Fire and Light arrows (#710)

* fire arrow OK

* Light arrows OK

* Format

* Assets

* Mtx Mode

* PR fixes

* pr fixes

* Update src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c

* Update src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c
This commit is contained in:
louist103
2022-03-25 22:51:41 -04:00
committed by GitHub
parent 9a41b76f35
commit 7d4aaef0cd
11 changed files with 505 additions and 84 deletions
+253 -26
View File
@@ -5,6 +5,7 @@
*/
#include "z_arrow_fire.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
@@ -15,19 +16,10 @@ void ArrowFire_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ArrowFire_Update(Actor* thisx, GlobalContext* globalCtx);
void ArrowFire_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80920440(ArrowFire* this, GlobalContext* globalCtx);
void func_8092058C(ArrowFire* this, GlobalContext* globalCtx);
void func_809207A0(ArrowFire* this, GlobalContext* globalCtx);
void FireArrow_ChargeAndWait(ArrowFire* this, GlobalContext* globalCtx);
void FireArrow_Fly(ArrowFire* this, GlobalContext* globalCtx);
void ArrowFire_SetupAction(ArrowFire* this, ArrowFireActionFunc actionFunc);
#if 0
// static ColliderQuadInit sQuadInit = {
static ColliderQuadInit D_80922230 = {
{ COLTYPE_NONE, AT_ON | AT_TYPE_PLAYER, AC_NONE, OC1_NONE, OC2_TYPE_PLAYER, COLSHAPE_QUAD, },
{ ELEMTYPE_UNK0, { 0x08000000, 0x00, 0x02 }, { 0x00000000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NORMAL, BUMP_NONE, OCELEM_NONE, },
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
#include "overlays/ovl_Arrow_fire/ovl_Arrow_Fire.c"
const ActorInit Arrow_Fire_InitVars = {
ACTOR_ARROW_FIRE,
@@ -41,29 +33,264 @@ const ActorInit Arrow_Fire_InitVars = {
(ActorFunc)ArrowFire_Draw,
};
#endif
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_TYPE_PLAYER,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0x08000000, 0x00, 0x02 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
extern ColliderQuadInit D_80922230;
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_STOP),
};
// there are uses of D_0E000000.fillRect (appearing as D_0E0002E0) in this file
extern GfxMasterList D_0E000000;
s32 sUnused;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/ArrowFire_SetupAction.s")
void ArrowFire_SetupAction(ArrowFire* this, ArrowFireActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/ArrowFire_Init.s")
void ArrowFire_Init(Actor* thisx, GlobalContext* globalCtx) {
ArrowFire* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/ArrowFire_Destroy.s")
Actor_ProcessInitChain(&this->actor, sInitChain);
this->radius = 0;
this->height = 1.0f;
ArrowFire_SetupAction(this, FireArrow_ChargeAndWait);
Actor_SetScale(&this->actor, 0.01f);
this->alpha = 160;
this->timer = 0;
this->screenFillIntensity = 0.0f;
Collider_InitAndSetQuad(globalCtx, &this->collider1, &this->actor, &sQuadInit);
Collider_InitAndSetQuad(globalCtx, &this->collider2, &this->actor, &sQuadInit);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/func_80920440.s")
void ArrowFire_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ArrowFire* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/FireArrow_Lerp.s")
func_80115D5C(&globalCtx->state);
Collider_DestroyQuad(globalCtx, &this->collider1);
Collider_DestroyQuad(globalCtx, &this->collider2);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/func_8092058C.s")
void FireArrow_ChargeAndWait(ArrowFire* this, GlobalContext* globalCtx) {
EnArrow* arrow = (EnArrow*)this->actor.parent;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/func_809207A0.s")
if ((arrow == NULL) || (arrow->actor.update == NULL)) {
Actor_MarkForDeath(&this->actor);
return;
}
if (this->radius < 10) {
this->radius++;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/ArrowFire_Update.s")
this->actor.world.pos = arrow->actor.world.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/func_80920948.s")
func_800B9010(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Fire/ArrowFire_Draw.s")
// if arrow has no parent, player has fired the arrow
if (arrow->actor.parent == NULL) {
this->firedPos = this->actor.world.pos;
this->radius = 10;
ArrowFire_SetupAction(this, FireArrow_Fly);
this->alpha = 255;
}
}
void FireArrow_Lerp(Vec3f* firedPos, Vec3f* pos, f32 scale) {
VEC3F_LERPIMPDST(firedPos, firedPos, pos, scale);
}
void FireArrow_Hit(ArrowFire* this, GlobalContext* globalCtx) {
f32 offset;
f32 scale;
u16 timer;
if (this->actor.projectedW < 50.0f) {
scale = 10.0f;
} else if (this->actor.projectedW > 950.0f) {
scale = 310.0f;
} else {
scale = this->actor.projectedW;
scale = ((scale - 50.0f) * (1.0f / 3.0f)) + 10.0f;
}
timer = this->timer;
if (timer != 0) {
this->timer--;
if (this->timer >= 8) {
offset = (this->timer - 8) * (1.0f / 24.0f);
offset = SQ(offset);
this->radius = (((1.0f - offset) * scale) + 10.0f);
this->height = F32_LERPIMP(this->height, 2.0f, 0.1f);
if (this->timer < 16) {
this->alpha = (this->timer * 35) - 280;
}
}
}
if (this->timer >= 9) {
if (this->screenFillIntensity < 1.0f) {
this->screenFillIntensity += 0.25f;
}
} else {
if (this->screenFillIntensity > 0.0f) {
this->screenFillIntensity -= 0.125f;
}
}
if (this->timer < 8) {
this->alpha = 0;
}
if (this->timer == 0) {
this->timer = 255;
Actor_MarkForDeath(&this->actor);
return;
}
if (this->timer >= 13) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
}
}
void FireArrow_Fly(ArrowFire* this, GlobalContext* globalCtx) {
EnArrow* arrow = (EnArrow*)this->actor.parent;
s32 pad;
s32 pad2;
if ((arrow == NULL) || (arrow->actor.update == NULL)) {
Actor_MarkForDeath(&this->actor);
return;
}
this->actor.world.pos = arrow->actor.world.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
this->height = Math_Vec3f_DistXYZ(&this->firedPos, &this->actor.world.pos) * (1.0f / 24.0f);
if (this->height < 1.0f) {
this->height = 1.0f;
}
FireArrow_Lerp(&this->firedPos, &this->actor.world.pos, 0.05f);
if (arrow->unk_261 & 1) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
ArrowFire_SetupAction(this, FireArrow_Hit);
this->timer = 32;
this->alpha = 255;
return;
}
if (arrow->unk_260 < 34) {
if (this->alpha < 35) {
Actor_MarkForDeath(&this->actor);
return;
}
this->alpha -= 25;
}
}
void ArrowFire_Update(Actor* thisx, GlobalContext* globalCtx) {
ArrowFire* this = (ArrowFire*)thisx;
if ((globalCtx->msgCtx.msgMode == 0xE) || (globalCtx->msgCtx.msgMode == 0x12)) {
Actor_MarkForDeath(&this->actor);
return;
}
this->actionFunc(this, globalCtx);
}
void FireArrow_SetQuadVerticies(ArrowFire* this) {
static Vec3f D_80922284 = { 100.0f, 700.0f, 0.0f };
static Vec3f D_80922290 = { 400.0f, 27.0f, 0.0f };
static Vec3f D_8092229C = { -100.0f, 700.0f, 0.0f };
static Vec3f D_809222A8 = { -400, 27.0f, 0.0f };
static Vec3f D_809222B4 = { 0.0f, 700.0f, 100.0f };
static Vec3f D_809222C0 = { 0.0f, 27.0f, 400.0f };
static Vec3f D_809222CC = { 0.0f, 700.0f, -100.0f };
static Vec3f D_809222D8 = { 0.0f, 27.0f, -400.0f };
Vec3f sp44;
Vec3f sp38;
Vec3f sp2C;
Vec3f sp20;
Matrix_MultiplyVector3fByState(&D_80922284, &sp44);
Matrix_MultiplyVector3fByState(&D_80922290, &sp38);
Matrix_MultiplyVector3fByState(&D_8092229C, &sp2C);
Matrix_MultiplyVector3fByState(&D_809222A8, &sp20);
Collider_SetQuadVertices(&this->collider1, &sp44, &sp38, &sp2C, &sp20);
Matrix_MultiplyVector3fByState(&D_809222B4, &sp44);
Matrix_MultiplyVector3fByState(&D_809222C0, &sp38);
Matrix_MultiplyVector3fByState(&D_809222CC, &sp2C);
Matrix_MultiplyVector3fByState(&D_809222D8, &sp20);
Collider_SetQuadVertices(&this->collider2, &sp44, &sp38, &sp2C, &sp20);
}
void ArrowFire_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnArrow* arrow;
ArrowFire* this = THIS;
u32 frames = globalCtx->state.frames;
s32 pad;
arrow = (EnArrow*)this->actor.parent;
if ((arrow != NULL) && (arrow->actor.update != NULL) && (this->timer < 255)) {
Actor* transform = (arrow->unk_261 & 2) ? &this->actor : &arrow->actor;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_InsertTranslation(transform->world.pos.x, transform->world.pos.y, transform->world.pos.z, MTXMODE_NEW);
Matrix_RotateY(transform->shape.rot.y, MTXMODE_APPLY);
Matrix_InsertXRotation_s(transform->shape.rot.x, MTXMODE_APPLY);
Matrix_InsertZRotation_s(transform->shape.rot.z, MTXMODE_APPLY);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
if (this->screenFillIntensity > 0.0f) {
POLY_XLU_DISP = func_8012BFC4(POLY_XLU_DISP);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s32)(this->screenFillIntensity * 40.0f) & 0xFF, 0, 0,
(s32)(150.0f * this->screenFillIntensity) & 0xFF);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_DISABLE);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
gSPDisplayList(POLY_XLU_DISP++, D_0E000000.fillRect);
}
func_8012C2DC(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
Matrix_InsertRotation(0x4000, 0, 0, MTXMODE_APPLY);
if (this->timer != 0) {
Matrix_InsertTranslation(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
} else {
Matrix_InsertTranslation(0.0f, 1500.0f, 0.0f, MTXMODE_APPLY);
}
Matrix_Scale(this->radius * 0.2f, this->height * 4.0f, this->radius * 0.2f, MTXMODE_APPLY);
Matrix_InsertTranslation(0.0f, -700.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
FireArrow_SetQuadVerticies(this);
gSPDisplayList(POLY_XLU_DISP++, gFireArrowMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 255 - ((frames * 2) % 256), 0, 64, 32, 1,
255 - (frames % 256), 511 - ((frames * 10) % 512), 64, 64));
gSPDisplayList(POLY_XLU_DISP++, gFireArrowModelDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
@@ -8,12 +8,19 @@ struct ArrowFire;
typedef void (*ArrowFireActionFunc)(struct ArrowFire*, GlobalContext*);
typedef struct ArrowFire {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x114];
/* 0x0258 */ ArrowFireActionFunc actionFunc;
/* 0x025C */ char unk_25C[0x8];
/* 0x000 */ Actor actor;
/* 0x144 */ ColliderQuad collider1;
/* 0x1C4 */ ColliderQuad collider2;
/* 0x244 */ Vec3f firedPos;
/* 0x250 */ f32 height;
/* 0x254 */ f32 screenFillIntensity;
/* 0x258 */ ArrowFireActionFunc actionFunc;
/* 0x25C */ s16 radius;
/* 0x25E */ u16 timer;
/* 0x260 */ u8 alpha;
} ArrowFire; // size = 0x264
extern const ActorInit Arrow_Fire_InitVars;
#endif // Z_ARROW_FIRE_H
@@ -17,7 +17,6 @@ void ArrowIce_Update(Actor* thisx, GlobalContext* globalCtx);
void ArrowIce_Draw(Actor* thisx, GlobalContext* globalCtx);
void ArrowIce_Charge(ArrowIce* this, GlobalContext* globalCtx);
void ArrowIce_Hit(ArrowIce* this, GlobalContext* globalCtx);
void ArrowIce_Fly(ArrowIce* this, GlobalContext* globalCtx);
#include "overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
@@ -94,7 +93,6 @@ void ArrowIce_LerpFiredPosition(Vec3f* firedPos, Vec3f* icePos, f32 scale) {
void ArrowIce_Hit(ArrowIce* this, GlobalContext* globalCtx) {
f32 scale;
f32 offset;
u16 timer;
if (this->actor.projectedW < 50.0f) {
@@ -111,12 +109,12 @@ void ArrowIce_Hit(ArrowIce* this, GlobalContext* globalCtx) {
this->timer--;
if (this->timer >= 8) {
offset = ((this->timer - 8) * (1.0f / 24.0f));
f32 offset = ((this->timer - 8) * (1.0f / 24.0f));
offset = SQ(offset);
this->radius = (((1.0f - offset) * scale) + 10.0f);
this->height += ((2.0f - this->height) * 0.1f);
this->height = F32_LERPIMP(this->height, 2.0f, 0.1f);
if (this->timer < 16) {
if (1) {}
this->alpha = ((this->timer * 35) - 280);
}
}
@@ -5,6 +5,7 @@
*/
#include "z_arrow_light.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
@@ -15,13 +16,11 @@ void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ArrowLight_Update(Actor* thisx, GlobalContext* globalCtx);
void ArrowLight_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_809243AC(ArrowLight* this, GlobalContext* globalCtx);
void func_809244F8(ArrowLight* this, GlobalContext* globalCtx);
void func_809246C4(ArrowLight* this, GlobalContext* globalCtx);
void ArrowLight_Charge(ArrowLight* this, GlobalContext* globalCtx);
void ArrowLight_Fly(ArrowLight* this, GlobalContext* globalCtx);
void ArrowLight_SetupAction(ArrowLight* this, ArrowLightActionFunc actionFunc);
#include "overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
#if 0
const ActorInit Arrow_Light_InitVars = {
ACTOR_ARROW_LIGHT,
ACTORCAT_ITEMACTION,
@@ -34,34 +33,198 @@ const ActorInit Arrow_Light_InitVars = {
(ActorFunc)ArrowLight_Draw,
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_809260A0[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_STOP),
};
#endif
static s32 sUnused;
extern InitChainEntry D_809260A0[];
void ArrowLight_SetupAction(ArrowLight* this, ArrowLightActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
// there are uses of D_0E000000.fillRect (appearing as D_0E0002E0) in this file
extern GfxMasterList D_0E000000;
void ArrowLight_Init(Actor* thisx, GlobalContext* globalCtx) {
ArrowLight* this = (ArrowLight*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->radius = 0;
this->height = 1.0f;
ArrowLight_SetupAction(this, ArrowLight_Charge);
Actor_SetScale(&this->actor, 0.01f);
this->alpha = 130;
this->timer = 0;
this->screenFillIntensity = 0.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/D_809260B0.s")
void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx) {
func_80115D5C(&globalCtx->state);
(void)"消滅"; // Unreferenced in retail, means "Disappearance"
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/ArrowLight_SetupAction.s")
void ArrowLight_Charge(ArrowLight* this, GlobalContext* globalCtx) {
EnArrow* arrow = (EnArrow*)this->actor.parent;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/ArrowLight_Init.s")
if ((arrow == NULL) || (arrow->actor.update == NULL)) {
Actor_MarkForDeath(&this->actor);
return;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/ArrowLight_Destroy.s")
if (this->radius < 10) {
this->radius++;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/func_809243AC.s")
this->actor.world.pos = arrow->actor.world.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/func_809244A0.s")
func_800B9010(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
if (arrow->actor.parent == NULL) {
this->firedPos = this->actor.world.pos;
this->radius = 10;
ArrowLight_SetupAction(this, ArrowLight_Fly);
this->alpha = 255;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/func_809244F8.s")
void ArrowLight_Lerp(Vec3f* firedPos, Vec3f* pos, f32 scale) {
VEC3F_LERPIMPDST(firedPos, firedPos, pos, scale);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/func_809246C4.s")
void ArrowLight_Hit(ArrowLight* this, GlobalContext* globalCtx) {
f32 scale;
u16 timer;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/ArrowLight_Update.s")
if (this->actor.projectedW < 50.0f) {
scale = 10.0f;
} else if (this->actor.projectedW > 950.0f) {
scale = 310.0f;
} else {
scale = this->actor.projectedW;
scale = ((scale - 50.0f) * (1.0f / 3.0f)) + 10.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Arrow_Light/ArrowLight_Draw.s")
timer = this->timer;
if (timer != 0) {
this->timer--;
if (this->timer >= 8) {
f32 offset = (this->timer - 8) * (1.0f / 24.0f);
offset = SQ(offset);
this->radius = (((1.0f - offset) * scale) + 10.0f);
this->height = F32_LERPIMP(this->height, 2.0f, 0.1f);
if (this->timer < 16) {
this->alpha = (this->timer * 35) - 280;
}
}
}
if (this->timer >= 9) {
if (this->screenFillIntensity < 1.0f) {
this->screenFillIntensity += 0.25f;
}
} else {
if (this->screenFillIntensity > 0.0f) {
this->screenFillIntensity -= 0.125f;
}
}
if (this->timer < 8) {
this->alpha = 0;
}
if (this->timer == 0) {
this->timer = 255;
Actor_MarkForDeath(&this->actor);
return;
}
}
void ArrowLight_Fly(ArrowLight* this, GlobalContext* globalCtx) {
EnArrow* arrow = (EnArrow*)this->actor.parent;
s32 pad[2];
if ((arrow == NULL) || (arrow->actor.update == NULL)) {
Actor_MarkForDeath(&this->actor);
return;
}
this->actor.world.pos = arrow->actor.world.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
this->height = Math_Vec3f_DistXYZ(&this->firedPos, &this->actor.world.pos) * (1.0f / 24.0f);
if (this->height < 1.0f) {
this->height = 1.0f;
}
ArrowLight_Lerp(&this->firedPos, &this->actor.world.pos, 0.05f);
if (arrow->unk_261 & 1) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_EXPLOSION_LIGHT);
ArrowLight_SetupAction(this, ArrowLight_Hit);
this->timer = 32;
this->alpha = 255;
return;
}
if (arrow->unk_260 < 34) {
if (this->alpha < 35) {
Actor_MarkForDeath(&this->actor);
return;
}
this->alpha -= 25;
}
}
void ArrowLight_Update(Actor* thisx, GlobalContext* globalCtx) {
ArrowLight* this = THIS;
if ((globalCtx->msgCtx.msgMode == 0xE) || (globalCtx->msgCtx.msgMode == 0x12)) {
Actor_MarkForDeath(&this->actor);
return;
}
this->actionFunc(this, globalCtx);
}
void ArrowLight_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ArrowLight* this = (ArrowLight*)thisx;
u32 frames = globalCtx->state.frames;
EnArrow* arrow = (EnArrow*)this->actor.parent;
if ((arrow != NULL) && (arrow->actor.update != NULL) && (this->timer < 255)) {
Actor* transform = (arrow->unk_261 & 2) ? &this->actor : &arrow->actor;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_InsertTranslation(transform->world.pos.x, transform->world.pos.y, transform->world.pos.z, MTXMODE_NEW);
Matrix_RotateY(transform->shape.rot.y, MTXMODE_APPLY);
Matrix_InsertXRotation_s(transform->shape.rot.x, MTXMODE_APPLY);
Matrix_InsertZRotation_s(transform->shape.rot.z, MTXMODE_APPLY);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
if (this->screenFillIntensity > 0.0f) {
POLY_XLU_DISP = func_8012BFC4(POLY_XLU_DISP);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s32)(this->screenFillIntensity * 30.0f) & 0xFF,
(s32)(40.0f * this->screenFillIntensity) & 0xFF, 0,
(s32)(150.0f * this->screenFillIntensity) & 0xFF);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_DISABLE);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
gSPDisplayList(POLY_XLU_DISP++, D_0E000000.fillRect);
}
func_8012C2DC(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 128);
Matrix_InsertRotation(0x4000, 0, 0, MTXMODE_APPLY);
if (this->timer != 0) {
Matrix_InsertTranslation(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
} else {
Matrix_InsertTranslation(0.0f, 1500.0f, 0.0f, MTXMODE_APPLY);
}
Matrix_Scale(this->radius * 0.2f, this->height * 4.0f, this->radius * 0.2f, MTXMODE_APPLY);
Matrix_InsertTranslation(0.0f, -700.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gLightArrowMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 511 - ((frames * 5) % 512), 0, 4, 32, 1,
511 - ((frames * 10) % 512), 511 - ((frames * 30) % 512), 8, 16));
gSPDisplayList(POLY_XLU_DISP++, gLightArrowModelDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
@@ -8,11 +8,17 @@ struct ArrowLight;
typedef void (*ArrowLightActionFunc)(struct ArrowLight*, GlobalContext*);
typedef struct ArrowLight {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x1C];
/* 0x0160 */ ArrowLightActionFunc actionFunc;
/* 0x000 */ Actor actor;
/* 0x144 */ s16 radius;
/* 0x146 */ u16 timer;
/* 0x148 */ u8 alpha;
/* 0x14C */ Vec3f firedPos;
/* 0x158 */ f32 height;
/* 0x15C */ f32 screenFillIntensity;
/* 0x160 */ ArrowLightActionFunc actionFunc;
} ArrowLight; // size = 0x164
extern const ActorInit Arrow_Light_InitVars;
#endif // Z_ARROW_LIGHT_H