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Document Bg_Ice_Shelter (Red Ice) (#1358)

* Doc BgIceShelter

* Fix comment and add macro

* Various fixes

* Rename switch flag macro
This commit is contained in:
HylianFreddy 2022-10-07 03:57:26 +02:00 committed by GitHub
parent 9771afdc69
commit 8c17339e06
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3 changed files with 198 additions and 128 deletions

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@ -2,23 +2,23 @@
<File Name="object_ice_objects" Segment="6">
<DList Name="object_ice_objects_DL_000190" Offset="0x190"/>
<Collision Name="object_ice_objects_Col_0003F0" Offset="0x3F0"/>
<DList Name="object_ice_objects_DL_0006F0" Offset="0x6F0"/>
<DList Name="object_ice_objects_DL_0012A0" Offset="0x12A0"/>
<Collision Name="object_ice_objects_Col_001C1C" Offset="0x1C1C"/>
<DList Name="gRedIceBlockDL" Offset="0x6F0"/>
<DList Name="gRedIcePlatformDL" Offset="0x12A0"/>
<Collision Name="gRedIcePlatformCol" Offset="0x1C1C"/>
<DList Name="object_ice_objects_DL_001D10" Offset="0x1D10"/>
<DList Name="object_ice_objects_DL_0021F0" Offset="0x21F0"/>
<DList Name="object_ice_objects_DL_0023D0" Offset="0x23D0"/>
<Collision Name="object_ice_objects_Col_002594" Offset="0x2594"/>
<DList Name="object_ice_objects_DL_002640" Offset="0x2640"/>
<DList Name="gRedIceWallDL" Offset="0x2640"/>
<DList Name="object_ice_objects_DL_002740" Offset="0x2740"/>
<Collision Name="object_ice_objects_Col_002854" Offset="0x2854"/>
<Collision Name="object_ice_objects_Col_002920" Offset="0x2920"/>
<Collision Name="gRedIceWallCol" Offset="0x2920"/>
<Texture Name="object_ice_objects_Tex_002950" OutName="tex_00002950" Format="rgba16" Width="32" Height="32" Offset="0x2950"/>
<Texture Name="object_ice_objects_Tex_003150" OutName="tex_00003150" Format="i8" Width="32" Height="128" Offset="0x3150"/>
<Texture Name="gRedIceWallTex" OutName="red_ice_wall" Format="i8" Width="32" Height="128" Offset="0x3150"/>
<Texture Name="object_ice_objects_Tex_004150" OutName="tex_00004150" Format="rgba16" Width="32" Height="32" Offset="0x4150"/>
<Texture Name="object_ice_objects_Tex_004950" OutName="tex_00004950" Format="rgba16" Width="32" Height="32" Offset="0x4950"/>
<Texture Name="object_ice_objects_Tex_005150" OutName="tex_00005150" Format="i8" Width="32" Height="32" Offset="0x5150"/>
<Texture Name="object_ice_objects_Tex_005550" OutName="tex_00005550" Format="i4" Width="64" Height="64" Offset="0x5550"/>
<Texture Name="gRedIceBlockTex" OutName="red_ice_block" Format="i8" Width="32" Height="32" Offset="0x5150"/>
<Texture Name="gRedIcePlatformTex" OutName="red_ice_platform" Format="i4" Width="64" Height="64" Offset="0x5550"/>
<Texture Name="object_ice_objects_Tex_005D50" OutName="tex_00005D50" Format="i8" Width="64" Height="64" Offset="0x5D50"/>
<Texture Name="object_ice_objects_Tex_006D50" OutName="tex_00006D50" Format="rgba16" Width="32" Height="64" Offset="0x6D50"/>
<Texture Name="object_ice_objects_Tex_007D50" OutName="tex_00007D50" Format="ia8" Width="64" Height="64" Offset="0x7D50"/>

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@ -1,18 +1,27 @@
/*
* File: z_bg_ice_shelter.c
* Overlay: Bg_Ice_Shelter
* Description: Red Ice
*/
#include "z_bg_ice_shelter.h"
#include "assets/objects/object_ice_objects/object_ice_objects.h"
#define FLAGS 0
#define BGICESHELTER_GET_TYPE(thisx) (((thisx)->params >> 8) & 7)
#define BGICESHELTER_NO_SWITCH_FLAG(thisx) (((thisx)->params >> 6) & 1)
void BgIceShelter_Init(Actor* thisx, PlayState* play);
void BgIceShelter_Destroy(Actor* thisx, PlayState* play);
void BgIceShelter_Update(Actor* thisx, PlayState* play);
void BgIceShelter_Draw(Actor* thisx, PlayState* play2);
void func_80891064(BgIceShelter* this);
void func_808911BC(BgIceShelter* this);
void BgIceShelter_SetupIdle(BgIceShelter* this);
void BgIceShelter_SetupMelt(BgIceShelter* this);
void func_8089107C(BgIceShelter* this, PlayState* play);
void func_808911D4(BgIceShelter* this, PlayState* play);
void BgIceShelter_Idle(BgIceShelter* this, PlayState* play);
void BgIceShelter_Melt(BgIceShelter* this, PlayState* play);
const ActorInit Bg_Ice_Shelter_InitVars = {
ACTOR_BG_ICE_SHELTER,
@ -26,12 +35,12 @@ const ActorInit Bg_Ice_Shelter_InitVars = {
(ActorFunc)BgIceShelter_Draw,
};
static f32 sScales[] = { 0.1f, 0.06f, 0.1f, 0.1f, 0.25f };
static f32 sRedIceScales[] = { 0.1f, 0.06f, 0.1f, 0.1f, 0.25f };
static Color_RGBA8 sDustPrimColor = { 250, 250, 250, 255 };
static Color_RGBA8 sDustEnvColor = { 180, 180, 180, 255 };
static Color_RGBA8 sSteamPrimColor = { 250, 250, 250, 255 };
static Color_RGBA8 sSteamEnvColor = { 180, 180, 180, 255 };
static ColliderCylinderInit D_8089170C = {
static ColliderCylinderInit sCylinderInit1 = {
{
COLTYPE_NONE,
AT_NONE,
@ -51,7 +60,7 @@ static ColliderCylinderInit D_8089170C = {
{ 0, 0, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit D_80891738 = {
static ColliderCylinderInit sCylinderInit2 = {
{
COLTYPE_HARD,
AT_NONE,
@ -71,34 +80,39 @@ static ColliderCylinderInit D_80891738 = {
{ 0, 0, 0, { 0, 0, 0 } },
};
void func_80890740(BgIceShelter* this, PlayState* play) {
/**
* Initializes either one or both cylinder colliders, depending on the actor's type.
*/
void BgIceShelter_InitColliders(BgIceShelter* this, PlayState* play) {
static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
static s16 cylinderHeights[] = { 80, 54, 90, 60, 200 };
s32 pad;
s32 type = (this->dyna.actor.params >> 8) & 7;
s32 type = BGICESHELTER_GET_TYPE(&this->dyna.actor);
// All types use at least one collider in order to detect blue fire
Collider_InitCylinder(play, &this->cylinder1);
Collider_SetCylinder(play, &this->cylinder1, &this->dyna.actor, &D_8089170C);
Collider_SetCylinder(play, &this->cylinder1, &this->dyna.actor, &sCylinderInit1);
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder1);
this->cylinder1.dim.radius = cylinderRadii[type];
this->cylinder1.dim.height = cylinderHeights[type];
if (type == 0 || type == 1 || type == 4) {
// The wall and platform types use DynaPoly for collision, so they don't need the second collider
if (type == RED_ICE_LARGE || type == RED_ICE_SMALL || type == RED_ICE_KING_ZORA) {
Collider_InitCylinder(play, &this->cylinder2);
Collider_SetCylinder(play, &this->cylinder2, &this->dyna.actor, &D_80891738);
Collider_SetCylinder(play, &this->cylinder2, &this->dyna.actor, &sCylinderInit2);
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder2);
this->cylinder2.dim.radius = cylinderRadii[type];
this->cylinder2.dim.height = cylinderHeights[type];
}
if (type == 4) {
if (type == RED_ICE_KING_ZORA) {
this->cylinder1.dim.pos.z += 30;
this->cylinder2.dim.pos.z += 30;
}
}
void func_80890874(BgIceShelter* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
void BgIceShelter_InitDynaPoly(BgIceShelter* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
@ -114,7 +128,7 @@ void func_80890874(BgIceShelter* this, PlayState* play, CollisionHeader* collisi
}
}
void func_808908FC(Vec3f* dest, Vec3f* src, s16 angle) {
void BgIceShelter_RotateY(Vec3f* dest, Vec3f* src, s16 angle) {
f32 sin = Math_SinS(angle);
f32 cos = Math_CosS(angle);
@ -132,42 +146,45 @@ static InitChainEntry sInitChain[] = {
void BgIceShelter_Init(Actor* thisx, PlayState* play) {
static Vec3f kzIceScale = { 0.18f, 0.27f, 0.24f };
BgIceShelter* this = (BgIceShelter*)thisx;
s16 type = (this->dyna.actor.params >> 8) & 7;
s16 type = BGICESHELTER_GET_TYPE(&this->dyna.actor);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (type == 4) {
if (type == RED_ICE_KING_ZORA) {
this->dyna.actor.world.rot.x += 0xBB8;
this->dyna.actor.world.pos.y -= 45.0f;
this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.world.pos.z -= 38.0f;
}
if (type == 4) {
if (type == RED_ICE_KING_ZORA) {
Math_Vec3f_Copy(&this->dyna.actor.scale, &kzIceScale);
} else {
Actor_SetScale(&this->dyna.actor, sScales[type]);
Actor_SetScale(&this->dyna.actor, sRedIceScales[type]);
}
// Only 2 types use DynaPoly
switch (type) {
case 2:
func_80890874(this, play, &object_ice_objects_Col_001C1C, 0);
case RED_ICE_PLATFORM:
BgIceShelter_InitDynaPoly(this, play, &gRedIcePlatformCol, 0);
break;
case 3:
func_80890874(this, play, &object_ice_objects_Col_002920, 0);
case RED_ICE_WALL:
BgIceShelter_InitDynaPoly(this, play, &gRedIceWallCol, 0);
break;
}
func_80890740(this, play);
// All types use at least one collider
BgIceShelter_InitColliders(this, play);
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
if (!((this->dyna.actor.params >> 6) & 1) && (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F))) {
// The only red ice actor in the game that doesn't use a switch flag is the one for King Zora
if (!BGICESHELTER_NO_SWITCH_FLAG(&this->dyna.actor) && (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;
}
func_80891064(this);
BgIceShelter_SetupIdle(this);
osSyncPrintf("(ice shelter)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
@ -175,15 +192,15 @@ void BgIceShelter_Init(Actor* thisx, PlayState* play) {
void BgIceShelter_Destroy(Actor* thisx, PlayState* play) {
BgIceShelter* this = (BgIceShelter*)thisx;
switch ((this->dyna.actor.params >> 8) & 7) {
case 2:
case 3:
switch (BGICESHELTER_GET_TYPE(&this->dyna.actor)) {
case RED_ICE_PLATFORM:
case RED_ICE_WALL:
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
break;
case 0:
case 1:
case 4:
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_KING_ZORA:
Collider_DestroyCylinder(play, &this->cylinder2);
break;
}
@ -191,126 +208,155 @@ void BgIceShelter_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->cylinder1);
}
static s16 D_80891794[] = { 0x0000, 0x4000, 0x2000, 0x6000, 0x1000, 0x5000, 0x3000, 0x7000 };
static s16 D_808917A4[] = { 0x0000, 0x003C, 0x0018, 0x0054, 0x0030, 0x000C, 0x0048, 0x0024 };
/**
* Angles used to spawn steam particles in a circle.
*/
static s16 sSteamCircleAngles[] = { 0x0000, 0x4000, 0x2000, 0x6000, 0x1000, 0x5000, 0x3000, 0x7000 };
void func_80890B8C(BgIceShelter* this, PlayState* play, f32 chance, f32 scale) {
/**
* Positions used to spawn steam particles in a straight line.
*/
static s16 sSteamLinePositions[] = { 0x0000, 0x003C, 0x0018, 0x0054, 0x0030, 0x000C, 0x0048, 0x0024 };
/**
* Spawns steam particle effects in a circle around the ice block.
*
* On each frame the function is called, two particles have a chance to appear, at the same distance and opposite
* sides from the center.
*/
void BgIceShelter_SpawnSteamAround(BgIceShelter* this, PlayState* play, f32 particleSpawningChance,
f32 steamEffectScale) {
f32 cos;
f32 sin;
f32 xzOffset;
f32 distance;
Vec3f* icePos;
s16 angle;
s16 frames;
s16 frameCounter;
s32 i;
s32 pad[2];
Vec3f dustPos;
Vec3f dustVel;
Vec3f dustAccel;
Vec3f steamPos;
Vec3f steamVel;
Vec3f steamAccel;
frames = (s16)play->state.frames & 7;
frameCounter = (s16)play->state.frames & 7;
for (i = 0; i < 2; i++) {
if (chance < Rand_ZeroOne()) {
if (particleSpawningChance < Rand_ZeroOne()) {
continue;
}
xzOffset = 42.0f * scale;
// The steamEffectScale is used here to make the particles appear at the edges of the red ice.
distance = 42.0f * steamEffectScale;
icePos = &this->dyna.actor.world.pos;
angle = D_80891794[frames] + (i * 0x8000);
angle = sSteamCircleAngles[frameCounter] + (i * 0x8000);
sin = Math_SinS(angle);
cos = Math_CosS(angle);
dustPos.x = (xzOffset * sin) + icePos->x;
dustPos.y = (16.0f * scale) + icePos->y;
dustPos.z = (xzOffset * cos) + icePos->z;
steamPos.x = (distance * sin) + icePos->x;
steamPos.y = (16.0f * steamEffectScale) + icePos->y;
steamPos.z = (distance * cos) + icePos->z;
dustVel.x = ((Rand_ZeroOne() * 3.0f) - 1.0f) * sin;
dustVel.y = 0.0f;
dustVel.z = ((Rand_ZeroOne() * 3.0f) - 1.0f) * cos;
steamVel.x = ((Rand_ZeroOne() * 3.0f) - 1.0f) * sin;
steamVel.y = 0.0f;
steamVel.z = ((Rand_ZeroOne() * 3.0f) - 1.0f) * cos;
dustAccel.x = 0.07f * sin;
dustAccel.y = 0.8f;
dustAccel.z = 0.07f * cos;
steamAccel.x = 0.07f * sin;
steamAccel.y = 0.8f;
steamAccel.z = 0.07f * cos;
func_8002829C(play, &dustPos, &dustVel, &dustAccel, &sDustPrimColor, &sDustEnvColor, 450.0f * scale,
(s16)((Rand_ZeroOne() * 40.0f) + 40.0f) * scale);
func_8002829C(play, &steamPos, &steamVel, &steamAccel, &sSteamPrimColor, &sSteamEnvColor,
450.0f * steamEffectScale, (s16)((Rand_ZeroOne() * 40.0f) + 40.0f) * steamEffectScale);
}
}
void func_80890E00(BgIceShelter* this, PlayState* play, f32 chance, f32 arg3) {
static f32 D_808917B4[] = { -1.0f, 1.0f };
/**
* Spawns steam particle effects in a straight line. Only used for the ice wall type.
*
* On each frame the function is called, two particles have a chance to appear, at the same distance and opposite
* sides from the midpoint.
*
* The last argument is unused because only one red ice type can call this function, so the scale isn't needed.
*/
void BgIceShelter_SpawnSteamAlong(BgIceShelter* this, PlayState* play, f32 particleSpawningChance, f32 unusedArg) {
static f32 signs[] = { -1.0f, 1.0f };
Vec3f* icePos;
s16 frames;
s16 frameCounter;
s32 pad[2];
Vec3f dustPos;
Vec3f dustVel;
Vec3f dustAccel;
Vec3f steamPos;
Vec3f steamVel;
Vec3f steamAccel;
Vec3f posOffset;
s32 i;
frames = (s16)play->state.frames & 7;
frameCounter = (s16)play->state.frames & 7;
for (i = 0; i < 2; i++) {
icePos = &this->dyna.actor.world.pos;
if (chance < Rand_ZeroOne()) {
if (particleSpawningChance < Rand_ZeroOne()) {
continue;
}
posOffset.x = (D_808917A4[frames] + ((Rand_ZeroOne() * 12.0f) - 6.0f)) * D_808917B4[i];
posOffset.x = (sSteamLinePositions[frameCounter] + ((Rand_ZeroOne() * 12.0f) - 6.0f)) * signs[i];
posOffset.y = 15.0f;
posOffset.z = ((84.0f - posOffset.x) * 0.2f) + (Rand_ZeroOne() * 20.0f);
func_808908FC(&dustPos, &posOffset, this->dyna.actor.world.rot.y);
Math_Vec3f_Sum(&dustPos, icePos, &dustPos);
// Convert the position offset from relative to the ice wall to absolute.
BgIceShelter_RotateY(&steamPos, &posOffset, this->dyna.actor.world.rot.y);
Math_Vec3f_Sum(&steamPos, icePos, &steamPos);
dustVel.x = (Rand_ZeroOne() * 3.0f) - 1.5f;
dustVel.y = 0.0f;
dustVel.z = (Rand_ZeroOne() * 3.0f) - 1.5f;
steamVel.x = (Rand_ZeroOne() * 3.0f) - 1.5f;
steamVel.y = 0.0f;
steamVel.z = (Rand_ZeroOne() * 3.0f) - 1.5f;
dustAccel.x = (Rand_ZeroOne() * 0.14f) - 0.07f;
dustAccel.y = 0.8f;
dustAccel.z = (Rand_ZeroOne() * 0.14f) - 0.07f;
steamAccel.x = (Rand_ZeroOne() * 0.14f) - 0.07f;
steamAccel.y = 0.8f;
steamAccel.z = (Rand_ZeroOne() * 0.14f) - 0.07f;
func_8002829C(play, &dustPos, &dustVel, &dustAccel, &sDustPrimColor, &sDustEnvColor, 450,
func_8002829C(play, &steamPos, &steamVel, &steamAccel, &sSteamPrimColor, &sSteamEnvColor, 450,
(Rand_ZeroOne() * 40.0f) + 40.0f);
}
}
void func_80891064(BgIceShelter* this) {
this->actionFunc = func_8089107C;
void BgIceShelter_SetupIdle(BgIceShelter* this) {
this->actionFunc = BgIceShelter_Idle;
this->alpha = 255;
}
void func_8089107C(BgIceShelter* this, PlayState* play) {
/**
* Checks for collision with blue fire. Also used to freeze King Zora's actor.
*/
void BgIceShelter_Idle(BgIceShelter* this, PlayState* play) {
s32 pad;
s16 type = (this->dyna.actor.params >> 8) & 7;
s16 type = BGICESHELTER_GET_TYPE(&this->dyna.actor);
if (type == 4) {
// Freeze King Zora
if (type == RED_ICE_KING_ZORA) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 10000;
}
}
// Detect blue fire
if (this->cylinder1.base.acFlags & AC_HIT) {
this->cylinder1.base.acFlags &= ~AC_HIT;
if ((this->cylinder1.base.ac != NULL) && (this->cylinder1.base.ac->id == ACTOR_EN_ICE_HONO)) {
if (type == 4) {
if (type == RED_ICE_KING_ZORA) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 50;
}
}
func_808911BC(this);
BgIceShelter_SetupMelt(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
}
}
switch (type) {
case 0:
case 1:
case 4:
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_KING_ZORA:
CollisionCheck_SetOC(play, &play->colChkCtx, &this->cylinder1.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder2.base);
break;
@ -319,57 +365,73 @@ void func_8089107C(BgIceShelter* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder1.base);
}
void func_808911BC(BgIceShelter* this) {
this->actionFunc = func_808911D4;
void BgIceShelter_SetupMelt(BgIceShelter* this) {
this->actionFunc = BgIceShelter_Melt;
this->alpha = 255;
}
static f32 D_808917BC[] = { -0.0015f, -0.0009f, -0.0016f, -0.0016f, -0.00375f };
static f32 D_808917D0[] = { 1.0f, 0.6f, 1.2f, 1.0f, 1.8f };
/**
* Values added to the ice block's height every frame while it's melting.
*/
static f32 sMeltingRates[] = { -0.0015f, -0.0009f, -0.0016f, -0.0016f, -0.00375f };
static void (*sEffSpawnFuncs[])(BgIceShelter* this, PlayState* play, f32 chance, f32 scale) = {
func_80890B8C, func_80890B8C, func_80890B8C, func_80890E00, func_80890B8C,
/**
* Values used to scale and position the steam effects so they match the ice block's size.
*/
static f32 sSteamEffectScales[] = { 1.0f, 0.6f, 1.2f, 1.0f, 1.8f };
/**
* Functions used to spawn steam effects at the base of the red ice.
*/
static void (*sSteamSpawnFuncs[])(BgIceShelter* this, PlayState* play, f32 particleSpawningChance,
f32 steamEffectScale) = {
BgIceShelter_SpawnSteamAround, BgIceShelter_SpawnSteamAround, BgIceShelter_SpawnSteamAround,
BgIceShelter_SpawnSteamAlong, BgIceShelter_SpawnSteamAround,
};
void func_808911D4(BgIceShelter* this, PlayState* play) {
/**
* Progressively reduces the height and opacity of the red ice, while spawning steam effects at its base.
*/
void BgIceShelter_Melt(BgIceShelter* this, PlayState* play) {
s32 pad;
s32 type = (this->dyna.actor.params >> 8) & 7;
f32 phi_f0;
s32 type = BGICESHELTER_GET_TYPE(&this->dyna.actor);
f32 particleSpawningChance;
this->alpha -= 5;
this->alpha = CLAMP(this->alpha, 0, 255);
this->dyna.actor.scale.y += D_808917BC[type];
this->dyna.actor.scale.y += sMeltingRates[type];
this->dyna.actor.scale.y = CLAMP_MIN(this->dyna.actor.scale.y, 0.0001f);
if (this->alpha > 80) {
switch (type) {
case 0:
case 1:
case 4:
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_KING_ZORA:
CollisionCheck_SetOC(play, &play->colChkCtx, &this->cylinder1.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder2.base);
break;
}
}
// As the ice melts, the steam intensity is reduced by lowering the chance of each steam particle to appear
if (this->alpha > 180) {
phi_f0 = 1.0f;
particleSpawningChance = 1.0f;
} else if (this->alpha > 60) {
phi_f0 = 0.5f;
particleSpawningChance = 0.5f;
} else {
phi_f0 = 0.0f;
particleSpawningChance = 0.0f;
}
sEffSpawnFuncs[type](this, play, phi_f0, D_808917D0[type]);
sSteamSpawnFuncs[type](this, play, particleSpawningChance, sSteamEffectScales[type]);
if (this->alpha <= 0) {
if (!((this->dyna.actor.params >> 6) & 1)) {
if (!BGICESHELTER_NO_SWITCH_FLAG(&this->dyna.actor)) {
Flags_SetSwitch(play, this->dyna.actor.params & 0x3F);
}
if (type == 4) {
if (type == RED_ICE_KING_ZORA) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
@ -394,29 +456,29 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ice_shelter.c", 751),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 2:
case 4:
switch (BGICESHELTER_GET_TYPE(&this->dyna.actor)) {
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_PLATFORM:
case RED_ICE_KING_ZORA:
func_8002ED80(&this->dyna.actor, play, 0);
break;
}
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, this->alpha);
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 4:
switch (BGICESHELTER_GET_TYPE(&this->dyna.actor)) {
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_KING_ZORA:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0x7F,
-play->gameplayFrames & 0x7F, 0x20, 0x20, 1, -play->gameplayFrames & 0x7F,
play->gameplayFrames & 0x7F, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0006F0);
gSPDisplayList(POLY_XLU_DISP++, gRedIceBlockDL);
break;
case 2:
case RED_ICE_PLATFORM:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames & 0xFF, 0x40, 0x40,
1, 0, -play->gameplayFrames & 0xFF, 0x40, 0x40));
@ -424,11 +486,11 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0xFF,
play->gameplayFrames & 0xFF, 0x40, 0x40, 1, play->gameplayFrames & 0xFF,
play->gameplayFrames & 0xFF, 0x40, 0x40));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0012A0);
gSPDisplayList(POLY_XLU_DISP++, gRedIcePlatformDL);
break;
case 3:
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_002640);
case RED_ICE_WALL:
gSPDisplayList(POLY_XLU_DISP++, gRedIceWallDL);
break;
}

View File

@ -8,11 +8,19 @@ struct BgIceShelter;
typedef void (*BgIceShelterActionFunc)(struct BgIceShelter*, PlayState*);
typedef enum {
/* 0 */ RED_ICE_LARGE, // Large red ice block
/* 1 */ RED_ICE_SMALL, // Small red ice block
/* 2 */ RED_ICE_PLATFORM, // Complex structure that can be climbed and walked on. Unused in vanilla OoT, used in MQ to cover the Ice Cavern Map chest
/* 3 */ RED_ICE_WALL, // Vertical ice sheets blocking corridors
/* 4 */ RED_ICE_KING_ZORA // Giant red ice block covering King Zora
} RedIceType;
typedef struct BgIceShelter {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgIceShelterActionFunc actionFunc;
/* 0x0168 */ ColliderCylinder cylinder1;
/* 0x01B4 */ ColliderCylinder cylinder2;
/* 0x0168 */ ColliderCylinder cylinder1; // Used to detect blue fire and also as OC for no-dynapoly types
/* 0x01B4 */ ColliderCylinder cylinder2; // Only used by no-dynapoly types to make weapons bounce off
/* 0x0200 */ s16 alpha;
} BgIceShelter; // size = 0x0204