobalContext* globalCtx);
void EnFz_DrawIceSmoke(EnFz* this, GlobalContext* globalCtx);
void EnFz_DrawEffects(EnFz* this, GlobalContext* globalCtx);
const ActorInit En_Fz_InitVars = {
ACTOR_EN_FZ,
@ -741,152 +741,152 @@ void EnFz_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fz.c", 1200);
EnFz_DrawIceSmoke(this, globalCtx);
EnFz_DrawEffects(this, globalCtx);
}
void EnFz_SpawnIceSmokeNoFreeze(EnFz* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, f32 xyScale) {
EnFzEffectSsIceSmoke* iceSmoke = this->iceSmoke;
EnFzEffect* effect = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->iceSmoke); i++) {
if (iceSmoke->type == 0) {
iceSmoke->type = 1;
iceSmoke->pos = *pos;
iceSmoke->velocity = *velocity;
iceSmoke->accel = *accel;
iceSmoke->primAlphaState = 0;
iceSmoke->xyScale = xyScale / 1000.0f;
iceSmoke->primAlpha = 0;
iceSmoke->timer = 0;
for (i = 0; i < EN_FZ_EFFECT_COUNT; i++) {
if (effect->type == 0) {
effect->type = 1;
effect->pos = *pos;
effect->velocity = *velocity;
effect->accel = *accel;
effect->primAlphaState = 0;
effect->xyScale = xyScale / 1000.0f;
effect->primAlpha = 0;
effect->timer = 0;
break;
}
iceSmoke++;
effect++;
}
}
void EnFz_SpawnIceSmokeFreeze(EnFz* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, f32 xyScale, f32 xyScaleTarget,
s16 primAlpha, u8 isTimerMod8) {
EnFzEffectSsIceSmoke* iceSmoke = this->iceSmoke;
EnFzEffect* effect = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->iceSmoke); i++) {
if (iceSmoke->type == 0) {
iceSmoke->type = 2;
iceSmoke->pos = *pos;
iceSmoke->velocity = *velocity;
iceSmoke->accel = *accel;
iceSmoke->primAlphaState = 0;
iceSmoke->xyScale = xyScale / 1000.0f;
iceSmoke->xyScaleTarget = xyScaleTarget / 1000.0f;
iceSmoke->primAlpha = primAlpha;
iceSmoke->timer = 0;
iceSmoke->isTimerMod8 = isTimerMod8;
for (i = 0; i < EN_FZ_EFFECT_COUNT; i++) {
if (effect->type == 0) {
effect->type = 2;
effect->pos = *pos;
effect->velocity = *velocity;
effect->accel = *accel;
effect->primAlphaState = 0;
effect->xyScale = xyScale / 1000.0f;
effect->xyScaleTarget = xyScaleTarget / 1000.0f;
effect->primAlpha = primAlpha;
effect->timer = 0;
effect->isTimerMod8 = isTimerMod8;
break;
}
iceSmoke++;
effect++;
}
}
void EnFz_UpdateIceSmoke(EnFz* this, GlobalContext* globalCtx) {
EnFzEffectSsIceSmoke* iceSmoke = this->iceSmoke;
EnFzEffect* effect = this->effects;
s16 i;
Vec3f pos;
for (i = 0; i < ARRAY_COUNT(this->iceSmoke); i++) {
if (iceSmoke->type) {
iceSmoke->pos.x += iceSmoke->velocity.x;
iceSmoke->pos.y += iceSmoke->velocity.y;
iceSmoke->pos.z += iceSmoke->velocity.z;
iceSmoke->timer++;
iceSmoke->velocity.x += iceSmoke->accel.x;
iceSmoke->velocity.y += iceSmoke->accel.y;
iceSmoke->velocity.z += iceSmoke->accel.z;
if (iceSmoke->type == 1) {
if (iceSmoke->primAlphaState == 0) { // Becoming more opaque
iceSmoke->primAlpha += 10;
if (iceSmoke->primAlpha >= 100) {
iceSmoke->primAlphaState++;
for (i = 0; i < EN_FZ_EFFECT_COUNT; i++) {
if (effect->type) {
effect->pos.x += effect->velocity.x;
effect->pos.y += effect->velocity.y;
effect->pos.z += effect->velocity.z;
effect->timer++;
effect->velocity.x += effect->accel.x;
effect->velocity.y += effect->accel.y;
effect->velocity.z += effect->accel.z;
if (effect->type == 1) {
if (effect->primAlphaState == 0) { // Becoming more opaque
effect->primAlpha += 10;
if (effect->primAlpha >= 100) {
effect->primAlphaState++;
}
} else { // Becoming more transparent
iceSmoke->primAlpha -= 3;
if (iceSmoke->primAlpha <= 0) {
iceSmoke->primAlpha = 0;
iceSmoke->type = 0;
effect->primAlpha -= 3;
if (effect->primAlpha <= 0) {
effect->primAlpha = 0;
effect->type = 0;
}
}
} else if (iceSmoke->type == 2) { // Freezing
Math_ApproachF(&iceSmoke->xyScale, iceSmoke->xyScaleTarget, 0.1f, iceSmoke->xyScaleTarget / 10.0f);
if (iceSmoke->primAlphaState == 0) { // Becoming more opaque
if (iceSmoke->timer >= 7) {
iceSmoke->primAlphaState++;
} else if (effect->type == 2) { // Freezing
Math_ApproachF(&effect->xyScale, effect->xyScaleTarget, 0.1f, effect->xyScaleTarget / 10.0f);
if (effect->primAlphaState == 0) { // Becoming more opaque
if (effect->timer >= 7) {
effect->primAlphaState++;
}
} else { // Becoming more transparent, slows down
iceSmoke->accel.y = 2.0f;
iceSmoke->primAlpha -= 17;
iceSmoke->velocity.x *= 0.75f;
iceSmoke->velocity.z *= 0.75f;
if (iceSmoke->primAlpha <= 0) {
iceSmoke->primAlpha = 0;
iceSmoke->type = 0;
effect->accel.y = 2.0f;
effect->primAlpha -= 17;
effect->velocity.x *= 0.75f;
effect->velocity.z *= 0.75f;
if (effect->primAlpha <= 0) {
effect->primAlpha = 0;
effect->type = 0;
}
}
if ((this->unusedTimer2 == 0) && (iceSmoke->primAlpha >= 101) && iceSmoke->isTimerMod8) {
this->collider3.dim.pos.x = (s16)iceSmoke->pos.x;
this->collider3.dim.pos.y = (s16)iceSmoke->pos.y;
this->collider3.dim.pos.z = (s16)iceSmoke->pos.z;
if ((this->unusedTimer2 == 0) && (effect->primAlpha >= 101) && effect->isTimerMod8) {
this->collider3.dim.pos.x = (s16)effect->pos.x;
this->collider3.dim.pos.y = (s16)effect->pos.y;
this->collider3.dim.pos.z = (s16)effect->pos.z;
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider3.base);
}
pos.x = iceSmoke->pos.x;
pos.y = iceSmoke->pos.y + 10.0f;
pos.z = iceSmoke->pos.z;
pos.x = effect->pos.x;
pos.y = effect->pos.y + 10.0f;
pos.z = effect->pos.z;
if ((iceSmoke->primAlphaState != 2) && EnFz_ReachedTarget(this, &pos)) {
iceSmoke->primAlphaState = 2;
iceSmoke->velocity.x = 0.0f;
iceSmoke->velocity.z = 0.0f;
if ((effect->primAlphaState != 2) && EnFz_ReachedTarget(this, &pos)) {
effect->primAlphaState = 2;
effect->velocity.x = 0.0f;
effect->velocity.z = 0.0f;
}
}
}
iceSmoke++;
effect++;
}
}
void EnFz_DrawIceSmoke(EnFz* this, GlobalContext* globalCtx) {
EnFzEffectSsIceSmoke* iceSmoke = this->iceSmoke;
void EnFz_DrawEffects(EnFz* this, GlobalContext* globalCtx) {
EnFzEffect* effect = this->effects;
s16 i;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 texLoaded = false;
u8 materialFlag = 0;
OPEN_DISPS(gfxCtx, "../z_en_fz.c", 1384);
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->iceSmoke); i++) {
if (iceSmoke->type > 0) {
for (i = 0; i < EN_FZ_EFFECT_COUNT; i++) {
if (effect->type > 0) {
gDPPipeSync(POLY_XLU_DISP++);
if (!texLoaded) {
if (!materialFlag) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gFreezardSteamStartDL));
texLoaded++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, iceSmoke->primAlpha);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, effect->primAlpha);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 3 * (iceSmoke->timer + (3 * i)),
15 * (iceSmoke->timer + (3 * i)), 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(iceSmoke->pos.x, iceSmoke->pos.y, iceSmoke->pos.z, MTXMODE_NEW);
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 3 * (effect->timer + (3 * i)),
15 * (effect->timer + (3 * i)), 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(iceSmoke->xyScale, iceSmoke->xyScale, 1.0f, MTXMODE_APPLY);
Matrix_Scale(effect->xyScale, effect->xyScale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_fz.c", 1424),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gFreezardSteamDL));
}
iceSmoke++;
effect++;
}
CLOSE_DISPS(gfxCtx, "../z_en_fz.c", 1430);

View file

@ -21,7 +21,9 @@ typedef struct {
/* 0x0030 */ f32 xyScale;
/* 0x0034 */ f32 xyScaleTarget;
/* 0x0038 */ u8 isTimerMod8; // conditional, used to run CollisionCheck_SetAT
} EnFzEffectSsIceSmoke; // size = 0x3C
} EnFzEffect; // size = 0x3C
#define EN_FZ_EFFECT_COUNT 40
typedef struct EnFz {
/* 0x0000 */ Actor actor;
@ -49,7 +51,7 @@ typedef struct EnFz {
/* 0x0263 */ u8 unusedTimer2; // Timer
/* 0x0264 */ Vec3f wallHitPos; // Position contact was made with a wall
/* 0x0270 */ f32 distToTargetSq;
/* 0x0274 */ EnFzEffectSsIceSmoke iceSmoke[40];
/* 0x0274 */ EnFzEffect effects[EN_FZ_EFFECT_COUNT];
} EnFz; // size = 0x0BD4
#endif

View file

@ -82,7 +82,7 @@ void EnGSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
this->type = (this->actor.params >> 0xC) & 0xF;
this->switchFlag = this->actor.params & 0x3F;
this->numEffects = ARRAY_COUNT(this->effects);
this->numEffects = EN_GSWITCH_EFFECT_COUNT;
// "index"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ インデックス ☆☆☆☆☆ %x\n" VT_RST, this->type);
// "save"

View file

@ -24,6 +24,8 @@ typedef enum {
/* 3 */ ENGSWITCH_TARGET_RUPEE
} EnGSwitchType;
#define EN_GSWITCH_EFFECT_COUNT 100
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ s16 scale;
@ -54,7 +56,7 @@ typedef struct EnGSwitch {
/* 0x016C */ Vec3f targetPos;
/* 0x0178 */ s8 objIndex;
/* 0x017C */ ColliderCylinder collider;
/* 0x01C8 */ EnGSwitchEffect effects[100];
/* 0x01C8 */ EnGSwitchEffect effects[EN_GSWITCH_EFFECT_COUNT];
} EnGSwitch; // size = 0x12F8
#endif

View file

@ -29,9 +29,10 @@ void func_80A40C78(EnGo* this, GlobalContext* globalCtx);
void EnGo_Eyedrops(EnGo* this, GlobalContext* globalCtx);
void func_80A40DCC(EnGo* this, GlobalContext* globalCtx);
void EnGo_AddDust(EnGo* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale, f32 scaleStep);
void EnGo_UpdateDust(EnGo* this);
void EnGo_DrawDust(EnGo* this, GlobalContext* globalCtx);
void EnGo_SpawnEffectDust(EnGo* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep);
void EnGo_UpdateEffects(EnGo* this);
void EnGo_DrawEffects(EnGo* this, GlobalContext* globalCtx);
const ActorInit En_Go_InitVars = {
ACTOR_EN_GO,
@ -532,7 +533,7 @@ s32 EnGo_SpawnDust(EnGo* this, u8 initialTimer, f32 scale, f32 scaleStep, s32 nu
accel.z = (Rand_ZeroOne() - 0.5f) * xzAccel;
pos.x = (Math_SinS(angle) * radius) + this->actor.world.pos.x;
pos.z = (Math_CosS(angle) * radius) + this->actor.world.pos.z;
EnGo_AddDust(this, &pos, &velocity, &accel, initialTimer, scale, scaleStep);
EnGo_SpawnEffectDust(this, &pos, &velocity, &accel, initialTimer, scale, scaleStep);
angle += (s16)(0x10000 / numDustEffects);
i--;
}
@ -1124,9 +1125,9 @@ void EnGo_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_go.c", 2479);
EnGo_UpdateDust(this);
EnGo_UpdateEffects(this);
Matrix_Push();
EnGo_DrawDust(this, globalCtx);
EnGo_DrawEffects(this, globalCtx);
Matrix_Pop();
if (this->actionFunc == EnGo_CurledUp) {
@ -1145,16 +1146,17 @@ void EnGo_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnGo_OverrideLimbDraw, EnGo_PostLimbDraw, &this->actor);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_go.c", 2525);
EnGo_DrawDust(this, globalCtx);
EnGo_DrawEffects(this, globalCtx);
}
}
void EnGo_AddDust(EnGo* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale, f32 scaleStep) {
EnGoEffect* dustEffect = this->dustEffects;
void EnGo_SpawnEffectDust(EnGo* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
EnGoEffect* dustEffect = this->effects;
s16 i;
s16 timer;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type != 1) {
dustEffect->scale = scale;
dustEffect->scaleStep = scaleStep;
@ -1171,12 +1173,12 @@ void EnGo_AddDust(EnGo* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 init
}
}
void EnGo_UpdateDust(EnGo* this) {
EnGoEffect* dustEffect = this->dustEffects;
void EnGo_UpdateEffects(EnGo* this) {
EnGoEffect* dustEffect = this->effects;
f32 randomNumber;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type) {
dustEffect->timer--;
if (dustEffect->timer == 0) {
@ -1197,25 +1199,25 @@ void EnGo_UpdateDust(EnGo* this) {
}
}
void EnGo_DrawDust(EnGo* this, GlobalContext* globalCtx) {
void EnGo_DrawEffects(EnGo* this, GlobalContext* globalCtx) {
static void* dustTex[] = { gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex };
EnGoEffect* dustEffect = this->dustEffects;
EnGoEffect* dustEffect = this->effects;
s16 alpha;
s16 firstDone;
s16 materialFlag;
s16 index;
s16 i;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_go.c", 2626);
firstDone = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
if (1) {}
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type) {
if (!firstDone) {
if (!materialFlag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gGoronDL_00FD40);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
materialFlag = true;
}
alpha = dustEffect->timer * (255.0f / dustEffect->initialTimer);

View file

@ -23,6 +23,8 @@ typedef s16 (*callback2_80A3ED24)(GlobalContext*, struct EnGo*);
// /* 0x90 */ GORON1_DMT_BIGGORON,
#define EN_GO_EFFECT_COUNT 20
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 timer;
@ -55,7 +57,7 @@ typedef struct EnGo {
/* 0x021E */ s16 unk_21E;
/* 0x0220 */ s16 jointTable[18];
/* 0x0244 */ s16 morphTable[18];
/* 0x0268 */ EnGoEffect dustEffects[20];
/* 0x0268 */ EnGoEffect effects[EN_GO_EFFECT_COUNT];
} EnGo; // size = 0x06C8
#endif

View file

@ -168,12 +168,13 @@ static EnGo2DustEffectData sDustEffectData[2][4] = {
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
void EnGo2_AddDust(EnGo2* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale, f32 scaleStep) {
EnGoEffect* dustEffect = this->dustEffects;
void EnGo2_SpawnEffectDust(EnGo2* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
EnGoEffect* dustEffect = this->effects;
s16 i;
s16 timer;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO2_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type != 1) {
dustEffect->scale = scale;
dustEffect->scaleStep = scaleStep;
@ -190,12 +191,12 @@ void EnGo2_AddDust(EnGo2* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 in
}
}
void EnGo2_UpdateDust(EnGo2* this) {
EnGoEffect* dustEffect = this->dustEffects;
void EnGo2_UpdateEffects(EnGo2* this) {
EnGoEffect* dustEffect = this->effects;
f32 randomNumber;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO2_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type) {
dustEffect->timer--;
if (dustEffect->timer == 0) {
@ -215,26 +216,26 @@ void EnGo2_UpdateDust(EnGo2* this) {
}
}
void EnGo2_DrawDust(EnGo2* this, GlobalContext* globalCtx) {
EnGoEffect* dustEffect = this->dustEffects;
void EnGo2_DrawEffects(EnGo2* this, GlobalContext* globalCtx) {
EnGoEffect* dustEffect = this->effects;
s16 alpha;
s16 firstDone;
s16 materialFlag;
s16 index;
s16 i;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_go2_eff.c", 111);
firstDone = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
if (1) {}
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
for (i = 0; i < EN_GO2_EFFECT_COUNT; i++, dustEffect++) {
if (dustEffect->type) {
if (!firstDone) {
if (!materialFlag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gGoronDL_00FD40);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
materialFlag = true;
}
alpha = dustEffect->timer * (255.0f / dustEffect->initialTimer);
@ -270,7 +271,7 @@ s32 EnGo2_SpawnDust(EnGo2* this, u8 initialTimer, f32 scale, f32 scaleStep, s32
accel.y += Rand_ZeroOne() * yAccel;
pos.x = (Math_SinS(angle) * radius) + this->actor.world.pos.x;
pos.z = (Math_CosS(angle) * radius) + this->actor.world.pos.z;
EnGo2_AddDust(this, &pos, &velocity, &accel, initialTimer, scale, scaleStep);
EnGo2_SpawnEffectDust(this, &pos, &velocity, &accel, initialTimer, scale, scaleStep);
angle += (s16)(0x10000 / numDustEffects);
i--;
}
@ -2040,9 +2041,9 @@ void EnGo2_Draw(Actor* thisx, GlobalContext* globalCtx) {
void* eyeTextures[] = { gGoronCsEyeClosed2Tex, gGoronCsEyeOpenTex, gGoronCsEyeHalfTex, gGoronCsEyeClosedTex };
void* mouthTextures[] = { gGoronCsMouthNeutralTex, gGoronCsMouthSmileTex };
EnGo2_UpdateDust(this);
EnGo2_UpdateEffects(this);
Matrix_Push();
EnGo2_DrawDust(this, globalCtx);
EnGo2_DrawEffects(this, globalCtx);
Matrix_Pop();
if ((this->actionFunc == EnGo2_CurledUp) && (this->skelAnime.playSpeed == 0.0f) &&

View file

@ -65,6 +65,8 @@ typedef struct {
f32 yAccel;
} EnGo2DustEffectData; // size = 0x18
#define EN_GO2_EFFECT_COUNT 10
typedef struct EnGo2 {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
@ -93,7 +95,7 @@ typedef struct EnGo2 {
/* 0x0226 */ s16 unk_226[18]; // Remains unknown
/* 0x024A */ s16 unk_24A[18]; // Remains unknown
/* 0x026E */ u16 unk_26E; // Remains unknown = 1, 2, or 4: used in func_80034A14
/* 0x0270 */ EnGoEffect dustEffects[10];
/* 0x0270 */ EnGoEffect effects[EN_GO2_EFFECT_COUNT];
/* 0x04A0 */ Vec3f eye;
/* 0x04AC */ Vec3f at;
/* 0x04B8 */ Vec3s jointTable[18];

View file

@ -30,9 +30,9 @@ void func_80AB714C(EnNiw* this, GlobalContext* globalCtx);
void func_80AB7204(EnNiw* this, GlobalContext* globalCtx);
void func_80AB7290(EnNiw* this, GlobalContext* globalCtx);
void func_80AB7328(EnNiw* this, GlobalContext* globalCtx);
void EnNiw_FeatherSpawn(EnNiw* this, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scale);
void EnNiw_FeatherUpdate(EnNiw* this, GlobalContext* globalCtx);
void EnNiw_FeatherDraw(EnNiw* this, GlobalContext* globalCtx);
void EnNiw_SpawnFeather(EnNiw* this, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scale);
void EnNiw_UpdateEffects(EnNiw* this, GlobalContext* globalCtx);
void EnNiw_DrawEffects(EnNiw* this, GlobalContext* globalCtx);
static s16 D_80AB85E0 = 0;
@ -922,13 +922,13 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
accel.x = 0.0f;
accel.y = -0.15f;
accel.z = 0.0f;
EnNiw_FeatherSpawn(this, &pos, &vel, &accel, scale);
EnNiw_SpawnFeather(this, &pos, &vel, &accel, scale);
}
this->unk_2A6 = 0;
}
EnNiw_FeatherUpdate(this, globalCtx);
EnNiw_UpdateEffects(this, globalCtx);
if (this->timer1 != 0) {
this->timer1--;
}
@ -1145,84 +1145,84 @@ void EnNiw_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80033C30(&this->actor.world.pos, &scale, 255, globalCtx);
}
EnNiw_FeatherDraw(this, globalCtx);
EnNiw_DrawEffects(this, globalCtx);
}
void EnNiw_FeatherSpawn(EnNiw* this, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scale) {
void EnNiw_SpawnFeather(EnNiw* this, Vec3f* pos, Vec3f* vel, Vec3f* accel, f32 scale) {
s16 i;
EnNiwFeather* feather = this->feathers;
EnNiwEffect* effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->feathers); i++, feather++) {
if (feather->type == 0) {
feather->type = 1;
feather->pos = *pos;
feather->vel = *vel;
feather->accel = *accel;
feather->timer = 0;
feather->scale = scale / 1000.0f;
feather->life = (s16)Rand_ZeroFloat(20.0f) + 40;
feather->unk_2A = Rand_ZeroFloat(1000.0f);
for (i = 0; i < EN_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->type == 0) {
effect->type = 1;
effect->pos = *pos;
effect->vel = *vel;
effect->accel = *accel;
effect->timer = 0;
effect->scale = scale / 1000.0f;
effect->life = (s16)Rand_ZeroFloat(20.0f) + 40;
effect->unk_2A = Rand_ZeroFloat(1000.0f);
break;
}
}
}
void EnNiw_FeatherUpdate(EnNiw* this, GlobalContext* globalCtx) {
void EnNiw_UpdateEffects(EnNiw* this, GlobalContext* globalCtx) {
s16 i;
EnNiwFeather* feather = this->feathers;
EnNiwEffect* effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->feathers); i++, feather++) {
if (feather->type != 0) {
feather->timer++;
feather->pos.x += feather->vel.x;
feather->pos.y += feather->vel.y;
feather->pos.z += feather->vel.z;
feather->vel.x += feather->accel.x;
feather->vel.y += feather->accel.y;
feather->vel.z += feather->accel.z;
if (feather->type == 1) {
feather->unk_2A++;
Math_ApproachF(&feather->vel.x, 0.0f, 1.0f, 0.05f);
Math_ApproachF(&feather->vel.z, 0.0f, 1.0f, 0.05f);
if (feather->vel.y < -0.5f) {
feather->vel.y = -0.5f;
for (i = 0; i < EN_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->type != 0) {
effect->timer++;
effect->pos.x += effect->vel.x;
effect->pos.y += effect->vel.y;
effect->pos.z += effect->vel.z;
effect->vel.x += effect->accel.x;
effect->vel.y += effect->accel.y;
effect->vel.z += effect->accel.z;
if (effect->type == 1) {
effect->unk_2A++;
Math_ApproachF(&effect->vel.x, 0.0f, 1.0f, 0.05f);
Math_ApproachF(&effect->vel.z, 0.0f, 1.0f, 0.05f);
if (effect->vel.y < -0.5f) {
effect->vel.y = -0.5f;
}
feather->unk_30 = Math_SinS(feather->unk_2A * 0xBB8) * M_PI * 0.2f;
effect->unk_30 = Math_SinS(effect->unk_2A * 0xBB8) * M_PI * 0.2f;
if (feather->life < feather->timer) {
feather->type = 0;
if (effect->life < effect->timer) {
effect->type = 0;
}
}
}
}
}
void EnNiw_FeatherDraw(EnNiw* this, GlobalContext* globalCtx) {
u8 flag = 0;
void EnNiw_DrawEffects(EnNiw* this, GlobalContext* globalCtx) {
u8 materialFlag = 0;
s16 i;
s32 pad;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
EnNiwFeather* feather = &this->feathers[0];
EnNiwEffect* effect = &this->effects[0];
OPEN_DISPS(gfxCtx, "../z_en_niw.c", 1897);
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->feathers); i++, feather++) {
if (feather->type == 1) {
if (!flag) {
gSPDisplayList(POLY_XLU_DISP++, gCuccoParticleAppearDL);
flag++;
for (i = 0; i < EN_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->type == 1) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherMaterialDL);
materialFlag++;
}
Matrix_Translate(feather->pos.x, feather->pos.y, feather->pos.z, MTXMODE_NEW);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(feather->scale, feather->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(feather->unk_30, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(effect->unk_30, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1000.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_niw.c", 1913),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoParticleAliveDL);
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherModelDL);
}
}

View file

@ -18,7 +18,9 @@ typedef struct {
/* 0x002C */ f32 scale;
/* 0x0030 */ f32 unk_30;
/* 0x0034 */ u8 timer;
} EnNiwFeather; // size = 0x0038
} EnNiwEffect; // size = 0x0038
#define EN_NIW_EFFECT_COUNT 20
typedef struct EnNiw {
/* 0x0000 */ Actor actor;
@ -73,7 +75,7 @@ typedef struct EnNiw {
/* 0x0304 */ f32 unk_304;
/* 0x0308 */ u8 unk_308;
/* 0x030C */ ColliderCylinder collider;
/* 0x0358 */ EnNiwFeather feathers[20];
/* 0x0358 */ EnNiwEffect effects[EN_NIW_EFFECT_COUNT];
} EnNiw; // size = 0x07B8
#endif

View file

@ -16,15 +16,15 @@ void EnSyatekiNiw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnSyatekiNiw_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80B11DEC(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B132A8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void EnSyatekiNiw_UpdateEffects(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B129EC(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B13464(EnSyatekiNiw* this, GlobalContext* globalCtx);
void EnSyatekiNiw_DrawEffects(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B123A8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B11E78(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B12460(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B128D8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4);
void EnSyatekiNiw_SpawnFeather(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4);
const ActorInit En_Syateki_Niw_InitVars = {
ACTOR_EN_SYATEKI_NIW,
@ -583,7 +583,7 @@ void EnSyatekiNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
if (1) {}
if (1) {}
func_80B132A8(this, globalCtx);
EnSyatekiNiw_UpdateEffects(this, globalCtx);
this->unk_28C++;
if (this->unk_254 != 0) {
this->unk_254--;
@ -632,7 +632,7 @@ void EnSyatekiNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
sp6C.z = Rand_CenteredFloat(3.0f);
sp60.z = sp60.x = 0.0f;
sp60.y = -0.15f;
func_80B131B8(this, &sp78, &sp6C, &sp60, Rand_ZeroFloat(8.0f) + 8.0f);
EnSyatekiNiw_SpawnFeather(this, &sp78, &sp6C, &sp60, Rand_ZeroFloat(8.0f) + 8.0f);
}
this->unk_2A0 = 0;
@ -706,85 +706,85 @@ void EnSyatekiNiw_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, SyatekiNiw_OverrideLimbDraw, NULL, this);
func_80026608(globalCtx);
func_80B13464(this, globalCtx);
EnSyatekiNiw_DrawEffects(this, globalCtx);
}
}
void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4) {
void EnSyatekiNiw_SpawnFeather(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4) {
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
EnSyatekiNiwEffect* effect = &this->effects[0];
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 == 0) {
ptr->unk_00 = 1;
ptr->unk_04 = *arg1;
ptr->unk_10 = *arg2;
ptr->unk_1C = *arg3;
ptr->unk_34 = 0;
ptr->unk_2C = (arg4 / 1000.0f);
ptr->unk_28 = (s16)Rand_ZeroFloat(20.0f) + 0x28;
ptr->unk_2A = Rand_ZeroFloat(1000.0f);
for (i = 0; i < EN_SYATEKI_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->unk_00 == 0) {
effect->unk_00 = 1;
effect->unk_04 = *arg1;
effect->unk_10 = *arg2;
effect->unk_1C = *arg3;
effect->unk_34 = 0;
effect->unk_2C = (arg4 / 1000.0f);
effect->unk_28 = (s16)Rand_ZeroFloat(20.0f) + 0x28;
effect->unk_2A = Rand_ZeroFloat(1000.0f);
return;
}
}
}
void func_80B132A8(EnSyatekiNiw* this, GlobalContext* globalCtx) {
void EnSyatekiNiw_UpdateEffects(EnSyatekiNiw* this, GlobalContext* globalCtx) {
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
EnSyatekiNiwEffect* effect = &this->effects[0];
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 != 0) {
ptr->unk_04.x += ptr->unk_10.x;
ptr->unk_04.y += ptr->unk_10.y;
ptr->unk_04.z += ptr->unk_10.z;
ptr->unk_34++;
ptr->unk_10.x += ptr->unk_1C.x;
ptr->unk_10.y += ptr->unk_1C.y;
ptr->unk_10.z += ptr->unk_1C.z;
if (ptr->unk_00 == 1) {
ptr->unk_2A++;
Math_ApproachF(&ptr->unk_10.x, 0.0f, 1.0f, 0.05f);
Math_ApproachF(&ptr->unk_10.z, 0.0f, 1.0f, 0.05f);
if (ptr->unk_10.y < -0.5f) {
ptr->unk_10.y = 0.5f;
for (i = 0; i < EN_SYATEKI_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->unk_00 != 0) {
effect->unk_04.x += effect->unk_10.x;
effect->unk_04.y += effect->unk_10.y;
effect->unk_04.z += effect->unk_10.z;
effect->unk_34++;
effect->unk_10.x += effect->unk_1C.x;
effect->unk_10.y += effect->unk_1C.y;
effect->unk_10.z += effect->unk_1C.z;
if (effect->unk_00 == 1) {
effect->unk_2A++;
Math_ApproachF(&effect->unk_10.x, 0.0f, 1.0f, 0.05f);
Math_ApproachF(&effect->unk_10.z, 0.0f, 1.0f, 0.05f);
if (effect->unk_10.y < -0.5f) {
effect->unk_10.y = 0.5f;
}
ptr->unk_30 = (Math_SinS(ptr->unk_2A * 3000) * M_PI) * 0.2f;
if (ptr->unk_28 < ptr->unk_34) {
ptr->unk_00 = 0;
effect->unk_30 = (Math_SinS(effect->unk_2A * 3000) * M_PI) * 0.2f;
if (effect->unk_28 < effect->unk_34) {
effect->unk_00 = 0;
}
}
}
}
}
void func_80B13464(EnSyatekiNiw* this, GlobalContext* globalCtx) {
void EnSyatekiNiw_DrawEffects(EnSyatekiNiw* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
u8 flag = 0;
EnSyatekiNiwEffect* effect = &this->effects[0];
u8 materialFlag = 0;
OPEN_DISPS(gfxCtx, "../z_en_syateki_niw.c", 1234);
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 == 1) {
if (flag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gCuccoParticleAppearDL);
flag++;
for (i = 0; i < EN_SYATEKI_NIW_EFFECT_COUNT; i++, effect++) {
if (effect->unk_00 == 1) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherMaterialDL);
materialFlag++;
}
Matrix_Translate(ptr->unk_04.x, ptr->unk_04.y, ptr->unk_04.z, MTXMODE_NEW);
Matrix_Translate(effect->unk_04.x, effect->unk_04.y, effect->unk_04.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(ptr->unk_2C, ptr->unk_2C, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(ptr->unk_30, MTXMODE_APPLY);
Matrix_Scale(effect->unk_2C, effect->unk_2C, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(effect->unk_30, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1000.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_syateki_niw.c", 1251),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoParticleAliveDL);
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherModelDL);
}
}

View file

@ -18,7 +18,9 @@ typedef struct {
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ u8 unk_34;
} EnSyatekiNiw_1; // size = 0x38
} EnSyatekiNiwEffect; // size = 0x38
#define EN_SYATEKI_NIW_EFFECT_COUNT 5
typedef struct EnSyatekiNiw {
/* 0x0000 */ Actor actor;
@ -65,7 +67,7 @@ typedef struct EnSyatekiNiw {
/* 0x02F4 */ f32 unk_2F4;
/* 0x02F8 */ u8 unk_2F8;
/* 0x02FC */ ColliderCylinder collider;
/* 0x0348 */ EnSyatekiNiw_1 unk_348[5];
/* 0x0348 */ EnSyatekiNiwEffect effects[EN_SYATEKI_NIW_EFFECT_COUNT];
} EnSyatekiNiw; // size = 0x0460
#endif

View file

@ -28,13 +28,13 @@ void EnZo_Surface(EnZo* this, GlobalContext* globalCtx);
void EnZo_TreadWater(EnZo* this, GlobalContext* globalCtx);
void EnZo_Dive(EnZo* this, GlobalContext* globalCtx);
void EnZo_Ripple(EnZo* this, Vec3f* pos, f32 scale, f32 targetScale, u8 alpha) {
void EnZo_SpawnRipple(EnZo* this, Vec3f* pos, f32 scale, f32 targetScale, u8 alpha) {
EnZoEffect* effect;
Vec3f vec = { 0.0f, 0.0f, 0.0f };
s16 i;
effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_NONE) {
effect->type = ENZO_EFFECT_RIPPLE;
effect->pos = *pos;
@ -47,7 +47,7 @@ void EnZo_Ripple(EnZo* this, Vec3f* pos, f32 scale, f32 targetScale, u8 alpha) {
}
}
void EnZo_Bubble(EnZo* this, Vec3f* pos) {
void EnZo_SpawnBubble(EnZo* this, Vec3f* pos) {
EnZoEffect* effect;
Vec3f vec = { 0.0f, 0.0f, 0.0f };
Vec3f vel = { 0.0f, 1.0f, 0.0f };
@ -55,7 +55,7 @@ void EnZo_Bubble(EnZo* this, Vec3f* pos) {
f32 waterSurface;
effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (1) {}
if (effect->type == ENZO_EFFECT_NONE) {
waterSurface = this->actor.world.pos.y + this->actor.yDistToWater;
@ -72,13 +72,13 @@ void EnZo_Bubble(EnZo* this, Vec3f* pos) {
}
}
void EnZo_Splash(EnZo* this, Vec3f* pos, Vec3f* vel, f32 scale) {
void EnZo_SpawnSplash(EnZo* this, Vec3f* pos, Vec3f* vel, f32 scale) {
EnZoEffect* effect;
Vec3f accel = { 0.0f, -1.0f, 0.0f };
s16 i;
effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (1) {}
if (effect->type != ENZO_EFFECT_SPLASH) {
effect->type = ENZO_EFFECT_SPLASH;
@ -93,11 +93,11 @@ void EnZo_Splash(EnZo* this, Vec3f* pos, Vec3f* vel, f32 scale) {
}
}
void EnZo_UpdateRipples(EnZo* this) {
void EnZo_UpdateEffectsRipples(EnZo* this) {
EnZoEffect* effect = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_RIPPLE) {
Math_ApproachF(&effect->scale, effect->targetScale, 0.2f, 0.8f);
if (effect->color.a > 20) {
@ -114,13 +114,13 @@ void EnZo_UpdateRipples(EnZo* this) {
}
}
void EnZo_UpdateBubbles(EnZo* this) {
void EnZo_UpdateEffectsBubbles(EnZo* this) {
EnZoEffect* effect;
f32 waterSurface;
s16 i;
effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_BUBBLE) {
effect->pos.x = ((Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.x;
effect->pos.z = ((Rand_ZeroOne() * 0.5f) - 0.25f) + effect->vec.z;
@ -131,20 +131,20 @@ void EnZo_UpdateBubbles(EnZo* this) {
if (waterSurface <= effect->pos.y) {
effect->type = ENZO_EFFECT_NONE;
effect->pos.y = waterSurface;
EnZo_Ripple(this, &effect->pos, 0.06f, 0.12f, 200);
EnZo_SpawnRipple(this, &effect->pos, 0.06f, 0.12f, 200);
}
}
effect++;
}
}
void EnZo_UpdateSplashes(EnZo* this) {
void EnZo_UpdateEffectsSplashes(EnZo* this) {
EnZoEffect* effect;
f32 waterSurface;
s16 i;
effect = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_SPLASH) {
effect->pos.x += effect->vel.x;
effect->pos.y += effect->vel.y;
@ -162,30 +162,30 @@ void EnZo_UpdateSplashes(EnZo* this) {
if (effect->pos.y < waterSurface) {
effect->type = ENZO_EFFECT_NONE;
effect->pos.y = waterSurface;
EnZo_Ripple(this, &effect->pos, 0.06f, 0.12f, 200);
EnZo_SpawnRipple(this, &effect->pos, 0.06f, 0.12f, 200);
}
}
effect++;
}
}
void EnZo_DrawRipples(EnZo* this, GlobalContext* globalCtx) {
void EnZo_DrawEffectsRipples(EnZo* this, GlobalContext* globalCtx) {
EnZoEffect* effect;
s16 i;
u8 setup;
u8 materialFlag;
effect = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_zo_eff.c", 217);
setup = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_RIPPLE) {
if (!setup) {
if (!materialFlag) {
if (1) {}
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, gZoraRipplesMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 155, 0);
setup = true;
materialFlag = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->color.a);
@ -200,24 +200,24 @@ void EnZo_DrawRipples(EnZo* this, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_zo_eff.c", 248);
}
void EnZo_DrawBubbles(EnZo* this, GlobalContext* globalCtx) {
void EnZo_DrawEffectsBubbles(EnZo* this, GlobalContext* globalCtx) {
EnZoEffect* effect = this->effects;
s16 i;
u8 setup;
u8 materialFlag;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_zo_eff.c", 260);
setup = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_BUBBLE) {
if (!setup) {
if (!materialFlag) {
if (1) {}
gSPDisplayList(POLY_XLU_DISP++, gZoraBubblesMaterialDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 150, 150, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
setup = true;
materialFlag = true;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -233,23 +233,23 @@ void EnZo_DrawBubbles(EnZo* this, GlobalContext* globalCtx) {
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_zo_eff.c", 286);
}
void EnZo_DrawSplashes(EnZo* this, GlobalContext* globalCtx) {
void EnZo_DrawEffectsSplashes(EnZo* this, GlobalContext* globalCtx) {
EnZoEffect* effect;
s16 i;
u8 setup;
u8 materialFlag;
effect = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_zo_eff.c", 298);
setup = false;
materialFlag = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
for (i = 0; i < EN_ZO_EFFECT_COUNT; i++) {
if (effect->type == ENZO_EFFECT_SPLASH) {
if (!setup) {
if (!materialFlag) {
if (1) {}
gSPDisplayList(POLY_XLU_DISP++, gZoraSplashesMaterialDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 200, 0);
setup = true;
materialFlag = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 180, 180, 180, effect->color.a);
@ -272,7 +272,7 @@ void EnZo_TreadWaterRipples(EnZo* this, f32 scale, f32 targetScale, u8 alpha) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + this->actor.yDistToWater;
pos.z = this->actor.world.pos.z;
EnZo_Ripple(this, &pos, scale, targetScale, alpha);
EnZo_SpawnRipple(this, &pos, scale, targetScale, alpha);
}
static ColliderCylinderInit sCylinderInit = {
@ -350,7 +350,7 @@ void EnZo_SpawnSplashes(EnZo* this) {
pos.x += vel.x * 6.0f;
pos.z += vel.z * 6.0f;
pos.y += this->actor.yDistToWater;
EnZo_Splash(this, &pos, &vel, 0.08f);
EnZo_SpawnSplash(this, &pos, &vel, 0.08f);
}
}
@ -737,7 +737,7 @@ void EnZo_Update(Actor* thisx, GlobalContext* globalCtx) {
pos.y += (Rand_ZeroOne() - 0.5f) * 10.0f + 18.0f;
pos.x += (Rand_ZeroOne() - 0.5f) * 28.0f;
pos.z += (Rand_ZeroOne() - 0.5f) * 28.0f;
EnZo_Bubble(this, &pos);
EnZo_SpawnBubble(this, &pos);
}
if ((s32)this->alpha != 0) {
@ -745,9 +745,9 @@ void EnZo_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
EnZo_UpdateRipples(this);
EnZo_UpdateBubbles(this);
EnZo_UpdateSplashes(this);
EnZo_UpdateEffectsRipples(this);
EnZo_UpdateEffectsBubbles(this);
EnZo_UpdateEffectsSplashes(this);
}
s32 EnZo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
@ -791,9 +791,9 @@ void EnZo_Draw(Actor* thisx, GlobalContext* globalCtx) {
void* eyeTextures[] = { gZoraEyeOpenTex, gZoraEyeHalfTex, gZoraEyeClosedTex };
Matrix_Push();
EnZo_DrawRipples(this, globalCtx);
EnZo_DrawBubbles(this, globalCtx);
EnZo_DrawSplashes(this, globalCtx);
EnZo_DrawEffectsRipples(this, globalCtx);
EnZo_DrawEffectsBubbles(this, globalCtx);
EnZo_DrawEffectsSplashes(this, globalCtx);
Matrix_Pop();
if ((s32)this->alpha != 0) {

View file

@ -6,6 +6,8 @@
struct EnZo;
#define EN_ZO_EFFECT_COUNT 15
typedef struct {
/* 0x00 */ u8 type;
/* 0x04 */ f32 scale;
@ -28,7 +30,7 @@ typedef struct EnZo {
/* 0x0208 */ u8 canSpeak;
/* 0x020A */ Vec3s jointTable[20];
/* 0x0282 */ Vec3s morphTable[20];
/* 0x02FC */ EnZoEffect effects[15];
/* 0x02FC */ EnZoEffect effects[EN_ZO_EFFECT_COUNT];
/* 0x0644 */ f32 dialogRadius;
/* 0x0648 */ f32 alpha;
/* 0x064C */ s16 unk_64C;

View file

@ -28,8 +28,6 @@ typedef struct {
/* 0x0C */ f32 unk_0C;
} FishingFishInit; // size = 0x10
#define EFFECT_COUNT 130
typedef enum {
/* 0x00 */ FS_EFF_NONE,
/* 0x01 */ FS_EFF_RIPPLE,
@ -42,6 +40,8 @@ typedef enum {
/* 0x08 */ FS_EFF_RAIN_SPLASH
} FishingEffectType;
#define FISHING_EFFECT_COUNT 130
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f vel;
@ -409,7 +409,7 @@ static FishingGroupFish sGroupFishes[GROUP_FISH_COUNT];
static f32 sFishGroupAngle1;
static f32 sFishGroupAngle2;
static f32 sFishGroupAngle3;
static FishingEffect sFishingEffects[EFFECT_COUNT];
static FishingEffect sEffects[FISHING_EFFECT_COUNT];
static Vec3f sStreamSoundProjectedPos;
void Fishing_SetColliderElement(s32 index, ColliderJntSph* collider, Vec3f* pos, f32 scale) {
@ -579,7 +579,7 @@ void Fishing_SpawnRainDrop(FishingEffect* effect, Vec3f* pos, Vec3f* rot) {
effect += 30;
for (i = 30; i < EFFECT_COUNT; i++) {
for (i = 30; i < FISHING_EFFECT_COUNT; i++) {
if (effect->type == FS_EFF_NONE) {
effect->type = FS_EFF_RAIN_DROP;
effect->pos = *pos;
@ -862,7 +862,7 @@ void Fishing_Init(Actor* thisx, GlobalContext* globalCtx2) {
}
D_80B7A684 = 20;
globalCtx->specialEffects = sFishingEffects;
globalCtx->specialEffects = sEffects;
gTimeIncrement = 1;
D_80B7E0AC = 0;
D_80B7E0A6 = 10;
@ -903,8 +903,8 @@ void Fishing_Init(Actor* thisx, GlobalContext* globalCtx2) {
D_80B7E077 = 0;
}
for (i = 0; i < EFFECT_COUNT; i++) {
sFishingEffects[i].type = FS_EFF_NONE;
for (i = 0; i < FISHING_EFFECT_COUNT; i++) {
sEffects[i].type = FS_EFF_NONE;
}
for (i = 0; i < POND_PROP_COUNT; i++) {
@ -1024,7 +1024,7 @@ void Fishing_UpdateEffects(FishingEffect* effect, GlobalContext* globalCtx) {
f32 rippleY;
s16 i;
for (i = 0; i < EFFECT_COUNT; i++) {
for (i = 0; i < FISHING_EFFECT_COUNT; i++) {
if (effect->type) {
effect->timer++;
effect->pos.x += effect->vel.x;
@ -1167,7 +1167,7 @@ void Fishing_UpdateEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
u8 flag = 0;
u8 materialFlag = 0;
f32 rotY;
s16 i;
s32 pad;
@ -1181,10 +1181,10 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
for (i = 0; i < 100; i++) {
if (effect->type == FS_EFF_RIPPLE) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingRippleMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 155, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->alpha);
@ -1201,13 +1201,13 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = 0;
materialFlag = 0;
for (i = 0; i < 100; i++) {
if (effect->type == FS_EFF_DUST_SPLASH) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingDustSplashMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 200, 0);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 180, 180, 180, effect->alpha);
@ -1225,13 +1225,13 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = 0;
materialFlag = 0;
for (i = 0; i < 100; i++) {
if (effect->type == FS_EFF_WATER_DUST) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFishingWaterDustMaterialDL);
gDPSetEnvColor(POLY_OPA_DISP++, 40, 90, 80, 128);
flag++;
materialFlag++;
}
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 40, 90, 80, effect->alpha);
@ -1253,14 +1253,14 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect;
flag = 0;
materialFlag = 0;
for (i = 0; i < 100; i++) {
if (effect->type == FS_EFF_BUBBLE) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingBubbleMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 150, 150, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -1276,14 +1276,14 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect + 30;
flag = 0;
for (i = 30; i < EFFECT_COUNT; i++) {
materialFlag = 0;
for (i = 30; i < FISHING_EFFECT_COUNT; i++) {
if (effect->type == FS_EFF_RAIN_DROP) {
if (flag == 0) {
if (materialFlag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
gDPSetCombineMode(POLY_XLU_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 255, 255, 30);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -1303,14 +1303,14 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
effect = firstEffect + 30;
flag = 0;
for (i = 30; i < EFFECT_COUNT; i++) {
materialFlag = 0;
for (i = 30; i < FISHING_EFFECT_COUNT; i++) {
if (effect->type == FS_EFF_RAIN_RIPPLE) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingRippleMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 155, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 130);
flag++;
materialFlag++;
}
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
@ -1325,13 +1325,13 @@ void Fishing_DrawEffects(FishingEffect* effect, GlobalContext* globalCtx) {
}
effect = firstEffect + 30;
flag = 0;
for (i = 30; i < EFFECT_COUNT; i++) {
materialFlag = 0;
for (i = 30; i < FISHING_EFFECT_COUNT; i++) {
if (effect->type == FS_EFF_RAIN_SPLASH) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingRainSplashMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, KREG(19) + 80);
flag++;
materialFlag++;
}
if (Rand_ZeroOne() < 0.5f) {
@ -4386,7 +4386,7 @@ void Fishing_UpdatePondProps(GlobalContext* globalCtx) {
}
void Fishing_DrawPondProps(GlobalContext* globalCtx) {
u8 flag = 0;
u8 materialFlag = 0;
FishingProp* prop = &sPondProps[0];
s16 i;
s32 pad;
@ -4397,9 +4397,9 @@ void Fishing_DrawPondProps(GlobalContext* globalCtx) {
for (i = 0; i < POND_PROP_COUNT; i++) {
if (prop->type == FS_PROP_REED) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingReedMaterialDL);
flag++;
materialFlag++;
}
if (prop->shouldDraw) {
@ -4419,12 +4419,12 @@ void Fishing_DrawPondProps(GlobalContext* globalCtx) {
}
prop = &sPondProps[0];
flag = 0;
materialFlag = 0;
for (i = 0; i < POND_PROP_COUNT; i++) {
if (prop->type == FS_PROP_WOOD_POST) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFishingWoodPostMaterialDL);
flag++;
materialFlag++;
}
if (prop->shouldDraw) {
@ -4441,12 +4441,12 @@ void Fishing_DrawPondProps(GlobalContext* globalCtx) {
}
prop = &sPondProps[0];
flag = 0;
materialFlag = 0;
for (i = 0; i < POND_PROP_COUNT; i++) {
if (prop->type == FS_PROP_LILY_PAD) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gFishingLilyPadMaterialDL);
flag++;
materialFlag++;
}
if (prop->shouldDraw) {
@ -4466,12 +4466,12 @@ void Fishing_DrawPondProps(GlobalContext* globalCtx) {
}
prop = &sPondProps[0];
flag = 0;
materialFlag = 0;
for (i = 0; i < POND_PROP_COUNT; i++) {
if (prop->type == FS_PROP_ROCK) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFishingRockMaterialDL);
flag++;
materialFlag++;
}
if (prop->shouldDraw) {
@ -4680,7 +4680,7 @@ void Fishing_UpdateGroupFishes(GlobalContext* globalCtx) {
}
void Fishing_DrawGroupFishes(GlobalContext* globalCtx) {
u8 flag = 0;
u8 materialFlag = 0;
FishingGroupFish* fish = &sGroupFishes[0];
f32 scale;
s16 i;
@ -4698,10 +4698,10 @@ void Fishing_DrawGroupFishes(GlobalContext* globalCtx) {
for (i = 0; i < GROUP_FISH_COUNT; i++) {
if (fish->type != FS_GROUP_FISH_NONE) {
if (flag == 0) {
if (materialFlag == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFishingGroupFishMaterialDL);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 155, 155, 155, 255);
flag++;
materialFlag++;
}
if (fish->shouldDraw) {

View file

@ -46,8 +46,8 @@ void FileChoose_SetKeyboardVtx(GameState* thisx) {
phi_t0 = -0x60;
for (phi_t1 = 0; phi_t1 < 13; phi_t1++, phi_t3 += 4, phi_t2++) {
//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under normal
//! circumstances it reads a halfword from sNameLabelTextures.
//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under
//! normal circumstances it reads a halfword from sNameLabelTextures.
this->keyboardVtx[phi_t3].v.ob[0] = this->keyboardVtx[phi_t3 + 2].v.ob[0] = D_80812544[phi_t2] + phi_t0;
this->keyboardVtx[phi_t3 + 1].v.ob[0] = this->keyboardVtx[phi_t3 + 3].v.ob[0] =