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mirror of https://github.com/blawar/ooot.git synced 2024-07-02 09:03:36 +00:00

fire arrow progress

This commit is contained in:
fig02 2020-03-26 04:36:10 -04:00
parent 1ea7fe8165
commit 3c9fe35311
2 changed files with 80 additions and 22 deletions

View File

@ -43,8 +43,8 @@ void ArrowFire_Init(ArrowFire* this, GlobalContext* globalCtx) {
this->unk_158 = 1.0f;
func_80865D10(this, func_80865DD8);
Actor_SetScale(this, 0.01);
this->unk_168 = 0xA0;
this->unk_166 = 0;
this->opacity = 0xA0;
this->timer = 0;
this->unk_15C = 0.0f;
}
@ -75,35 +75,73 @@ void func_80865DD8(ArrowFire* this, GlobalContext* globalCtx) {
// If arrow's attached is null, Link has fired the arrow
if (arrow->actor.attachedA == NULL) {
this->arrowPos = this->actor.posRot.pos;
this->translatedPos = this->actor.posRot.pos;
this->fireRadius = 10;
func_80865D10(this, &func_808660E8);
this->unk_168 = 0xFF;
this->opacity = 0xFF;
}
}
void func_80865ECC(Vec3f* arrowPos, Vec3f* firePos, f32 scale) {
arrowPos->x += ((firePos->x - arrowPos->x) * scale);
arrowPos->y += ((firePos->y - arrowPos->y) * scale);
arrowPos->z += ((firePos->z - arrowPos->z) * scale);
void func_80865ECC(Vec3f* translatedPos, Vec3f* firePos, f32 scale) {
translatedPos->x += ((firePos->x - translatedPos->x) * scale);
translatedPos->y += ((firePos->y - translatedPos->y) * scale);
translatedPos->z += ((firePos->z - translatedPos->z) * scale);
}
// ArrowFire_
//#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Arrow_Fire/func_80865F1C.s")
// ArrowFire_Hit
void func_80865F1C(ArrowFire* this, GlobalContext* globalCtx) {
f32 scale;
f32 offset;
u16 timer;
if (this->actor.unk_F0 < 50.0f) {
scale = 10.0f;
} else {
if (950.0f < this->actor.unk_F0) {
scale = 310.0f;
} else {
scale = ((this->actor.unk_F0 - 50.0f) * 0.33333334f) + 10.0f;
scale = this->actor.unk_F0;
scale = ((scale - 50.0f) * 0.33333334f) + 10.0f;
}
}
timer = this->timer;
if (timer != 0) {
this->timer -= 1;
if (this->timer >= 8){
offset = ((this->timer - 8) * 0.041666668f);
offset = SQ(offset);
this->fireRadius = (((1.0f - offset) * scale) + 10.0f);
this->unk_158 += ((2.0f - this->unk_158) * 0.1f);
if (this->timer < 0x10) {
if (this->timer){} // needed for regalloc
this->opacity = ((this->timer * 0x23) - 0x118);
}
}
}
if (this->timer >= 9) {
if (this->unk_15C < 1.0f) {
this->unk_15C += 0.25f;
}
} else {
if (this->unk_15C > 0.0f) {
this->unk_15C -= 0.125f;
}
}
if (this->timer < 8) {
this->opacity = 0;
}
if (this->timer == 0) {
this->timer = 0xFF;
Actor_Kill(&this->actor);
}
}
// ArrowFire_Fly
void func_808660E8(ArrowFire* this, GlobalContext* globalCtx) {
EnArrow* arrow;
@ -118,23 +156,23 @@ void func_808660E8(ArrowFire* this, GlobalContext* globalCtx) {
// copy position and rotation from the attached arrow
this->actor.posRot.pos = arrow->actor.posRot.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
distanceScaled = Math_Vec3f_DistXYZ(&this->arrowPos, &this->actor.posRot.pos) * 0.041666668f;
distanceScaled = Math_Vec3f_DistXYZ(&this->translatedPos, &this->actor.posRot.pos) * 0.041666668f;
this->unk_158 = distanceScaled;
if (distanceScaled < 1.0f) {
this->unk_158 = 1.0f;
}
func_80865ECC(&this->arrowPos, &this->actor.posRot.pos, 0.05f);
func_80865ECC(&this->translatedPos, &this->actor.posRot.pos, 0.05f);
if (arrow->hitWall & 1) {
Audio_PlayActorSound2(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
func_80865D10(this, &func_80865F1C);
this->unk_166 = 32;
this->unk_168 = 0xFF;
this->timer = 32;
this->opacity = 0xFF;
} else if (arrow->timer < 0x22) {
if (this->unk_168 < 0x23) {
if (this->opacity < 0x23) {
Actor_Kill(&this->actor);
} else {
this->unk_168 -= 25;
this->opacity -= 0x19;
}
}
}
@ -147,4 +185,24 @@ void ArrowFire_Update(ArrowFire* this, GlobalContext* globalCtx) {
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Arrow_Fire/ArrowFire_Draw.s")
//#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Arrow_Fire/ArrowFire_Draw.s")
void ArrowFire_Draw(ArrowFire* this, GlobalContext* globalCtx){
u32 gameplayFrames; //8c
Actor* tranform;
Gfx* gfxArr[2]; //70
EnArrow* arrow; //if this messes up the stack i need to cast
gameplayFrames = globalCtx->state.frames;
arrow = this->actor.attachedA; // may need to assign elsewhere
if ((arrow != NULL) && (arrow->actor.update != NULL) && (this->timer < 0xFF)) {
if (arrow->hitWall & 2){
tranform = &this->actor;
} else {
tranform = &arrow->actor;
}
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_arrow_fire.c", 618);
}
}

View File

@ -6,13 +6,13 @@
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ Vec3f arrowPos;
/* 0x014C */ Vec3f translatedPos;
/* 0x0158 */ f32 unk_158;
/* 0x015C */ f32 unk_15C;
/* 0x0160 */ ActorFunc actionFunc;
/* 0x0164 */ s16 fireRadius;
/* 0x0166 */ u16 unk_166;
/* 0x0168 */ u8 unk_168;
/* 0x0166 */ u16 timer;
/* 0x0168 */ u8 opacity;
} ArrowFire; // size = 0x016C
extern const ActorInit Arrow_Fire_InitVars;