/* * File: z_en_dha.c * Overlay: ovl_En_Dha * Description: Dead Hand's Hand */ #include "z_en_dha.h" #include "overlays/actors/ovl_En_Dh/z_en_dh.h" #include "objects/object_dh/object_dh.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) void EnDha_Init(Actor* thisx, GlobalContext* globalCtx); void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnDha_Update(Actor* thisx, GlobalContext* globalCtx); void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx); void EnDha_SetupWait(EnDha* this); void EnDha_Wait(EnDha* this, GlobalContext* globalCtx); void EnDha_SetupTakeDamage(EnDha* this); void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx); void EnDha_SetupDeath(EnDha* this); void EnDha_Die(EnDha* this, GlobalContext* globalCtx); void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx); const ActorInit En_Dha_InitVars = { ACTOR_EN_DHA, ACTORCAT_ENEMY, FLAGS, OBJECT_DH, sizeof(EnDha), (ActorFunc)EnDha_Init, (ActorFunc)EnDha_Destroy, (ActorFunc)EnDha_Update, (ActorFunc)EnDha_Draw, NULL, }; static DamageTable sDamageTable = { /* Deku nut */ DMG_ENTRY(0, 0x0), /* Deku stick */ DMG_ENTRY(2, 0xF), /* Slingshot */ DMG_ENTRY(0, 0x0), /* Explosive */ DMG_ENTRY(0, 0x0), /* Boomerang */ DMG_ENTRY(0, 0x0), /* Normal arrow */ DMG_ENTRY(0, 0x0), /* Hammer swing */ DMG_ENTRY(0, 0x0), /* Hookshot */ DMG_ENTRY(0, 0x0), /* Kokiri sword */ DMG_ENTRY(2, 0xF), /* Master sword */ DMG_ENTRY(2, 0xF), /* Giant's Knife */ DMG_ENTRY(4, 0xF), /* Fire arrow */ DMG_ENTRY(0, 0x0), /* Ice arrow */ DMG_ENTRY(0, 0x0), /* Light arrow */ DMG_ENTRY(0, 0x0), /* Unk arrow 1 */ DMG_ENTRY(0, 0x0), /* Unk arrow 2 */ DMG_ENTRY(0, 0x0), /* Unk arrow 3 */ DMG_ENTRY(0, 0x0), /* Fire magic */ DMG_ENTRY(0, 0x0), /* Ice magic */ DMG_ENTRY(0, 0x0), /* Light magic */ DMG_ENTRY(0, 0x0), /* Shield */ DMG_ENTRY(0, 0x0), /* Mirror Ray */ DMG_ENTRY(0, 0x0), /* Kokiri spin */ DMG_ENTRY(2, 0xF), /* Giant spin */ DMG_ENTRY(4, 0xF), /* Master spin */ DMG_ENTRY(2, 0xF), /* Kokiri jump */ DMG_ENTRY(4, 0xF), /* Giant jump */ DMG_ENTRY(8, 0xF), /* Master jump */ DMG_ENTRY(4, 0xF), /* Unknown 1 */ DMG_ENTRY(0, 0x0), /* Unblockable */ DMG_ENTRY(0, 0x0), /* Hammer jump */ DMG_ENTRY(4, 0xF), /* Unknown 2 */ DMG_ENTRY(0, 0x0), }; static ColliderJntSphElementInit sJntSphElementsInit[] = { { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_NONE, }, { 1, { { 0, 0, 0 }, 12 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 2, { { 3200, 0, 0 }, 10 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 3, { { 1200, 0, 0 }, 10 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_NONE, }, { 4, { { 2700, 0, 0 }, 10 }, 100 }, }, { { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 5, { { 1200, 0, 0 }, 10 }, 100 }, }, }; static ColliderJntSphInit sJntSphInit = { { COLTYPE_HIT6, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_1, OC2_TYPE_1, COLSHAPE_JNTSPH, }, 5, sJntSphElementsInit, }; static InitChainEntry sInitChain[] = { ICHAIN_S8(naviEnemyId, 0x2E, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), }; void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) { this->actionFunc = actionFunc; } void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) { EnDha* this = (EnDha*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); this->actor.colChkInfo.damageTable = &sDamageTable; SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_000BD8, &object_dh_Anim_0015B0, this->jointTable, this->morphTable, 4); ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFeet, 90.0f); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 50.0f; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 8; this->limbAngleX[0] = -0x4000; Collider_InitJntSph(globalCtx, &this->collider); Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem); this->actor.flags &= ~ACTOR_FLAG_0; EnDha_SetupWait(this); } void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnDha* this = (EnDha*)thisx; Collider_DestroyJntSph(globalCtx, &this->collider); } void EnDha_SetupWait(EnDha* this) { Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_0015B0); this->unk_1C0 = 0; this->actionTimer = ((Rand_ZeroOne() * 10.0f) + 5.0f); this->actor.speedXZ = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.home.rot.z = 1; EnDha_SetupAction(this, EnDha_Wait); } void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) { Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f }; Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f }; Player* player = GET_PLAYER(globalCtx); s32 pad; s32 pad2; Vec3f playerPos = player->actor.world.pos; Vec3s angle; s16 yaw; playerPos.x += Math_SinS(player->actor.shape.rot.y) * -5.0f; playerPos.z += Math_CosS(player->actor.shape.rot.y) * -5.0f; if (!LINK_IS_ADULT) { playerPos.y += 38.0f; } else { playerPos.y += 56.0f; } if (this->actor.xzDistToPlayer <= 100.0f) { this->handAngle.y = this->handAngle.x = this->limbAngleY = 0; if (Math_Vec3f_DistXYZ(&playerPos, &this->handPos[0]) <= 12.0f) { if (this->unk_1CC == 0) { if (globalCtx->grabPlayer(globalCtx, player)) { this->timer = 0; this->unk_1CC++; if (this->actor.parent != NULL) { this->actor.parent->params = ENDH_START_ATTACK_GRAB; } Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP); } } else { this->timer += 0x1194; this->limbAngleY = Math_SinS(this->timer) * 1820.0f; if (!(player->stateFlags2 & 0x80)) { this->unk_1CC = 0; EnDha_SetupTakeDamage(this); return; } if (this->timer < -0x6E6B) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP); } } func_80035844(&this->handPos[1], &playerPos, &this->handAngle, 0); this->handAngle.y -= this->actor.shape.rot.y + this->limbAngleY; this->handAngle.x -= this->actor.shape.rot.x + this->limbAngleX[0] + this->limbAngleX[1]; } else { if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { player->stateFlags2 &= ~0x80; player->actor.parent = NULL; player->unk_850 = 200; } if (this->actor.home.rot.z != 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT); this->actor.home.rot.z = 0; } } this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &playerPos); Math_SmoothStepToF(&this->handPos[0].x, playerPos.x, 1.0f, 16.0f, 0.0f); Math_SmoothStepToF(&this->handPos[0].y, playerPos.y, 1.0f, 16.0f, 0.0f); Math_SmoothStepToF(&this->handPos[0].z, playerPos.z, 1.0f, 16.0f, 0.0f); func_80035844(&this->armPos, &this->handPos[0], &angle, 0); Matrix_Translate(this->handPos[0].x, this->handPos[0].y, this->handPos[0].z, MTXMODE_NEW); Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY); Matrix_MultVec3f(&armPosMultiplier2, &this->armPos); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); func_80035844(&this->actor.world.pos, &this->armPos, &angle, 0); Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY); Matrix_MultVec3f(&armPosMultiplier1, &this->armPos); this->limbAngleX[0] = Math_Vec3f_Pitch(&this->actor.world.pos, &this->armPos); yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->armPos) - this->actor.shape.rot.y; if (ABS(yaw) >= 0x4000) { this->limbAngleX[0] = -0x8000 - this->limbAngleX[0]; } this->limbAngleX[1] = (Math_Vec3f_Pitch(&this->armPos, &this->handPos[0]) - this->limbAngleX[0]); if (this->limbAngleX[1] < 0) { this->limbAngleX[0] += this->limbAngleX[1] * 2; this->limbAngleX[1] *= -2; } } else { if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { player->stateFlags2 &= ~0x80; player->actor.parent = NULL; player->unk_850 = 200; } this->actor.home.rot.z = 1; Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x3E8, 0); Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x3E8, 0); SkelAnime_Update(&this->skelAnime); } } void EnDha_SetupTakeDamage(EnDha* this) { this->actionTimer = 15; EnDha_SetupAction(this, EnDha_TakeDamage); } void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { player->stateFlags2 &= ~0x80; player->actor.parent = NULL; player->unk_850 = 200; } Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 2000, 0); Math_SmoothStepToS(&this->limbAngleY, 0, 1, 600, 0); Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 2000, 0); SkelAnime_Update(&this->skelAnime); this->actionTimer--; if (this->actionTimer == 0) { EnDha_SetupWait(this); } } void EnDha_SetupDeath(EnDha* this) { this->unk_1C0 = 8; this->actionTimer = 300; if (this->actor.parent != NULL) { if (this->actor.parent->params != ENDH_DEATH) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD); } if (this->actor.parent->params <= ENDH_WAIT_UNDERGROUND) { this->actor.parent->params--; } } EnDha_SetupAction(this, EnDha_Die); } void EnDha_Die(EnDha* this, GlobalContext* globalCtx) { s16 angle; Vec3f vec; Player* player = GET_PLAYER(globalCtx); if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { player->stateFlags2 &= ~0x80; player->actor.parent = NULL; player->unk_850 = 200; } Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x7D0, 0); angle = Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x7D0, 0); SkelAnime_Update(&this->skelAnime); if (angle == 0) { vec = this->actor.world.pos; if (this->actionTimer != 0) { if (-12000.0f < this->actor.shape.yOffset) { this->actor.shape.yOffset -= 1000.0f; func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1); } else { this->actionTimer--; if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) { Actor_Kill(&this->actor); } } } else { this->actor.shape.yOffset += 500.0f; func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1); if (this->actor.shape.yOffset == 0.0f) { EnDha_SetupWait(this); } } } } void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) { if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) { this->collider.base.acFlags &= ~AC_HIT; if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) { return; } else { Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8); if (Actor_ApplyDamage(&this->actor) == 0) { EnDha_SetupDeath(this); this->actor.colChkInfo.health = 8; Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0); } else { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE); this->unk_1C0 = 9; EnDha_SetupTakeDamage(this); } } } if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) { EnDha_SetupDeath(this); } } void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnDha* this = (EnDha*)thisx; if (this->actor.parent == NULL) { this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f); } EnDha_UpdateHealth(this, globalCtx); this->actionFunc(this, globalCtx); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnDha* this = (EnDha*)thisx; if (limbIndex == 1) { rot->y = -(s16)(this->limbAngleX[0] + 0x4000); rot->z += this->limbAngleY; } else if (limbIndex == 2) { rot->z = this->limbAngleX[1]; rot->y -= this->limbAngleY; } else if (limbIndex == 3) { rot->y = -this->handAngle.y; rot->z = -this->handAngle.x; } return false; } void EnDha_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Vec3f handVec = { 1100.0f, 0.0f, 0.0f }; Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; EnDha* this = (EnDha*)thisx; switch (limbIndex) { case 1: Collider_UpdateSpheres(2, &this->collider); Collider_UpdateSpheres(3, &this->collider); break; case 2: Collider_UpdateSpheres(4, &this->collider); Collider_UpdateSpheres(5, &this->collider); Matrix_MultVec3f(&zeroVec, &this->armPos); break; case 3: Collider_UpdateSpheres(1, &this->collider); Matrix_MultVec3f(&handVec, &this->handPos[0]); Matrix_MultVec3f(&zeroVec, &this->handPos[1]); break; } } void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnDha* this = (EnDha*)thisx; func_80093D18(globalCtx->state.gfxCtx); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnDha_OverrideLimbDraw, EnDha_PostLimbDraw, this); }