/* * File: z_en_sb.c * Overlay: ovl_En_Sb * Description: Shellblade */ #include "z_en_sb.h" #include "vt.h" #include "objects/object_sb/object_sb.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2) void EnSb_Init(Actor* thisx, GlobalContext* globalCtx); void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnSb_Update(Actor* thisx, GlobalContext* globalCtx); void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx); void EnSb_SetupWaitClosed(EnSb* this); void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx); void EnSb_Open(EnSb* this, GlobalContext* globalCtx); void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx); void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx); void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx); void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx); void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx); const ActorInit En_Sb_InitVars = { ACTOR_EN_SB, ACTORCAT_ENEMY, FLAGS, OBJECT_SB, sizeof(EnSb), (ActorFunc)EnSb_Init, (ActorFunc)EnSb_Destroy, (ActorFunc)EnSb_Update, (ActorFunc)EnSb_Draw, NULL, }; static ColliderCylinderInitType1 sCylinderInit = { { COLTYPE_NONE, AT_ON | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, COLSHAPE_CYLINDER, }, { 0x00, { 0xFFCFFFFF, 0x04, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x01, 0x01, 0x01 }, { 30, 40, 0, { 0, 0, 0 } }, }; static DamageTable sDamageTable[] = { /* Deku nut */ DMG_ENTRY(0, 0x0), /* Deku stick */ DMG_ENTRY(0, 0x0), /* Slingshot */ DMG_ENTRY(0, 0x0), /* Explosive */ DMG_ENTRY(2, 0xF), /* Boomerang */ DMG_ENTRY(0, 0x0), /* Normal arrow */ DMG_ENTRY(2, 0xF), /* Hammer swing */ DMG_ENTRY(2, 0xF), /* Hookshot */ DMG_ENTRY(2, 0x1), /* Kokiri sword */ DMG_ENTRY(1, 0xD), /* Master sword */ DMG_ENTRY(2, 0xD), /* Giant's Knife */ DMG_ENTRY(4, 0xD), /* Fire arrow */ DMG_ENTRY(4, 0x2), /* Ice arrow */ DMG_ENTRY(2, 0xF), /* Light arrow */ DMG_ENTRY(2, 0xF), /* Unk arrow 1 */ DMG_ENTRY(4, 0xE), /* Unk arrow 2 */ DMG_ENTRY(2, 0xF), /* Unk arrow 3 */ DMG_ENTRY(2, 0xF), /* Fire magic */ DMG_ENTRY(4, 0x2), /* 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(1, 0xD), /* Giant spin */ DMG_ENTRY(4, 0xD), /* Master spin */ DMG_ENTRY(2, 0xD), /* Kokiri jump */ DMG_ENTRY(2, 0xD), /* Giant jump */ DMG_ENTRY(8, 0xD), /* Master jump */ DMG_ENTRY(4, 0xD), /* Unknown 1 */ DMG_ENTRY(0, 0x0), /* Unblockable */ DMG_ENTRY(0, 0x0), /* Hammer jump */ DMG_ENTRY(0, 0x0), /* Unknown 2 */ DMG_ENTRY(0, 0x0), }; static InitChainEntry sInitChain[] = { ICHAIN_S8(naviEnemyId, 0x27, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; static Vec3f sFlamePosOffsets[] = { { 5.0f, 0.0f, 0.0f }, { -5.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 5.0f }, { 0.0f, 0.0f, -5.0f }, }; typedef enum { /* 0x00 */ SHELLBLADE_OPEN, /* 0x01 */ SHELLBLADE_WAIT_CLOSED, /* 0x02 */ SHELLBLADE_WAIT_OPEN, /* 0x03 */ SHELLBLADE_LUNGE, /* 0x04 */ SHELLBLADE_BOUNCE } ShellbladeBehavior; void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) { EnSb* this = (EnSb*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); this->actor.colChkInfo.damageTable = sDamageTable; this->actor.colChkInfo.health = 2; SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_sb_Skel_002BF0, &object_sb_Anim_000194, NULL, NULL, 0); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->isDead = false; this->actor.colChkInfo.mass = 0; Actor_SetScale(&this->actor, 0.006f); this->actor.shape.rot.y = 0; this->actor.speedXZ = 0.0f; this->actor.gravity = -0.35f; this->fire = 0; this->hitByWindArrow = false; this->actor.velocity.y = -1.0f; EnSb_SetupWaitClosed(this); } void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnSb* this = (EnSb*)thisx; SkelAnime_Free(&this->skelAnime, globalCtx); Collider_DestroyCylinder(globalCtx, &this->collider); } void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) { s32 i; if (this->actor.yDistToWater > 0) { for (i = 0; i < 10; i++) { EffectSsBubble_Spawn(globalCtx, &this->actor.world.pos, 10.0f, 10.0f, 30.0f, 0.25f); } } } void EnSb_SetupWaitClosed(EnSb* this) { Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_00004C), ANIMMODE_ONCE, 0.0f); this->behavior = SHELLBLADE_WAIT_CLOSED; this->actionFunc = EnSb_WaitClosed; } void EnSb_SetupOpen(EnSb* this) { Animation_Change(&this->skelAnime, &object_sb_Anim_000194, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_000194), ANIMMODE_ONCE, 0.0f); this->behavior = SHELLBLADE_OPEN; this->actionFunc = EnSb_Open; Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH); } void EnSb_SetupWaitOpen(EnSb* this) { Animation_Change(&this->skelAnime, &object_sb_Anim_002C8C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_002C8C), ANIMMODE_LOOP, 0.0f); this->behavior = SHELLBLADE_WAIT_OPEN; this->actionFunc = EnSb_WaitOpen; } void EnSb_SetupLunge(EnSb* this) { f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_000124); f32 playbackSpeed = this->actor.yDistToWater > 0.0f ? 1.0f : 0.0f; Animation_Change(&this->skelAnime, &object_sb_Anim_000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0); this->behavior = SHELLBLADE_LUNGE; this->actionFunc = EnSb_Lunge; Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH); } void EnSb_SetupBounce(EnSb* this) { Animation_Change(&this->skelAnime, &object_sb_Anim_0000B4, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_0000B4), ANIMMODE_ONCE, 0.0f); this->behavior = SHELLBLADE_BOUNCE; this->actionFunc = EnSb_Bounce; } void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) { f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_00004C); if (this->behavior != SHELLBLADE_WAIT_CLOSED) { Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, frameCount, ANIMMODE_ONCE, 0.0f); } this->behavior = SHELLBLADE_WAIT_CLOSED; if (changeSpeed) { if (this->actor.yDistToWater > 0.0f) { this->actor.speedXZ = -5.0f; if (this->actor.velocity.y < 0.0f) { this->actor.velocity.y = 2.1f; } } else { this->actor.speedXZ = -6.0f; if (this->actor.velocity.y < 0.0f) { this->actor.velocity.y = 1.4f; } } } this->timer = 60; this->actionFunc = EnSb_Cooldown; } void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) { // always face toward link Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0); if ((this->actor.xzDistToPlayer <= 160.0f) && (this->actor.xzDistToPlayer > 40.0f)) { EnSb_SetupOpen(this); } } void EnSb_Open(EnSb* this, GlobalContext* globalCtx) { f32 currentFrame = this->skelAnime.curFrame; if (Animation_GetLastFrame(&object_sb_Anim_000194) <= currentFrame) { this->timer = 15; EnSb_SetupWaitOpen(this); } else { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0); if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) { EnSb_SetupWaitClosed(this); } } } void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) { s16 timer = this->timer; Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0); if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) { EnSb_SetupWaitClosed(this); } if (timer != 0) { this->timer = timer - 1; } else { this->timer = 0; this->attackYaw = this->actor.yawTowardsPlayer; this->actionFunc = EnSb_TurnAround; } } void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) { s16 invertedYaw; invertedYaw = this->attackYaw + 0x8000; Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA); if (this->actor.shape.rot.y == invertedYaw) { this->actor.world.rot.y = this->attackYaw; if (this->actor.yDistToWater > 0.0f) { this->actor.velocity.y = 3.0f; this->actor.speedXZ = 5.0f; this->actor.gravity = -0.35f; } else { this->actor.velocity.y = 2.0f; this->actor.speedXZ = 6.0f; this->actor.gravity = -2.0f; } EnSb_SpawnBubbles(globalCtx, this); this->bouncesLeft = 3; EnSb_SetupLunge(this); // "Attack!!" osSyncPrintf("アタァ〜ック!!\n"); } } void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx) { Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f); if ((this->actor.velocity.y <= -0.1f) || ((this->actor.bgCheckFlags & 2))) { if (!(this->actor.yDistToWater > 0.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND); } this->actor.bgCheckFlags = this->actor.bgCheckFlags & ~2; EnSb_SetupBounce(this); } } void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) { s32 pad; f32 currentFrame; f32 frameCount; currentFrame = this->skelAnime.curFrame; frameCount = Animation_GetLastFrame(&object_sb_Anim_0000B4); Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f); if (currentFrame == frameCount) { if (this->bouncesLeft != 0) { this->bouncesLeft--; this->timer = 1; if (this->actor.yDistToWater > 0.0f) { this->actor.velocity.y = 3.0f; this->actor.speedXZ = 5.0f; this->actor.gravity = -0.35f; } else { this->actor.velocity.y = 2.0f; this->actor.speedXZ = 6.0f; this->actor.gravity = -2.0f; } EnSb_SpawnBubbles(globalCtx, this); EnSb_SetupLunge(this); } else if (this->actor.bgCheckFlags & 1) { this->actor.bgCheckFlags &= ~2; this->actor.speedXZ = 0.0f; this->timer = 1; EnSb_SetupWaitClosed(this); osSyncPrintf(VT_FGCOL(RED) "攻撃終了!!" VT_RST "\n"); // "Attack Complete!" } } } void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx) { if (this->timer != 0) { this->timer--; if (this->actor.bgCheckFlags & 1) { this->actor.bgCheckFlags &= ~1; this->actor.speedXZ = 0.0f; } } else { if (this->actor.bgCheckFlags & 1) { this->actor.bgCheckFlags &= ~1; this->actionFunc = EnSb_WaitClosed; this->actor.speedXZ = 0.0f; } } } s32 EnSb_IsVulnerable(EnSb* this) { switch (this->behavior) { case SHELLBLADE_OPEN: if ((this->skelAnime.curFrame >= 2.0f) && (this->skelAnime.curFrame <= 5.0f)) { return true; } break; case SHELLBLADE_WAIT_CLOSED: if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 1.0f)) { return true; } break; case SHELLBLADE_WAIT_OPEN: if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 19.0f)) { return true; } break; case SHELLBLADE_LUNGE: if (this->skelAnime.curFrame == 0.0f) { return true; } break; case SHELLBLADE_BOUNCE: if ((this->skelAnime.curFrame >= 3.0f) && (this->skelAnime.curFrame <= 5.0f)) { return true; } break; } return false; } s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) { Vec3f hitPoint; f32 hitY; s16 yawDiff; s32 tookDamage; u8 hitByWindArrow; // hit box collided, switch to cool down if ((this->collider.base.atFlags & AT_HIT)) { EnSb_SetupCooldown(this, 1); return 1; } // hurt box collided, take damage if appropriate if ((this->collider.base.acFlags & AC_HIT)) { hitByWindArrow = false; tookDamage = false; this->collider.base.acFlags &= ~AC_HIT; switch (this->actor.colChkInfo.damageEffect) { case 14: // wind arrow hitByWindArrow = true; case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow if (EnSb_IsVulnerable(this)) { hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y; yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) { Actor_ApplyDamage(&this->actor); Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50); tookDamage = true; } } break; case 2: // fire arrow, dins fire this->fire = 4; Actor_ApplyDamage(&this->actor); Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50); tookDamage = true; break; case 1: // hookshot/longshot case 13: // all sword damage if (EnSb_IsVulnerable(this)) { hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y; yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) { Actor_ApplyDamage(&this->actor); Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50); tookDamage = true; EnSb_SetupCooldown(this, 0); } } break; default: break; } if (this->actor.colChkInfo.health == 0) { this->hitByWindArrow = hitByWindArrow; BodyBreak_Alloc(&this->bodyBreak, 8, globalCtx); this->isDead = true; Enemy_StartFinishingBlow(globalCtx, &this->actor); SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EN_SHELL_DEAD); return 1; } // if player attack didn't do damage, play recoil sound and spawn sparks if (!tookDamage) { hitPoint.x = this->collider.info.bumper.hitPos.x; hitPoint.y = this->collider.info.bumper.hitPos.y; hitPoint.z = this->collider.info.bumper.hitPos.z; CollisionCheck_SpawnShieldParticlesMetal2(globalCtx, &hitPoint); } } return 0; } void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) { EnSb* this = (EnSb*)thisx; s32 pad; if (this->isDead) { if (this->actor.yDistToWater > 0.0f) { this->actor.params = 4; } else { this->actor.params = 1; } if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params)) { if (!this->hitByWindArrow) { Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80); } else { Item_DropCollectible(globalCtx, &this->actor.world.pos, 8); } Actor_Kill(&this->actor); } } else { Actor_SetFocus(&this->actor, 20.0f); Actor_SetScale(&this->actor, 0.006f); Actor_MoveForward(&this->actor); this->actionFunc(this, globalCtx); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5); EnSb_UpdateDamage(this, globalCtx); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); SkelAnime_Update(&this->skelAnime); } } void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnSb* this = (EnSb*)thisx; BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 6, 8, dList, BODYBREAK_OBJECT_DEFAULT); } void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) { EnSb* this = (EnSb*)thisx; Vec3f flamePos; Vec3f* offset; s16 fireDecr; func_8002EBCC(&this->actor, globalCtx, 1); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL, EnSb_PostLimbDraw, this); if (this->fire != 0) { this->actor.colorFilterTimer++; fireDecr = this->fire - 1; // this is intended to draw flames after being burned, but the condition is never met to run this code // fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement if ((fireDecr & 1) == 0) { offset = &sFlamePosOffsets[(fireDecr & 3)]; flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.x + offset->x); flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.y + offset->y); flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.z + offset->z); EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, 100, 0, 0, -1); } } }