Hookify blue fire arrows (#6354)

Update z_bg_ice_shelter with decomp refactoring
This commit is contained in:
Philip Dubé
2026-03-27 16:46:21 +00:00
committed by GitHub
parent 88625c4350
commit 5576f93ef6
6 changed files with 241 additions and 221 deletions

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@@ -0,0 +1,55 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/Enhancements/randomizer/SeedContext.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.h"
#include "overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.h"
extern PlayState* gPlayState;
}
static void UpdateBlueFireCollidersBgBreakwall(void* actorPtr) {
BgBreakwall* thisx = (BgBreakwall*)actorPtr;
thisx->collider.info.bumper.dmgFlags |= DMG_ARROW_ICE;
}
static void UpdateBlueFireCollidersBgIceShelter(void* actorPtr) {
BgIceShelter* thisx = (BgIceShelter*)actorPtr;
thisx->cylinder1.base.acFlags |= AC_TYPE_PLAYER;
thisx->cylinder1.info.bumper.dmgFlags |= DMG_ARROW_ICE;
thisx->cylinder2.base.acFlags |= AC_TYPE_PLAYER;
thisx->cylinder2.info.bumper.dmgFlags |= DMG_ARROW_ICE;
}
static bool CheckAC(Actor* ac) {
return ac != NULL && ac->id == ACTOR_EN_ARROW && ac->child != NULL && ac->child->id == ACTOR_ARROW_ICE;
}
void RegisterBlueFireArrowsHooks() {
bool shouldRegister =
CVarGetInteger(CVAR_ENHANCEMENT("BlueFireArrows"), 0) || (IS_RANDO && RAND_GET_OPTION(RSK_BLUE_FIRE_ARROWS));
COND_ID_HOOK(OnActorInit, ACTOR_BG_BREAKWALL, shouldRegister, UpdateBlueFireCollidersBgBreakwall);
COND_ID_HOOK(OnActorInit, ACTOR_BG_ICE_SHELTER, shouldRegister, UpdateBlueFireCollidersBgIceShelter);
// fix bug where cylinder2 never checks acFlags
COND_VB_SHOULD(VB_BG_ICE_SHELTER_HIT, shouldRegister, {
BgIceShelter* thisx = va_arg(args, BgIceShelter*);
if (thisx->cylinder2.base.acFlags & AC_HIT) {
thisx->cylinder2.base.acFlags &= ~AC_HIT;
*should = true;
}
});
COND_VB_SHOULD(VB_BG_ICE_SHELTER_MELT, shouldRegister, {
BgIceShelter* thisx = va_arg(args, BgIceShelter*);
if (CheckAC(thisx->cylinder1.base.ac) || CheckAC(thisx->cylinder2.base.ac)) {
*should = true;
}
});
}
static RegisterShipInitFunc initFunc(RegisterBlueFireArrowsHooks, { "IS_RANDO", CVAR_ENHANCEMENT("BlueFireArrows") });

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@@ -200,9 +200,25 @@ typedef enum {
// this->collider.base.acFlags & 2 || blueFireArrowHit
// ```
// #### `args`
// - None
// - `*BgBreakwall`
VB_BG_BREAKWALL_BREAK,
// #### `result`
// ```c
// this->cylinder1.base.acFlags & AC_HIT
// ```
// #### `args`
// - `*BgIceShelter`
VB_BG_ICE_SHELTER_HIT,
// #### `result`
// ```c
// (this->cylinder1.base.ac != NULL) && (this->cylinder1.base.ac->id == ACTOR_EN_ICE_HONO)
// ```
// #### `args`
// - `*BgIceShelter`
VB_BG_ICE_SHELTER_MELT,
// #### `result`
// ```c
// gSaveContext.bgsFlag

View File

@@ -41,8 +41,8 @@ void BgBreakwall_Wait(BgBreakwall* bgBreakwall, PlayState* play);
void func_80883000(BgHakaZou* bgHakaZou, PlayState* play);
void func_808887C4(BgHidanHamstep* bgHidanHamstep, PlayState* play);
void func_808896B8(BgHidanHrock* bgHidanHrock, PlayState* play);
void func_8089107C(BgIceShelter* bgIceShelter, PlayState* play);
void func_808911BC(BgIceShelter* bgIceShelter);
void BgIceShelter_Idle(BgIceShelter* bgIceShelter, PlayState* play);
void BgIceShelter_SetupMelt(BgIceShelter* bgIceShelter);
void ObjBombiwa_Break(ObjBombiwa* objBombiwa, PlayState* play);
void ObjHamishi_Break(ObjHamishi* objHamishi, PlayState* play);
void BgJyaBombchuiwa_WaitForExplosion(BgJyaBombchuiwa* bgJyaBombchuiwa, PlayState* play);
@@ -241,8 +241,8 @@ void Anchor::RegisterHooks() {
COND_ID_HOOK(ShouldActorUpdate, ACTOR_BG_ICE_SHELTER, isConnected, [&](void* refActor, bool* should) {
BgIceShelter* actor = static_cast<BgIceShelter*>(refActor);
if (actor->actionFunc == func_8089107C && Flags_GetSwitch(gPlayState, actor->dyna.actor.params & 0x3F)) {
func_808911BC(actor);
if (actor->actionFunc == BgIceShelter_Idle && Flags_GetSwitch(gPlayState, actor->dyna.actor.params & 0x3F)) {
BgIceShelter_SetupMelt(actor);
Audio_PlayActorSound2(&actor->dyna.actor, NA_SE_EV_ICE_MELT);
}
});

View File

@@ -8,8 +8,6 @@
#include "scenes/dungeons/ddan/ddan_scene.h"
#include "objects/object_bwall/object_bwall.h"
#include "objects/object_kingdodongo/object_kingdodongo.h"
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@@ -62,27 +60,6 @@ static ColliderQuadInit sQuadInit = {
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
// Replacement quad used for "Blue Fire Arrows" enhancement
static ColliderQuadInit sIceArrowQuadInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER | AC_TYPE_OTHER,
OC1_NONE,
OC2_TYPE_2,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0x00000048, 0x00, 0x00 },
{ 0x00001048, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
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 } } },
};
static BombableWallInfo sBombableWallInfo[] = {
{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
@@ -97,8 +74,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
};
bool blueFireArrowsEnabledOnMudwallLoad = false;
void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
@@ -108,10 +83,6 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
// Initialize this with the mud wall, so it can't be affected by toggling while the actor is loaded
blueFireArrowsEnabledOnMudwallLoad = CVarGetInteger(CVAR_ENHANCEMENT("BlueFireArrows"), 0) ||
(IS_RANDO && Randomizer_GetSettingValue(RSK_BLUE_FIRE_ARROWS));
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
this->bombableWallDList = sBombableWallInfo[wallType].dList;
@@ -129,14 +100,8 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
// If "Blue Fire Arrows" are enabled, set up this collider for them
if (blueFireArrowsEnabledOnMudwallLoad) {
Collider_InitQuad(play, &this->collider);
Collider_SetQuad(play, &this->collider, &this->dyna.actor, &sIceArrowQuadInit);
} else {
Collider_InitQuad(play, &this->collider);
Collider_SetQuad(play, &this->collider, &this->dyna.actor, &sQuadInit);
}
Collider_InitQuad(play, &this->collider);
Collider_SetQuad(play, &this->collider, &this->dyna.actor, &sQuadInit);
} else {
this->dyna.actor.world.pos.y -= 40.0f;
}
@@ -263,20 +228,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play) {
* despawn itself.
*/
void BgBreakwall_Wait(BgBreakwall* this, PlayState* play) {
bool blueFireArrowHit = false;
// If "Blue Fire Arrows" enabled, check this collider for a hit
if (blueFireArrowsEnabledOnMudwallLoad) {
if (this->collider.base.acFlags & AC_HIT) {
if ((this->collider.base.ac != NULL) && (this->collider.base.ac->id == ACTOR_EN_ARROW)) {
if (this->collider.base.ac->child != NULL && this->collider.base.ac->child->id == ACTOR_ARROW_ICE) {
blueFireArrowHit = true;
}
}
}
}
if (GameInteractor_Should(VB_BG_BREAKWALL_BREAK, this->collider.base.acFlags & 2 || blueFireArrowHit)) {
if (GameInteractor_Should(VB_BG_BREAKWALL_BREAK, this->collider.base.acFlags & AC_HIT, this)) {
Vec3f effectPos;
s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;

View File

@@ -1,6 +1,6 @@
#include "z_bg_ice_shelter.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS 0
@@ -9,14 +9,11 @@ void BgIceShelter_Destroy(Actor* thisx, PlayState* play);
void BgIceShelter_Update(Actor* thisx, PlayState* play);
void BgIceShelter_Draw(Actor* thisx, PlayState* play);
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);
// For "Blue Fire Arrows" enhancement
void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, 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,
@@ -31,10 +28,10 @@ const ActorInit Bg_Ice_Shelter_InitVars = {
NULL,
};
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 sCylinder1Init = {
{
@@ -76,52 +73,24 @@ static ColliderCylinderInit sCylinder2Init = {
{ 0, 0, 0, { 0, 0, 0 } },
};
// This cylinder only used for "Blue Fire Arrows" enhancement
static ColliderCylinderInit sIceArrowCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_OTHER | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, 0, 0, { 0, 0, 0 } },
};
bool blueFireArrowsEnabledOnRedIceLoad = false;
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;
// Initialize this with the red ice, so it can't be affected by toggling while the actor is loaded
blueFireArrowsEnabledOnRedIceLoad = CVarGetInteger(CVAR_ENHANCEMENT("BlueFireArrows"), 0) ||
(IS_RANDO && Randomizer_GetSettingValue(RSK_BLUE_FIRE_ARROWS));
Collider_InitCylinder(play, &this->cylinder1);
// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
if (blueFireArrowsEnabledOnRedIceLoad) {
Collider_SetCylinder(play, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
} else {
Collider_SetCylinder(play, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
}
Collider_SetCylinder(play, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
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, &sCylinder2Init);
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder2);
@@ -129,13 +98,13 @@ void func_80890740(BgIceShelter* this, PlayState* play) {
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;
@@ -151,7 +120,7 @@ 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);
@@ -173,29 +142,31 @@ void BgIceShelter_Init(Actor* thisx, PlayState* play) {
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, &gRedIcePlatformCol, 0);
case RED_ICE_PLATFORM:
BgIceShelter_InitDynaPoly(this, play, &gRedIcePlatformCol, 0);
break;
case 3:
func_80890874(this, play, &gRedIceWallCol, 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;
@@ -204,7 +175,7 @@ void BgIceShelter_Init(Actor* thisx, PlayState* play) {
return;
}
func_80891064(this);
BgIceShelter_SetupIdle(this);
osSyncPrintf("(ice shelter)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
@@ -213,14 +184,14 @@ void BgIceShelter_Destroy(Actor* thisx, PlayState* play) {
BgIceShelter* this = (BgIceShelter*)thisx;
switch ((this->dyna.actor.params >> 8) & 7) {
case 2:
case 3:
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;
}
@@ -228,131 +199,153 @@ 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) {
void BgIceShelter_Idle(BgIceShelter* this, PlayState* play) {
s32 pad;
s16 type = (this->dyna.actor.params >> 8) & 7;
if (type == 4) {
// Freeze King Zora
if (type == RED_ICE_KING_ZORA) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 10000;
}
}
// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
if (blueFireArrowsEnabledOnRedIceLoad) {
MeltOnIceArrowHit(this, this->cylinder1, type, play);
MeltOnIceArrowHit(this, this->cylinder2, type, play);
}
// Default blue fire check
if (this->cylinder1.base.acFlags & AC_HIT) {
if (GameInteractor_Should(VB_BG_ICE_SHELTER_HIT, this->cylinder1.base.acFlags & AC_HIT, this)) {
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 (GameInteractor_Should(
VB_BG_ICE_SHELTER_MELT,
(this->cylinder1.base.ac != NULL) && (this->cylinder1.base.ac->id == ACTOR_EN_ICE_HONO), this)) {
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_PlayActorSound2(&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;
@@ -361,54 +354,50 @@ void func_8089107C(BgIceShelter* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder1.base);
}
// For "Blue Fire Arrows" enhancement: If hit by an Ice Arrow, melt the red ice (copied from the default blue fire
// function above).
void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, PlayState* play) {
if (cylinder.base.acFlags & AC_HIT) {
cylinder.base.acFlags &= ~AC_HIT;
if ((cylinder.base.ac != NULL) && (cylinder.base.ac->id == ACTOR_EN_ARROW)) {
if (cylinder.base.ac->child != NULL && cylinder.base.ac->child->id == ACTOR_ARROW_ICE) {
if (type == 4) {
if (this->dyna.actor.parent != NULL) {
this->dyna.actor.parent->freezeTimer = 50;
}
}
func_808911BC(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
}
}
}
}
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;
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;
@@ -416,14 +405,14 @@ void func_808911D4(BgIceShelter* this, PlayState* play) {
}
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)) {
@@ -455,10 +444,10 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 2:
case 4:
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;
}
@@ -471,9 +460,9 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
}
switch ((this->dyna.actor.params >> 8) & 7) {
case 0:
case 1:
case 4:
case RED_ICE_LARGE:
case RED_ICE_SMALL:
case RED_ICE_KING_ZORA:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollEx(play->state.gfxCtx, 0, -play->gameplayFrames & 0x7F,
-play->gameplayFrames & 0x7F, 0x20, 0x20, 1, -play->gameplayFrames & 0x7F,
@@ -481,7 +470,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
gSPDisplayList(POLY_XLU_DISP++, gRedIceBlockDL);
break;
case 2:
case RED_ICE_PLATFORM:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollEx(play->state.gfxCtx, 0, 0, play->gameplayFrames & 0xFF, 0x40, 0x40, 1, 0,
-play->gameplayFrames & 0xFF, 0x40, 0x40, 0, 1, 0, -1));
@@ -492,7 +481,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
gSPDisplayList(POLY_XLU_DISP++, gRedIcePlatformDL);
break;
case 3:
case RED_ICE_WALL:
gSPDisplayList(POLY_XLU_DISP++, gRedIceWallDL);
break;
}

View File

@@ -8,6 +8,14 @@ struct BgIceShelter;
typedef void (*BgIceShelterActionFunc)(struct BgIceShelter*, PlayState*);
typedef enum RedIceType {
/* 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;