papermario/src/8a160_len_700.c
Rainchus ed46ab0c70
Unhardcode many for loop conditions (#1179)
* suggest possible bgm name if it is not found

* remove pointless ()

* run black

* ...run updated black

* unhardcode many for loop conditions

* fix inconsistent RGBA_BUF_SIZE naming

* requested macro changes
2024-03-07 01:03:33 +09:00

184 lines
6.2 KiB
C

#include "common.h"
#include "include_asset.h"
INCLUDE_IMG("A2960.png", D_801094B0);
Vp D_801096B0 = {
.vp = {
.vscale = { 640, 480, 511, 0 },
.vtrans = { 640, 480, 511, 0 }
}
};
#include "A2B70.vtx.inc.c"
#include "A2BC0.gfx.inc.c"
#include "A2C88.gfx.inc.c"
u8 D_80109800[32] = {
40, 90, 81, 72, 65, 59, 53, 47, 43, 38, 34, 31, 28, 25, 22, 20, 18, 16, 15, 13, 12, 10, 9, 8, 7, 7, 6, 5, 5, 4, 0, 0
};
Vec2b D_80109820[56] = {
{ 247, 105 }, { 239, 87 }, { 17, 87 }, { 9, 105 }, { 0, 122 }, { 230, 69 }, { 26, 69 }, { 221, 52 }, { 35, 52 },
{ 202, 49 }, { 186, 255 }, { 200, 241 }, { 0, 200 }, { 56, 241 }, { 70, 255 }, { 54, 49 }, { 196, 222 },
{ 239, 191 }, { 17, 191 }, { 60, 222 }, { 85, 13 }, { 74, 46 }, { 99, 27 }, { 93, 43 }, { 12, 33 }, { 12, 22 },
{ 24, 22 }, { 24, 33 }, { 12, 10 }, { 24, 10 }, { 24, 45 }, { 232, 33 }, { 232, 22 }, { 232, 45 }, { 113, 40 },
{ 193, 203 }, { 190, 183 }, { 182, 46 }, { 163, 43 }, { 35, 182 }, { 52, 173 }, { 12, 45 }, { 244, 22 },
{ 244, 33 }, { 232, 10 }, { 244, 10 }, { 244, 45 }, { 204, 173 }, { 221, 182 }, { 186, 164 }, { 171, 13 },
{ 157, 27 }, { 143, 40 }, { 63, 203 }, { 66, 183 }, { 70, 164 }
};
typedef struct Unk8a160 {
/* 0x00 */ u8 alive;
/* 0x01 */ s8 timeLeft;
/* 0x02 */ u8 lifetime;
/* 0x03 */ Color_RGBA8 rgba;
/* 0x07 */ s8 lodVal;
/* 0x08 */ f32 x;
/* 0x0C */ f32 y;
/* 0x10 */ Vec2f vel;
/* 0x18 */ f32 scale;
} Unk8a160; // size = 0x1C
typedef struct Unk8a160Outer {
/* 0x00 */ Unk8a160 subs[57]; // one base + 56 others?
} Unk8a160Outer;
BSS Unk8a160Outer D_8010D000[1];
void func_800F0CB0(s32 arg0, f32 x, f32 y, f32 scale) {
Unk8a160Outer* outer = &D_8010D000[arg0];
Unk8a160* sub = &outer->subs[0];
s32 numSubstructs = ARRAY_COUNT(outer->subs);
s32 i;
if (arg0 <= 0) {
sub->alive = TRUE;
sub->x = x;
sub->y = y;
sub->scale = scale;
sub->timeLeft = 40;
sub->lifetime = 0;
sub = &outer->subs[1];
for (i = 1; i < numSubstructs; i++, sub++) {
sub->lodVal = (s32) (-((f32) i) * 0.0f) - 1;
}
}
}
void func_800F0D5C(void) {
Unk8a160Outer* outer = &D_8010D000[0];
s32 i;
for (i = 0; i < ARRAY_COUNT(D_8010D000); i++) {
outer[i].subs[0].alive = FALSE;
}
}
void func_800F0D80(void) {
Unk8a160Outer* outer;
s32 i;
s32 j;
for (i = 0; i < ARRAY_COUNT(D_8010D000); i++, outer++) {
outer = &D_8010D000[i];
if (outer->subs[0].alive) {
outer->subs[0].timeLeft--;
outer->subs[0].lifetime++;
if (outer->subs[0].timeLeft < 0) {
outer->subs[0].alive = FALSE;
} else {
Unk8a160* sub = &outer->subs[0];
s32 baseTimeLeft = sub->timeLeft;
f32 baseX = sub->x;
f32 baseY = sub->y;
sub++;
for (j = 1; j < ARRAY_COUNT(outer->subs); j++, sub++) {
sub->lodVal++;
if (sub->lodVal >= 30) {
if (baseTimeLeft < 30) {
sub->lodVal = -31;
} else {
sub->lodVal = 0;
}
}
if (sub->lodVal >= 0) {
if (sub->lodVal == 0) {
f32 tx = D_80109820[j - 1].x;
f32 ty = D_80109820[j - 1].y;
u8 t = 127;
sub->vel.x = tx * 0.1;
sub->vel.y = -ty * 0.1;
sub->x = baseX;
sub->y = baseY;
sub->scale = 1.0f;
sub->rgba.r = rand_int(t);
sub->rgba.g = rand_int(t - sub->rgba.r);
sub->rgba.b = rand_int(t - sub->rgba.g - sub->rgba.r);
sub->rgba.a = 255;
sub->rgba.r += 128;
sub->rgba.g += 128;
sub->rgba.b += 128;
}
sub->x += sub->vel.x;
sub->y += sub->vel.y;
sub->vel.x *= 0.92;
sub->vel.y *= 0.92;
sub->scale = (f32) D_80109800[sub->lodVal] * 0.04;
}
}
}
}
}
}
void func_800F102C(void) {
Matrix4f sp20, sp60;
Unk8a160Outer* outer;
s32 i;
s32 j;
gDPPipeSync(gMainGfxPos++);
gSPSegment(gMainGfxPos++, 0x00, 0x00000000);
gDPSetScissor(gMainGfxPos++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gSPViewport(gMainGfxPos++, &D_801096B0);
guOrthoF(sp20, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, -100.0f, 100.0f, 1.0f);
guMtxF2L(sp20, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++], G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPDisplayList(gMainGfxPos++, D_80109710);
gDPSetEnvColor(gMainGfxPos++, 127, 127, 127, 127);
for (i = 0; i < ARRAY_COUNT(D_8010D000); i++, outer++) {
outer = &D_8010D000[i];
if (outer->subs[0].alive) {
Unk8a160* it = &outer->subs[0];
f32 baseScale = it->scale;
it++;
for (j = 1; j < ARRAY_COUNT(outer->subs); j++, it++) {
if (it->lodVal >= 0) {
guPositionF(sp60, 0.0f, 0.0f, gGameStatusPtr->frameCounter * 10, it->scale * baseScale,
it->x, it->y, 0.0f);
guMtxF2L(sp60, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++],
G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gDPSetPrimColor(gMainGfxPos++, 0, 80 - it->lodVal, it->rgba.r, it->rgba.g, it->rgba.b, it->rgba.a);
gSPDisplayList(gMainGfxPos++, D_801097D8);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
}
}
}
}
}