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Remove horrible fake match from En_Clear_Tag (#767)

* cleanup

* whoops stack

* eh, couple more things

* OK one more

* format

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
petrie911 2021-04-08 12:11:54 -05:00 committed by GitHub
parent 792056699d
commit 99fbbd8390
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 235 additions and 279 deletions

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@ -88,15 +88,10 @@ static EnClearTagEffect sClearTagEffects[CLEAR_TAG_EFFECT_MAX_COUNT];
* Creates a debris effect.
* Debris effects are spawned when the Arwing dies. It spawns fire effects.
*/
void EnClearTag_CreateDebrisEffect(GlobalContext* globalCtx2, Vec3f* position, Vec3f* velocity, Vec3f* acceleration,
void EnClearTag_CreateDebrisEffect(GlobalContext* globalCtx, Vec3f* position, Vec3f* velocity, Vec3f* acceleration,
f32 scale, f32 floorHeight) {
s16 i;
s16 seed;
EnClearTagEffect* effect;
GlobalContext* globalCtx;
globalCtx = globalCtx2;
effect = (EnClearTagEffect*)globalCtx->specialEffects;
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++) {
@ -117,8 +112,7 @@ void EnClearTag_CreateDebrisEffect(GlobalContext* globalCtx2, Vec3f* position, V
effect->floorHeight = floorHeight;
seed = (s32)Rand_ZeroFloat(10.0f);
effect->random = seed;
effect->random = (s16)Rand_ZeroFloat(10.0f);
return;
}
@ -129,20 +123,14 @@ void EnClearTag_CreateDebrisEffect(GlobalContext* globalCtx2, Vec3f* position, V
* Creates a fire effect.
* Fire effects are spawned by debris effects. Fire effects spawn smoke effects
*/
void EnClearTag_CreateFireEffect(GlobalContext* globalCtx2, Vec3f* pos, f32 scale) {
void EnClearTag_CreateFireEffect(GlobalContext* globalCtx, Vec3f* pos, f32 scale) {
s16 i;
s16 seed;
EnClearTagEffect* effect;
GlobalContext* globalCtx;
globalCtx = globalCtx2;
effect = (EnClearTagEffect*)globalCtx->specialEffects;
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++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
seed = (s32)Rand_ZeroFloat(100.0f);
effect->random = seed;
effect->random = (s16)Rand_ZeroFloat(100.0f);
effect->type = CLEAR_TAG_EFFECT_FIRE;
effect->position = *pos;
@ -163,20 +151,14 @@ void EnClearTag_CreateFireEffect(GlobalContext* globalCtx2, Vec3f* pos, f32 scal
* Creates a smoke effect.
* Smoke effects are spawned by fire effects.
*/
void EnClearTag_CreateSmokeEffect(GlobalContext* globalCtx2, Vec3f* position, f32 scale) {
void EnClearTag_CreateSmokeEffect(GlobalContext* globalCtx, Vec3f* position, f32 scale) {
s16 i;
s16 seed;
EnClearTagEffect* effect;
GlobalContext* globalCtx;
globalCtx = globalCtx2;
effect = (EnClearTagEffect*)globalCtx->specialEffects;
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++) {
if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
seed = (s32)Rand_ZeroFloat(100.0f);
effect->random = seed;
effect->random = (s16)Rand_ZeroFloat(100.0f);
effect->type = CLEAR_TAG_EFFECT_SMOKE;
effect->position = *position;
@ -207,8 +189,7 @@ void EnClearTag_CreateSmokeEffect(GlobalContext* globalCtx2, Vec3f* position, f3
void EnClearTag_CreateFlashEffect(GlobalContext* globalCtx, Vec3f* position, f32 scale, f32 floorHeight,
Vec3f* floorTangent) {
s16 i;
EnClearTagEffect* effect;
effect = (EnClearTagEffect*)globalCtx->specialEffects;
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++) {
@ -238,6 +219,7 @@ void EnClearTag_CreateFlashEffect(GlobalContext* globalCtx, Vec3f* position, f32
*/
void EnClearTag_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnClearTag* this = THIS;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
@ -248,14 +230,15 @@ void EnClearTag_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnClearTag_Init(Actor* thisx, GlobalContext* globalCtx) {
EnClearTag* this = THIS;
s32 defaultCutsceneTimer = 100;
s16 j, i;
s16 i;
s16 j;
Collider_InitCylinder(globalCtx, &this->collider);
// Initialize the Arwing laser.
if (this->actor.params == CLEAR_TAG_LASER) {
this->state = CLEAR_TAG_STATE_LASER;
this->work[CLEAR_TAG_TIMER_LASER_DEATH] = 70;
this->timers[CLEAR_TAG_TIMER_LASER_DEATH] = 70;
this->actor.speedXZ = 35.0f;
func_8002D908(&this->actor);
for (j = 0; j <= 0; j++) {
@ -270,34 +253,32 @@ void EnClearTag_Init(Actor* thisx, GlobalContext* globalCtx) {
func_8002D908(&this->actor);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sLaserCylinderInit);
Audio_PlayActorSound2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
return;
}
// Initialize the Arwing.
this->actor.flags |= 1;
this->actor.targetMode = 5;
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sArwingCylinderInit);
this->actor.colChkInfo.health = 3;
// Update the Arwing to play the intro cutscene.
if (this->actor.params == CLEAR_TAG_CUTSCENE_ARWING) {
this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 70;
this->work[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] = 250;
this->state = CLEAR_TAG_STATE_DEMO;
this->actor.world.rot.x = 0x4000;
this->cutsceneMode = CLEAR_TAG_CUTSCENE_MODE_SETUP;
this->cutsceneTimer = defaultCutsceneTimer;
this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_BG_INFO] = 20;
}
} else { // Initialize the Arwing.
this->actor.flags |= 1;
this->actor.targetMode = 5;
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sArwingCylinderInit);
this->actor.colChkInfo.health = 3;
// Update the Arwing to play the intro cutscene.
if (this->actor.params == CLEAR_TAG_CUTSCENE_ARWING) {
this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 70;
this->timers[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] = 250;
this->state = CLEAR_TAG_STATE_DEMO;
this->actor.world.rot.x = 0x4000;
this->cutsceneMode = CLEAR_TAG_CUTSCENE_MODE_SETUP;
this->cutsceneTimer = defaultCutsceneTimer;
this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_BG_INFO] = 20;
}
// 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;
// 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;
}
this->drawMode = CLEAR_TAG_DRAW_MODE_ALL;
}
this->drawMode = CLEAR_TAG_DRAW_MODE_ALL;
}
}
@ -306,15 +287,11 @@ void EnClearTag_Init(Actor* thisx, GlobalContext* globalCtx) {
* This is used for the ground flash display lists and Arwing shadow display lists to snap onto the floor.
*/
void EnClearTag_CalculateFloorTangent(EnClearTag* this) {
f32 x;
f32 y;
f32 z;
// If there is a floor poly below the Arwing, calculate the floor tangent.
if (this->actor.floorPoly != NULL) {
x = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x);
y = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
z = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z);
f32 x = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x);
f32 y = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
f32 z = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z);
this->floorTangent.x = -Math_FAtan2F(-z * y, 1.0f);
this->floorTangent.z = Math_FAtan2F(-x * y, 1.0f);
@ -336,39 +313,20 @@ void EnClearTag_CalculateFloorTangent(EnClearTag* this) {
* cutscene. The cutscene stops playing when the Arwing is a specified distance from the starting point.
*/
void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
u8 hasAtHit = 0;
u8 hasAtHit = false;
s16 i;
s16 xRotationTarget;
s16 rotationScale;
EnClearTag* this = THIS;
GlobalContext* globalCtx = globalCtx2;
EnClearTag* this = THIS;
Player* player = PLAYER;
f32 vectorToTargetX;
f32 vectorToTargetY;
f32 vectorToTargetZ;
s16 worldRotationTargetZ;
s16 cutsceneTimer;
f32 loseTargetLockDistance;
s32 pad;
s16 worldRotationTargetY;
s16 worldRotationTargetX;
f32 targetCircleX;
f32 targetCircleZ;
f32 cutsceneCameraCircleX;
f32 cutsceneCameraCircleZ;
s16 isArwingAlive;
Vec3f cutsceneCameraAtTarget;
Vec3f cutsceneCameraEyeTarget;
Vec3f crashEffectLocation;
Vec3f crashEffectVelocity;
Vec3f debrisEffectAcceleration;
this->timer++;
this->frameCounter++;
if (this->drawMode != CLEAR_TAG_DRAW_MODE_EFFECT) {
for (i = 0; i < 3; i++) {
if (this->work[i] != 0) {
this->work[i]--;
if (this->timers[i] != 0) {
this->timers[i]--;
}
}
@ -379,152 +337,164 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
switch (this->state) {
case CLEAR_TAG_STATE_DEMO:
case CLEAR_TAG_STATE_TARGET_LOCKED:
case CLEAR_TAG_STATE_FLYING:
case CLEAR_TAG_STATE_FLYING: {
f32 vectorToTargetX;
f32 vectorToTargetY;
f32 vectorToTargetZ;
s16 worldRotationTargetX;
s16 worldRotationTargetY;
f32 loseTargetLockDistance;
s16 worldRotationTargetZ;
s32 pad;
// Check if the Arwing should crash.
if (this->collider.base.acFlags & 2 &&
(this->collider.base.acFlags &= ~2, this->crashingTimer = 20,
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 5),
this->acceleration.x = Rand_CenteredFloat(15.0f), this->acceleration.y = Rand_CenteredFloat(15.0f),
this->acceleration.z = Rand_CenteredFloat(15.0f),
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_THUNDER_GND), this->actor.colChkInfo.health--,
(s8)this->actor.colChkInfo.health <= 0)) {
this->state = CLEAR_TAG_STATE_CRASHING;
this->actor.velocity.y = 0.0f;
} else {
Actor_SetScale(&this->actor, 0.2f);
this->actor.speedXZ = 7.0f;
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->crashingTimer = 20;
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 5);
this->acceleration.x = Rand_CenteredFloat(15.0f);
this->acceleration.y = Rand_CenteredFloat(15.0f);
this->acceleration.z = Rand_CenteredFloat(15.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_THUNDER_GND);
this->actor.colChkInfo.health--;
if ((s8)this->actor.colChkInfo.health <= 0) {
this->state = CLEAR_TAG_STATE_CRASHING;
this->actor.velocity.y = 0.0f;
goto state_crashing;
}
}
Actor_SetScale(&this->actor, 0.2f);
this->actor.speedXZ = 7.0f;
if (this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] == 0) {
if (this->work[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] == 0) {
this->state = CLEAR_TAG_STATE_TARGET_LOCKED;
this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 300;
if (this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] == 0) {
if (this->timers[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] == 0) {
this->state = CLEAR_TAG_STATE_TARGET_LOCKED;
this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 300;
} else {
this->state = CLEAR_TAG_STATE_FLYING;
this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = (s16)Rand_ZeroFloat(50.0f) + 20;
if (this->actor.params == CLEAR_TAG_ARWING) {
// Set the Arwing to fly in a circle around the player.
f32 targetCircleX = Math_SinS(player->actor.shape.rot.y) * 400.0f;
f32 targetCircleZ = Math_CosS(player->actor.shape.rot.y) * 400.0f;
this->targetPosition.x =
Rand_CenteredFloat(700.0f) + (player->actor.world.pos.x + targetCircleX);
this->targetPosition.y = Rand_ZeroFloat(200.0f) + player->actor.world.pos.y + 150.0f;
this->targetPosition.z =
Rand_CenteredFloat(700.0f) + (player->actor.world.pos.z + targetCircleZ);
} else {
this->state = CLEAR_TAG_STATE_FLYING;
this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = ((s16)Rand_ZeroFloat(50.0f)) + 20;
if (this->actor.params == CLEAR_TAG_ARWING) {
// Set the Arwing to fly in a circle around the player.
targetCircleX = Math_SinS(player->actor.shape.rot.y) * 400.0f;
targetCircleZ = Math_CosS(player->actor.shape.rot.y) * 400.0f;
this->targetPosition.x =
Rand_CenteredFloat(700.0f) + (player->actor.world.pos.x + targetCircleX);
this->targetPosition.y = Rand_ZeroFloat(200.0f) + player->actor.world.pos.y + 150.0f;
this->targetPosition.z =
Rand_CenteredFloat(700.0f) + (player->actor.world.pos.z + targetCircleZ);
} else {
// Set the Arwing to fly to a random position.
this->targetPosition.x = Rand_CenteredFloat(700.0f);
this->targetPosition.y = Rand_ZeroFloat(200.0f) + 150.0f;
this->targetPosition.z = Rand_CenteredFloat(700.0f);
}
// Set the Arwing to fly to a random position.
this->targetPosition.x = Rand_CenteredFloat(700.0f);
this->targetPosition.y = Rand_ZeroFloat(200.0f) + 150.0f;
this->targetPosition.z = Rand_CenteredFloat(700.0f);
}
}
this->targetDirection.x = this->targetDirection.y = this->targetDirection.z = 0.0f;
this->targetDirection.x = this->targetDirection.y = this->targetDirection.z = 0.0f;
}
rotationScale = 10;
xRotationTarget = 0x800;
loseTargetLockDistance = 100.0f;
if (this->state == CLEAR_TAG_STATE_TARGET_LOCKED) {
// Set the Arwing to fly towards the player.
this->targetPosition.x = player->actor.world.pos.x;
this->targetPosition.y = player->actor.world.pos.y + 40.0f;
this->targetPosition.z = player->actor.world.pos.z;
rotationScale = 7;
xRotationTarget = 0x1000;
loseTargetLockDistance = 150.0f;
} else if (this->state == CLEAR_TAG_STATE_DEMO) {
// Move the Arwing for the intro cutscene.
// Do a Barrel Roll!
this->roll += 0.5f;
if (this->roll > M_PI * 2) {
this->roll -= M_PI * 2;
}
rotationScale = 10;
xRotationTarget = 2048;
// Set the Arwing to fly to a hardcoded position.
this->targetPosition.x = 0.0f;
this->targetPosition.y = 300.0f;
this->targetPosition.z = 0.0f;
loseTargetLockDistance = 100.0f;
if (this->state == CLEAR_TAG_STATE_TARGET_LOCKED) {
// Set the Arwing to fly towards the player.
this->targetPosition.x = player->actor.world.pos.x;
this->targetPosition.y = player->actor.world.pos.y + 40.0f;
this->targetPosition.z = player->actor.world.pos.z;
rotationScale = 7;
xRotationTarget = 0x1000;
loseTargetLockDistance = 150.0f;
} else if (this->state == CLEAR_TAG_STATE_DEMO) {
// Move the Arwing for the intro cutscene.
// Do a Barrel Roll!
this->roll += 0.5f;
if (this->roll > M_PI * 2) {
this->roll -= M_PI * 2;
}
}
// Set the Arwing to fly to a hardcoded position.
this->targetPosition.x = 0.0f;
this->targetPosition.y = 300.0f;
this->targetPosition.z = 0.0f;
loseTargetLockDistance = 100.0f;
}
// If the Arwing is not in cutscene state, smoothly update the roll to zero.
// This will reset the Arwing to be right side up after the cutscene is done.
// The cutscene will set the Arwing to do a barrel roll and doesn't end on right side up.
if (this->state != CLEAR_TAG_STATE_DEMO) {
Math_ApproachZeroF(&this->roll, 0.1f, 0.2f);
}
// If the Arwing is not in cutscene state, smoothly update the roll to zero.
// This will reset the Arwing to be right side up after the cutscene is done.
// The cutscene will set the Arwing to do a barrel roll and doesn't end on right side up.
if (this->state != CLEAR_TAG_STATE_DEMO) {
Math_ApproachZeroF(&this->roll, 0.1f, 0.2f);
}
// Calculate a vector towards the targetted position.
vectorToTargetX = this->targetPosition.x - this->actor.world.pos.x;
vectorToTargetY = this->targetPosition.y - this->actor.world.pos.y;
vectorToTargetZ = this->targetPosition.z - this->actor.world.pos.z;
// Calculate a vector towards the targetted position.
vectorToTargetX = this->targetPosition.x - this->actor.world.pos.x;
vectorToTargetY = this->targetPosition.y - this->actor.world.pos.y;
vectorToTargetZ = this->targetPosition.z - this->actor.world.pos.z;
// If the Arwing is within a certain distance to the target position, it will be updated to flymode
if (sqrtf(SQ(vectorToTargetX) + SQ(vectorToTargetY) + SQ(vectorToTargetZ)) <
loseTargetLockDistance) {
this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 0;
if (this->state == CLEAR_TAG_STATE_TARGET_LOCKED) {
this->work[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] = ((s16)Rand_ZeroFloat(100.0f)) + 100;
}
this->state = CLEAR_TAG_STATE_FLYING;
// If the Arwing is within a certain distance to the target position, it will be updated to flymode
if (sqrtf(SQ(vectorToTargetX) + SQ(vectorToTargetY) + SQ(vectorToTargetZ)) < loseTargetLockDistance) {
this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_STATE] = 0;
if (this->state == CLEAR_TAG_STATE_TARGET_LOCKED) {
this->timers[CLEAR_TAG_TIMER_ARWING_ENTER_LOCKED_ON] = (s16)Rand_ZeroFloat(100.0f) + 100;
}
this->state = CLEAR_TAG_STATE_FLYING;
}
// Calculate the direction for the Arwing to fly and the rotation for the Arwing
// based on the Arwing's direction, and current rotation.
worldRotationTargetY = (s32)(Math_FAtan2F(vectorToTargetX, vectorToTargetZ) * (0x8000 / M_PI));
worldRotationTargetX =
(s32)(Math_FAtan2F(vectorToTargetY, sqrtf(SQ(vectorToTargetX) + SQ(vectorToTargetZ))) *
(0x8000 / M_PI));
if (worldRotationTargetX < 0) {
if (this->actor.world.pos.y < this->actor.floorHeight + 20.0f) {
worldRotationTargetX = 0;
}
}
Math_ApproachS(&this->actor.world.rot.x, worldRotationTargetX, rotationScale,
this->targetDirection.x);
worldRotationTargetZ = Math_SmoothStepToS(&thisx->world.rot.y, worldRotationTargetY, rotationScale,
this->targetDirection.y, 0);
Math_ApproachF(&this->targetDirection.x, xRotationTarget, 1.0f, 256.0f);
this->targetDirection.y = this->targetDirection.x;
if (ABS(worldRotationTargetZ) < 4096) {
Math_ApproachS(&thisx->world.rot.z, 0, 15, this->targetDirection.z);
Math_ApproachF(&this->targetDirection.z, 1280.0f, 1.0f, 256.0f);
// Check if the Arwing should fire it's laser.
if ((this->timer % 4) == 0 && (Rand_ZeroOne() < 0.75f) &&
(this->state == CLEAR_TAG_STATE_TARGET_LOCKED)) {
this->shouldShootLaser = 1;
}
} else {
worldRotationTargetZ = worldRotationTargetZ > 0 ? -9472 : 9472;
Math_ApproachS(&this->actor.world.rot.z, worldRotationTargetZ, rotationScale,
this->targetDirection.z);
Math_ApproachF(&this->targetDirection.z, 4096.0f, 1.0f, 512.0f);
}
this->actor.shape.rot = this->actor.world.rot;
this->actor.shape.rot.x = -this->actor.shape.rot.x;
// Update the Arwing's velocity.
func_8002D908(&this->actor);
this->actor.velocity.x += this->acceleration.x;
this->actor.velocity.y += this->acceleration.y;
this->actor.velocity.z += this->acceleration.z;
Math_ApproachZeroF(&this->acceleration.x, 1.0f, 1.0f);
Math_ApproachZeroF(&this->acceleration.y, 1.0f, 1.0f);
Math_ApproachZeroF(&this->acceleration.z, 1.0f, 1.0f);
// Fire the Arwing laser.
if (this->shouldShootLaser) {
this->shouldShootLaser = 0;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.world.rot.x,
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER);
// Calculate the direction for the Arwing to fly and the rotation for the Arwing
// based on the Arwing's direction, and current rotation.
worldRotationTargetY = Math_FAtan2F(vectorToTargetX, vectorToTargetZ) * (0x8000 / M_PI);
worldRotationTargetX =
Math_FAtan2F(vectorToTargetY, sqrtf(SQ(vectorToTargetX) + SQ(vectorToTargetZ))) * (0x8000 / M_PI);
if ((worldRotationTargetX < 0) && (this->actor.world.pos.y < this->actor.floorHeight + 20.0f)) {
worldRotationTargetX = 0;
}
Math_ApproachS(&this->actor.world.rot.x, worldRotationTargetX, rotationScale, this->targetDirection.x);
worldRotationTargetZ = Math_SmoothStepToS(&this->actor.world.rot.y, worldRotationTargetY, rotationScale,
this->targetDirection.y, 0);
Math_ApproachF(&this->targetDirection.x, xRotationTarget, 1.0f, 0x100);
this->targetDirection.y = this->targetDirection.x;
if (ABS(worldRotationTargetZ) < 0x1000) {
Math_ApproachS(&this->actor.world.rot.z, 0, 15, this->targetDirection.z);
Math_ApproachF(&this->targetDirection.z, 0x500, 1.0f, 0x100);
// Check if the Arwing should fire it's laser.
if ((this->frameCounter % 4) == 0 && (Rand_ZeroOne() < 0.75f) &&
(this->state == CLEAR_TAG_STATE_TARGET_LOCKED)) {
this->shouldShootLaser = true;
}
} else {
worldRotationTargetZ = worldRotationTargetZ > 0 ? -0x2500 : 0x2500;
Math_ApproachS(&this->actor.world.rot.z, worldRotationTargetZ, rotationScale,
this->targetDirection.z);
Math_ApproachF(&this->targetDirection.z, 0x1000, 1.0f, 0x200);
}
this->actor.shape.rot = this->actor.world.rot;
this->actor.shape.rot.x = -this->actor.shape.rot.x;
// Update the Arwing's velocity.
func_8002D908(&this->actor);
this->actor.velocity.x += this->acceleration.x;
this->actor.velocity.y += this->acceleration.y;
this->actor.velocity.z += this->acceleration.z;
Math_ApproachZeroF(&this->acceleration.x, 1.0f, 1.0f);
Math_ApproachZeroF(&this->acceleration.y, 1.0f, 1.0f);
Math_ApproachZeroF(&this->acceleration.z, 1.0f, 1.0f);
// Fire the Arwing laser.
if (this->shouldShootLaser) {
this->shouldShootLaser = false;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.world.rot.x,
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER);
}
}
case CLEAR_TAG_STATE_CRASHING:
state_crashing:
if (this->crashingTimer != 0) {
this->crashingTimer--;
}
@ -542,7 +512,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (this->work[CLEAR_TAG_TIMER_ARWING_UPDATE_BG_INFO] == 0) {
if (this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_BG_INFO] == 0) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 30.0f, 100.0f, 5);
EnClearTag_CalculateFloorTangent(this);
}
@ -554,13 +524,13 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Causes the Arwing to roll around seemingly randomly while crashing.
this->roll -= 0.5f;
this->actor.velocity.y -= 0.2f;
this->actor.shape.rot.x += 16;
this->actor.shape.rot.x += 0x10;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_BREATH - SFX_FLAG);
// Check if the Arwing has hit the ground.
if (this->actor.bgCheckFlags & 9) {
this->shouldExplode = 1;
this->shouldExplode = true;
if (this->drawMode != CLEAR_TAG_DRAW_MODE_ARWING) {
this->drawMode = CLEAR_TAG_DRAW_MODE_EFFECT;
@ -578,7 +548,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Check if the laser has hit a target.
if (this->collider.base.atFlags & AT_HIT) {
hasAtHit = 1;
hasAtHit = true;
}
// Set laser collider properties.
@ -590,11 +560,11 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 80.0f, 100.0f, 5);
// Check if the laser has hit a target, timed out, or hit the ground.
if (this->actor.bgCheckFlags & 9 || hasAtHit || this->work[CLEAR_TAG_TIMER_LASER_DEATH] == 0) {
if (this->actor.bgCheckFlags & 9 || hasAtHit || this->timers[CLEAR_TAG_TIMER_LASER_DEATH] == 0) {
// Kill the laser.
Actor_Kill(&this->actor);
// Player laser sound effect if the laser did not time out.
if (this->work[CLEAR_TAG_TIMER_LASER_DEATH] != 0) {
if (this->timers[CLEAR_TAG_TIMER_LASER_DEATH] != 0) {
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EN_FANTOM_THUNDER_GND);
}
}
@ -607,17 +577,23 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
osSyncPrintf("CAMERA_NO %d\n", this->cameraId);
if (this->cutsceneMode != CLEAR_TAG_CUTSCENE_MODE_NONE) {
f32 cutsceneCameraCircleX;
f32 cutsceneCameraCircleZ;
s16 cutsceneTimer;
Vec3f cutsceneCameraAtTarget;
Vec3f cutsceneCameraEyeTarget;
switch (this->cutsceneMode) {
case CLEAR_TAG_CUTSCENE_MODE_SETUP:
// Initializes Arwing cutscene camera data.
this->cutsceneMode = CLEAR_TAG_CUTSCENE_MODE_PLAY;
func_80064520(globalCtx, &globalCtx->csCtx);
this->cameraId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
Gameplay_ChangeCameraStatus(globalCtx, this->cameraId, 7);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->cameraId, CAM_STAT_ACTIVE);
case CLEAR_TAG_CUTSCENE_MODE_PLAY:
// Update the Arwing cutscene camera to spin around in a circle.
cutsceneTimer = this->timer * 128;
cutsceneTimer = this->frameCounter * 128;
cutsceneCameraCircleX = Math_SinS(cutsceneTimer) * 200.0f;
cutsceneCameraCircleZ = Math_CosS(cutsceneTimer) * 200.0f;
cutsceneCameraAtTarget.x = this->actor.world.pos.x + cutsceneCameraCircleX;
@ -628,7 +604,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
// Make the Arwing cutscene camera approach the target.
if (this->cameraId != 0) {
if (this->cameraId != SUBCAM_FREE) {
Math_ApproachF(&this->cutsceneCameraAt.x, cutsceneCameraAtTarget.x, 0.1f, 500.0f);
Math_ApproachF(&this->cutsceneCameraAt.y, cutsceneCameraAtTarget.y, 0.1f, 500.0f);
Math_ApproachF(&this->cutsceneCameraAt.z, cutsceneCameraAtTarget.z, 0.1f, 500.0f);
@ -642,7 +618,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Cutscene has finished.
if (this->cutsceneTimer == 1) {
func_800C08AC(globalCtx, this->cameraId, 0);
this->cutsceneMode = this->cameraId = 0;
this->cutsceneMode = this->cameraId = SUBCAM_FREE;
func_80064534(globalCtx, &globalCtx->csCtx);
}
}
@ -651,7 +627,11 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Explode the Arwing
if (this->shouldExplode) {
this->shouldExplode = 0;
Vec3f crashEffectLocation;
Vec3f crashEffectVelocity;
Vec3f debrisEffectAcceleration;
this->shouldExplode = false;
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 40, NA_SE_IT_BOMB_EXPLOSION);
// Spawn flash effect.
@ -675,8 +655,8 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
crashEffectVelocity.z += Rand_CenteredFloat(0.5f);
debrisEffectAcceleration.x = 0.0f;
debrisEffectAcceleration.z = 0.0f;
debrisEffectAcceleration.y = -1.0f;
debrisEffectAcceleration.z = 0.0f;
EnClearTag_CreateDebrisEffect(globalCtx, &crashEffectLocation, &crashEffectVelocity,
&debrisEffectAcceleration, Rand_ZeroFloat(0.15f) + 0.075f,
@ -686,17 +666,8 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
if (this->drawMode != CLEAR_TAG_DRAW_MODE_ARWING) {
// Check if the Arwing should be removed.
if (this->drawMode == CLEAR_TAG_DRAW_MODE_EFFECT) {
if (this->deathTimer == 0) {
isArwingAlive = 0;
} else {
this->deathTimer--;
isArwingAlive = this->deathTimer;
}
if (!isArwingAlive) {
Actor_Kill(thisx);
}
if ((this->drawMode == CLEAR_TAG_DRAW_MODE_EFFECT) && (DECR(this->deathTimer) == 0)) {
Actor_Kill(&this->actor);
}
EnClearTag_UpdateEffects(globalCtx);
@ -708,9 +679,9 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
* Laser clear tag type will draw two lasers.
* Arwing clear tage types will draw the Arwing, the backfire, and a shadow.
*/
void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx2) {
void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnClearTag* this = THIS;
GlobalContext* globalCtx = globalCtx2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_clear_tag.c", 983);
if (this->drawMode != CLEAR_TAG_DRAW_MODE_EFFECT) {
@ -738,8 +709,8 @@ void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx2) {
f32 yRotation;
f32 scaledCrashingTimer = this->crashingTimer * 0.05f;
xRotation = Math_SinS(this->timer * 12288) * scaledCrashingTimer;
yRotation = Math_SinS(this->timer * 14080) * scaledCrashingTimer;
xRotation = Math_SinS(this->frameCounter * 0x3000) * scaledCrashingTimer;
yRotation = Math_SinS(this->frameCounter * 0x3700) * scaledCrashingTimer;
Matrix_RotateX(xRotation, MTXMODE_APPLY);
Matrix_RotateY(yRotation, MTXMODE_APPLY);
}
@ -752,7 +723,7 @@ void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx2) {
Matrix_Translate(0.0f, 0.0f, -60.0f, MTXMODE_APPLY);
func_800D1FD4(&globalCtx->mf_11DA0);
Matrix_Scale(2.5f, 1.3f, 0.0f, MTXMODE_APPLY);
if ((this->timer & 1) != 0) {
if ((this->frameCounter % 2) != 0) {
Matrix_Scale(1.15f, 1.15f, 1.15f, MTXMODE_APPLY);
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, 155);
@ -774,10 +745,10 @@ void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx2) {
if (this->crashingTimer != 0) {
f32 xRotation;
f32 yRotation;
f32 scaledCrashingTimer;
scaledCrashingTimer = this->crashingTimer * 0.05f;
xRotation = Math_SinS(this->timer * 12288) * scaledCrashingTimer;
yRotation = Math_SinS(this->timer * 14080) * scaledCrashingTimer;
f32 scaledCrashingTimer = this->crashingTimer * 0.05f;
xRotation = Math_SinS(this->frameCounter * 0x3000) * scaledCrashingTimer;
yRotation = Math_SinS(this->frameCounter * 0x3700) * scaledCrashingTimer;
Matrix_RotateX(xRotation, MTXMODE_APPLY);
Matrix_RotateY(yRotation, MTXMODE_APPLY);
}
@ -801,16 +772,11 @@ void EnClearTag_Draw(Actor* thisx, GlobalContext* globalCtx2) {
* Moves and bounces debris effects.
* Fades most effects out of view. When effects are completely faded away they are removed.
*/
void EnClearTag_UpdateEffects(GlobalContext* globalCtx2) {
GlobalContext* globalCtx;
void EnClearTag_UpdateEffects(GlobalContext* globalCtx) {
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
s16 i;
f32 originalYPosition;
Vec3f sphereCenter;
EnClearTagEffect* effect;
s32 pad;
globalCtx = globalCtx2;
effect = (EnClearTagEffect*)globalCtx->specialEffects;
for (i = 0; i < CLEAR_TAG_EFFECT_MAX_COUNT; i++, effect++) {
if (effect->type != CLEAR_TAG_EFFECT_AVAILABLE) {
@ -847,10 +813,8 @@ void EnClearTag_UpdateEffects(GlobalContext* globalCtx2) {
effect->timer = ((s16)Rand_ZeroFloat(20)) + 25;
} else {
// The Debris effect is done bounding. Set it's velocity and acceleration to 0.
effect->velocity.y = 0.0f;
effect->acceleration.y = 0.0f;
effect->velocity.z = 0.0f;
effect->velocity.x = 0.0f;
effect->velocity.x = effect->velocity.z = effect->acceleration.y = effect->velocity.y =
0.0f;
}
}
}
@ -922,19 +886,12 @@ void EnClearTag_UpdateEffects(GlobalContext* globalCtx2) {
* Each effect type is drawn before the next. The function will apply a material that applies to all effects of that
* type while drawing the first effect of that type.
*/
void EnClearTag_DrawEffects(GlobalContext* globalCtx2) {
GlobalContext* globalCtx;
GraphicsContext* gfxCtx;
u8 isMaterialApplied;
void EnClearTag_DrawEffects(GlobalContext* globalCtx) {
s16 i;
EnClearTagEffect* effect;
EnClearTagEffect* firstEffect;
globalCtx = globalCtx2;
gfxCtx = globalCtx->state.gfxCtx;
firstEffect = effect = (EnClearTagEffect*)globalCtx->specialEffects;
isMaterialApplied = false;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 isMaterialApplied = false;
EnClearTagEffect* effect = (EnClearTagEffect*)globalCtx->specialEffects;
EnClearTagEffect* firstEffect = effect;
OPEN_DISPS(gfxCtx, "../z_en_clear_tag.c", 1288);
func_80093D18(globalCtx->state.gfxCtx);
@ -1031,8 +988,7 @@ void EnClearTag_DrawEffects(GlobalContext* globalCtx2) {
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (effect->random * -15) & 0xFF, 32, 64, 1, 0, 0,
32, 32));
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
// using globalCtx2 here fixes saved reg usage, but will need to be changed when switching to GameState
func_800D1FD4(&globalCtx2->mf_11DA0);
func_800D1FD4(&globalCtx->mf_11DA0);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1439),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -53,11 +53,11 @@ typedef struct EnClearTag {
/* 0x014C */ u8 shouldExplode;
/* 0x014D */ u8 drawMode;
/* 0x014E */ u8 state;
/* 0x0150 */ s16 work[CLEAR_TAG_TIMER_COUNT];
/* 0x0150 */ s16 timers[CLEAR_TAG_TIMER_COUNT];
/* 0x0158 */ Vec3f targetPosition;
/* 0x0164 */ Vec3f targetDirection;
/* 0x0170 */ Vec3f acceleration;
/* 0x017C */ u8 timer;
/* 0x017C */ u8 frameCounter;
/* 0x017D */ u8 shouldShootLaser;
/* 0x0180 */ f32 roll;
/* 0x0184 */ s16 crashingTimer;