405 lines
13 KiB
C
405 lines
13 KiB
C
/*
|
|
* File: z_en_attack_niw.c
|
|
* Overlay: ovl_En_Attack_Niw
|
|
* Description: Attacking Cucco, not solid
|
|
*/
|
|
|
|
#include "z_en_attack_niw.h"
|
|
#include "objects/object_niw/object_niw.h"
|
|
#include "overlays/actors/ovl_En_Niw/z_en_niw.h"
|
|
|
|
#define FLAGS ACTOR_FLAG_4
|
|
|
|
void EnAttackNiw_Init(Actor* thisx, GlobalContext* globalCtx);
|
|
void EnAttackNiw_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
|
void EnAttackNiw_Update(Actor* thisx, GlobalContext* globalCtx);
|
|
void EnAttackNiw_Draw(Actor* thisx, GlobalContext* globalCtx);
|
|
|
|
void func_809B5670(EnAttackNiw* this, GlobalContext* globalCtx);
|
|
void func_809B5C18(EnAttackNiw* this, GlobalContext* globalCtx);
|
|
void func_809B59B0(EnAttackNiw* this, GlobalContext* globalCtx);
|
|
|
|
const ActorInit En_Attack_Niw_InitVars = {
|
|
ACTOR_EN_ATTACK_NIW,
|
|
ACTORCAT_ENEMY,
|
|
FLAGS,
|
|
OBJECT_NIW,
|
|
sizeof(EnAttackNiw),
|
|
(ActorFunc)EnAttackNiw_Init,
|
|
(ActorFunc)EnAttackNiw_Destroy,
|
|
(ActorFunc)EnAttackNiw_Update,
|
|
(ActorFunc)EnAttackNiw_Draw,
|
|
NULL,
|
|
};
|
|
|
|
static InitChainEntry sInitChain[] = {
|
|
ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE),
|
|
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
|
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
|
};
|
|
|
|
void EnAttackNiw_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnAttackNiw* this = (EnAttackNiw*)thisx;
|
|
s32 pad;
|
|
|
|
Actor_ProcessInitChain(&this->actor, sInitChain);
|
|
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
|
|
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gCuccoSkel, &gCuccoAnim, this->jointTable, this->morphTable, 16);
|
|
if (this->actor.params < 0) {
|
|
this->actor.params = 0;
|
|
}
|
|
Actor_SetScale(&this->actor, 0.01f);
|
|
this->actor.gravity = 0.0f;
|
|
this->unk_298.x = Rand_CenteredFloat(100.0f);
|
|
this->unk_298.y = Rand_CenteredFloat(10.0f);
|
|
this->unk_298.z = Rand_CenteredFloat(100.0f);
|
|
Actor_SetScale(&this->actor, 0.01f);
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f;
|
|
this->actionFunc = func_809B5670;
|
|
}
|
|
|
|
void EnAttackNiw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnAttackNiw* this = (EnAttackNiw*)thisx;
|
|
EnNiw* cucco = (EnNiw*)this->actor.parent;
|
|
|
|
if (this->actor.parent != NULL) {
|
|
if ((cucco->actor.update != NULL) && (cucco->unk_296 > 0)) {
|
|
cucco->unk_296--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_809B5268(EnAttackNiw* this, GlobalContext* globalCtx, s16 arg2) {
|
|
if (this->unk_254 == 0) {
|
|
if (arg2 == 0) {
|
|
this->unk_264 = 0.0f;
|
|
} else {
|
|
this->unk_264 = -10000.0f;
|
|
}
|
|
this->unk_28E++;
|
|
this->unk_254 = 3;
|
|
if ((this->unk_28E & 1) == 0) {
|
|
this->unk_264 = 0.0f;
|
|
if (arg2 == 0) {
|
|
this->unk_254 = Rand_ZeroFloat(30.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this->unk_258 == 0) {
|
|
this->unk_292++;
|
|
this->unk_292 &= 1;
|
|
switch (arg2) {
|
|
case 0:
|
|
this->unk_26C = 0.0f;
|
|
this->unk_268 = 0.0f;
|
|
break;
|
|
case 1:
|
|
this->unk_258 = 3;
|
|
this->unk_26C = 7000.0f;
|
|
this->unk_268 = 7000.0f;
|
|
if (this->unk_292 == 0) {
|
|
this->unk_26C = 0.0f;
|
|
this->unk_268 = 0.0f;
|
|
}
|
|
break;
|
|
case 2:
|
|
this->unk_258 = 2;
|
|
this->unk_268 = this->unk_26C = -10000.0f;
|
|
this->unk_280 = this->unk_278 = 25000.0f;
|
|
this->unk_284 = this->unk_27C = 6000.0f;
|
|
if (this->unk_292 == 0) {
|
|
this->unk_278 = 8000.0f;
|
|
this->unk_280 = 8000.0f;
|
|
}
|
|
break;
|
|
case 3:
|
|
this->unk_258 = 2;
|
|
this->unk_278 = 10000.0f;
|
|
this->unk_280 = 10000.0f;
|
|
if (this->unk_292 == 0) {
|
|
this->unk_278 = 3000.0f;
|
|
this->unk_280 = 3000.0f;
|
|
}
|
|
break;
|
|
case 4:
|
|
this->unk_254 = this->unk_256 = 5;
|
|
break;
|
|
case 5:
|
|
this->unk_258 = 5;
|
|
this->unk_278 = 14000.0f;
|
|
this->unk_280 = 14000.0f;
|
|
if (this->unk_292 == 0) {
|
|
this->unk_278 = 10000.0f;
|
|
this->unk_280 = 10000.0f;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (this->unk_288 != this->unk_2C0) {
|
|
Math_ApproachF(&this->unk_2C0, this->unk_288, 0.5f, 4000.0f);
|
|
}
|
|
if (this->unk_264 != this->unk_2BC) {
|
|
Math_ApproachF(&this->unk_2BC, this->unk_264, 0.5f, 4000.0f);
|
|
}
|
|
if (this->unk_26C != this->unk_2A4.x) {
|
|
Math_ApproachF(&this->unk_2A4.x, this->unk_26C, 0.8f, 7000.0f);
|
|
}
|
|
if (this->unk_280 != this->unk_2A4.y) {
|
|
Math_ApproachF(&this->unk_2A4.y, this->unk_280, 0.8f, 7000.0f);
|
|
}
|
|
if (this->unk_284 != this->unk_2A4.z) {
|
|
Math_ApproachF(&this->unk_2A4.z, this->unk_284, 0.8f, 7000.0f);
|
|
}
|
|
if (this->unk_268 != this->unk_2B0.x) {
|
|
Math_ApproachF(&this->unk_2B0.x, this->unk_268, 0.8f, 7000.0f);
|
|
}
|
|
if (this->unk_278 != this->unk_2B0.y) {
|
|
Math_ApproachF(&this->unk_2B0.y, this->unk_278, 0.8f, 7000.0f);
|
|
}
|
|
if (this->unk_27C != this->unk_2B0.z) {
|
|
Math_ApproachF(&this->unk_2B0.z, this->unk_27C, 0.8f, 7000.0f);
|
|
}
|
|
}
|
|
|
|
s32 func_809B55EC(EnAttackNiw* this, GlobalContext* globalCtx) {
|
|
s16 sp1E;
|
|
s16 sp1C;
|
|
|
|
Actor_SetFocus(&this->actor, this->unk_2E4);
|
|
Actor_GetScreenPos(globalCtx, &this->actor, &sp1E, &sp1C);
|
|
if ((this->actor.projectedPos.z < -20.0f) || (sp1E < 0) || (sp1E > SCREEN_WIDTH) || (sp1C < 0) ||
|
|
(sp1C > SCREEN_HEIGHT)) {
|
|
return 0;
|
|
} else {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
void func_809B5670(EnAttackNiw* this, GlobalContext* globalCtx) {
|
|
s16 sp4E;
|
|
s16 sp4C;
|
|
f32 tmpf1;
|
|
f32 tmpf2;
|
|
f32 tmpf3;
|
|
Vec3f sp34;
|
|
|
|
this->actor.speedXZ = 10.0f;
|
|
|
|
tmpf1 = (this->unk_298.x + globalCtx->view.lookAt.x) - globalCtx->view.eye.x;
|
|
tmpf2 = (this->unk_298.y + globalCtx->view.lookAt.y) - globalCtx->view.eye.y;
|
|
tmpf3 = (this->unk_298.z + globalCtx->view.lookAt.z) - globalCtx->view.eye.z;
|
|
|
|
sp34.x = globalCtx->view.lookAt.x + tmpf1;
|
|
sp34.y = globalCtx->view.lookAt.y + tmpf2;
|
|
sp34.z = globalCtx->view.lookAt.z + tmpf3;
|
|
|
|
this->unk_2D4 = Math_Vec3f_Yaw(&this->actor.world.pos, &sp34);
|
|
this->unk_2D0 = Math_Vec3f_Pitch(&this->actor.world.pos, &sp34) * -1.0f;
|
|
|
|
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_2D4, 5, this->unk_2DC, 0);
|
|
Math_SmoothStepToS(&this->actor.world.rot.x, this->unk_2D0, 5, this->unk_2DC, 0);
|
|
Math_ApproachF(&this->unk_2DC, 5000.0f, 1.0f, 100.0f);
|
|
|
|
Actor_SetFocus(&this->actor, this->unk_2E4);
|
|
Actor_GetScreenPos(globalCtx, &this->actor, &sp4E, &sp4C);
|
|
|
|
if (this->actor.bgCheckFlags & 8) {
|
|
this->unk_2D4 = this->actor.yawTowardsPlayer;
|
|
this->unk_2D0 = this->actor.world.rot.x - 3000.0f;
|
|
this->unk_2DC = 0.0f;
|
|
this->unk_284 = 0.0f;
|
|
this->unk_27C = 0.0f;
|
|
this->unk_254 = this->unk_256 = this->unk_258 = this->unk_25A = 0;
|
|
this->unk_25C = 0x64;
|
|
this->actor.gravity = -0.2f;
|
|
this->unk_2E0 = 5.0f;
|
|
this->unk_288 = 0.0f;
|
|
this->actionFunc = func_809B59B0;
|
|
} else if (((this->actor.projectedPos.z > 0.0f) && (fabsf(sp34.x - this->actor.world.pos.x) < 50.0f) &&
|
|
(fabsf(sp34.y - this->actor.world.pos.y) < 50.0f) &&
|
|
(fabsf(sp34.z - this->actor.world.pos.z) < 50.0f)) ||
|
|
(this->actor.bgCheckFlags & 1)) {
|
|
|
|
this->unk_2D4 = this->actor.yawTowardsPlayer;
|
|
this->unk_2D0 = this->actor.world.rot.x - 2000.0f;
|
|
this->unk_2DC = 0.0f;
|
|
this->unk_27C = 0.0f;
|
|
this->unk_284 = 0.0f;
|
|
this->unk_254 = this->unk_256 = this->unk_258 = this->unk_25A = 0;
|
|
this->actor.gravity = -0.2f;
|
|
this->unk_2E0 = 5.0f;
|
|
this->unk_288 = 0.0f;
|
|
this->actionFunc = func_809B59B0;
|
|
} else {
|
|
this->unk_254 = 10;
|
|
this->unk_264 = -10000.0f;
|
|
this->unk_288 = -3000.0f;
|
|
func_809B5268(this, globalCtx, 2);
|
|
}
|
|
}
|
|
|
|
void func_809B59B0(EnAttackNiw* this, GlobalContext* globalCtx) {
|
|
if (!func_809B55EC(this, globalCtx)) {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
|
|
if (this->actor.bgCheckFlags & 1) {
|
|
if (this->unk_25A == 0) {
|
|
this->unk_25A = 3;
|
|
this->actor.velocity.y = 3.5f;
|
|
}
|
|
if (this->actor.gravity != -2.0f) {
|
|
this->unk_280 = this->unk_278 = 14000.0f;
|
|
this->unk_2D0 = this->unk_26C = this->unk_268 = this->unk_284 = this->unk_27C = 0.0f;
|
|
this->unk_2D4 = this->actor.yawTowardsPlayer;
|
|
this->unk_262 = 0x32;
|
|
this->unk_25C = 0x64;
|
|
this->actor.gravity = -2.0f;
|
|
}
|
|
}
|
|
if (this->unk_25C == 0x32) {
|
|
this->unk_2D4 = Rand_CenteredFloat(200.0f) + this->actor.yawTowardsPlayer;
|
|
}
|
|
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_2D4, 2, this->unk_2DC, 0);
|
|
Math_SmoothStepToS(&this->actor.world.rot.x, this->unk_2D0, 2, this->unk_2DC, 0);
|
|
Math_ApproachF(&this->unk_2DC, 10000.0f, 1.0f, 1000.0f);
|
|
Math_ApproachF(&this->actor.speedXZ, this->unk_2E0, 0.9f, 1.0f);
|
|
if ((this->actor.gravity == -2.0f) && (this->unk_262 == 0) &&
|
|
((this->actor.bgCheckFlags & 8) || (this->unk_25C == 0))) {
|
|
this->unk_2E0 = 0.0f;
|
|
this->actor.gravity = 0.0f;
|
|
this->unk_2DC = 0.0f;
|
|
this->unk_2D0 = this->actor.world.rot.x - 5000.0f;
|
|
this->actionFunc = func_809B5C18;
|
|
} else if (this->actor.bgCheckFlags & 1) {
|
|
func_809B5268(this, globalCtx, 5);
|
|
} else {
|
|
func_809B5268(this, globalCtx, 2);
|
|
}
|
|
}
|
|
|
|
void func_809B5C18(EnAttackNiw* this, GlobalContext* globalCtx) {
|
|
if (!func_809B55EC(this, globalCtx)) {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
Math_SmoothStepToS(&this->actor.world.rot.x, this->unk_2D0, 5, this->unk_2DC, 0);
|
|
Math_ApproachF(&this->unk_2DC, 5000.0f, 1.0f, 100.0f);
|
|
Math_ApproachF(&this->actor.velocity.y, 5.0f, 0.3f, 1.0f);
|
|
func_809B5268(this, globalCtx, 2);
|
|
}
|
|
|
|
void EnAttackNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
f32 tmpf1;
|
|
EnAttackNiw* this = (EnAttackNiw*)thisx;
|
|
EnNiw* cucco;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 pad;
|
|
Vec3f sp30;
|
|
GlobalContext* globalCtx2 = globalCtx;
|
|
|
|
this->unk_28C++;
|
|
if (this->unk_254 != 0) {
|
|
this->unk_254--;
|
|
}
|
|
if (this->unk_258 != 0) {
|
|
this->unk_258--;
|
|
}
|
|
if (this->unk_25A != 0) {
|
|
this->unk_25A--;
|
|
}
|
|
if (this->unk_25E != 0) {
|
|
this->unk_25E--;
|
|
}
|
|
if (this->unk_260 != 0) {
|
|
this->unk_260--;
|
|
}
|
|
if (this->unk_25C != 0) {
|
|
this->unk_25C--;
|
|
}
|
|
if (this->unk_262 != 0) {
|
|
this->unk_262--;
|
|
}
|
|
|
|
this->actor.shape.rot = this->actor.world.rot;
|
|
this->actor.shape.shadowScale = 15.0f;
|
|
this->actionFunc(this, globalCtx2);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
|
|
|
|
if (this->actionFunc == func_809B5670) {
|
|
func_8002D97C(&this->actor);
|
|
} else {
|
|
Actor_MoveForward(&this->actor);
|
|
}
|
|
|
|
if (this->actor.floorHeight <= BGCHECK_Y_MIN) {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
|
|
if ((this->actor.bgCheckFlags & 0x20) && (this->actionFunc != func_809B5C18)) {
|
|
Math_Vec3f_Copy(&sp30, &this->actor.world.pos);
|
|
sp30.y += this->actor.yDistToWater;
|
|
EffectSsGSplash_Spawn(globalCtx, &sp30, 0, 0, 0, 0x190);
|
|
this->unk_2DC = 0.0f;
|
|
this->actor.gravity = 0.0f;
|
|
this->unk_2E0 = 0.0f;
|
|
this->unk_2D0 = this->actor.world.rot.x - 5000.0f;
|
|
this->actionFunc = func_809B5C18;
|
|
return;
|
|
}
|
|
|
|
tmpf1 = 20.0f;
|
|
if (this->actor.xyzDistToPlayerSq < SQ(tmpf1)) {
|
|
cucco = (EnNiw*)this->actor.parent;
|
|
if ((this->actor.parent->update != NULL) && (this->actor.parent != NULL) && (cucco != NULL) &&
|
|
(cucco->timer9 == 0) && (player->invincibilityTimer == 0)) {
|
|
func_8002F6D4(globalCtx, &this->actor, 2.0f, this->actor.world.rot.y, 0.0f, 0x10);
|
|
cucco->timer9 = 0x46;
|
|
}
|
|
}
|
|
if (this->unk_25E == 0) {
|
|
this->unk_25E = 30;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
|
|
}
|
|
if (this->unk_260 == 0) {
|
|
this->unk_260 = 7;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEKU_WAKEUP);
|
|
}
|
|
}
|
|
|
|
s32 func_809B5F98(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
EnAttackNiw* this = (EnAttackNiw*)thisx;
|
|
Vec3f sp0 = { 0.0f, 0.0f, 0.0f };
|
|
|
|
if (limbIndex == 13) {
|
|
rot->y += (s16)this->unk_2BC;
|
|
}
|
|
if (limbIndex == 15) {
|
|
rot->z += (s16)this->unk_2C0;
|
|
}
|
|
if (limbIndex == 11) {
|
|
rot->x += (s16)this->unk_2B0.z;
|
|
rot->y += (s16)this->unk_2B0.y;
|
|
rot->z += (s16)this->unk_2B0.x;
|
|
}
|
|
if (limbIndex == 7) {
|
|
rot->x += (s16)this->unk_2A4.z;
|
|
rot->y += (s16)this->unk_2A4.y;
|
|
rot->z += (s16)this->unk_2A4.x;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void EnAttackNiw_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnAttackNiw* this = (EnAttackNiw*)thisx;
|
|
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
func_809B5F98, NULL, this);
|
|
}
|