mirror of
https://github.com/HarbourMasters/Starship
synced 2026-06-09 04:49:43 -04:00
c348962cab
* Sector Z Docs initial * Sector Z docs * some other things * correction * Space Junk * SectorZ_SetLevelObjects * rename assets with correct prefix * aSzBackgroundTex * details * pr review * Sector X initials * Meteo Initials * Sector X things I forgot * fox_tr360 & fox_ve1 & fox_so initials * fox_so details * Zones initials * More Zones initials * more zones initials * area 6 initials * fortuna inits * fortuna actors * some more docs * more docs for Fortuna * fix mistake in data incorrectly imported * Fortuna Radars * BossFO * Sector Y Initials * Venom 2 general Docs * Some Corneria Docs * Actor, Scenery and Boss IDs in update and draw functions of gObjectInfo * more docs and this usage * fox_360 this usage * more actor types and this usages * fox_effect type usage * training docs * some Sector X docs * fix incorrect usage of "this" * fix comment * more docs * funcNames * fox_bg spacing * boolean * scenery corneria bumbs * terrain bumps * corneria arch * more corneria objects * hitboxes * more corneria objects * more corneria level objects * more corneria objects * aCoWaterfallDL * corneria docs * more corneria docs * Granga swork start * corneria swork * Corneria * Corneria Granga docs * more granga docs * granga work buffer enum * CarrierParts enum use * option * Corneria Docs * GRANGA_FWK * fox_co.h header * fix Fault_FillRectangle typo * PR reviews * sCsTeamInitialPos * Doodad
125 lines
3.2 KiB
C
125 lines
3.2 KiB
C
#include "global.h"
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s32 gBossFrameCount;
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s32 gBossBgms[] = {
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NA_BGM_BOSS_CO, NA_BGM_BOSS_ME, NA_BGM_BOSS_SX, NA_BGM_BOSS_A6, NA_BGM_BOSS_SB, NA_BGM_BOSS_SY, NA_BGM_BOSS_VE,
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NA_BGM_BOSS_SO, NA_BGM_BOSS_ZO, NA_BGM_BOSS_VE, NA_BGM_BOSS_CO, NA_BGM_BOSS_MA, NA_BGM_BOSS_TI, NA_BGM_BOSS_AQ,
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};
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s32 PAD_boss_C9EC4[14] = { 0 };
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const f32 D_boss_800D55D0[] = { 6000.0f, 18000.0f, -6000.0f, -18000.0f }; // unused?
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void Boss_AwardBonus(Boss* this) {
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s32 bonus;
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f32 yOffset;
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if (gBossFrameCount < 3840) {
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bonus = 10;
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} else if (gBossFrameCount < 5760) {
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bonus = 5;
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} else if (gBossFrameCount < 7680) {
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bonus = 2;
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} else if (gBossFrameCount < 9600) {
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bonus = 1;
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} else {
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bonus = 0;
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}
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if (bonus != 0) {
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yOffset = 0.0f;
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if (this->obj.id == OBJ_BOSS_CO_GRANGA) {
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yOffset = 300.0f;
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} else if (this->obj.id == OBJ_BOSS_TI) {
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yOffset = 200.0f;
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}
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BonusText_Display(this->obj.pos.x, this->obj.pos.y + yOffset, this->obj.pos.z, bonus);
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}
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gHitCount += bonus + 1;
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D_ctx_80177850 = 15;
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}
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void Boss299_Init(Boss299* this) {
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}
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void Boss299_Update(Boss299* this) {
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}
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void Boss299_Draw(Boss299* this) {
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}
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void Boss300_Init(Boss300* this) {
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}
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void Boss300_Update(Boss300* this) {
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}
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void Boss300_Draw(Boss300* this) {
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}
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void Boss_SetupDebris(ActorDebris* this, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, f32 arg8,
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f32 arg9, f32 argA, s32 argB, s32 argC) {
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Actor_Initialize(this);
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this->obj.status = OBJ_INIT;
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this->obj.id = OBJ_ACTOR_DEBRIS;
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this->state = argB;
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this->obj.pos.x = arg1;
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this->obj.pos.y = arg2;
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this->obj.pos.z = arg3;
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this->obj.rot.x = arg4;
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this->obj.rot.y = arg5;
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this->obj.rot.z = arg6;
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this->vel.x = arg7;
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this->vel.y = arg8;
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this->vel.z = arg9;
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this->scale = argA;
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this->timer_0BC = argC;
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this->timer_0BE = 20;
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Object_SetInfo(&this->info, this->obj.id);
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if (gLevelType == LEVELTYPE_PLANET) {
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this->gravity = 0.5f;
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}
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}
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void Boss_SpawnDebris(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, f32 arg8,
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f32 arg9, s32 argA, s32 argB) {
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s32 i;
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for (i = (ARRAY_COUNT(gActors)) - 1; i >= 0; i--) {
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if (gActors[i].obj.status == OBJ_FREE) {
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Boss_SetupDebris(&gActors[i], arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, argA, argB);
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break;
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}
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}
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}
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void Boss_SetCullDistance(Boss* this) {
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this->info.cullDistance = 30000.0f;
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}
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void Boss_CompleteLevel(Player* player, f32 xPos, f32 yPos, f32 zPos) {
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 80);
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SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 80);
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gCsFrameCount = 0;
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gBossDeathCamAtZ = zPos + gPathProgress;
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gBossDeathCamAtX = xPos;
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gBossDeathCamAtY = yPos;
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player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
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player->csState = 10;
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player->csTimer = 50;
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player->csEventTimer = 50;
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player->unk_000 = 0.0f;
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player->unk_004 = 1.0f;
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if (player->pos.x < player->xPath) {
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player->unk_004 = -1.0f;
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}
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gPlayer[0].vel.x = 0.0f;
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}
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