Shipwright/soh/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c

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/*
* File: z_boss_ganondrof.c
* Overlay: ovl_Boss_Ganondrof
* Description: Phantom Ganon
*/
#include "z_boss_ganondrof.h"
#include "objects/object_gnd/object_gnd.h"
#include "overlays/actors/ovl_En_fHG/z_en_fhg.h"
#include "overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.h"
#include "overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
typedef enum {
/* 0 */ NOT_DEAD,
/* 1 */ DEATH_START,
/* 2 */ DEATH_THROES,
/* 3 */ DEATH_WARP,
/* 4 */ DEATH_SCREAM,
/* 5 */ DEATH_DISINTEGRATE,
/* 6 */ DEATH_FINISH
} BossGanondrofDeathState;
typedef enum {
/* 0 */ THROW_NORMAL,
/* 1 */ THROW_SLOW
} BossGanondrofThrowAction;
typedef enum {
/* 0 */ STUNNED_FALL,
/* 1 */ STUNNED_GROUND
} BossGanondrofStunnedAction;
typedef enum {
/* 0 */ CHARGE_WINDUP,
/* 1 */ CHARGE_START,
/* 2 */ CHARGE_ATTACK,
/* 3 */ CHARGE_FINISH
} BossGanondrofChargeAction;
typedef enum {
/* 0 */ DEATH_SPASM,
/* 1 */ DEATH_LIMP,
/* 2 */ DEATH_HUNCHED
} BossGanondrofDeathAction;
void BossGanondrof_Init(Actor* thisx, PlayState* play);
void BossGanondrof_Destroy(Actor* thisx, PlayState* play);
void BossGanondrof_Update(Actor* thisx, PlayState* play);
void BossGanondrof_Draw(Actor* thisx, PlayState* play);
void BossGanondrof_SetupIntro(BossGanondrof* this, PlayState* play);
void BossGanondrof_Intro(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupPaintings(BossGanondrof* this);
void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupNeutral(BossGanondrof* this, f32 arg1);
void BossGanondrof_Neutral(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupThrow(BossGanondrof* this, PlayState* play);
void BossGanondrof_Throw(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play);
void BossGanondrof_Block(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupReturn(BossGanondrof* this, PlayState* play);
void BossGanondrof_Return(BossGanondrof* this, PlayState* play);
void BossGanondrof_SetupCharge(BossGanondrof* this, PlayState* play);
void BossGanondrof_Charge(BossGanondrof* this, PlayState* play);
void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play);
void BossGanondrof_Death(BossGanondrof* this, PlayState* play);
const ActorInit Boss_Ganondrof_InitVars = {
ACTOR_BOSS_GANONDROF,
ACTORCAT_BOSS,
FLAGS,
OBJECT_GND,
sizeof(BossGanondrof),
(ActorFunc)BossGanondrof_Init,
(ActorFunc)BossGanondrof_Destroy,
(ActorFunc)BossGanondrof_Update,
(ActorFunc)BossGanondrof_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInitBody = {
{
COLTYPE_HIT3,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x10 },
{ 0xFFCFFFFE, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 30, 90, -50, { 0, 0, 0 } },
};
static ColliderCylinderInit sCylinderInitSpear = {
{
COLTYPE_HIT3,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x30 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 20, 30, -20, { 0, 0, 0 } },
};
// clang-format off
static u8 sDecayMaskHigh[16 * 16] = {
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,
1,0,1,1,0,0,0,0,1,1,1,1,1,1,0,1,
1,0,1,1,1,0,0,0,0,1,1,1,1,1,0,1,
1,0,0,1,1,1,1,0,0,0,1,1,1,0,0,1,
1,0,0,1,1,1,1,1,0,0,0,1,1,0,0,1,
1,0,1,1,1,1,0,0,0,0,0,1,0,0,0,1,
1,1,1,1,1,1,1,1,0,0,0,0,1,1,0,1,
1,0,1,1,1,1,1,0,0,0,0,1,1,1,0,1,
1,0,0,1,1,1,0,0,0,1,1,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,
1,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,
1,0,0,1,1,1,1,0,1,1,1,1,1,1,1,1,
1,0,1,1,1,1,1,0,0,1,1,1,1,1,0,1,
1,1,1,1,1,1,1,0,0,1,1,1,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
};
static u8 sDecayMaskLow[16 * 16] = {
1,1,1,0,1,0,0,1,0,0,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,1,1,1,0,0,1,1,0,
1,0,1,1,0,0,0,0,0,1,1,0,0,1,0,0,
1,0,0,1,1,0,0,0,0,0,1,1,1,0,0,0,
0,0,0,1,1,1,0,0,0,0,0,1,1,0,0,1,
0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,
1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,
1,0,0,0,0,1,0,0,0,0,0,1,1,1,0,0,
1,0,0,0,0,1,0,0,0,0,1,0,1,1,0,0,
0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,
1,0,0,0,1,0,1,0,0,0,1,1,0,0,0,1,
1,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,
};
static u8 sDecayMaskTotal[16 * 16] = {
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
};
// clang-format on
// These are Phantom Ganon's body textures, but I don't know which is which.
static void* sLimbTex_rgba16_8x8[] = {
gPhantomGanonLimbTex_00A800, gPhantomGanonLimbTex_00AE80, gPhantomGanonLimbTex_00AF00,
gPhantomGanonLimbTex_00C180, gPhantomGanonLimbTex_00C400,
};
static void* sLimbTex_rgba16_16x8[] = {
gPhantomGanonLimbTex_00B980, gPhantomGanonLimbTex_00C480, gPhantomGanonLimbTex_00BC80,
gPhantomGanonLimbTex_00BD80, gPhantomGanonLimbTex_00C080,
};
static void* sLimbTex_rgba16_16x16[] = {
gPhantomGanonLimbTex_00C200, gPhantomGanonLimbTex_00A000, gPhantomGanonLimbTex_00A200,
gPhantomGanonLimbTex_00A400, gPhantomGanonLimbTex_00A600, gPhantomGanonLimbTex_00A880,
gPhantomGanonLimbTex_00B780, gPhantomGanonLimbTex_00BA80, gPhantomGanonLimbTex_00BE80,
};
static void* sLimbTex_rgba16_16x32[] = { gPhantomGanonLimbTex_00AA80, gPhantomGanonLimbTex_00AF80 };
static void* sMouthTex_ci8_16x16[] = { gPhantomGanonMouthTex, gPhantomGanonSmileTex };
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, 0x2B, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
};
static Vec3f sAudioVec = { 0.0f, 0.0f, 50.0f };
void BossGanondrof_ClearPixels8x8(s16* texture, u8* mask, s16 index)
{
if (mask[index]) {
ResourceMgr_WriteTexS16ByName(texture, index / 4, 0);
}
}
void BossGanondrof_ClearPixels16x8(s16* texture, u8* mask, s16 index) {
if (mask[index]) {
ResourceMgr_WriteTexS16ByName(texture, index / 2, 0);
}
}
void BossGanondrof_ClearPixels16x16(s16* texture, u8* mask, s16 index, s16 bpp) {
if (mask[index]) {
ResourceMgr_WriteTexS16ByName(texture, index, 0);
}
}
void BossGanondrof_ClearPixels32x16(s16* texture, u8* mask, s16 index) {
if (mask[index]) {
s16 i = (index & 0xF) + ((index & 0xF0) << 1);
ResourceMgr_WriteTexS16ByName(texture, i + 0x10, 0);
ResourceMgr_WriteTexS16ByName(texture, i, 0);
}
}
void BossGanondrof_ClearPixels16x32(s16* texture, u8* mask, s16 index) {
if (mask[index]) {
s16 i = ((index & 0xF) * 2) + ((index & 0xF0) * 2);
ResourceMgr_WriteTexS16ByName(texture, i + 1, 0);
ResourceMgr_WriteTexS16ByName(texture, i, 0);
}
}
void BossGanondrof_ClearPixels(u8* mask, s16 index) {
s16 i;
for (i = 0; i < 5; i++) {
// ARRAY_COUNT can't be used here because the arrays aren't guaranteed to be the same size.
BossGanondrof_ClearPixels8x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_8x8[i]), mask, index);
BossGanondrof_ClearPixels16x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x8[i]), mask, index);
}
for (i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x16); i++) {
BossGanondrof_ClearPixels16x16(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x16[i]), mask, index, 2);
}
for (i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x32); i++) {
BossGanondrof_ClearPixels16x32(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x32[i]), mask, index);
}
BossGanondrof_ClearPixels32x16(SEGMENTED_TO_VIRTUAL(gPhantomGanonLimbTex_00B380), mask, index);
BossGanondrof_ClearPixels16x32(SEGMENTED_TO_VIRTUAL(gPhantomGanonEyeTex), mask, index);
for (i = 0; i < ARRAY_COUNT(sMouthTex_ci8_16x16); i++) {
BossGanondrof_ClearPixels16x16(SEGMENTED_TO_VIRTUAL(sMouthTex_ci8_16x16[i]), mask, index, 1);
}
}
void BossGanondrof_SetColliderPos(Vec3f* pos, ColliderCylinder* collider) {
collider->dim.pos.x = pos->x;
collider->dim.pos.y = pos->y;
collider->dim.pos.z = pos->z;
}
void BossGanondrof_Init(Actor* thisx, PlayState* play) {
s32 pad;
BossGanondrof* this = (BossGanondrof*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_Init(play, &this->skelAnime, &gPhantomGanonSkel, &gPhantomGanonRideAnim, NULL, NULL, 0);
if (this->actor.params < GND_FAKE_BOSS) {
this->actor.params = GND_REAL_BOSS;
this->actor.colChkInfo.health = 30;
this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 255, 255);
BossGanondrof_SetupIntro(this, play);
} else {
BossGanondrof_SetupPaintings(this);
}
Collider_InitCylinder(play, &this->colliderBody);
Collider_InitCylinder(play, &this->colliderSpear);
Collider_SetCylinder(play, &this->colliderBody, &this->actor, &sCylinderInitBody);
Collider_SetCylinder(play, &this->colliderSpear, &this->actor, &sCylinderInitSpear);
this->actor.flags &= ~ACTOR_FLAG_0;
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_Kill(&this->actor);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 200.0f + GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, 0);
} else {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, this->actor.params);
}
}
void BossGanondrof_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
BossGanondrof* this = (BossGanondrof*)thisx;
osSyncPrintf("DT1\n");
SkelAnime_Free(&this->skelAnime, play);
Collider_DestroyCylinder(play, &this->colliderBody);
Collider_DestroyCylinder(play, &this->colliderSpear);
if (this->actor.params == GND_REAL_BOSS) {
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode);
}
osSyncPrintf("DT2\n");
}
void BossGanondrof_SetupIntro(BossGanondrof* this, PlayState* play) {
Animation_PlayLoop(&this->skelAnime, &gPhantomGanonRidePoseAnim);
this->actionFunc = BossGanondrof_Intro;
this->work[GND_MASK_OFF] = true;
}
void BossGanondrof_Intro(BossGanondrof* this, PlayState* play) {
s16 i;
s32 pad;
EnfHG* horse = (EnfHG*)this->actor.child;
SkelAnime_Update(&this->skelAnime);
this->actor.world.pos = horse->actor.world.pos;
this->actor.shape.rot.y = this->actor.world.rot.y = horse->actor.world.rot.y;
osSyncPrintf("SW %d------------------------------------------------\n", horse->bossGndSignal);
if ((this->timers[1] != 0) && (this->timers[1] < 25)) {
Vec3f pos;
Vec3f vel = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
pos.x = this->bodyPartsPos[14].x + Rand_CenteredFloat(10.0f);
pos.y = this->bodyPartsPos[14].y + Rand_ZeroFloat(-5.0f);
pos.z = this->bodyPartsPos[14].z + Rand_CenteredFloat(10.0f) + 5.0f;
accel.y = 0.03f;
EffectSsKFire_Spawn(play, &pos, &vel, &accel, (s16)Rand_ZeroFloat(10.0f) + 5, 0);
}
if (this->timers[1] == 20) {
this->work[GND_MASK_OFF] = false;
}
if (this->timers[1] == 30) {
func_80078914(&sAudioVec, NA_SE_EN_FANTOM_TRANSFORM);
}
if (horse->bossGndSignal == FHG_LIGHTNING) {
Animation_Change(&this->skelAnime, &gPhantomGanonMaskOnAnim, 0.5f, 0.0f,
Animation_GetLastFrame(&gPhantomGanonMaskOnAnim), ANIMMODE_ONCE_INTERP, 0.0f);
this->timers[1] = 40;
}
if (horse->bossGndSignal == FHG_REAR) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonHorseRearingAnim, -3.0f);
}
if (horse->bossGndSignal == FHG_RIDE) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonRidePoseAnim, -13.0f);
}
if (horse->bossGndSignal == FHG_SPUR) {
EnfHG* horseTemp;
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearRaiseAnim, -7.0f);
horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, 50, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT);
this->actor.child = &horseTemp->actor;
}
if (horse->bossGndSignal == FHG_FINISH) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearResetAnim, -5.0f);
}
switch (this->work[GND_EYE_STATE]) {
case GND_EYESTATE_FADE:
this->fwork[GND_EYE_ALPHA] += 40.0f;
if (this->fwork[GND_EYE_ALPHA] >= 255.0f) {
this->fwork[GND_EYE_ALPHA] = 255.0f;
}
break;
case GND_EYESTATE_BRIGHTEN:
this->fwork[GND_EYE_BRIGHTNESS] += 20.0f;
if (this->fwork[GND_EYE_BRIGHTNESS] > 255.0f) {
this->fwork[GND_EYE_BRIGHTNESS] = 255.0f;
}
break;
}
this->armRotY = Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x6E8) * 0;
this->armRotZ = Math_CosS(this->work[GND_VARIANCE_TIMER] * 0x8DC) * 300.0f;
for (i = 0; i < 30; i++) {
this->rideRotY[i] = Math_SinS(this->work[GND_VARIANCE_TIMER] * ((i * 50) + 0x7B0)) * 100.0f;
this->rideRotZ[i] = Math_CosS(this->work[GND_VARIANCE_TIMER] * ((i * 50) + 0x8DC)) * 100.0f;
}
if (horse->bossGndSignal == FHG_START_FIGHT) {
BossGanondrof_SetupPaintings(this);
for (i = 0; i < 30; i++) {
this->rideRotY[i] = this->rideRotZ[i] = 0.0f;
}
}
horse->bossGndSignal = FHG_NO_SIGNAL;
}
void BossGanondrof_SetupPaintings(BossGanondrof* this) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonRideAnim, -5.0f);
this->actionFunc = BossGanondrof_Paintings;
}
void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) {
EnfHG* horse = (EnfHG*)this->actor.child;
osSyncPrintf("RUN 1\n");
SkelAnime_Update(&this->skelAnime);
osSyncPrintf("RUN 2\n");
if (horse->bossGndSignal == FHG_RAISE_SPEAR) {
EnfHG* horseTemp;
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearRaiseAnim, -2.0f);
this->actor.flags |= ACTOR_FLAG_0;
horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, 30, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT);
this->actor.child = &horseTemp->actor;
} else if (horse->bossGndSignal == FHG_LIGHTNING) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearStrikeAnim, -2.0f);
} else if (horse->bossGndSignal == FHG_RESET) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearResetAnim, -2.0f);
} else if (horse->bossGndSignal == FHG_RIDE) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonRideAnim, -2.0f);
this->actor.flags &= ~ACTOR_FLAG_0;
}
osSyncPrintf("RUN 3\n");
this->actor.world.pos = horse->actor.world.pos;
this->actor.world.pos.y = horse->actor.world.pos.y;
this->actor.shape.rot.y = this->actor.world.rot.y = horse->actor.world.rot.y;
if (this->flyMode != GND_FLY_PAINTING) {
BossGanondrof_SetupNeutral(this, -20.0f);
this->timers[0] = 100;
this->colliderBody.dim.radius = 20;
this->colliderBody.dim.height = 60;
this->colliderBody.dim.yShift = -33;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_LAUGH);
this->actor.naviEnemyId = 0x1A;
} else {
horse->bossGndSignal = FHG_NO_SIGNAL;
this->actor.scale.x = horse->actor.scale.x / 1.15f;
this->actor.scale.y = horse->actor.scale.y / 1.15f;
this->actor.scale.z = horse->actor.scale.z / 1.15f;
osSyncPrintf("RUN 4\n");
}
}
void BossGanondrof_SetupNeutral(BossGanondrof* this, f32 arg1) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonNeutralAnim, arg1);
this->actionFunc = BossGanondrof_Neutral;
this->actor.flags |= ACTOR_FLAG_0;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
this->timers[0] = (s16)(Rand_ZeroOne() * 64.0f) + 30;
}
void BossGanondrof_Neutral(BossGanondrof* this, PlayState* play) {
f32 targetX;
f32 targetY;
f32 targetZ;
Player* player = GET_PLAYER(play);
Actor* playerx = &player->actor;
Actor* thisx = &this->actor;
f32 rand01;
s16 i;
SkelAnime_Update(&this->skelAnime);
switch (this->flyMode) {
case GND_FLY_NEUTRAL:
if (this->timers[0] == 0) {
this->timers[0] = (s16)(Rand_ZeroOne() * 64.0f) + 30;
rand01 = Rand_ZeroOne();
if (thisx->colChkInfo.health < 5) {
if (rand01 < 0.25f) {
BossGanondrof_SetupThrow(this, play);
} else if (rand01 >= 0.8f) {
this->flyMode = GND_FLY_CHARGE;
this->timers[0] = 60;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_LAUGH);
} else {
this->flyMode = GND_FLY_VOLLEY;
this->timers[0] = 60;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_LAUGH);
}
} else if ((rand01 < 0.5f) || (this->work[GND_THROW_COUNT] < 5)) {
BossGanondrof_SetupThrow(this, play);
} else {
this->flyMode = GND_FLY_VOLLEY;
this->timers[0] = 60;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_LAUGH);
}
}
if (this->timers[1] != 0) {
targetX = GND_BOSSROOM_CENTER_X;
targetZ = GND_BOSSROOM_CENTER_Z;
} else {
targetX = playerx->world.pos.x + (180.0f * Math_SinS(playerx->shape.rot.y));
targetZ = playerx->world.pos.z + (180.0f * Math_CosS(playerx->shape.rot.y));
if (sqrtf(SQ(targetX - GND_BOSSROOM_CENTER_X) + SQ(targetZ - GND_BOSSROOM_CENTER_Z)) > 280.0f) {
this->timers[1] = 50;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
}
}
targetY = playerx->world.pos.y + 100.0f + 0.0f;
targetX += Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x500) * 100.0f;
targetZ += Math_CosS(this->work[GND_VARIANCE_TIMER] * 0x700) * 100.0f;
break;
case GND_FLY_VOLLEY:
targetX = GND_BOSSROOM_CENTER_X - 14.0f;
targetZ = GND_BOSSROOM_CENTER_Z + 265.0f;
targetY = playerx->world.pos.y + 100.0f + 100.0f;
targetX += Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x500) * 100.0f;
targetZ += Math_CosS(this->work[GND_VARIANCE_TIMER] * 0x700) * 100.0f;
if (this->timers[0] == 0) {
this->flyMode = GND_FLY_RETURN;
this->returnSuccess = false;
BossGanondrof_SetupThrow(this, play);
this->timers[0] = 80;
}
break;
case GND_FLY_RETURN:
targetX = GND_BOSSROOM_CENTER_X - 14.0f;
targetZ = GND_BOSSROOM_CENTER_Z + 265.0f;
targetY = playerx->world.pos.y + 100.0f + 100.0f;
targetX += Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x500) * 50.0f;
targetZ += Math_CosS(this->work[GND_VARIANCE_TIMER] * 0x700) * 50.0f;
if (this->returnSuccess) {
this->returnSuccess = false;
BossGanondrof_SetupReturn(this, play);
this->timers[0] = 80;
}
if (this->timers[0] == 0) {
this->flyMode = GND_FLY_NEUTRAL;
}
break;
case GND_FLY_CHARGE:
targetX = GND_BOSSROOM_CENTER_X - 14.0f;
targetZ = GND_BOSSROOM_CENTER_Z + 215.0f;
targetY = playerx->world.pos.y + 100.0f + 50.0f;
targetX += Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x500) * 100.0f;
targetZ += Math_CosS(this->work[GND_VARIANCE_TIMER] * 0x700) * 100.0f;
if (this->timers[0] == 0) {
BossGanondrof_SetupCharge(this, play);
}
break;
}
Math_ApproachF(&thisx->world.pos.x, targetX, 0.05f, this->fwork[GND_FLOAT_SPEED]);
if (this->timers[2] != 0) {
Math_ApproachF(&thisx->world.pos.y, targetY + 100.0f, 0.1f, 50.0f);
} else {
Math_ApproachF(&thisx->world.pos.y, targetY, 0.05f, 10.0f);
}
Math_ApproachF(&thisx->world.pos.z, targetZ, 0.05f, this->fwork[GND_FLOAT_SPEED]);
Math_ApproachF(&this->fwork[GND_FLOAT_SPEED], 50.0f, 1.0f, 0.5f);
thisx->velocity.x = thisx->world.pos.x - thisx->prevPos.x;
thisx->velocity.z = thisx->world.pos.z - thisx->prevPos.z;
thisx->world.pos.y += 2.0f * Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
Math_ApproachS(&thisx->shape.rot.y, thisx->yawTowardsPlayer, 5, 0xBB8);
if ((this->work[GND_VARIANCE_TIMER] & 1) == 0) {
Vec3f pos;
Vec3f vel = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
for (i = 0; i < 3; i++) {
pos.x = Rand_CenteredFloat(20.0f) + this->spearTip.x;
pos.y = Rand_CenteredFloat(20.0f) + this->spearTip.y;
pos.z = Rand_CenteredFloat(20.0f) + this->spearTip.z;
accel.y = -0.08f;
EffectSsFhgFlash_SpawnLightBall(play, &pos, &vel, &accel, (s16)(Rand_ZeroOne() * 80.0f) + 150,
FHGFLASH_LIGHTBALL_GREEN);
}
}
if (player->unk_A73 != 0) {
BossGanondrof_SetupBlock(this, play);
}
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_FLOAT - SFX_FLAG);
}
void BossGanondrof_SetupThrow(BossGanondrof* this, PlayState* play) {
EnfHG* horseTemp;
s16 lightTime;
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonThrowAnim);
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonThrowAnim, -5.0f);
this->actionFunc = BossGanondrof_Throw;
if ((Rand_ZeroOne() <= 0.1f) && (this->work[GND_THROW_COUNT] >= 10) && (this->flyMode == GND_FLY_NEUTRAL)) {
this->work[GND_ACTION_STATE] = THROW_SLOW;
this->work[GND_THROW_FRAME] = 1000;
lightTime = 32;
} else {
this->work[GND_ACTION_STATE] = THROW_NORMAL;
this->work[GND_THROW_FRAME] = 25;
lightTime = 25;
}
horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, lightTime, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT);
this->actor.child = &horseTemp->actor;
this->work[GND_THROW_COUNT]++;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_STICK);
}
void BossGanondrof_Throw(BossGanondrof* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
osSyncPrintf("this->fwork[GND_END_FRAME] = %d\n", (s16)this->fwork[GND_END_FRAME]);
osSyncPrintf("this->work[GND_SHOT_FRAME] = %d\n", this->work[GND_THROW_FRAME]);
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
BossGanondrof_SetupNeutral(this, -6.0f);
}
if ((this->work[GND_ACTION_STATE] != THROW_NORMAL) && Animation_OnFrame(&this->skelAnime, 21.0f)) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonThrowEndAnim);
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonThrowEndAnim, 0.0f);
this->work[GND_THROW_FRAME] = 10;
}
if (Animation_OnFrame(&this->skelAnime, this->work[GND_THROW_FRAME])) {
if (this->flyMode <= GND_FLY_NEUTRAL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_MASIC1);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_VOICE);
}
if (Animation_OnFrame(&this->skelAnime, this->work[GND_THROW_FRAME])) {
EnfHG* horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, this->work[GND_ACTION_STATE], 0, 0, FHGFIRE_ENERGY_BALL);
this->actor.child = &horseTemp->actor;
}
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0x7D0);
this->actor.world.pos.x += this->actor.velocity.x;
this->actor.world.pos.z += this->actor.velocity.z;
Math_ApproachZeroF(&this->actor.velocity.x, 1.0f, 0.5f);
Math_ApproachZeroF(&this->actor.velocity.z, 1.0f, 0.5f);
this->actor.world.pos.y += 2.0f * Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
}
void BossGanondrof_SetupReturn(BossGanondrof* this, PlayState* play) {
static AnimationHeader* returnAnim[] = { &gPhantomGanonReturn1Anim, &gPhantomGanonReturn2Anim };
s16 rand = Rand_ZeroOne() * 1.99f;
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(returnAnim[rand]);
Animation_MorphToPlayOnce(&this->skelAnime, returnAnim[rand], 0.0f);
this->actionFunc = BossGanondrof_Return;
}
void BossGanondrof_Return(BossGanondrof* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_VOICE);
osSyncPrintf("VOISE 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
osSyncPrintf("VOISE 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
BossGanondrof_SetupNeutral(this, 0.0f);
}
this->actor.world.pos.x += this->actor.velocity.x;
this->actor.world.pos.z += this->actor.velocity.z;
Math_ApproachZeroF(&this->actor.velocity.x, 1.0f, 0.5f);
Math_ApproachZeroF(&this->actor.velocity.z, 1.0f, 0.5f);
this->actor.world.pos.y += 2.0f * Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
if (this->returnSuccess) {
this->returnSuccess = false;
BossGanondrof_SetupReturn(this, play);
this->timers[0] = 80;
}
}
void BossGanondrof_SetupStunned(BossGanondrof* this, PlayState* play) {
if (this->actionFunc != BossGanondrof_Stunned) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonAirDamageAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonAirDamageAnim, 0.0f);
this->timers[0] = 50;
this->shockTimer = 60;
} else {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonGroundDamageAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonGroundDamageAnim, 0.0f);
}
this->actionFunc = BossGanondrof_Stunned;
this->work[GND_ACTION_STATE] = STUNNED_FALL;
this->actor.velocity.x = 0.0f;
this->actor.velocity.z = 0.0f;
}
void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play) {
osSyncPrintf("DAMAGE .................................\n");
SkelAnime_Update(&this->skelAnime);
this->actor.gravity = -0.2f;
if (this->actor.world.pos.y <= 5.0f) {
if (this->work[GND_ACTION_STATE] == STUNNED_FALL) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonStunnedAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonStunnedAnim, -10.0f);
this->work[GND_ACTION_STATE] = STUNNED_GROUND;
}
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DAMAGE2);
}
this->actor.flags |= ACTOR_FLAG_10;
}
osSyncPrintf("TIME0 %d ********************************************\n", this->timers[0]);
if (this->timers[0] == 0) {
BossGanondrof_SetupNeutral(this, -5.0f);
this->timers[0] = 30;
this->timers[2] = 30;
this->flyMode = GND_FLY_NEUTRAL;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
}
Actor_MoveForward(&this->actor);
}
void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonBlockAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonBlockAnim, -3.0f);
this->actionFunc = BossGanondrof_Block;
this->timers[0] = 10;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_STICK);
}
void BossGanondrof_Block(BossGanondrof* this, PlayState* play) {
this->colliderBody.base.colType = COLTYPE_METAL;
SkelAnime_Update(&this->skelAnime);
this->actor.world.pos.x += this->actor.velocity.x;
this->actor.world.pos.z += this->actor.velocity.z;
Math_ApproachZeroF(&this->actor.velocity.x, 1.0f, 0.5f);
Math_ApproachZeroF(&this->actor.velocity.z, 1.0f, 0.5f);
this->actor.world.pos.y += 2.0f * Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
if (this->timers[0] == 0) {
BossGanondrof_SetupNeutral(this, -5.0f);
this->timers[0] = 10;
this->flyMode = GND_FLY_NEUTRAL;
}
}
void BossGanondrof_SetupCharge(BossGanondrof* this, PlayState* play) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonChargeWindupAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonChargeWindupAnim, -3.0f);
this->actionFunc = BossGanondrof_Charge;
this->timers[0] = 20;
this->work[GND_ACTION_STATE] = CHARGE_WINDUP;
}
void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* playerx = &player->actor;
Actor* thisx = &this->actor;
f32 dxCenter = thisx->world.pos.x - GND_BOSSROOM_CENTER_X;
f32 dzCenter = thisx->world.pos.z - GND_BOSSROOM_CENTER_Z;
this->colliderBody.base.colType = COLTYPE_METAL;
SkelAnime_Update(&this->skelAnime);
switch (this->work[GND_ACTION_STATE]) {
case CHARGE_WINDUP:
if (this->timers[0] == 218) {
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_STICK);
}
if (this->timers[0] == 19) {
Audio_PlayActorSound2(thisx, NA_SE_EN_FANTOM_ATTACK);
}
thisx->world.pos.x += thisx->velocity.x;
thisx->world.pos.z += thisx->velocity.z;
Math_ApproachZeroF(&thisx->velocity.x, 1.0f, 0.5f);
Math_ApproachZeroF(&thisx->velocity.z, 1.0f, 0.5f);
if (this->timers[0] == 0) {
this->work[GND_ACTION_STATE] = CHARGE_START;
this->timers[0] = 10;
thisx->speedXZ = 0.0f;
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonChargeStartAnim);
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonChargeStartAnim, 0.0f);
}
Math_ApproachS(&thisx->shape.rot.y, thisx->yawTowardsPlayer, 5, 0x7D0);
break;
case CHARGE_START:
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonChargeAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonChargeAnim, 0.0f);
this->work[GND_ACTION_STATE] = CHARGE_ATTACK;
}
case CHARGE_ATTACK:
if (this->timers[0] != 0) {
Vec3f vecToLink;
Math_ApproachS(&thisx->shape.rot.y, thisx->yawTowardsPlayer, 5, 0x7D0);
vecToLink.x = playerx->world.pos.x - thisx->world.pos.x;
vecToLink.y = playerx->world.pos.y + 40.0f - thisx->world.pos.y;
vecToLink.z = playerx->world.pos.z - thisx->world.pos.z;
thisx->world.rot.y = thisx->shape.rot.y;
thisx->world.rot.x =
Math_FAtan2F(vecToLink.y, sqrtf(SQ(vecToLink.x) + SQ(vecToLink.z))) * (0x8000 / M_PI);
}
func_8002D908(thisx);
func_8002D7EC(thisx);
Math_ApproachF(&thisx->speedXZ, 10.0f, 1.0f, 0.5f);
if ((sqrtf(SQ(dxCenter) + SQ(dzCenter)) > 280.0f) || (thisx->xyzDistToPlayerSq < SQ(100.0f))) {
this->work[GND_ACTION_STATE] = CHARGE_FINISH;
this->timers[0] = 20;
}
break;
case CHARGE_FINISH:
thisx->gravity = 0.2f;
Actor_MoveForward(thisx);
osSyncPrintf("YP %f @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n", thisx->world.pos.y);
if (thisx->world.pos.y < 5.0f) {
thisx->world.pos.y = 5.0f;
thisx->velocity.y = 0.0f;
}
if (sqrtf(SQ(dxCenter) + SQ(dzCenter)) > 280.0f) {
Math_ApproachZeroF(&thisx->speedXZ, 1.0f, 2.0f);
this->timers[0] = 0;
}
if (this->timers[0] == 0) {
Math_ApproachZeroF(&thisx->speedXZ, 1.0f, 2.0f);
Math_ApproachZeroF(&thisx->velocity.y, 1.0f, 2.0f);
Math_ApproachS(&thisx->shape.rot.y, thisx->yawTowardsPlayer, 5, 0x7D0);
if ((thisx->speedXZ <= 0.5f) && (fabsf(thisx->velocity.y) <= 0.1f)) {
BossGanondrof_SetupNeutral(this, -10.0f);
this->timers[0] = 30;
this->flyMode = GND_FLY_NEUTRAL;
}
}
break;
}
if (thisx->world.pos.y > (GND_BOSSROOM_CENTER_Y + 83.0f)) {
thisx->world.pos.y += 2.0f * Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
}
{
s16 i;
Vec3f pos;
Vec3f vel = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f baseOffset = { 0.0f, 50.0f, 0.0f };
Vec3f offset;
baseOffset.y = 10.0f;
for (i = 0; i < 10; i++) {
Matrix_Push();
Matrix_RotateY((thisx->shape.rot.y / (f32)0x8000) * M_PI, MTXMODE_NEW);
Matrix_RotateX((thisx->shape.rot.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((this->work[GND_PARTICLE_ANGLE] / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_MultVec3f(&baseOffset, &offset);
Matrix_Pop();
pos.x = this->spearTip.x + offset.x;
pos.y = this->spearTip.y + offset.y;
pos.z = this->spearTip.z + offset.z;
vel.x = (offset.x * 500.0f) / 1000.0f;
vel.y = (offset.y * 500.0f) / 1000.0f;
vel.z = (offset.z * 500.0f) / 1000.0f;
accel.x = (offset.x * -50.0f) / 1000.0f;
accel.y = (offset.y * -50.0f) / 1000.0f;
accel.z = (offset.z * -50.0f) / 1000.0f;
EffectSsFhgFlash_SpawnLightBall(play, &pos, &vel, &accel, 150, i % 7);
this->work[GND_PARTICLE_ANGLE] += 0x1A5C;
}
}
if (!(this->work[GND_VARIANCE_TIMER] & 7)) {
EnfHG* horse = (EnfHG*)thisx->child;
Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, 8, FHGFIRE_LIGHT_BLUE, 0, FHGFIRE_SPEAR_LIGHT);
thisx->child = &horse->actor;
}
}
void BossGanondrof_SetupDeath(BossGanondrof* this, PlayState* play) {
Animation_PlayOnce(&this->skelAnime, &gPhantomGanonDeathBlowAnim);
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonDeathBlowAnim);
this->actionFunc = BossGanondrof_Death;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DEAD);
this->deathState = DEATH_START;
this->actor.flags &= ~ACTOR_FLAG_0;
this->work[GND_VARIANCE_TIMER] = 0;
this->shockTimer = 50;
}
void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
u8 holdCamera = false;
u8 bodyDecayLevel = 0;
f32 camX;
f32 camZ;
f32 pad;
Player* player = GET_PLAYER(play);
Camera* camera = Play_GetCamera(play, 0);
osSyncPrintf("PYP %f\n", player->actor.floorHeight);
SkelAnime_Update(&this->skelAnime);
this->work[GND_DEATH_SFX_TIMER]++;
if (((60 < this->work[GND_DEATH_SFX_TIMER]) && (this->work[GND_DEATH_SFX_TIMER] < 500)) ||
((501 < this->work[GND_DEATH_SFX_TIMER]) && (this->work[GND_DEATH_SFX_TIMER] < 620))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_LAST - SFX_FLAG);
}
switch (this->deathState) {
case DEATH_START:
func_80064520(play, &play->csCtx);
func_8002DF54(play, &this->actor, 1);
this->deathCamera = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
osSyncPrintf("7\n");
Play_ChangeCameraStatus(play, this->deathCamera, CAM_STAT_ACTIVE);
osSyncPrintf("8\n");
this->deathState = DEATH_THROES;
player->actor.speedXZ = 0.0f;
this->timers[0] = 50;
this->cameraEye = camera->eye;
this->cameraAt = camera->at;
this->cameraNextEye.x = this->targetPos.x;
this->cameraNextEye.y = GND_BOSSROOM_CENTER_Y + 83.0f;
this->cameraNextEye.z = (this->targetPos.z + 100.0f) + 50;
this->cameraNextAt.x = this->targetPos.x;
this->cameraNextAt.y = this->targetPos.y - 10.0f;
this->cameraNextAt.z = this->targetPos.z;
this->cameraEyeVel.x = fabsf(camera->eye.x - this->cameraNextEye.x);
this->cameraEyeVel.y = fabsf(camera->eye.y - this->cameraNextEye.y);
this->cameraEyeVel.z = fabsf(camera->eye.z - this->cameraNextEye.z);
this->cameraAtVel.x = fabsf(camera->at.x - this->cameraNextAt.x);
this->cameraAtVel.y = fabsf(camera->at.y - this->cameraNextAt.y);
this->cameraAtVel.z = fabsf(camera->at.z - this->cameraNextAt.z);
this->cameraAccel = 0.02f;
this->cameraEyeMaxVel.x = this->cameraEyeMaxVel.y = this->cameraEyeMaxVel.z = 0.05f;
this->work[GND_ACTION_STATE] = DEATH_SPASM;
this->timers[0] = 150;
this->cameraAtMaxVel.x = 0.2f;
this->cameraAtMaxVel.y = 0.2f;
this->cameraAtMaxVel.z = 0.2f;
case DEATH_THROES:
switch (this->work[GND_ACTION_STATE]) {
case DEATH_SPASM:
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME]) && !gSaveContext.n64ddFlag) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonAirDamageAnim);
Animation_Change(&this->skelAnime, &gPhantomGanonAirDamageAnim, 0.5f, 0.0f,
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
this->fwork[GND_END_FRAME], ANIMMODE_ONCE_INTERP, 0.0f);
this->work[GND_ACTION_STATE] = DEATH_LIMP;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if (gSaveContext.n64ddFlag) {
// Skip to death scream animation and move ganondrof to middle
this->deathState = DEATH_SCREAM;
this->timers[0] = 50;
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonScreamAnim, -10.0f);
this->actor.world.pos.x = GND_BOSSROOM_CENTER_X;
this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y + 83.0f;
this->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
this->actor.shape.rot.y = 0;
this->work[GND_BODY_DECAY_INDEX] = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_LAST);
// Move Player out of the center of the room
player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
}
break;
case DEATH_LIMP:
if (Animation_OnFrame(&this->skelAnime, this->fwork[GND_END_FRAME])) {
this->fwork[GND_END_FRAME] = Animation_GetLastFrame(&gPhantomGanonLimpAnim);
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonLimpAnim, -20.0f);
this->work[GND_ACTION_STATE] = DEATH_HUNCHED;
}
case DEATH_HUNCHED:
bodyDecayLevel = 1;
break;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (gSaveContext.n64ddFlag) {
break;
}
Math_ApproachS(&this->actor.shape.rot.y, this->work[GND_VARIANCE_TIMER] * -100, 5, 0xBB8);
Math_ApproachF(&this->cameraNextEye.z, this->targetPos.z + 60.0f, 0.02f, 0.5f);
Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 133.0f, 0.05f, 100.0f);
this->actor.world.pos.y += Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
this->cameraNextAt.x = this->targetPos.x;
this->cameraNextAt.y = this->targetPos.y - 10.0f;
this->cameraNextAt.z = this->targetPos.z;
if (this->timers[0] == 0) {
this->deathState = DEATH_WARP;
this->timers[0] = 350;
this->timers[1] = 50;
this->fwork[GND_CAMERA_ZOOM] = 300.0f;
this->cameraNextEye.y = GND_BOSSROOM_CENTER_Y + 233.0f;
player->actor.world.pos.x = GND_BOSSROOM_CENTER_X - 200.0f;
player->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
holdCamera = true;
bodyDecayLevel = 1;
}
break;
case DEATH_WARP:
if (this->timers[1] == 1) {
EnfHG* horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE,
GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y + 3.0f, GND_BOSSROOM_CENTER_Z, 0x4000,
0, 0, FHGFIRE_WARP_DEATH);
this->actor.child = &horseTemp->actor;
Message_StartTextbox(play, 0x108E, NULL);
}
this->actor.shape.rot.y -= 0xC8;
this->actor.world.pos.y += Math_SinS(this->work[GND_VARIANCE_TIMER] * 1500);
this->fwork[GND_CAMERA_ANGLE] += 0x78;
camX = Math_SinS(this->fwork[GND_CAMERA_ANGLE]) * this->fwork[GND_CAMERA_ZOOM];
camZ = Math_CosS(this->fwork[GND_CAMERA_ANGLE]) * this->fwork[GND_CAMERA_ZOOM];
this->cameraEye.x = GND_BOSSROOM_CENTER_X + camX;
this->cameraEye.y = this->cameraNextEye.y;
this->cameraEye.z = GND_BOSSROOM_CENTER_Z + camZ;
this->cameraAt.x = GND_BOSSROOM_CENTER_X;
this->cameraAt.y = GND_BOSSROOM_CENTER_Y + 23.0f;
this->cameraAt.z = GND_BOSSROOM_CENTER_Z;
Math_ApproachF(&this->cameraNextEye.y, GND_BOSSROOM_CENTER_Y + 33.0f, 0.05f, 0.5f);
Math_ApproachF(&this->fwork[GND_CAMERA_ZOOM], 170.0f, 0.05f, 1.0f);
Math_ApproachF(&this->actor.world.pos.x, GND_BOSSROOM_CENTER_X, 0.05f, 1.5f);
Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 83.0f, 0.05f, 1.0f);
Math_ApproachF(&this->actor.world.pos.z, GND_BOSSROOM_CENTER_Z, 0.05f, 1.5f);
if (this->timers[0] == 0) {
this->deathState = DEATH_SCREAM;
this->timers[0] = 50;
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonScreamAnim, -10.0f);
this->actor.world.pos.x = GND_BOSSROOM_CENTER_X;
this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y + 83.0f;
this->actor.world.pos.z = GND_BOSSROOM_CENTER_Z;
this->actor.shape.rot.y = 0;
this->work[GND_BODY_DECAY_INDEX] = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_LAST);
}
holdCamera = true;
bodyDecayLevel = 1;
break;
case DEATH_SCREAM:
holdCamera = true;
bodyDecayLevel = 2;
this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y + 83.0f;
this->cameraEye.x = GND_BOSSROOM_CENTER_X;
this->cameraEye.y = GND_BOSSROOM_CENTER_Y + 83.0f;
this->cameraEye.z = GND_BOSSROOM_CENTER_Z + 50.0f;
this->cameraAt.x = GND_BOSSROOM_CENTER_X;
this->cameraAt.y = GND_BOSSROOM_CENTER_Y + 103.0f;
this->cameraAt.z = GND_BOSSROOM_CENTER_Z;
if (this->timers[0] == 0) {
this->deathState = DEATH_DISINTEGRATE;
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonLastPoseAnim, -10.0f);
this->work[GND_BODY_DECAY_INDEX] = 0;
this->timers[0] = 40;
}
break;
case DEATH_DISINTEGRATE:
holdCamera = true;
bodyDecayLevel = 3;
Math_ApproachZeroF(&this->cameraEye.y, 0.05f, 1.0f); // approaches GND_BOSSROOM_CENTER_Y + 33.0f
Math_ApproachF(&this->cameraEye.z, GND_BOSSROOM_CENTER_Z + 170.0f, 0.05f, 2.0f);
Math_ApproachF(&this->cameraAt.y, GND_BOSSROOM_CENTER_Y + 53.0f, 0.05f, 1.0f);
if (this->timers[0] == 0) {
this->timers[0] = 250;
this->deathState = DEATH_FINISH;
}
break;
case DEATH_FINISH:
holdCamera = true;
bodyDecayLevel = 10;
if (this->timers[0] == 150) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
}
Math_ApproachZeroF(&this->cameraEye.y, 0.05f, 1.0f); // GND_BOSSROOM_CENTER_Y + 33.0f
Math_ApproachF(&this->cameraEye.z, GND_BOSSROOM_CENTER_Z + 170.0f, 0.05f, 2.0f);
Math_ApproachF(&this->cameraAt.y, GND_BOSSROOM_CENTER_Y + 53.0f, 0.05f, 1.0f);
if (this->timers[0] == 0) {
EnfHG* horse = (EnfHG*)this->actor.child;
camera->eye = this->cameraEye;
camera->eyeNext = this->cameraEye;
camera->at = this->cameraAt;
func_800C08AC(play, this->deathCamera, 0);
this->deathCamera = 0;
func_80064534(play, &play->csCtx);
func_8002DF54(play, &this->actor, 7);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0);
this->actor.child = &horse->actor;
this->killActor = true;
horse->killActor = true;
Flags_SetClear(play, play->roomCtx.curRoom.num);
Flags_SetSwitch(play, 0x22);
}
break;
}
if (bodyDecayLevel) {
Vec3f pos;
Vec3f vel = { 0.0f, 0.0f, 0.0f };
Vec3f accelKFire = { 0.0f, 0.0f, 0.0f };
Vec3f accelHahen = { 0.0f, -0.5f, 0.0f };
s16 limbDecayIndex;
s16 i;
vel.x = this->actor.world.pos.x - this->actor.prevPos.x;
vel.z = this->actor.world.pos.z - this->actor.prevPos.z;
if (bodyDecayLevel < 10) {
if (this->work[GND_DEATH_ENV_TIMER] == 0) {
if (play->envCtx.unk_BF == 0) {
play->envCtx.unk_BF = 3;
this->work[GND_DEATH_ENV_TIMER] = (s16)Rand_ZeroFloat(5.0f) + 4.0f;
play->envCtx.unk_D6 = 0x28;
} else {
play->envCtx.unk_BF = 0;
this->work[GND_DEATH_ENV_TIMER] = (s16)Rand_ZeroFloat(2.0f) + 2.0f;
play->envCtx.unk_D6 = 0x14;
}
} else {
this->work[GND_DEATH_ENV_TIMER]--;
}
for (i = 0; i <= 0; i++) {
limbDecayIndex = this->work[GND_LIMB_DECAY_INDEX];
this->work[GND_LIMB_DECAY_INDEX]++;
this->work[GND_LIMB_DECAY_INDEX] %= 25;
pos.x = this->bodyPartsPos[limbDecayIndex].x + Rand_CenteredFloat(5.0f);
pos.y = this->bodyPartsPos[limbDecayIndex].y + Rand_CenteredFloat(5.0f);
pos.z = this->bodyPartsPos[limbDecayIndex].z + Rand_CenteredFloat(5.0f);
accelKFire.y = 0.0f;
if (bodyDecayLevel == 3) {
accelKFire.y = -0.2f;
accelKFire.x = (GND_BOSSROOM_CENTER_X - pos.x) * 0.002f;
accelKFire.z = (GND_BOSSROOM_CENTER_Z - pos.z) * 0.002f;
accelHahen.x = (GND_BOSSROOM_CENTER_X - pos.x) * 0.001f;
accelHahen.y = -1.0f;
accelHahen.z = (GND_BOSSROOM_CENTER_Z - pos.z) * 0.001f;
}
EffectSsKFire_Spawn(play, &pos, &vel, &accelKFire, (s16)Rand_ZeroFloat(20.0f) + 15,
bodyDecayLevel);
if ((Rand_ZeroOne() < 0.5f) || (bodyDecayLevel == 3)) {
EffectSsHahen_Spawn(play, &pos, &vel, &accelHahen, 0, (s16)Rand_ZeroFloat(4.0f) + 7,
HAHEN_OBJECT_DEFAULT, 10, NULL);
}
}
} else {
play->envCtx.unk_BF = 0;
play->envCtx.unk_D6 = 0x14;
}
this->work[GND_BODY_DECAY_FLAG] = true;
for (i = 0; i < 5; i++) {
if (bodyDecayLevel == 1) {
BossGanondrof_ClearPixels(sDecayMaskLow, this->work[GND_BODY_DECAY_INDEX]);
} else if (bodyDecayLevel == 2) {
BossGanondrof_ClearPixels(sDecayMaskHigh, this->work[GND_BODY_DECAY_INDEX]);
} else {
BossGanondrof_ClearPixels(sDecayMaskTotal, this->work[GND_BODY_DECAY_INDEX]);
}
if (this->work[GND_BODY_DECAY_INDEX] < 0xFF) {
this->work[GND_BODY_DECAY_INDEX]++;
}
}
}
if (this->deathCamera != 0) {
if (!holdCamera) {
Math_ApproachF(&this->cameraEye.x, this->cameraNextEye.x, this->cameraEyeMaxVel.x,
this->cameraEyeVel.x * this->cameraSpeedMod);
Math_ApproachF(&this->cameraEye.y, this->cameraNextEye.y, this->cameraEyeMaxVel.y,
this->cameraEyeVel.y * this->cameraSpeedMod);
Math_ApproachF(&this->cameraEye.z, this->cameraNextEye.z, this->cameraEyeMaxVel.z,
this->cameraEyeVel.z * this->cameraSpeedMod);
Math_ApproachF(&this->cameraAt.x, this->cameraNextAt.x, this->cameraAtMaxVel.x,
this->cameraAtVel.x * this->cameraSpeedMod);
Math_ApproachF(&this->cameraAt.y, this->cameraNextAt.y, this->cameraAtMaxVel.y,
this->cameraAtVel.y * this->cameraSpeedMod);
Math_ApproachF(&this->cameraAt.z, this->cameraNextAt.z, this->cameraAtMaxVel.z,
this->cameraAtVel.z * this->cameraSpeedMod);
Math_ApproachF(&this->cameraSpeedMod, 1.0f, 1.0f, this->cameraAccel);
}
Play_CameraSetAtEye(play, this->deathCamera, &this->cameraAt, &this->cameraEye);
}
}
void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
s32 acHit;
EnfHG* horse = (EnfHG*)this->actor.child;
ColliderInfo* hurtbox;
if (this->work[GND_INVINC_TIMER] != 0) {
this->work[GND_INVINC_TIMER]--;
this->returnCount = 0;
this->colliderBody.base.acFlags &= ~AC_HIT;
} else {
acHit = this->colliderBody.base.acFlags & AC_HIT;
if ((acHit && ((s8)this->actor.colChkInfo.health > 0)) || (this->returnCount != 0)) {
if (acHit) {
this->colliderBody.base.acFlags &= ~AC_HIT;
hurtbox = this->colliderBody.info.acHitInfo;
}
if (this->flyMode != GND_FLY_PAINTING) {
if (acHit && (this->actionFunc != BossGanondrof_Stunned) && (hurtbox->toucher.dmgFlags & 0x0001F8A4)) {
Audio_PlayActorSound2(&this->actor, NA_SE_PL_WALK_GROUND - SFX_FLAG);
osSyncPrintf("hit != 0 \n");
} else if (this->actionFunc != BossGanondrof_Charge) {
if (this->returnCount == 0) {
u8 dmg;
u8 canKill = false;
s32 dmgFlags = hurtbox->toucher.dmgFlags;
if (dmgFlags & 0x80) {
return;
}
dmg = CollisionCheck_GetSwordDamage(dmgFlags);
(dmg == 0) ? (dmg = 2) : (canKill = true);
if (((s8)this->actor.colChkInfo.health > 2) || canKill) {
this->actor.colChkInfo.health -= dmg;
}
2022-04-14 00:53:04 -04:00
if ((s8)this->actor.colChkInfo.health <= 0) {
BossGanondrof_SetupDeath(this, play);
Enemy_StartFinishingBlow(play, &this->actor);
gSaveContext.sohStats.timestamp[TIMESTAMP_DEFEAT_PHANTOM_GANON] = GAMEPLAYSTAT_TOTAL_TIME;
return;
}
}
BossGanondrof_SetupStunned(this, play);
if (this->returnCount >= 2) {
this->timers[0] = 120;
}
this->work[GND_INVINC_TIMER] = 10;
horse->hitTimer = 20;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_PL_WALK_GROUND - SFX_FLAG);
}
} else if (acHit && (hurtbox->toucher.dmgFlags & 0x0001F8A4)) {
this->work[GND_INVINC_TIMER] = 10;
this->actor.colChkInfo.health -= 2;
horse->hitTimer = 20;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DAMAGE);
}
this->returnCount = 0;
}
}
}
void BossGanondrof_Update(Actor* thisx, PlayState* play) {
f32 cs;
f32 sn;
f32 legRotTargetY;
f32 legRotTargetZ;
f32 legSplitTarget;
s32 pad2;
s16 i;
s32 pad;
BossGanondrof* this = (BossGanondrof*)thisx;
EnfHG* horse;
osSyncPrintf("MOVE START %d\n", this->actor.params);
this->actor.flags &= ~ACTOR_FLAG_10;
this->colliderBody.base.colType = COLTYPE_HIT3;
if (this->killActor) {
Actor_Kill(&this->actor);
return;
}
this->work[GND_VARIANCE_TIMER]++;
horse = (EnfHG*)this->actor.child;
osSyncPrintf("MOVE START EEEEEEEEEEEEEEEEEEEEEE%d\n", this->actor.params);
this->actionFunc(this, play);
for (i = 0; i < ARRAY_COUNT(this->timers); i++) {
if (this->timers[i]) {
this->timers[i]--;
}
}
if (this->work[GND_UNKTIMER_1]) {
this->work[GND_UNKTIMER_1]--;
}
if (this->work[GND_UNKTIMER_2]) {
this->work[GND_UNKTIMER_2]--;
}
if (this->actionFunc != BossGanondrof_Death) {
BossGanondrof_CollisionCheck(this, play);
}
osSyncPrintf("MOVE END\n");
BossGanondrof_SetColliderPos(&this->targetPos, &this->colliderBody);
BossGanondrof_SetColliderPos(&this->spearTip, &this->colliderSpear);
if ((this->flyMode == GND_FLY_PAINTING) && !horse->bossGndInPainting) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base);
}
if ((this->actionFunc == BossGanondrof_Stunned) && (this->timers[0] > 1)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base);
} else if (this->actionFunc == BossGanondrof_Block) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base);
} else if (this->actionFunc == BossGanondrof_Charge) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSpear.base);
}
this->actor.focus.pos = this->targetPos;
sn = Math_SinS(-this->actor.shape.rot.y);
cs = Math_CosS(-this->actor.shape.rot.y);
legRotTargetY = ((sn * this->actor.velocity.z) + (cs * this->actor.velocity.x)) * 300.0f;
legRotTargetZ = ((-sn * this->actor.velocity.x) + (cs * this->actor.velocity.z)) * 300.0f;
Math_ApproachF(&this->legRotY, legRotTargetY, 1.0f, 600.0f);
Math_ApproachF(&this->legRotZ, legRotTargetZ, 1.0f, 600.0f);
if ((this->flyMode != GND_FLY_PAINTING) && (this->actionFunc != BossGanondrof_Stunned) &&
(this->deathState == NOT_DEAD)) {
legSplitTarget = (Math_SinS(this->work[GND_VARIANCE_TIMER] * 0x8DC) * -500.0f) - 500.0f;
} else {
legSplitTarget = 0.0f;
}
Math_ApproachF(&this->legSplitY, legSplitTarget, 1.0f, 100.0f);
if (this->shockTimer != 0) {
s16 j;
this->shockTimer--;
osSyncPrintf("F 1\n");
for (j = 0; j < 7; j++) {
osSyncPrintf("F 15\n");
EffectSsFhgFlash_SpawnShock(play, &this->actor, &this->actor.world.pos, 45, FHGFLASH_SHOCK_PG);
}
osSyncPrintf("F 2\n");
}
if (this->actor.params == GND_REAL_BOSS) {
Lights_PointNoGlowSetInfo(&this->lightInfo, this->spearTip.x, this->spearTip.y, this->spearTip.z, 255, 255, 255,
200);
}
}
s32 BossGanondrof_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
BossGanondrof* this = (BossGanondrof*)thisx;
switch (limbIndex) {
case 15:
if ((this->actionFunc == BossGanondrof_Intro) && this->work[GND_MASK_OFF]) {
*dList = gPhantomGanonFaceDL;
}
rot->y += this->rideRotY[limbIndex];
rot->z += this->rideRotZ[limbIndex];
break;
case 19:
rot->y += this->legRotY + this->legSplitY;
rot->z += this->legRotZ;
break;
case 20:
rot->y += this->legRotY + this->legSplitY;
rot->z += this->legRotZ;
break;
case 21:
rot->y += this->legRotY + this->legSplitY;
rot->z += this->legRotZ;
break;
case 23:
rot->y += this->legRotY - this->legSplitY;
rot->z += this->legRotZ;
break;
case 24:
rot->y += this->legRotY - this->legSplitY;
rot->z += this->legRotZ;
break;
case 25:
rot->y += this->legRotY - this->legSplitY;
rot->z += this->legRotZ;
break;
case 5:
case 6:
case 7:
rot->y += this->armRotY;
rot->z += this->armRotZ;
break;
case 8:
case 9:
case 10:
rot->y += this->armRotY;
rot->z += this->armRotZ;
break;
case 13:
if (this->deathState != NOT_DEAD) {
*dList = NULL;
}
default:
rot->y += this->rideRotY[limbIndex];
rot->z += this->rideRotZ[limbIndex];
break;
}
return 0;
}
void BossGanondrof_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
static Vec3f spearVec = { 0.0f, 0.0f, 6000.0f };
BossGanondrof* this = (BossGanondrof*)thisx;
if (limbIndex == 14) {
Matrix_MultVec3f(&zeroVec, &this->targetPos);
} else if (limbIndex == 13) {
Matrix_MultVec3f(&spearVec, &this->spearTip);
}
if (((this->flyMode != GND_FLY_PAINTING) || (this->actionFunc == BossGanondrof_Intro)) && (limbIndex <= 25)) {
Matrix_MultVec3f(&zeroVec, &this->bodyPartsPos[limbIndex - 1]);
}
}
Gfx* BossGanondrof_GetClearPixelDList(GraphicsContext* gfxCtx) {
Gfx* dList = (Gfx*)Graph_Alloc(gfxCtx, sizeof(Gfx) * 4);
Gfx* dListHead = dList;
gDPPipeSync(dListHead++);
gDPSetRenderMode(dListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2);
gSPClearGeometryMode(dListHead++, G_CULL_BACK);
gSPEndDisplayList(dListHead++);
return dList;
}
Gfx* BossGanondrof_GetNullDList(GraphicsContext* gfxCtx) {
Gfx* dList = (Gfx*)Graph_Alloc(gfxCtx, sizeof(Gfx) * 1);
Gfx* dListHead = dList;
gSPEndDisplayList(dListHead++);
return dList;
}
void BossGanondrof_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BossGanondrof* this = (BossGanondrof*)thisx;
EnfHG* horse;
OPEN_DISPS(play->state.gfxCtx);
if (this->work[GND_BODY_DECAY_FLAG]) {
for (int i = 0; i < 5; i++) {
gSPInvalidateTexCache(POLY_OPA_DISP++, sLimbTex_rgba16_8x8[i]);
gSPInvalidateTexCache(POLY_OPA_DISP++, sLimbTex_rgba16_16x8[i]);
}
for (int i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x16); i++) {
gSPInvalidateTexCache(POLY_OPA_DISP++, sLimbTex_rgba16_16x16[i]);
}
for (int i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x32); i++) {
gSPInvalidateTexCache(POLY_OPA_DISP++, sLimbTex_rgba16_16x32[i]);
}
gSPInvalidateTexCache(POLY_OPA_DISP++, gPhantomGanonLimbTex_00B380);
gSPInvalidateTexCache(POLY_OPA_DISP++, gPhantomGanonEyeTex);
for (int i = 0; i < ARRAY_COUNT(sMouthTex_ci8_16x16); i++) {
gSPInvalidateTexCache(POLY_OPA_DISP++, sMouthTex_ci8_16x16[i]);
}
}
osSyncPrintf("MOVE P = %x\n", this->actor.update);
osSyncPrintf("STOP TIMER = %d ==============\n", this->actor.freezeTimer);
horse = (EnfHG*)this->actor.child;
if (this->flyMode == GND_FLY_PAINTING) {
Matrix_RotateY((horse->turnRot * 3.1416f) / (f32)0x8000, MTXMODE_APPLY);
}
osSyncPrintf("YP %f\n", this->actor.world.pos.y);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->work[GND_INVINC_TIMER] & 4) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
} else {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, (u32)horse->warpColorFilterR, (u32)horse->warpColorFilterG,
(u32)horse->warpColorFilterB, 0, (s32)horse->warpColorFilterUnk1 + 995,
(s32)horse->warpColorFilterUnk2 + 1000);
}
osSyncPrintf("DRAW 11\n");
osSyncPrintf("EYE_COL %d\n", (s16)this->fwork[GND_EYE_BRIGHTNESS]);
gDPSetEnvColor(POLY_OPA_DISP++, (s16)this->fwork[GND_EYE_BRIGHTNESS], (s16)this->fwork[GND_EYE_BRIGHTNESS],
(s16)this->fwork[GND_EYE_BRIGHTNESS], (s16)this->fwork[GND_EYE_ALPHA]);
if (this->work[GND_BODY_DECAY_FLAG]) {
gSPSegment(POLY_OPA_DISP++, 0x08, BossGanondrof_GetClearPixelDList(play->state.gfxCtx));
} else {
gSPSegment(POLY_OPA_DISP++, 0x08, BossGanondrof_GetNullDList(play->state.gfxCtx));
}
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, BossGanondrof_OverrideLimbDraw,
BossGanondrof_PostLimbDraw, this);
osSyncPrintf("DRAW 22\n");
POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP);
CLOSE_DISPS(play->state.gfxCtx);
osSyncPrintf("DRAW END %d\n", this->actor.params);
}