Shipwright/soh/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c

3273 lines
129 KiB
C

/*
* File: z_boss_sst.c
* Overlay: ovl_Boss_Sst
* Description: Bongo Bongo
*/
#include "z_boss_sst.h"
#include "objects/object_sst/object_sst.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_10)
#define vParity actionVar
#define vVanish actionVar
#define LEFT 0
#define RIGHT 1
#define OTHER_HAND(hand) ((BossSst*)hand->actor.child)
#define HAND_STATE(hand) sHandState[hand->actor.params]
#define ROOM_CENTER_X -50.0f
#define ROOM_CENTER_Y 0.0f
#define ROOM_CENTER_Z 0.0f
typedef enum {
/* 0 */ HAND_WAIT,
/* 1 */ HAND_BEAT,
/* 2 */ HAND_RETREAT,
/* 3 */ HAND_SLAM,
/* 4 */ HAND_SWEEP,
/* 5 */ HAND_PUNCH,
/* 6 */ HAND_CLAP,
/* 7 */ HAND_GRAB,
/* 8 */ HAND_DAMAGED,
/* 9 */ HAND_FROZEN,
/* 10 */ HAND_BREAK_ICE,
/* 11 */ HAND_DEATH
} BossSstHandState;
typedef enum {
/* 0 */ BONGO_NULL,
/* 1 */ BONGO_ICE,
/* 2 */ BONGO_SHOCKWAVE,
/* 3 */ BONGO_SHADOW
} BossSstEffectMode;
void BossSst_Init(Actor* thisx, GlobalContext* globalCtx);
void BossSst_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateHand(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateHead(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawHand(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawHead(Actor* thisx, GlobalContext* globalCtx);
void BossSst_UpdateEffect(Actor* thisx, GlobalContext* globalCtx);
void BossSst_DrawEffect(Actor* thisx, GlobalContext* globalCtx);
void BossSst_Reset(void);
void BossSst_HeadSfx(BossSst* this, u16 sfxId);
void BossSst_HeadSetupLurk(BossSst* this);
void BossSst_HeadLurk(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupIntro(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadIntro(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupNeutral(BossSst* this);
void BossSst_HeadNeutral(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadWait(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupDamagedHand(BossSst* this, s32 bothHands);
void BossSst_HeadDamagedHand(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupReadyCharge(BossSst* this);
void BossSst_HeadReadyCharge(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupCharge(BossSst* this);
void BossSst_HeadCharge(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupEndCharge(BossSst* this);
void BossSst_HeadEndCharge(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupFrozenHand(BossSst* this);
void BossSst_HeadFrozenHand(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupUnfreezeHand(BossSst* this);
void BossSst_HeadUnfreezeHand(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadStunned(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupVulnerable(BossSst* this);
void BossSst_HeadVulnerable(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadDamage(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupRecover(BossSst* this);
void BossSst_HeadRecover(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadDeath(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupThrash(BossSst* this);
void BossSst_HeadThrash(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupDarken(BossSst* this);
void BossSst_HeadDarken(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupFall(BossSst* this);
void BossSst_HeadFall(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupMelt(BossSst* this);
void BossSst_HeadMelt(BossSst* this, GlobalContext* globalCtx);
void BossSst_HeadSetupFinish(BossSst* this);
void BossSst_HeadFinish(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandGrabPlayer(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReleasePlayer(BossSst* this, GlobalContext* globalCtx, s32 dropPlayer);
void BossSst_HandSelectAttack(BossSst* this);
void BossSst_HandSetDamage(BossSst* this, s32 damage);
void BossSst_HandSetInvulnerable(BossSst* this, s32 isInv);
void BossSst_HandSetupWait(BossSst* this);
void BossSst_HandWait(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupDownbeat(BossSst* this);
void BossSst_HandDownbeat(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupOffbeat(BossSst* this);
void BossSst_HandOffbeat(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupDownbeatEnd(BossSst* this);
void BossSst_HandDownbeatEnd(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupOffbeatEnd(BossSst* this);
void BossSst_HandOffbeatEnd(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReadySlam(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupSlam(BossSst* this);
void BossSst_HandSlam(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandEndSlam(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReadySweep(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupSweep(BossSst* this);
void BossSst_HandSweep(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReadyPunch(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupPunch(BossSst* this);
void BossSst_HandPunch(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReadyClap(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupClap(BossSst* this);
void BossSst_HandClap(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupEndClap(BossSst* this);
void BossSst_HandEndClap(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandReadyGrab(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupGrab(BossSst* this);
void BossSst_HandGrab(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupCrush(BossSst* this);
void BossSst_HandCrush(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupEndCrush(BossSst* this);
void BossSst_HandEndCrush(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupSwing(BossSst* this);
void BossSst_HandSwing(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupRetreat(BossSst* this);
void BossSst_HandRetreat(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupReel(BossSst* this);
void BossSst_HandReel(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupReadyShake(BossSst* this);
void BossSst_HandReadyShake(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupShake(BossSst* this);
void BossSst_HandShake(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupReadyCharge(BossSst* this);
void BossSst_HandReadyCharge(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupFrozen(BossSst* this);
void BossSst_HandFrozen(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupReadyBreakIce(BossSst* this);
void BossSst_HandReadyBreakIce(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupBreakIce(BossSst* this);
void BossSst_HandBreakIce(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandStunned(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandDamage(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupRecover(BossSst* this);
void BossSst_HandRecover(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupThrash(BossSst* this);
void BossSst_HandThrash(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupDarken(BossSst* this);
void BossSst_HandDarken(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupFall(BossSst* this);
void BossSst_HandFall(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupMelt(BossSst* this);
void BossSst_HandMelt(BossSst* this, GlobalContext* globalCtx);
void BossSst_HandSetupFinish(BossSst* this);
void BossSst_HandFinish(BossSst* this, GlobalContext* globalCtx);
void BossSst_SpawnHeadShadow(BossSst* this);
void BossSst_SpawnHandShadow(BossSst* this);
void BossSst_SpawnShockwave(BossSst* this);
void BossSst_SpawnIceCrystal(BossSst* this, s32 index);
void BossSst_SpawnIceShard(BossSst* this);
void BossSst_IceShatter(BossSst* this);
#include "overlays/ovl_Boss_Sst/ovl_Boss_Sst.h"
static BossSst* sHead;
static BossSst* sHands[2];
static BgSstFloor* sFloor;
static Vec3f sRoomCenter = { ROOM_CENTER_X, ROOM_CENTER_Y, ROOM_CENTER_Z };
static Vec3f sHandOffsets[2];
static s16 sHandYawOffsets[2];
static s16 sCutsceneCamera;
static Vec3f sCameraAt = { ROOM_CENTER_X + 50.0f, ROOM_CENTER_Y + 0.0f, ROOM_CENTER_Z + 0.0f };
static Vec3f sCameraEye = { ROOM_CENTER_X + 150.0f, ROOM_CENTER_Y + 100.0f, ROOM_CENTER_Z + 0.0f };
static Vec3f sCameraAtVel = { 0.0f, 0.0f, 0.0f };
static Vec3f sCameraEyeVel = { 0.0f, 0.0f, 0.0f };
static Vec3f sCameraAtPoints[] = {
{ ROOM_CENTER_X - 50.0f, ROOM_CENTER_Y + 300.0f, ROOM_CENTER_Z + 0.0f },
{ ROOM_CENTER_X + 150.0f, ROOM_CENTER_Y + 300.0f, ROOM_CENTER_Z + 100.0f },
{ ROOM_CENTER_X + 0.0f, ROOM_CENTER_Y + 600.0f, ROOM_CENTER_Z + 100.0f },
{ ROOM_CENTER_X + 50.0f, ROOM_CENTER_Y + 400.0f, ROOM_CENTER_Z + 200.0f },
{ ROOM_CENTER_X + 50.0f, ROOM_CENTER_Y + 200.0f, ROOM_CENTER_Z + 200.0f },
{ ROOM_CENTER_X - 50.0f, ROOM_CENTER_Y + 0.0f, ROOM_CENTER_Z + 200.0f },
{ ROOM_CENTER_X - 150.0f, ROOM_CENTER_Y + 0.0f, ROOM_CENTER_Z + 100.0f },
{ ROOM_CENTER_X - 60.0f, ROOM_CENTER_Y + 180.0f, ROOM_CENTER_Z + 730.0f },
};
static Vec3f sCameraEyePoints[] = {
{ ROOM_CENTER_X + 250.0f, ROOM_CENTER_Y + 800.0f, ROOM_CENTER_Z + 800.0f },
{ ROOM_CENTER_X - 150.0f, ROOM_CENTER_Y + 700.0f, ROOM_CENTER_Z + 1400.0f },
{ ROOM_CENTER_X + 250.0f, ROOM_CENTER_Y + 100.0f, ROOM_CENTER_Z + 750.0f },
{ ROOM_CENTER_X + 50.0f, ROOM_CENTER_Y + 200.0f, ROOM_CENTER_Z + 900.0f },
{ ROOM_CENTER_X + 50.0f, ROOM_CENTER_Y + 200.0f, ROOM_CENTER_Z + 900.0f },
{ ROOM_CENTER_X + 350.0f, ROOM_CENTER_Y + 400.0f, ROOM_CENTER_Z + 1200.0f },
{ ROOM_CENTER_X - 50.0f, ROOM_CENTER_Y + 200.0f, ROOM_CENTER_Z + 800.0f },
{ ROOM_CENTER_X - 50.0f, ROOM_CENTER_Y + 200.0f, ROOM_CENTER_Z + 800.0f },
};
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
static u32 sBodyStatic = false;
// Unreferenced. Maybe two zero vectors?
static u32 sUnkValues[] = { 0, 0, 0, 0, 0, 0 };
static Color_RGBA8 sBodyColor = { 255, 255, 255, 255 };
static Color_RGBA8 sStaticColor = { 0, 0, 0, 255 };
static s32 sHandState[] = { HAND_WAIT, HAND_WAIT };
const ActorInit Boss_Sst_InitVars = {
ACTOR_BOSS_SST,
ACTORCAT_BOSS,
FLAGS,
OBJECT_SST,
sizeof(BossSst),
(ActorFunc)BossSst_Init,
(ActorFunc)BossSst_Destroy,
(ActorFunc)BossSst_UpdateHand,
(ActorFunc)BossSst_DrawHand,
NULL,
};
#include "z_boss_sst_colchk.c"
static AnimationHeader* sHandIdleAnims[] = { &gBongoLeftHandIdleAnim, &gBongoRightHandIdleAnim };
static AnimationHeader* sHandFlatPoses[] = { &gBongoLeftHandFlatPoseAnim, &gBongoRightHandFlatPoseAnim };
static AnimationHeader* sHandOpenPoses[] = { &gBongoLeftHandOpenPoseAnim, &gBongoRightHandOpenPoseAnim };
static AnimationHeader* sHandFistPoses[] = { &gBongoLeftHandFistPoseAnim, &gBongoRightHandFistPoseAnim };
static AnimationHeader* sHandClenchAnims[] = { &gBongoLeftHandClenchAnim, &gBongoRightHandClenchAnim };
static AnimationHeader* sHandDamagePoses[] = { &gBongoLeftHandDamagePoseAnim, &gBongoRightHandDamagePoseAnim };
static AnimationHeader* sHandPushoffPoses[] = { &gBongoLeftHandPushoffPoseAnim, &gBongoRightHandPushoffPoseAnim };
static AnimationHeader* sHandHangPoses[] = { &gBongoLeftHandHangPoseAnim, &gBongoRightHandHangPoseAnim };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x29, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
};
void BossSst_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BossSst* this = (BossSst*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
Collider_InitCylinder(globalCtx, &this->colliderCyl);
Collider_InitJntSph(globalCtx, &this->colliderJntSph);
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
Flags_SetSwitch(globalCtx, 0x14);
if (this->actor.params == BONGO_HEAD) {
sFloor = (BgSstFloor*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_SST_FLOOR, sRoomCenter.x,
sRoomCenter.y, sRoomCenter.z, 0, 0, 0, BONGOFLOOR_REST);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gBongoHeadSkel, &gBongoHeadEyeOpenIdleAnim, this->jointTable,
this->morphTable, 45);
ActorShape_Init(&this->actor.shape, 70000.0f, ActorShadow_DrawCircle, 95.0f);
Collider_SetJntSph(globalCtx, &this->colliderJntSph, &this->actor, &sJntSphInitHead, this->colliderItems);
Collider_SetCylinder(globalCtx, &this->colliderCyl, &this->actor, &sCylinderInitHead);
sHead = this;
this->actor.world.pos.x = ROOM_CENTER_X + 50.0f;
this->actor.world.pos.y = ROOM_CENTER_Y + 0.0f;
this->actor.world.pos.z = ROOM_CENTER_Z - 650.0f;
this->actor.home.pos = this->actor.world.pos;
this->actor.shape.rot.y = 0;
if (Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0);
Actor_Kill(&this->actor);
} else {
sHands[LEFT] =
(BossSst*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BOSS_SST, this->actor.world.pos.x + 200.0f,
this->actor.world.pos.y, this->actor.world.pos.z + 400.0f, 0,
this->actor.shape.rot.y, 0, BONGO_LEFT_HAND);
sHands[RIGHT] = (BossSst*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BOSS_SST,
this->actor.world.pos.x + (-200.0f), this->actor.world.pos.y,
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0,
BONGO_RIGHT_HAND);
sHands[LEFT]->actor.child = &sHands[RIGHT]->actor;
sHands[RIGHT]->actor.child = &sHands[LEFT]->actor;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.update = BossSst_UpdateHead;
this->actor.draw = BossSst_DrawHead;
this->radius = -650.0f;
this->actor.targetArrowOffset = 4000.0f;
BossSst_HeadSetupLurk(this);
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_BOSS);
}
} else {
Collider_SetJntSph(globalCtx, &this->colliderJntSph, &this->actor, &sJntSphInitHand, this->colliderItems);
Collider_SetCylinder(globalCtx, &this->colliderCyl, &this->actor, &sCylinderInitHand);
if (this->actor.params == BONGO_LEFT_HAND) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gBongoLeftHandSkel, &gBongoLeftHandIdleAnim,
this->jointTable, this->morphTable, 27);
this->vParity = -1;
this->colliderJntSph.elements[0].dim.modelSphere.center.z *= -1;
} else {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gBongoRightHandSkel, &gBongoRightHandIdleAnim,
this->jointTable, this->morphTable, 27);
this->vParity = 1;
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 95.0f);
this->handZPosMod = -3500;
this->actor.targetArrowOffset = 5000.0f;
this->actor.flags &= ~ACTOR_FLAG_0;
BossSst_HandSetupWait(this);
}
}
void BossSst_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
Collider_DestroyJntSph(globalCtx, &this->colliderJntSph);
Collider_DestroyCylinder(globalCtx, &this->colliderCyl);
Audio_StopSfxByPos(&this->center);
}
void BossSst_HeadSetupLurk(BossSst* this) {
this->actor.draw = NULL;
sHands[LEFT]->actor.draw = NULL;
sHands[RIGHT]->actor.draw = NULL;
this->vVanish = false;
this->actionFunc = BossSst_HeadLurk;
}
void BossSst_HeadLurk(BossSst* this, GlobalContext* globalCtx) {
if (this->actor.yDistToPlayer < 1000.0f) {
BossSst_HeadSetupIntro(this, globalCtx);
}
}
void BossSst_HeadSetupIntro(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
this->timer = 611;
this->ready = false;
player->actor.world.pos.x = sRoomCenter.x;
player->actor.world.pos.y = ROOM_CENTER_Y + 1000.0f;
player->actor.world.pos.z = sRoomCenter.z;
player->linearVelocity = player->actor.velocity.y = 0.0f;
player->actor.shape.rot.y = -0x8000;
player->targetYaw = -0x8000;
player->currentYaw = -0x8000;
player->fallStartHeight = 0;
player->stateFlags1 |= 0x20;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
sCutsceneCamera = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sCutsceneCamera, CAM_STAT_ACTIVE);
Math_Vec3f_Copy(&sCameraAt, &player->actor.world.pos);
if (gSaveContext.eventChkInf[7] & 0x80) {
sCameraEye.z = ROOM_CENTER_Z - 100.0f;
}
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &sCameraAt, &sCameraEye);
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
this->actionFunc = BossSst_HeadIntro;
}
void BossSst_HeadIntro(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 tempo;
s32 introStateTimer;
s32 revealStateTimer;
if (this->timer != 0) {
this->timer--;
}
if (SkelAnime_Update(&this->skelAnime)) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeCloseIdleAnim, -3.0f);
}
if (this->timer == 0) {
sHands[RIGHT]->actor.flags |= ACTOR_FLAG_0;
sHands[LEFT]->actor.flags |= ACTOR_FLAG_0;
player->stateFlags1 &= ~0x20;
func_80064534(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 7);
sCameraAt.y += 30.0f;
sCameraAt.z += 300.0f;
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &sCameraAt, &sCameraEye);
Gameplay_CopyCamera(globalCtx, MAIN_CAM, sCutsceneCamera);
Gameplay_ChangeCameraStatus(globalCtx, sCutsceneCamera, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, sCutsceneCamera);
gSaveContext.eventChkInf[7] |= 0x80;
BossSst_HeadSetupNeutral(this);
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
sHands[LEFT]->colliderJntSph.base.ocFlags1 |= OC1_ON;
sHands[RIGHT]->colliderJntSph.base.ocFlags1 |= OC1_ON;
this->timer = 112;
} else if (this->timer >= 546) {
if (player->actor.world.pos.y > 100.0f) {
player->actor.world.pos.x = sRoomCenter.x;
player->actor.world.pos.z = sRoomCenter.z;
player->linearVelocity = 0;
player->actor.shape.rot.y = -0x8000;
player->targetYaw = -0x8000;
player->currentYaw = -0x8000;
}
Math_Vec3f_Copy(&sCameraAt, &player->actor.world.pos);
if (player->actor.bgCheckFlags & 2) {
if (!this->ready) {
sFloor->dyna.actor.params = BONGOFLOOR_HIT;
this->ready = true;
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
Audio_PlayActorSound2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
} else if (gSaveContext.eventChkInf[7] & 0x80) {
sHands[RIGHT]->actor.draw = BossSst_DrawHand;
sHands[LEFT]->actor.draw = BossSst_DrawHand;
this->actor.draw = BossSst_DrawHead;
this->timer = 178;
sCameraAt.x = ROOM_CENTER_X - 23.0f;
sCameraAt.y = ROOM_CENTER_Y + 0.0f;
sCameraAt.z = ROOM_CENTER_Z + 0.0f;
} else {
this->timer = 546;
}
}
} else if (this->timer >= 478) {
sCameraEye.x += 10.0f;
sCameraEye.y += 10.0f;
sCameraEye.z -= 10.0f;
} else if (this->timer >= 448) {
if (this->timer == 460) {
sHands[RIGHT]->actor.draw = BossSst_DrawHand;
sHands[LEFT]->actor.draw = BossSst_DrawHand;
this->actor.draw = BossSst_DrawHead;
player->actor.world.pos.x = sRoomCenter.x;
player->actor.world.pos.z = sRoomCenter.z;
BossSst_HandSetupDownbeat(sHands[RIGHT]);
}
if (this->timer > 460) {
sCameraEye.x -= 40.0f;
sCameraEye.y -= 40.0f;
sCameraEye.z += 20.0f;
} else if (this->timer == 460) {
sCameraAt.x = sHands[RIGHT]->actor.home.pos.x + 0.0f;
sCameraAt.y = sHands[RIGHT]->actor.home.pos.y - 20.0f;
sCameraAt.z = sHands[RIGHT]->actor.home.pos.z + 10.0f;
sCameraEye.x = sHands[RIGHT]->actor.home.pos.x + 150.0f;
sCameraEye.y = sHands[RIGHT]->actor.home.pos.y + 100.0f;
sCameraEye.z = sHands[RIGHT]->actor.home.pos.z + 80.0f;
}
} else {
if (this->timer >= 372) {
introStateTimer = this->timer - 372;
tempo = 6;
if (this->timer == 447) {
sCameraAt = player->actor.world.pos;
sCameraEye.x = ROOM_CENTER_X - 200.0f;
sCameraEye.y = ROOM_CENTER_Y + 160.0f;
sCameraEye.z = ROOM_CENTER_Z - 190.0f;
} else if (introStateTimer == 11) {
sCameraAt.x = sHands[RIGHT]->actor.home.pos.x + 30.0f;
sCameraAt.y = sHands[RIGHT]->actor.home.pos.y + 0.0f;
sCameraAt.z = sHands[RIGHT]->actor.home.pos.z + 20.0f;
sCameraEye.x = sHands[RIGHT]->actor.home.pos.x + 100.0f;
sCameraEye.y = sHands[RIGHT]->actor.home.pos.y + 10.0f;
sCameraEye.z = sHands[RIGHT]->actor.home.pos.z - 210.0f;
} else if (introStateTimer == 62) {
sCameraAt.x = sHands[LEFT]->actor.home.pos.x + 0.0f;
sCameraAt.y = sHands[LEFT]->actor.home.pos.y + 50.0f;
sCameraAt.z = sHands[LEFT]->actor.home.pos.z + 100.0f;
sCameraEye.x = sHands[LEFT]->actor.home.pos.x + 110.0f;
sCameraEye.y = sHands[LEFT]->actor.home.pos.y + 180.0f;
sCameraEye.z = sHands[LEFT]->actor.home.pos.z - 70.0f;
}
} else if (this->timer >= 304) {
introStateTimer = this->timer - 304;
tempo = 5;
if (introStateTimer == 11) {
sCameraAt.x = sHands[RIGHT]->actor.home.pos.x + 40.0f;
sCameraAt.y = sHands[RIGHT]->actor.home.pos.y - 90.0f;
sCameraAt.z = sHands[RIGHT]->actor.home.pos.z - 40.0f;
sCameraEye.x = sHands[RIGHT]->actor.home.pos.x - 20.0f;
sCameraEye.y = sHands[RIGHT]->actor.home.pos.y + 210.0f;
sCameraEye.z = sHands[RIGHT]->actor.home.pos.z + 170.0f;
} else if (this->timer == 368) {
sCameraAt.x = sHands[LEFT]->actor.home.pos.x - 20.0f;
sCameraAt.y = sHands[LEFT]->actor.home.pos.y + 0.0f;
sCameraAt.z = sHands[LEFT]->actor.home.pos.z + 0.0f;
sCameraEye.x = sHands[LEFT]->actor.home.pos.x - 70.0f;
sCameraEye.y = sHands[LEFT]->actor.home.pos.y + 170.0f;
sCameraEye.z = sHands[LEFT]->actor.home.pos.z + 150.0f;
}
} else if (this->timer >= 244) {
introStateTimer = this->timer - 244;
tempo = 4;
if (introStateTimer == 11) {
sCameraAt.x = sHands[RIGHT]->actor.home.pos.x + 30.0f;
sCameraAt.y = sHands[RIGHT]->actor.home.pos.y + 70.0f;
sCameraAt.z = sHands[RIGHT]->actor.home.pos.z + 40.0f;
sCameraEye.x = sHands[RIGHT]->actor.home.pos.x + 110.0f;
sCameraEye.y = sHands[RIGHT]->actor.home.pos.y - 140.0f;
sCameraEye.z = sHands[RIGHT]->actor.home.pos.z - 10.0f;
} else if (this->timer == 300) {
sCameraAt.x = sHands[LEFT]->actor.home.pos.x - 20.0f;
sCameraAt.y = sHands[LEFT]->actor.home.pos.y - 80.0f;
sCameraAt.z = sHands[LEFT]->actor.home.pos.z + 320.0f;
sCameraEye.x = sHands[LEFT]->actor.home.pos.x - 130.0f;
sCameraEye.y = sHands[LEFT]->actor.home.pos.y + 130.0f;
sCameraEye.z = sHands[LEFT]->actor.home.pos.z - 150.0f;
}
} else if (this->timer >= 192) {
introStateTimer = this->timer - 192;
tempo = 3;
if (this->timer == 240) {
sCameraAt.x = sHands[LEFT]->actor.home.pos.x - 190.0f;
sCameraAt.y = sHands[LEFT]->actor.home.pos.y - 110.0f;
sCameraAt.z = sHands[LEFT]->actor.home.pos.z + 40.0f;
sCameraEye.x = sHands[LEFT]->actor.home.pos.x + 120.0f;
sCameraEye.y = sHands[LEFT]->actor.home.pos.y + 130.0f;
sCameraEye.z = sHands[LEFT]->actor.home.pos.z + 50.0f;
} else if (introStateTimer == 12) {
sCameraAt.x = sRoomCenter.x + 50.0f;
sCameraAt.y = sRoomCenter.y - 90.0f;
sCameraAt.z = sRoomCenter.z - 200.0f;
sCameraEye.x = sRoomCenter.x + 50.0f;
sCameraEye.y = sRoomCenter.y + 350.0f;
sCameraEye.z = sRoomCenter.z + 150.0f;
}
} else if (this->timer >= 148) {
introStateTimer = this->timer - 148;
tempo = 2;
} else if (this->timer >= 112) {
introStateTimer = this->timer - 112;
tempo = 1;
} else {
introStateTimer = this->timer % 28;
tempo = 0;
}
if (this->timer <= 198) {
revealStateTimer = 198 - this->timer;
if ((gSaveContext.eventChkInf[7] & 0x80) && (revealStateTimer <= 44)) {
sCameraAt.x += 492.0f * 0.01f;
sCameraAt.y += 200.0f * 0.01f;
sCameraEye.x -= 80.0f * 0.01f;
sCameraEye.y -= 360.0f * 0.01f;
sCameraEye.z += 1000.0f * 0.01f;
} else if (this->timer <= 20) {
sCameraAt.y -= 700.0f * 0.01f;
sCameraAt.z += 900.0f * 0.01f;
sCameraEye.x += 650.0f * 0.01f;
sCameraEye.y += 400.0f * 0.01f;
sCameraEye.z += 1550.0f * 0.01f;
this->vVanish = true;
this->actor.flags |= ACTOR_FLAG_7;
} else if (revealStateTimer < 40) {
sCameraAt.x += 125.0f * 0.01f;
sCameraAt.y += 350.0f * 0.01f;
sCameraAt.z += 500.0f * 0.01f;
sCameraEye.x += 200.0f * 0.01f;
sCameraEye.y -= 850.0f * 0.01f;
} else if (revealStateTimer >= 45) {
if (revealStateTimer < 85) {
sCameraAt.x -= 250.0f * 0.01f;
sCameraAt.y += 425.0f * 0.01f;
sCameraAt.z -= 1200.0f * 0.01f;
sCameraEye.x -= 650.0f * 0.01f;
sCameraEye.y += 125.0f * 0.01f;
sCameraEye.z -= 350.0f * 0.01f;
} else if (revealStateTimer == 85) {
if (!(gSaveContext.eventChkInf[7] & 0x80)) {
TitleCard_InitBossName(globalCtx, &globalCtx->actorCtx.titleCtx,
SEGMENTED_TO_VIRTUAL(gBongoTitleCardTex), 160, 180, 128, 40, true);
}
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS);
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeCloseAnim, -5.0f);
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DISAPPEAR);
}
}
}
if (introStateTimer == 12) {
BossSst_HandSetupDownbeat(sHands[RIGHT]);
}
if ((introStateTimer != 5) && ((introStateTimer % ((tempo * 2) + 7)) == 5)) {
BossSst_HandSetupOffbeat(sHands[LEFT]);
}
}
if (this->actionFunc != BossSst_HeadNeutral) {
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &sCameraAt, &sCameraEye);
}
}
void BossSst_HeadSetupWait(BossSst* this) {
if (this->skelAnime.animation != &gBongoHeadEyeCloseIdleAnim) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeCloseIdleAnim, -5.0f);
}
this->actionFunc = BossSst_HeadWait;
}
void BossSst_HeadWait(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((HAND_STATE(sHands[LEFT]) == HAND_WAIT) && (HAND_STATE(sHands[RIGHT]) == HAND_WAIT)) {
BossSst_HeadSetupNeutral(this);
}
}
void BossSst_HeadSetupNeutral(BossSst* this) {
this->timer = 127;
this->ready = false;
this->actionFunc = BossSst_HeadNeutral;
}
void BossSst_HeadNeutral(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (!this->ready && ((HAND_STATE(sHands[LEFT]) == HAND_BEAT) || (HAND_STATE(sHands[LEFT]) == HAND_WAIT)) &&
((HAND_STATE(sHands[RIGHT]) == HAND_BEAT) || (HAND_STATE(sHands[RIGHT]) == HAND_WAIT))) {
this->ready = true;
}
if (this->ready) {
if (this->timer != 0) {
this->timer--;
}
}
if (this->timer == 0) {
if ((GET_PLAYER(globalCtx)->actor.world.pos.y > -50.0f) && !(GET_PLAYER(globalCtx)->stateFlags1 & 0x6080)) {
sHands[Rand_ZeroOne() <= 0.5f]->ready = true;
BossSst_HeadSetupWait(this);
} else {
this->timer = 28;
}
} else {
Math_ApproachS(&this->actor.shape.rot.y,
Actor_WorldYawTowardPoint(&GET_PLAYER(globalCtx)->actor, &sRoomCenter) + 0x8000, 4, 0x400);
if ((this->timer == 28) || (this->timer == 84)) {
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_PRAY);
}
}
}
void BossSst_HeadSetupDamagedHand(BossSst* this, s32 bothHands) {
if (bothHands) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeOpenAnim, -5.0f);
} else {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadDamagedHandAnim, -5.0f);
}
this->actionFunc = BossSst_HeadDamagedHand;
}
void BossSst_HeadDamagedHand(BossSst* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
if ((HAND_STATE(sHands[LEFT]) == HAND_DAMAGED) && (HAND_STATE(sHands[RIGHT]) == HAND_DAMAGED)) {
BossSst_HeadSetupReadyCharge(this);
} else if ((HAND_STATE(sHands[LEFT]) == HAND_FROZEN) || (HAND_STATE(sHands[RIGHT]) == HAND_FROZEN)) {
BossSst_HeadSetupFrozenHand(this);
} else if (this->skelAnime.animation == &gBongoHeadEyeOpenAnim) {
BossSst_HeadSetupUnfreezeHand(this);
} else {
BossSst_HeadSetupWait(this);
}
}
}
void BossSst_HeadSetupReadyCharge(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f);
this->actor.speedXZ = 0.0f;
this->colliderCyl.base.acFlags |= AC_ON;
this->actionFunc = BossSst_HeadReadyCharge;
}
void BossSst_HeadReadyCharge(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (sHands[LEFT]->ready && (sHands[LEFT]->actionFunc == BossSst_HandReadyCharge) && sHands[RIGHT]->ready &&
(sHands[RIGHT]->actionFunc == BossSst_HandReadyCharge)) {
BossSst_HeadSetupCharge(this);
} else {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 4, 0x800, 0x400);
}
}
void BossSst_HeadSetupCharge(BossSst* this) {
Animation_Change(&this->skelAnime, &gBongoHeadChargeAnim, 0.5f, 0.0f, Animation_GetLastFrame(&gBongoHeadChargeAnim),
ANIMMODE_ONCE_INTERP, -5.0f);
BossSst_HandSetDamage(sHands[LEFT], 0x20);
BossSst_HandSetDamage(sHands[RIGHT], 0x20);
this->colliderJntSph.base.atFlags |= AT_ON;
this->actor.speedXZ = 3.0f;
this->radius = -650.0f;
this->ready = false;
this->actionFunc = BossSst_HeadCharge;
}
void BossSst_HeadCharge(BossSst* this, GlobalContext* globalCtx) {
f32 chargeDist;
s32 animFinish = SkelAnime_Update(&this->skelAnime);
if (!this->ready && Animation_OnFrame(&this->skelAnime, 6.0f)) {
this->ready = true;
this->actor.speedXZ = 0.25f;
this->skelAnime.playSpeed = 0.2f;
}
this->actor.speedXZ *= 1.25f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 45.0f);
if (this->ready) {
if (Math_SmoothStepToF(&this->radius, 650.0f, 0.4f, this->actor.speedXZ, 1.0f) < 10.0f) {
this->radius = 650.0f;
BossSst_HeadSetupEndCharge(this);
} else {
chargeDist = (650.0f - this->radius) * 3.0f;
if (chargeDist > 180.0f) {
chargeDist = 180.0f;
}
this->actor.world.pos.y = this->actor.home.pos.y - chargeDist;
}
if (!animFinish) {
sHandOffsets[LEFT].z += 5.0f;
sHandOffsets[RIGHT].z += 5.0f;
}
} else {
Math_ApproachF(&this->radius, -700.0f, 0.4f, this->actor.speedXZ);
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 180.0f, 20.0f);
sHandOffsets[LEFT].y += 5.0f;
sHandOffsets[RIGHT].y += 5.0f;
}
if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHands[LEFT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHands[RIGHT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(globalCtx, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_PL_BODY_HIT);
}
}
void BossSst_HeadSetupEndCharge(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeCloseIdleAnim, -20.0f);
this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &sRoomCenter);
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->colliderCyl.base.acFlags &= ~AC_ON;
this->radius *= -1.0f;
this->actionFunc = BossSst_HeadEndCharge;
}
void BossSst_HeadEndCharge(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->targetYaw, 4, 0x800, 0x100) == 0) {
BossSst_HandSetupRetreat(sHands[LEFT]);
BossSst_HandSetupRetreat(sHands[RIGHT]);
BossSst_HeadSetupNeutral(this);
}
}
void BossSst_HeadSetupFrozenHand(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f);
this->ready = false;
this->colliderCyl.base.acFlags |= AC_ON;
this->actionFunc = BossSst_HeadFrozenHand;
}
void BossSst_HeadFrozenHand(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->ready) {
BossSst_HeadSetupUnfreezeHand(this);
}
}
void BossSst_HeadSetupUnfreezeHand(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeCloseAnim, -5.0f);
this->colliderCyl.base.acFlags &= ~AC_ON;
this->actionFunc = BossSst_HeadUnfreezeHand;
}
void BossSst_HeadUnfreezeHand(BossSst* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
BossSst_HeadSetupWait(this);
}
}
void BossSst_HeadSetupStunned(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadKnockoutAnim, -5.0f);
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, Animation_GetLastFrame(&gBongoHeadKnockoutAnim));
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->colliderCyl.base.acFlags &= ~AC_ON;
this->vVanish = false;
this->actor.flags &= ~ACTOR_FLAG_7;
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_FREEZE);
this->actionFunc = BossSst_HeadStunned;
}
void BossSst_HeadStunned(BossSst* this, GlobalContext* globalCtx) {
f32 bounce;
s32 animFinish;
f32 currentFrame;
Math_StepToF(&sHandOffsets[LEFT].z, 600.0f, 20.0f);
Math_StepToF(&sHandOffsets[RIGHT].z, 600.0f, 20.0f);
Math_StepToF(&sHandOffsets[LEFT].x, 200.0f, 20.0f);
Math_StepToF(&sHandOffsets[RIGHT].x, -200.0f, 20.0f);
this->actor.velocity.y += this->actor.gravity;
animFinish = SkelAnime_Update(&this->skelAnime);
currentFrame = this->skelAnime.curFrame;
if (currentFrame <= 6.0f) {
bounce = (sinf((M_PI / 11) * currentFrame) * 100.0f) + (this->actor.home.pos.y - 180.0f);
if (this->actor.world.pos.y < bounce) {
this->actor.world.pos.y = bounce;
}
} else if (currentFrame <= 11.0f) {
this->actor.world.pos.y = (sinf((M_PI / 11) * currentFrame) * 170.0f) + (this->actor.home.pos.y - 250.0f);
} else {
this->actor.world.pos.y =
(sinf((currentFrame - 11.0f) * (M_PI / 5)) * 50.0f) + (this->actor.home.pos.y - 250.0f);
}
if ((animFinish) || Animation_OnFrame(&this->skelAnime, 11.0f)) {
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_LAND);
}
if (this->radius < -500.0f) {
Math_SmoothStepToF(&this->radius, -500.0f, 1.0f, 50.0f, 5.0f);
} else {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.5f, 15.0f, 3.0f);
this->radius += this->actor.speedXZ;
}
this->radius = CLAMP_MAX(this->radius, 400.0f);
this->actor.world.pos.y += this->actor.velocity.y;
if (animFinish) {
BossSst_HeadSetupVulnerable(this);
}
}
void BossSst_HeadSetupVulnerable(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadStunnedAnim, -5.0f);
this->colliderCyl.base.acFlags |= AC_ON;
this->colliderCyl.info.bumper.dmgFlags = 0x0FC00702; // Sword-type damage
this->actor.speedXZ = 0.0f;
this->colliderJntSph.elements[10].info.bumperFlags |= (BUMP_ON | BUMP_HOOKABLE);
this->colliderJntSph.elements[0].info.bumperFlags &= ~BUMP_ON;
if (this->actionFunc != BossSst_HeadDamage) {
this->timer = 50;
}
this->actionFunc = BossSst_HeadVulnerable;
}
void BossSst_HeadVulnerable(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&sHandOffsets[LEFT].z, 600.0f, 20.0f);
Math_StepToF(&sHandOffsets[RIGHT].z, 600.0f, 20.0f);
Math_StepToF(&sHandOffsets[LEFT].x, 200.0f, 20.0f);
Math_StepToF(&sHandOffsets[RIGHT].x, -200.0f, 20.0f);
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
this->timer += 2;
this->timer = CLAMP_MAX(this->timer, 50);
} else {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
BossSst_HandSetupRecover(sHands[LEFT]);
BossSst_HandSetupRecover(sHands[RIGHT]);
BossSst_HeadSetupRecover(this);
}
}
}
void BossSst_HeadSetupDamage(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadDamageAnim, -3.0f);
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, Animation_GetLastFrame(&gBongoHeadDamageAnim));
Actor_SetColorFilter(&sHands[LEFT]->actor, 0x4000, 0xFF, 0, Animation_GetLastFrame(&gBongoHeadDamageAnim));
Actor_SetColorFilter(&sHands[RIGHT]->actor, 0x4000, 0xFF, 0, Animation_GetLastFrame(&gBongoHeadDamageAnim));
this->colliderCyl.base.acFlags &= ~AC_ON;
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DAMAGE);
this->actionFunc = BossSst_HeadDamage;
}
void BossSst_HeadDamage(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (SkelAnime_Update(&this->skelAnime)) {
BossSst_HeadSetupVulnerable(this);
}
}
void BossSst_HeadSetupRecover(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadRecoverAnim, -5.0f);
this->colliderCyl.base.acFlags &= ~AC_ON;
this->colliderCyl.info.bumper.dmgFlags = 0xFFCFFFFF;
this->colliderJntSph.elements[10].info.bumperFlags &= ~(BUMP_ON | BUMP_HOOKABLE);
this->colliderJntSph.elements[0].info.bumperFlags |= BUMP_ON;
this->vVanish = true;
this->actor.speedXZ = 5.0f;
this->actionFunc = BossSst_HeadRecover;
}
void BossSst_HeadRecover(BossSst* this, GlobalContext* globalCtx) {
s32 animFinish;
f32 currentFrame;
f32 diff;
animFinish = SkelAnime_Update(&this->skelAnime);
currentFrame = this->skelAnime.curFrame;
if (currentFrame < 10.0f) {
this->actor.world.pos.y += 10.0f;
sHandOffsets[LEFT].y -= 10.0f;
sHandOffsets[RIGHT].y -= 10.0f;
Math_SmoothStepToF(&this->radius, -750.0f, 1.0f, this->actor.speedXZ, 2.0f);
} else {
this->actor.speedXZ *= 1.25f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 50.0f);
diff = Math_SmoothStepToF(&this->radius, -650.0f, 1.0f, this->actor.speedXZ, 2.0f);
diff += Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 30.0f, 3.0f);
}
if (animFinish && (diff < 10.0f)) {
this->actor.world.pos.y = this->actor.home.pos.y;
this->radius = -650.0f;
BossSst_HandSetupRetreat(sHands[LEFT]);
BossSst_HandSetupRetreat(sHands[RIGHT]);
BossSst_HeadSetupNeutral(this);
}
}
void BossSst_SetCameraTargets(f32 cameraSpeedMod, s32 targetIndex) {
Vec3f* nextAt = &sCameraAtPoints[targetIndex];
Vec3f* nextEye = &sCameraEyePoints[targetIndex];
if (targetIndex != 0) {
Math_Vec3f_Copy(&sCameraAt, &sCameraAtPoints[targetIndex - 1]);
Math_Vec3f_Copy(&sCameraEye, &sCameraEyePoints[targetIndex - 1]);
}
sCameraAtVel.x = (nextAt->x - sCameraAt.x) * cameraSpeedMod;
sCameraAtVel.y = (nextAt->y - sCameraAt.y) * cameraSpeedMod;
sCameraAtVel.z = (nextAt->z - sCameraAt.z) * cameraSpeedMod;
sCameraEyeVel.x = (nextEye->x - sCameraEye.x) * cameraSpeedMod;
sCameraEyeVel.y = (nextEye->y - sCameraEye.y) * cameraSpeedMod;
sCameraEyeVel.z = (nextEye->z - sCameraEye.z) * cameraSpeedMod;
}
void BossSst_UpdateDeathCamera(BossSst* this, GlobalContext* globalCtx) {
Vec3f cameraAt;
Vec3f cameraEye;
f32 sn;
f32 cs;
sCameraAt.x += sCameraAtVel.x;
sCameraAt.y += sCameraAtVel.y;
sCameraAt.z += sCameraAtVel.z;
sCameraEye.x += sCameraEyeVel.x;
sCameraEye.y += sCameraEyeVel.y;
sCameraEye.z += sCameraEyeVel.z;
sn = Math_SinS(this->actor.shape.rot.y);
cs = Math_CosS(this->actor.shape.rot.y);
cameraAt.x = this->actor.world.pos.x + (sCameraAt.z * sn) + (sCameraAt.x * cs);
cameraAt.y = this->actor.home.pos.y - 140.0f + sCameraAt.y;
cameraAt.z = this->actor.world.pos.z + (sCameraAt.z * cs) - (sCameraAt.x * sn);
cameraEye.x = this->actor.world.pos.x + (sCameraEye.z * sn) + (sCameraEye.x * cs);
cameraEye.y = this->actor.home.pos.y - 140.0f + sCameraEye.y;
cameraEye.z = this->actor.world.pos.z + (sCameraEye.z * cs) - (sCameraEye.x * sn);
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &cameraAt, &cameraEye);
}
void BossSst_HeadSetupDeath(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f);
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DEAD);
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 60);
Actor_SetColorFilter(&sHands[LEFT]->actor, 0x4000, 0xFF, 0, 60);
Actor_SetColorFilter(&sHands[RIGHT]->actor, 0x4000, 0xFF, 0, 60);
this->timer = 60;
this->colliderCyl.base.acFlags &= ~AC_ON;
this->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
sHands[LEFT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
sHands[RIGHT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
sCutsceneCamera = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sCutsceneCamera, CAM_STAT_ACTIVE);
Gameplay_CopyCamera(globalCtx, sCutsceneCamera, MAIN_CAM);
func_8002DF54(globalCtx, &player->actor, 8);
func_80064520(globalCtx, &globalCtx->csCtx);
Math_Vec3f_Copy(&sCameraEye, &GET_ACTIVE_CAM(globalCtx)->eye);
this->actionFunc = BossSst_HeadDeath;
}
void BossSst_HeadDeath(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 140.0f, 20.0f);
if (this->timer == 0) {
BossSst_HandSetupThrash(sHands[LEFT]);
BossSst_HandSetupThrash(sHands[RIGHT]);
BossSst_HeadSetupThrash(this);
} else if (this->timer > 48) {
Gameplay_CameraSetAtEye(globalCtx, sCutsceneCamera, &this->actor.focus.pos, &sCameraEye);
Math_StepToF(&this->radius, -350.0f, 10.0f);
} else if (this->timer == 48) {
Player* player = GET_PLAYER(globalCtx);
player->actor.world.pos.x = sRoomCenter.x + (400.0f * Math_SinS(this->actor.shape.rot.y)) +
(Math_CosS(this->actor.shape.rot.y) * -120.0f);
player->actor.world.pos.z = sRoomCenter.z + (400.0f * Math_CosS(this->actor.shape.rot.y)) -
(Math_SinS(this->actor.shape.rot.y) * -120.0f);
player->actor.shape.rot.y = Actor_WorldYawTowardPoint(&player->actor, &sRoomCenter);
func_8002DBD0(&this->actor, &sCameraEye, &GET_ACTIVE_CAM(globalCtx)->eye);
func_8002DBD0(&this->actor, &sCameraAt, &GET_ACTIVE_CAM(globalCtx)->at);
this->radius = -350.0f;
this->actor.world.pos.x = sRoomCenter.x - (Math_SinS(this->actor.shape.rot.y) * 350.0f);
this->actor.world.pos.z = sRoomCenter.z - (Math_CosS(this->actor.shape.rot.y) * 350.0f);
BossSst_SetCameraTargets(1.0 / 48, 0);
BossSst_UpdateDeathCamera(this, globalCtx);
} else {
BossSst_UpdateDeathCamera(this, globalCtx);
}
}
void BossSst_HeadSetupThrash(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f);
this->timer = 160;
this->targetYaw = this->actor.shape.rot.y;
BossSst_SetCameraTargets(1.0 / 80, 1);
this->actionFunc = BossSst_HeadThrash;
}
void BossSst_HeadThrash(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
if ((this->timer == 0) && (this->actor.shape.rot.y == this->targetYaw)) {
BossSst_HeadSetupDarken(this);
} else if (this->timer >= 80) {
BossSst_UpdateDeathCamera(this, globalCtx);
}
}
void BossSst_HeadSetupDarken(BossSst* this) {
this->timer = 160;
BossSst_SetCameraTargets(1.0 / 80, 2);
this->actionFunc = BossSst_HeadDarken;
}
void BossSst_HeadDarken(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer >= 80) {
if (this->timer == 80) {
sBodyStatic = true;
}
BossSst_UpdateDeathCamera(this, globalCtx);
sBodyColor.r = sBodyColor.g = sBodyColor.b = (this->timer * 3) - 240;
if (this->timer == 80) {
BossSst_SetCameraTargets(1.0 / 80, 3);
}
} else {
sBodyColor.b = (80 - this->timer) / 1.0f;
sBodyColor.r = sBodyColor.g = sStaticColor.r = sStaticColor.g = sStaticColor.b = (80 - this->timer) / 8.0f;
BossSst_UpdateDeathCamera(this, globalCtx);
if (this->timer == 0) {
BossSst_HeadSetupFall(this);
}
}
}
void BossSst_HeadSetupFall(BossSst* this) {
this->actor.speedXZ = 1.0f;
Math_Vec3f_Copy(&sCameraAt, &sCameraAtPoints[3]);
Math_Vec3f_Copy(&sCameraEye, &sCameraEyePoints[3]);
sCameraAtVel.x = 0.0f;
sCameraAtVel.z = 0.0f;
sCameraAtVel.y = -50.0f;
Math_Vec3f_Copy(&sCameraEyeVel, &sZeroVec);
this->actionFunc = BossSst_HeadFall;
}
void BossSst_HeadFall(BossSst* this, GlobalContext* globalCtx) {
this->actor.speedXZ *= 1.5f;
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y - 230.0f, this->actor.speedXZ)) {
BossSst_HeadSetupMelt(this);
}
if (sCameraAt.y > 200.0f) {
BossSst_UpdateDeathCamera(this, globalCtx);
}
}
void BossSst_HeadSetupMelt(BossSst* this) {
BossSst_SpawnHeadShadow(this);
this->timer = 80;
BossSst_SetCameraTargets(1.0 / 60, 5);
this->actionFunc = BossSst_HeadMelt;
}
void BossSst_HeadMelt(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
this->actor.scale.y -= 0.00025f;
this->actor.scale.x += 0.000075f;
this->actor.scale.z += 0.000075f;
this->actor.world.pos.y = this->actor.home.pos.y - 11500.0f * this->actor.scale.y;
if (this->timer == 0) {
BossSst_HeadSetupFinish(this);
} else if (this->timer >= 20.0f) {
BossSst_UpdateDeathCamera(this, globalCtx);
}
}
void BossSst_HeadSetupFinish(BossSst* this) {
this->actor.draw = BossSst_DrawEffect;
this->timer = 40;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
BossSst_SetCameraTargets(1.0 / 40, 6);
this->actionFunc = BossSst_HeadFinish;
}
void BossSst_HeadFinish(BossSst* this, GlobalContext* globalCtx) {
static Color_RGBA8 colorIndigo = { 80, 80, 150, 255 };
static Color_RGBA8 colorDarkIndigo = { 40, 40, 80, 255 };
static Color_RGBA8 colorUnused[2] = {
{ 0, 0, 0, 255 },
{ 100, 100, 100, 0 },
};
Vec3f spawnPos;
s32 i;
this->timer--;
if (this->effectMode == BONGO_NULL) {
if (this->timer < -170) {
BossSst_UpdateDeathCamera(this, globalCtx);
Gameplay_CopyCamera(globalCtx, MAIN_CAM, sCutsceneCamera);
Gameplay_ChangeCameraStatus(globalCtx, sCutsceneCamera, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, sCutsceneCamera);
func_8002DF54(globalCtx, &GET_PLAYER(globalCtx)->actor, 7);
func_80064534(globalCtx, &globalCtx->csCtx);
Actor_Kill(&this->actor);
Actor_Kill(&sHands[LEFT]->actor);
Actor_Kill(&sHands[RIGHT]->actor);
Flags_SetClear(globalCtx, globalCtx->roomCtx.curRoom.num);
}
} else if (this->effects[0].alpha == 0) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y, ROOM_CENTER_Z, 0,
0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART,
(Math_SinS(this->actor.shape.rot.y) * 200.0f) + ROOM_CENTER_X, ROOM_CENTER_Y,
Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0);
BossSst_SetCameraTargets(1.0f, 7);
this->effectMode = BONGO_NULL;
} else if (this->timer == 0) {
this->effects[0].status = 0;
this->effects[1].status = -1;
this->effects[2].status = -1;
} else if (this->timer > 0) {
this->effects[0].status += 5;
BossSst_UpdateDeathCamera(this, globalCtx);
}
colorIndigo.a = this->effects[0].alpha;
colorDarkIndigo.a = this->effects[0].alpha;
for (i = 0; i < 5; i++) {
spawnPos.x = sRoomCenter.x + 0.0f + Rand_CenteredFloat(800.0f);
spawnPos.y = sRoomCenter.y + (-28.0f) + (Rand_ZeroOne() * 5.0f);
spawnPos.z = sRoomCenter.z + 0.0f + Rand_CenteredFloat(800.0f);
EffectSsGSplash_Spawn(globalCtx, &spawnPos, &colorIndigo, &colorDarkIndigo, 0, 0x3E8);
}
}
void BossSst_HandSetupWait(BossSst* this) {
HAND_STATE(this) = HAND_WAIT;
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
Animation_MorphToLoop(&this->skelAnime, sHandIdleAnims[this->actor.params], 5.0f);
this->ready = false;
this->timer = 20;
this->actionFunc = BossSst_HandWait;
}
void BossSst_HandWait(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight, 20.0f);
Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
Player* player = GET_PLAYER(globalCtx);
if (this->timer != 0) {
this->timer--;
}
if ((this->timer == 0) && (player->actor.world.pos.y > -50.0f) && !(player->stateFlags1 & 0x6080)) {
BossSst_HandSelectAttack(this);
}
} else if (sHead->actionFunc == BossSst_HeadNeutral) {
if ((this->actor.params == BONGO_RIGHT_HAND) && ((sHead->timer % 28) == 12)) {
BossSst_HandSetupDownbeat(this);
} else if ((this->actor.params == BONGO_LEFT_HAND) && ((sHead->timer % 7) == 5) && (sHead->timer < 112)) {
BossSst_HandSetupOffbeat(this);
}
}
}
void BossSst_HandSetupDownbeat(BossSst* this) {
HAND_STATE(this) = HAND_BEAT;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 5.0f);
this->actor.shape.rot.x = 0;
this->timer = 12;
this->actionFunc = BossSst_HandDownbeat;
}
void BossSst_HandDownbeat(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
BossSst_HandSetupWait(this);
} else {
if (this->timer != 0) {
this->timer--;
}
if (this->timer >= 3) {
this->actor.shape.rot.x -= 0x100;
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 180.0f, 20.0f);
} else {
this->actor.shape.rot.x += 0x300;
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 0.0f, 60.0f);
}
if (this->timer == 0) {
sFloor->dyna.actor.params = BONGOFLOOR_HIT;
if (sHead->actionFunc == BossSst_HeadWait) {
if (this->ready) {
BossSst_HandSelectAttack(this);
} else {
BossSst_HandSetupWait(this);
}
} else {
BossSst_HandSetupDownbeatEnd(this);
}
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
}
}
}
void BossSst_HandSetupDownbeatEnd(BossSst* this) {
sFloor->dyna.actor.params = BONGOFLOOR_HIT;
Animation_PlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params]);
this->actionFunc = BossSst_HandDownbeatEnd;
}
void BossSst_HandDownbeatEnd(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
BossSst_HandSetupWait(this);
} else {
Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 40.0f, 0.5f, 20.0f, 3.0f);
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x800, 0x100);
Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
if ((sHead->actionFunc != BossSst_HeadIntro) && ((sHead->timer % 28) == 12)) {
BossSst_HandSetupDownbeat(this);
}
}
}
void BossSst_HandSetupOffbeat(BossSst* this) {
HAND_STATE(this) = HAND_BEAT;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 5.0f);
this->actor.shape.rot.x = 0;
this->timer = 5;
this->actionFunc = BossSst_HandOffbeat;
}
void BossSst_HandOffbeat(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
BossSst_HandSetupWait(this);
} else {
if (this->timer != 0) {
this->timer--;
}
if (this->timer != 0) {
this->actor.shape.rot.x -= 0x140;
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 60.0f, 15.0f);
} else {
this->actor.shape.rot.x += 0x500;
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 0.0f, 60.0f);
}
if (this->timer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
BossSst_HandSetupOffbeatEnd(this);
}
}
}
void BossSst_HandSetupOffbeatEnd(BossSst* this) {
Animation_PlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params]);
this->actionFunc = BossSst_HandOffbeatEnd;
}
void BossSst_HandOffbeatEnd(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
BossSst_HandSetupWait(this);
} else {
Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 40.0f, 0.5f, 20.0f, 3.0f);
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x400, 0xA0);
Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
if (sHead->actionFunc == BossSst_HeadWait) {
if (this->ready) {
BossSst_HandSelectAttack(this);
} else {
BossSst_HandSetupWait(this);
}
} else if ((sHead->actionFunc != BossSst_HeadIntro) && ((sHead->timer % 7) == 5) &&
((sHead->timer % 28) != 5)) {
BossSst_HandSetupOffbeat(this);
}
}
}
void BossSst_HandSetupEndSlam(BossSst* this) {
HAND_STATE(this) = HAND_RETREAT;
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
Animation_MorphToPlayOnce(&this->skelAnime, sHandPushoffPoses[this->actor.params], 6.0f);
this->actionFunc = BossSst_HandEndSlam;
}
void BossSst_HandEndSlam(BossSst* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
BossSst_HandSetupRetreat(this);
}
}
void BossSst_HandSetupRetreat(BossSst* this) {
HAND_STATE(this) = HAND_RETREAT;
Animation_MorphToPlayOnce(&this->skelAnime, sHandHangPoses[this->actor.params], 10.0f);
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->colliderJntSph.base.acFlags |= AC_ON;
this->actor.flags |= ACTOR_FLAG_0;
BossSst_HandSetInvulnerable(this, false);
this->timer = 0;
this->actionFunc = BossSst_HandRetreat;
this->actor.speedXZ = 3.0f;
}
void BossSst_HandRetreat(BossSst* this, GlobalContext* globalCtx) {
f32 diff;
s32 inPosition;
SkelAnime_Update(&this->skelAnime);
this->actor.speedXZ = this->actor.speedXZ * 1.2f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 50.0f);
diff = Math_SmoothStepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 0.3f, this->actor.speedXZ, 1.0f);
diff += Math_SmoothStepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 0.3f, this->actor.speedXZ, 1.0f);
if (this->timer != 0) {
if (this->timer != 0) {
this->timer--;
}
this->actor.world.pos.y = (sinf((this->timer * M_PI) / 16.0f) * 250.0f) + this->actor.home.pos.y;
if (this->timer == 0) {
BossSst_HandSetupWait(this);
} else if (this->timer == 4) {
Animation_MorphToLoop(&this->skelAnime, sHandIdleAnims[this->actor.params], 4.0f);
}
} else {
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x200);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0x200);
inPosition &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
if ((Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 250.0f, 0.5f, 70.0f, 5.0f) < 1.0f) &&
inPosition && (diff < 10.0f)) {
this->timer = 8;
}
}
}
void BossSst_HandSetupReadySlam(BossSst* this) {
HAND_STATE(this) = HAND_SLAM;
this->timer = 0;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 10.0f);
this->actionFunc = BossSst_HandReadySlam;
}
void BossSst_HandReadySlam(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
BossSst_HandSetupSlam(this);
}
} else {
Player* player = GET_PLAYER(globalCtx);
if (Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 300.0f, 30.0f) &&
(this->actor.xzDistToPlayer < 140.0f)) {
this->timer = 20;
}
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x1000, 0x100);
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 0.5f, 40.0f);
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 0.5f, 40.0f);
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
}
void BossSst_HandSetupSlam(BossSst* this) {
HAND_STATE(this) = HAND_SLAM;
this->actor.velocity.y = 1.0f;
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 10.0f);
BossSst_HandSetDamage(this, 0x20);
this->ready = false;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
this->actionFunc = BossSst_HandSlam;
}
void BossSst_HandSlam(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_StepToS(&this->handZPosMod, -0xDAC, 0x1F4);
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x1000);
Math_ScaledStepToS(&this->handYRotMod, 0, 0x1000);
if (this->timer != 0) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
if (this->colliderJntSph.base.acFlags & AC_ON) {
BossSst_HandSetupEndSlam(this);
} else {
this->colliderJntSph.base.acFlags |= AC_ON;
BossSst_HandSetupWait(this);
}
}
} else {
if (this->ready) {
this->timer = 30;
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
} else {
this->actor.velocity.y *= 1.5f;
if (Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight, this->actor.velocity.y)) {
this->ready = true;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW);
BossSst_SpawnShockwave(this);
this->colliderCyl.base.atFlags |= AT_ON;
Collider_UpdateCylinder(&this->actor, &this->colliderCyl);
this->colliderCyl.dim.radius = sCylinderInitHand.dim.radius;
}
}
if (this->colliderJntSph.base.atFlags & AT_HIT) {
Player* player = GET_PLAYER(globalCtx);
player->actor.world.pos.x = (Math_SinS(this->actor.yawTowardsPlayer) * 100.0f) + this->actor.world.pos.x;
player->actor.world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 100.0f) + this->actor.world.pos.z;
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(globalCtx, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
}
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
}
}
void BossSst_HandSetupReadySweep(BossSst* this) {
HAND_STATE(this) = HAND_SWEEP;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 10.0f);
this->radius = Actor_WorldDistXZToPoint(&this->actor, &sHead->actor.world.pos);
this->actor.world.rot.y = Actor_WorldYawTowardPoint(&sHead->actor, &this->actor.world.pos);
this->targetYaw = this->actor.home.rot.y + (this->vParity * 0x2000);
this->actionFunc = BossSst_HandReadySweep;
}
void BossSst_HandReadySweep(BossSst* this, GlobalContext* globalCtx) {
s32 inPosition;
SkelAnime_Update(&this->skelAnime);
inPosition = Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 50.0f, 4.0f);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0x200);
inPosition &= Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0x400);
inPosition &= (Math_SmoothStepToF(&this->radius, sHead->actor.xzDistToPlayer, 0.5f, 60.0f, 1.0f) < 10.0f);
this->actor.world.pos.x = (Math_SinS(this->actor.world.rot.y) * this->radius) + sHead->actor.world.pos.x;
this->actor.world.pos.z = (Math_CosS(this->actor.world.rot.y) * this->radius) + sHead->actor.world.pos.z;
if (inPosition) {
BossSst_HandSetupSweep(this);
} else {
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
}
void BossSst_HandSetupSweep(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 5.0f);
BossSst_HandSetDamage(this, 0x10);
this->targetYaw = this->actor.home.rot.y - (this->vParity * 0x2000);
this->handMaxSpeed = 0x300;
this->handAngSpeed = 0;
this->ready = false;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_FLY_ATTACK);
this->actionFunc = BossSst_HandSweep;
}
void BossSst_HandSweep(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 newTargetYaw;
SkelAnime_Update(&this->skelAnime);
this->handAngSpeed += 0x60;
this->handAngSpeed = CLAMP_MAX(this->handAngSpeed, this->handMaxSpeed);
if (!Math_SmoothStepToS(&this->actor.shape.rot.y, this->targetYaw, 4, this->handAngSpeed, 0x10)) {
this->colliderJntSph.base.ocFlags1 &= ~OC1_NO_PUSH;
BossSst_HandSetupRetreat(this);
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->ready = true;
func_8002F71C(globalCtx, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
func_8002F7DC(&player->actor, NA_SE_PL_BODY_HIT);
newTargetYaw = this->actor.shape.rot.y - (this->vParity * 0x1400);
if (((s16)(newTargetYaw - this->targetYaw) * this->vParity) > 0) {
this->targetYaw = newTargetYaw;
}
}
if (!this->ready && ((player->cylinder.dim.height > 40.0f) || (player->actor.world.pos.y > 1.0f))) {
this->colliderJntSph.base.atFlags |= AT_ON;
this->colliderJntSph.base.ocFlags1 &= ~OC1_NO_PUSH;
} else {
this->colliderJntSph.base.atFlags &= ~AT_ON;
this->colliderJntSph.base.ocFlags1 |= OC1_NO_PUSH;
}
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.z;
}
void BossSst_HandSetupReadyPunch(BossSst* this) {
HAND_STATE(this) = HAND_PUNCH;
Animation_MorphToPlayOnce(&this->skelAnime, sHandPushoffPoses[this->actor.params], 10.0f);
this->actionFunc = BossSst_HandReadyPunch;
}
void BossSst_HandReadyPunch(BossSst* this, GlobalContext* globalCtx) {
s32 inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x400);
if (SkelAnime_Update(&this->skelAnime) && inPosition) {
BossSst_HandSetupPunch(this);
}
}
void BossSst_HandSetupPunch(BossSst* this) {
this->actor.speedXZ = 0.5f;
Animation_MorphToPlayOnce(&this->skelAnime, sHandFistPoses[this->actor.params], 5.0f);
BossSst_HandSetInvulnerable(this, true);
this->targetRoll = this->vParity * 0x3F00;
BossSst_HandSetDamage(this, 0x10);
this->actionFunc = BossSst_HandPunch;
}
void BossSst_HandPunch(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 80.0f, 20.0f);
if (Math_ScaledStepToS(&this->actor.shape.rot.z, this->targetRoll, 0x400)) {
this->targetRoll *= -1;
}
this->actor.speedXZ *= 1.25f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 50.0f);
this->actor.world.pos.x += this->actor.speedXZ * Math_SinS(this->actor.shape.rot.y);
this->actor.world.pos.z += this->actor.speedXZ * Math_CosS(this->actor.shape.rot.y);
if (this->actor.bgCheckFlags & 8) {
BossSst_HandSetupRetreat(this);
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_PL_BODY_HIT);
func_8002F71C(globalCtx, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
BossSst_HandSetupRetreat(this);
}
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
void BossSst_HandSetupReadyClap(BossSst* this) {
HAND_STATE(this) = HAND_CLAP;
if (HAND_STATE(OTHER_HAND(this)) != HAND_CLAP) {
BossSst_HandSetupReadyClap(OTHER_HAND(this));
}
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 10.0f);
this->radius = Actor_WorldDistXZToPoint(&this->actor, &sHead->actor.world.pos);
this->actor.world.rot.y = Actor_WorldYawTowardPoint(&sHead->actor, &this->actor.world.pos);
this->targetYaw = this->actor.home.rot.y - (this->vParity * 0x1800);
this->targetRoll = this->vParity * 0x4000;
this->timer = 0;
this->ready = false;
OTHER_HAND(this)->ready = false;
this->actionFunc = BossSst_HandReadyClap;
}
void BossSst_HandReadyClap(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
BossSst_HandSetupClap(this);
BossSst_HandSetupClap(OTHER_HAND(this));
OTHER_HAND(this)->radius = this->radius;
}
} else if (!this->ready) {
this->ready = SkelAnime_Update(&this->skelAnime);
this->ready &= Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x600);
this->ready &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->targetRoll, 0x600);
this->ready &= Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0x200);
this->ready &= Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0x400);
this->ready &= Math_SmoothStepToF(&this->radius, sHead->actor.xzDistToPlayer, 0.5f, 50.0f, 1.0f) < 10.0f;
this->ready &= Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 95.0f, 0.5f, 30.0f, 1.0f) < 1.0f;
this->actor.world.pos.x = Math_SinS(this->actor.world.rot.y) * this->radius + sHead->actor.world.pos.x;
this->actor.world.pos.z = Math_CosS(this->actor.world.rot.y) * this->radius + sHead->actor.world.pos.z;
} else if (OTHER_HAND(this)->ready) {
this->timer = 20;
}
}
void BossSst_HandSetupClap(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 3.0f);
this->timer = 0;
this->handMaxSpeed = 0x240;
this->handAngSpeed = 0;
this->ready = false;
BossSst_HandSetDamage(this, 0x20);
this->actionFunc = BossSst_HandClap;
}
void BossSst_HandClap(BossSst* this, GlobalContext* globalCtx) {
static s32 dropFlag = false;
Player* player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
if (dropFlag) {
Item_DropCollectible(globalCtx, &this->actor.world.pos,
(Rand_ZeroOne() < 0.5f) ? ITEM00_ARROWS_SMALL : ITEM00_MAGIC_SMALL);
dropFlag = false;
}
BossSst_HandReleasePlayer(this, globalCtx, true);
BossSst_HandSetupEndClap(this);
}
} else {
if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
BossSst_HandGrabPlayer(this, globalCtx);
}
if (this->ready) {
this->timer = 30;
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
if (!(player->stateFlags2 & 0x80)) {
dropFlag = true;
}
} else {
this->handAngSpeed += 0x40;
this->handAngSpeed = CLAMP_MAX(this->handAngSpeed, this->handMaxSpeed);
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, this->handAngSpeed)) {
if (this->actor.params == BONGO_LEFT_HAND) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_CLAP);
}
this->ready = true;
} else {
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.z;
}
}
if (player->actor.parent == &this->actor) {
player->unk_850 = 0;
player->actor.world.pos = this->actor.world.pos;
}
}
void BossSst_HandSetupEndClap(BossSst* this) {
this->targetYaw = this->actor.home.rot.y - (this->vParity * 0x1000);
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 10.0f);
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->actionFunc = BossSst_HandEndClap;
}
void BossSst_HandEndClap(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_ScaledStepToS(&this->actor.shape.rot.z, 0, 0x200);
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0x100)) {
BossSst_HandSetupRetreat(this);
}
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.z;
}
void BossSst_HandSetupReadyGrab(BossSst* this) {
HAND_STATE(this) = HAND_GRAB;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 10.0f);
this->targetYaw = this->vParity * -0x5000;
this->targetRoll = this->vParity * 0x4000;
this->actionFunc = BossSst_HandReadyGrab;
}
void BossSst_HandReadyGrab(BossSst* this, GlobalContext* globalCtx) {
s32 inPosition;
SkelAnime_Update(&this->skelAnime);
inPosition = Math_SmoothStepToS(&this->actor.shape.rot.z, this->targetRoll, 4, 0x800, 0x100) == 0;
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer + this->targetYaw, 0xA00);
Math_ApproachF(&this->actor.world.pos.y, ROOM_CENTER_Y + 95.0f, 0.5f, 20.0f);
if (inPosition) {
BossSst_HandSetupGrab(this);
}
}
void BossSst_HandSetupGrab(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFistPoses[this->actor.params], 5.0f);
this->actor.world.rot.y = this->actor.shape.rot.y + (this->vParity * 0x4000);
this->targetYaw = this->actor.world.rot.y;
this->timer = 30;
this->actor.speedXZ = 0.5f;
BossSst_HandSetDamage(this, 0x20);
this->actionFunc = BossSst_HandGrab;
}
void BossSst_HandGrab(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->timer != 0) {
this->timer--;
}
this->actor.world.rot.y =
((1.0f - sinf(this->timer * (M_PI / 60.0f))) * (this->vParity * 0x2000)) + this->targetYaw;
this->actor.shape.rot.y = this->actor.world.rot.y - (this->vParity * 0x4000);
if (this->timer < 5) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.5f, 25.0f, 5.0f);
if (SkelAnime_Update(&this->skelAnime)) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->actor.speedXZ = 0.0f;
if (player->stateFlags2 & 0x80) {
if (Rand_ZeroOne() < 0.5f) {
BossSst_HandSetupCrush(this);
} else {
BossSst_HandSetupSwing(this);
}
} else {
Item_DropCollectible(globalCtx, &this->actor.world.pos,
(Rand_ZeroOne() < 0.5f) ? ITEM00_ARROWS_SMALL : ITEM00_MAGIC_SMALL);
BossSst_HandSetupRetreat(this);
}
}
} else {
this->actor.speedXZ *= 1.26f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 70.0f);
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_CATCH);
BossSst_HandGrabPlayer(this, globalCtx);
this->timer = CLAMP_MAX(this->timer, 5);
}
this->actor.world.pos.x += this->actor.speedXZ * Math_SinS(this->actor.world.rot.y);
this->actor.world.pos.z += this->actor.speedXZ * Math_CosS(this->actor.world.rot.y);
if (player->stateFlags2 & 0x80) {
player->unk_850 = 0;
player->actor.world.pos = this->actor.world.pos;
player->actor.shape.rot.y = this->actor.shape.rot.y;
}
}
void BossSst_HandSetupCrush(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, sHandClenchAnims[this->actor.params], -10.0f);
this->timer = 20;
this->actionFunc = BossSst_HandCrush;
}
void BossSst_HandCrush(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
if (!(player->stateFlags2 & 0x80)) {
BossSst_HandReleasePlayer(this, globalCtx, true);
BossSst_HandSetupEndCrush(this);
} else {
player->actor.world.pos = this->actor.world.pos;
if (this->timer == 0) {
this->timer = 20;
if (!LINK_IS_ADULT) {
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S_KID);
} else {
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S);
}
globalCtx->damagePlayer(globalCtx, -8);
}
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_CATCH);
}
}
}
void BossSst_HandSetupEndCrush(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 10.0f);
this->actionFunc = BossSst_HandEndCrush;
}
void BossSst_HandEndCrush(BossSst* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
BossSst_HandSetupRetreat(this);
}
}
void BossSst_HandSetupSwing(BossSst* this) {
this->amplitude = -0x4000;
this->timer = 1;
this->center.x = this->actor.world.pos.x - (Math_SinS(this->actor.shape.rot.y) * 200.0f);
this->center.y = this->actor.world.pos.y;
this->center.z = this->actor.world.pos.z - (Math_CosS(this->actor.shape.rot.y) * 200.0f);
this->actionFunc = BossSst_HandSwing;
}
void BossSst_HandSwing(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 offXZ;
if (Math_ScaledStepToS(&this->actor.shape.rot.x, this->amplitude, this->timer * 0xE4 + 0x1C8)) {
if (this->amplitude != 0) {
this->amplitude = 0;
if (this->timer == 4) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 4.0f);
}
} else {
if (this->timer == 4) {
player->actor.shape.rot.x = 0;
player->actor.shape.rot.z = 0;
BossSst_HandSetupRetreat(this);
return;
}
this->amplitude = (this->timer == 3) ? -0x6000 : -0x4000;
this->timer++;
}
}
this->actor.world.pos.y = (Math_CosS(this->actor.shape.rot.x + 0x4000) * 200.0f) + this->center.y;
offXZ = Math_SinS(this->actor.shape.rot.x + 0x4000) * 200.0f;
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * offXZ) + this->center.x;
this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y) * offXZ) + this->center.z;
if (this->timer != 4) {
this->actor.shape.rot.z = (this->actor.shape.rot.x + 0x4000) * this->vParity;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.z, 0, 0x800);
}
if (player->stateFlags2 & 0x80) {
player->unk_850 = 0;
Math_Vec3f_Copy(&player->actor.world.pos, &this->actor.world.pos);
player->actor.shape.rot.x = this->actor.shape.rot.x;
player->actor.shape.rot.z = (this->vParity * -0x4000) + this->actor.shape.rot.z;
} else {
Math_ScaledStepToS(&player->actor.shape.rot.x, 0, 0x600);
Math_ScaledStepToS(&player->actor.shape.rot.z, 0, 0x600);
player->actor.world.pos.x += 20.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.world.pos.z += 20.0f * Math_CosS(this->actor.shape.rot.y);
}
if ((this->timer == 4) && (this->amplitude == 0) && SkelAnime_Update(&this->skelAnime) &&
(player->stateFlags2 & 0x80)) {
BossSst_HandReleasePlayer(this, globalCtx, false);
player->actor.world.pos.x += 70.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.world.pos.z += 70.0f * Math_CosS(this->actor.shape.rot.y);
func_8002F71C(globalCtx, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
func_8002F7DC(&player->actor, NA_SE_PL_BODY_HIT);
}
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
void BossSst_HandSetupReel(BossSst* this) {
HAND_STATE(this) = HAND_DAMAGED;
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 4.0f);
this->timer = 36;
Math_Vec3f_Copy(&this->center, &this->actor.world.pos);
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 200);
this->actionFunc = BossSst_HandReel;
}
void BossSst_HandReel(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
if (!(this->timer % 4)) {
if (this->timer % 8) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 4.0f);
} else {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFistPoses[this->actor.params], 6.0f);
}
}
this->actor.colorFilterTimer = 200;
this->actor.world.pos.x += Rand_CenteredFloat(20.0f);
this->actor.world.pos.y += Rand_CenteredFloat(20.0f);
this->actor.world.pos.z += Rand_CenteredFloat(20.0f);
if (this->actor.world.pos.y < (this->actor.floorHeight + 100.0f)) {
Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 100.0f, 20.0f);
}
if (this->timer == 0) {
BossSst_HandSetupReadyShake(this);
}
}
void BossSst_HandSetupReadyShake(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandDamagePoses[this->actor.params], 8.0f);
this->actionFunc = BossSst_HandReadyShake;
}
void BossSst_HandReadyShake(BossSst* this, GlobalContext* globalCtx) {
f32 diff;
s32 inPosition;
diff = Math_SmoothStepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 0.5f, 25.0f, 1.0f);
diff += Math_SmoothStepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 0.5f, 25.0f, 1.0f);
diff += Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 200.0f, 0.2f, 30.0f, 1.0f);
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x400);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, 0, 0x1000);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x800);
inPosition &= Math_StepToS(&this->handZPosMod, -0x5DC, 0x1F4);
inPosition &= Math_ScaledStepToS(&this->handYRotMod, this->vParity * -0x2000, 0x800);
this->actor.colorFilterTimer = 200;
if ((diff < 30.0f) && inPosition) {
BossSst_HandSetupShake(this);
} else {
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
}
void BossSst_HandSetupShake(BossSst* this) {
this->timer = 200;
this->actionFunc = BossSst_HandShake;
}
void BossSst_HandShake(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
this->actor.shape.rot.x = 0x4000 + (sinf(this->timer * (M_PI / 5)) * 0x2000);
this->handYRotMod = (this->vParity * -0x2000) + (sinf(this->timer * (M_PI / 4)) * 0x2800);
if (!(this->timer % 8)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_SHAKEHAND);
}
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
if ((OTHER_HAND(this)->actionFunc == BossSst_HandShake) ||
(OTHER_HAND(this)->actionFunc == BossSst_HandReadyCharge)) {
BossSst_HandSetupReadyCharge(this);
} else if (this->timer == 0) {
this->timer = 80;
}
} else if (this->timer == 0) {
this->actor.flags |= ACTOR_FLAG_0;
BossSst_HandSetupSlam(this);
}
}
void BossSst_HandSetupReadyCharge(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFistPoses[this->actor.params], 10.0f);
this->ready = false;
this->actionFunc = BossSst_HandReadyCharge;
}
void BossSst_HandReadyCharge(BossSst* this, GlobalContext* globalCtx) {
if (!this->ready) {
this->ready = SkelAnime_Update(&this->skelAnime);
this->ready &= Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
this->ready &=
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y + (this->vParity * 0x1000), 0x800);
this->ready &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
this->ready &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->vParity * 0x2800, 0x800);
this->ready &= Math_StepToS(&this->handZPosMod, -0xDAC, 0x1F4);
if (this->ready) {
this->actor.colorFilterTimer = 0;
}
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHead->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(globalCtx, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_PL_BODY_HIT);
}
}
void BossSst_HandSetupStunned(BossSst* hand) {
Animation_MorphToPlayOnce(&hand->skelAnime, sHandIdleAnims[hand->actor.params], 10.0f);
if (hand->actionFunc != BossSst_HandDamage) {
hand->ready = false;
}
hand->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
hand->colliderJntSph.base.acFlags |= AC_ON;
BossSst_HandSetInvulnerable(hand, true);
Actor_SetColorFilter(&hand->actor, 0, 0xFF, 0, Animation_GetLastFrame(&gBongoHeadKnockoutAnim));
hand->actionFunc = BossSst_HandStunned;
}
void BossSst_HandStunned(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_ApproachF(&this->actor.world.pos.z, (Math_CosS(sHead->actor.shape.rot.y) * 200.0f) + this->actor.home.pos.z,
0.5f, 25.0f);
Math_ApproachF(&this->actor.world.pos.x, (Math_SinS(sHead->actor.shape.rot.y) * 200.0f) + this->actor.home.pos.x,
0.5f, 25.0f);
if (!this->ready) {
Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
Math_StepToS(&this->handZPosMod, -0xDAC, 0x1F4);
Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.home.rot.x, 0x800);
Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0x800);
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x800);
if (sHead->actionFunc == BossSst_HeadVulnerable) {
this->ready = true;
Animation_MorphToPlayOnce(&this->skelAnime, sHandDamagePoses[this->actor.params], 10.0f);
}
} else {
Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight, 30.0f);
}
}
void BossSst_HandSetupDamage(BossSst* hand) {
hand->actor.shape.rot.x = 0;
Animation_MorphToPlayOnce(&hand->skelAnime, sHandOpenPoses[hand->actor.params], 3.0f);
hand->timer = 6;
hand->actionFunc = BossSst_HandDamage;
}
void BossSst_HandDamage(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
SkelAnime_Update(&this->skelAnime);
if (this->timer >= 2) {
this->actor.shape.rot.x -= 0x200;
Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 200.0f, 50.0f);
} else {
this->actor.shape.rot.x += 0x400;
Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight, 100.0f);
}
if (this->timer == 0) {
if (this->actor.floorHeight >= 0.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
}
BossSst_HandSetupStunned(this);
}
}
void BossSst_HandSetupThrash(BossSst* this) {
HAND_STATE(this) = HAND_DEATH;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 2.0f);
this->actor.shape.rot.x = 0;
this->timer = 160;
if (this->actor.params == BONGO_LEFT_HAND) {
this->amplitude = -0x800;
} else {
this->amplitude = 0;
this->actor.shape.rot.x = -0x800;
}
this->handAngSpeed = 0x180;
this->actionFunc = BossSst_HandThrash;
}
void BossSst_HandThrash(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
SkelAnime_Update(&this->skelAnime);
Math_ApproachF(&this->actor.world.pos.z, (Math_CosS(sHead->actor.shape.rot.y) * 200.0f) + this->actor.home.pos.z,
0.5f, 25.0f);
Math_ApproachF(&this->actor.world.pos.x, (Math_SinS(sHead->actor.shape.rot.y) * 200.0f) + this->actor.home.pos.x,
0.5f, 25.0f);
if (Math_ScaledStepToS(&this->actor.shape.rot.x, this->amplitude, this->handAngSpeed)) {
if (this->amplitude != 0) {
this->amplitude = 0;
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 5.0f);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
this->amplitude = -0x800;
Animation_MorphToPlayOnce(&this->skelAnime, sHandOpenPoses[this->actor.params], 5.0f);
}
if (this->timer < 80.0f) {
this->handAngSpeed -= 0x40;
this->handAngSpeed = CLAMP_MIN(this->handAngSpeed, 0x40);
}
}
this->actor.world.pos.y =
(((this->handAngSpeed / 256.0f) + 0.5f) * 150.0f) * (-1.0f / 0x800) * this->actor.shape.rot.x;
if (this->timer == 0) {
BossSst_HandSetupDarken(this);
}
}
void BossSst_HandSetupDarken(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 5.0f);
this->actionFunc = BossSst_HandDarken;
}
void BossSst_HandDarken(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x800, this->handAngSpeed);
Math_StepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 90.0f, 5.0f);
if (sHead->actionFunc == BossSst_HeadFall) {
BossSst_HandSetupFall(this);
}
}
void BossSst_HandSetupFall(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandFlatPoses[this->actor.params], 3.0f);
this->actionFunc = BossSst_HandFall;
}
void BossSst_HandFall(BossSst* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x400);
this->actor.world.pos.y = sHead->actor.world.pos.y + 230.0f;
if (sHead->actionFunc == BossSst_HeadMelt) {
BossSst_HandSetupMelt(this);
}
}
void BossSst_HandSetupMelt(BossSst* this) {
BossSst_SpawnHandShadow(this);
this->actor.shape.shadowDraw = NULL;
this->timer = 80;
this->actionFunc = BossSst_HandMelt;
}
void BossSst_HandMelt(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
this->actor.scale.y -= 0.00025f;
this->actor.scale.x += 0.000025f;
this->actor.scale.z += 0.000025f;
this->actor.world.pos.y = ROOM_CENTER_Y + 0.0f;
if (this->timer == 0) {
BossSst_HandSetupFinish(this);
}
}
void BossSst_HandSetupFinish(BossSst* this) {
this->actor.draw = BossSst_DrawEffect;
this->timer = 20;
this->effects[0].status = 0;
this->actionFunc = BossSst_HandFinish;
}
void BossSst_HandFinish(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
this->effectMode = BONGO_NULL;
}
}
void BossSst_HandSetupRecover(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandPushoffPoses[this->actor.params], 10.0f);
this->ready = false;
this->actionFunc = BossSst_HandRecover;
}
void BossSst_HandRecover(BossSst* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 250.0f, 0.5f, 70.0f, 5.0f);
if (SkelAnime_Update(&this->skelAnime)) {
if (!this->ready) {
Animation_MorphToPlayOnce(&this->skelAnime, sHandHangPoses[this->actor.params], 10.0f);
this->ready = true;
}
}
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
void BossSst_HandSetupFrozen(BossSst* this) {
s32 i;
HAND_STATE(this) = HAND_FROZEN;
Math_Vec3f_Copy(&this->center, &this->actor.world.pos);
BossSst_HandSetupReadyBreakIce(OTHER_HAND(this));
this->ready = false;
this->effectMode = BONGO_ICE;
this->timer = 35;
for (i = 0; i < 18; i++) {
this->effects[i].move = false;
}
BossSst_SpawnIceCrystal(this, 0);
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0xA);
this->handAngSpeed = 0;
this->actionFunc = BossSst_HandFrozen;
}
void BossSst_HandFrozen(BossSst* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if ((this->timer % 2) != 0) {
BossSst_SpawnIceCrystal(this, (this->timer >> 1) + 1);
}
if (this->ready) {
BossSst_IceShatter(this);
BossSst_HandSetupRetreat(this);
sHead->ready = true;
} else {
this->actor.colorFilterTimer = 10;
if (this->handAngSpeed != 0) {
f32 offY = Math_SinS(OTHER_HAND(this)->actor.shape.rot.x) * 5.0f;
f32 offXZ = Math_CosS(OTHER_HAND(this)->actor.shape.rot.x) * 5.0f;
if ((this->handAngSpeed % 2) != 0) {
offY *= -1.0f;
offXZ *= -1.0f;
}
this->actor.world.pos.x = this->center.x + (Math_CosS(OTHER_HAND(this)->actor.shape.rot.y) * offXZ);
this->actor.world.pos.y = this->center.y + offY;
this->actor.world.pos.z = this->center.z + (Math_SinS(OTHER_HAND(this)->actor.shape.rot.y) * offXZ);
this->handAngSpeed--;
}
}
}
void BossSst_HandSetupReadyBreakIce(BossSst* this) {
HAND_STATE(this) = HAND_BREAK_ICE;
Animation_MorphToPlayOnce(&this->skelAnime, sHandFistPoses[this->actor.params], 5.0f);
this->ready = false;
this->actor.colorFilterTimer = 0;
if (this->effectMode == BONGO_ICE) {
this->effectMode = BONGO_NULL;
}
this->radius = Actor_WorldDistXZToPoint(&this->actor, &OTHER_HAND(this)->center);
this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &OTHER_HAND(this)->center);
BossSst_HandSetInvulnerable(this, true);
this->actionFunc = BossSst_HandReadyBreakIce;
}
void BossSst_HandReadyBreakIce(BossSst* this, GlobalContext* globalCtx) {
s32 inPosition;
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0x400);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.x, 0x1000, 0x400);
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, 0, 0x800);
inPosition &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x400);
inPosition &= Math_StepToF(&this->actor.world.pos.y, OTHER_HAND(this)->center.y + 200.0f, 50.0f);
inPosition &= Math_StepToF(&this->radius, 400.0f, 60.0f);
this->actor.world.pos.x = OTHER_HAND(this)->center.x - (Math_SinS(this->targetYaw) * this->radius);
this->actor.world.pos.z = OTHER_HAND(this)->center.z - (Math_CosS(this->targetYaw) * this->radius);
if (SkelAnime_Update(&this->skelAnime) && inPosition) {
BossSst_HandSetupBreakIce(this);
}
}
void BossSst_HandSetupBreakIce(BossSst* this) {
this->timer = 9;
this->actionFunc = BossSst_HandBreakIce;
this->actor.speedXZ = 0.5f;
}
void BossSst_HandBreakIce(BossSst* this, GlobalContext* globalCtx) {
if ((this->timer % 2) != 0) {
this->actor.speedXZ *= 1.5f;
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 60.0f);
if (Math_StepToF(&this->radius, 100.0f, this->actor.speedXZ)) {
BossSst_SpawnIceShard(this);
if (this->timer != 0) {
this->timer--;
}
if (this->timer != 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_ICE_BROKEN);
}
OTHER_HAND(this)->handAngSpeed = 5;
}
} else {
this->actor.speedXZ *= 0.8f;
Math_StepToF(&this->radius, 500.0f, this->actor.speedXZ);
if (this->actor.speedXZ < 2.0f) {
if (this->timer != 0) {
this->timer--;
}
}
}
this->actor.world.pos.x = OTHER_HAND(this)->center.x - (Math_SinS(this->targetYaw) * this->radius);
this->actor.world.pos.z = OTHER_HAND(this)->center.z - (Math_CosS(this->targetYaw) * this->radius);
this->actor.world.pos.y = OTHER_HAND(this)->center.y + (this->radius * 0.4f);
if (this->timer == 0) {
OTHER_HAND(this)->ready = true;
BossSst_HandSetupRetreat(this);
}
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
}
void BossSst_HandGrabPlayer(BossSst* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (globalCtx->grabPlayer(globalCtx, player)) {
player->actor.parent = &this->actor;
if (player->actor.colChkInfo.health > 0) {
this->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
if (HAND_STATE(this) == HAND_CLAP) {
OTHER_HAND(this)->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
}
}
}
}
void BossSst_HandReleasePlayer(BossSst* this, GlobalContext* globalCtx, s32 dropPlayer) {
Player* player = GET_PLAYER(globalCtx);
if (player->actor.parent == &this->actor) {
player->actor.parent = NULL;
player->unk_850 = 100;
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
OTHER_HAND(this)->colliderJntSph.base.ocFlags1 |= OC1_ON;
if (dropPlayer) {
func_8002F71C(globalCtx, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
}
}
}
void BossSst_MoveAround(BossSst* this) {
BossSst* hand;
Vec3f* vec;
f32 sn;
f32 cs;
s32 i;
sn = Math_SinS(this->actor.shape.rot.y);
cs = Math_CosS(this->actor.shape.rot.y);
if (this->actionFunc != BossSst_HeadEndCharge) {
this->actor.world.pos.x = sRoomCenter.x + (this->radius * sn);
this->actor.world.pos.z = sRoomCenter.z + (this->radius * cs);
}
for (i = 0; i < 2; i++) {
hand = sHands[i];
vec = &sHandOffsets[i];
hand->actor.world.pos.x = this->actor.world.pos.x + (vec->z * sn) + (vec->x * cs);
hand->actor.world.pos.y = this->actor.world.pos.y + vec->y;
hand->actor.world.pos.z = this->actor.world.pos.z + (vec->z * cs) - (vec->x * sn);
hand->actor.home.pos.x = this->actor.world.pos.x + (400.0f * sn) + (-200.0f * hand->vParity * cs);
hand->actor.home.pos.y = this->actor.world.pos.y;
hand->actor.home.pos.z = this->actor.world.pos.z + (400.0f * cs) - (-200.0f * hand->vParity * sn);
hand->actor.home.rot.y = this->actor.shape.rot.y;
hand->actor.shape.rot.y = sHandYawOffsets[i] + this->actor.shape.rot.y;
if (hand->actor.world.pos.y < hand->actor.floorHeight) {
hand->actor.world.pos.y = hand->actor.floorHeight;
}
}
}
void BossSst_HandSelectAttack(BossSst* this) {
f32 rand = Rand_ZeroOne() * 6.0f;
s32 randInt;
if (HAND_STATE(OTHER_HAND(this)) == HAND_DAMAGED) {
rand *= 5.0f / 6;
if (rand > 4.0f) {
rand = 4.0f;
}
}
randInt = rand;
if (randInt == 0) {
BossSst_HandSetupReadySlam(this);
} else if (randInt == 1) {
BossSst_HandSetupReadySweep(this);
} else if (randInt == 2) {
BossSst_HandSetupReadyPunch(this);
} else if (randInt == 5) {
BossSst_HandSetupReadyClap(this);
} else { // randInt == 3 || randInt == 4
BossSst_HandSetupReadyGrab(this);
}
}
void BossSst_HandSetDamage(BossSst* this, s32 damage) {
s32 i;
this->colliderJntSph.base.atFlags |= AT_ON;
for (i = 0; i < 11; i++) {
this->colliderJntSph.elements[i].info.toucher.damage = damage;
}
}
void BossSst_HandSetInvulnerable(BossSst* this, s32 isInv) {
this->colliderJntSph.base.acFlags &= ~AC_HIT;
if (isInv) {
this->colliderJntSph.base.colType = COLTYPE_HARD;
this->colliderJntSph.base.acFlags |= AC_HARD;
} else {
this->colliderJntSph.base.colType = COLTYPE_HIT0;
this->colliderJntSph.base.acFlags &= ~AC_HARD;
}
}
void BossSst_HeadSfx(BossSst* this, u16 sfxId) {
func_80078914(&this->center, sfxId);
}
void BossSst_HandCollisionCheck(BossSst* this, GlobalContext* globalCtx) {
if ((this->colliderJntSph.base.acFlags & AC_HIT) && (this->colliderJntSph.base.colType != COLTYPE_HARD)) {
s32 bothHands = true;
this->colliderJntSph.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->colliderJntSph.base.acFlags &= ~AC_ON;
this->colliderJntSph.base.ocFlags1 &= ~OC1_NO_PUSH;
BossSst_HandReleasePlayer(this, globalCtx, true);
if (HAND_STATE(OTHER_HAND(this)) == HAND_CLAP) {
BossSst_HandReleasePlayer(OTHER_HAND(this), globalCtx, true);
BossSst_HandSetupRetreat(OTHER_HAND(this));
}
this->actor.flags &= ~ACTOR_FLAG_0;
if (this->actor.colChkInfo.damageEffect == 3) {
BossSst_HandSetupFrozen(this);
} else {
BossSst_HandSetupReel(this);
if (HAND_STATE(OTHER_HAND(this)) != HAND_DAMAGED) {
bothHands = false;
}
}
BossSst_HeadSetupDamagedHand(sHead, bothHands);
Item_DropCollectible(globalCtx, &this->actor.world.pos,
(Rand_ZeroOne() < 0.5f) ? ITEM00_ARROWS_SMALL : ITEM00_MAGIC_SMALL);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_DAMAGE_HAND);
}
}
}
void BossSst_HeadCollisionCheck(BossSst* this, GlobalContext* globalCtx) {
if (this->colliderCyl.base.acFlags & AC_HIT) {
this->colliderCyl.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actionFunc == BossSst_HeadVulnerable) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Enemy_StartFinishingBlow(globalCtx, &this->actor);
BossSst_HeadSetupDeath(this, globalCtx);
} else {
BossSst_HeadSetupDamage(this);
}
BossSst_HandSetupDamage(sHands[LEFT]);
BossSst_HandSetupDamage(sHands[RIGHT]);
} else {
BossSst_HeadSetupStunned(this);
if (HAND_STATE(sHands[RIGHT]) == HAND_FROZEN) {
BossSst_IceShatter(sHands[RIGHT]);
} else if (HAND_STATE(sHands[LEFT]) == HAND_FROZEN) {
BossSst_IceShatter(sHands[LEFT]);
}
BossSst_HandSetupStunned(sHands[RIGHT]);
BossSst_HandSetupStunned(sHands[LEFT]);
}
}
}
}
void BossSst_UpdateHand(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
BossSstHandTrail* trail;
if (this->colliderCyl.base.atFlags & AT_ON) {
if ((this->effects[0].move < 5) ||
(this->actor.xzDistToPlayer < ((this->effects[2].scale * 0.01f) * sCylinderInitHand.dim.radius)) ||
(this->colliderCyl.base.atFlags & AT_HIT)) {
this->colliderCyl.base.atFlags &= ~(AT_ON | AT_HIT);
} else {
this->colliderCyl.dim.radius = (this->effects[0].scale * 0.01f) * sCylinderInitHand.dim.radius;
}
}
BossSst_HandCollisionCheck(this, globalCtx);
this->actionFunc(this, globalCtx);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 130.0f, 0.0f, 5);
Actor_SetFocus(&this->actor, 0.0f);
if (this->colliderJntSph.base.atFlags & AT_ON) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if ((sHead->actionFunc != BossSst_HeadLurk) && (sHead->actionFunc != BossSst_HeadIntro) &&
(this->colliderJntSph.base.acFlags & AC_ON)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if (this->colliderJntSph.base.ocFlags1 & OC1_ON) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if (this->colliderCyl.base.atFlags & AT_ON) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderCyl.base);
}
if ((HAND_STATE(this) != HAND_DEATH) && (HAND_STATE(this) != HAND_WAIT) && (HAND_STATE(this) != HAND_BEAT) &&
(HAND_STATE(this) != HAND_FROZEN)) {
this->trailCount++;
this->trailCount = CLAMP_MAX(this->trailCount, 7);
} else {
this->trailCount--;
this->trailCount = CLAMP_MIN(this->trailCount, 0);
}
trail = &this->handTrails[this->trailIndex];
Math_Vec3f_Copy(&trail->world.pos, &this->actor.world.pos);
trail->world.rot = this->actor.shape.rot;
trail->zPosMod = this->handZPosMod;
trail->yRotMod = this->handYRotMod;
this->trailIndex = (this->trailIndex + 1) % 7;
BossSst_UpdateEffect(&this->actor, globalCtx);
}
void BossSst_UpdateHead(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
func_8002DBD0(&this->actor, &sHandOffsets[RIGHT], &sHands[RIGHT]->actor.world.pos);
func_8002DBD0(&this->actor, &sHandOffsets[LEFT], &sHands[LEFT]->actor.world.pos);
sHandYawOffsets[LEFT] = sHands[LEFT]->actor.shape.rot.y - thisx->shape.rot.y;
sHandYawOffsets[RIGHT] = sHands[RIGHT]->actor.shape.rot.y - thisx->shape.rot.y;
BossSst_HeadCollisionCheck(this, globalCtx);
this->actionFunc(this, globalCtx);
if (this->vVanish) {
if ((globalCtx->actorCtx.unk_03 == 0) || (thisx->colorFilterTimer != 0)) {
this->actor.flags &= ~ACTOR_FLAG_7;
} else {
this->actor.flags |= ACTOR_FLAG_7;
}
}
if (this->colliderJntSph.base.atFlags & AT_ON) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if ((this->actionFunc != BossSst_HeadLurk) && (this->actionFunc != BossSst_HeadIntro)) {
if (this->colliderCyl.base.acFlags & AC_ON) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderCyl.base);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if (this->colliderJntSph.base.ocFlags1 & OC1_ON) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
BossSst_MoveAround(this);
if ((!this->vVanish || CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) &&
((this->actionFunc == BossSst_HeadReadyCharge) || (this->actionFunc == BossSst_HeadCharge) ||
(this->actionFunc == BossSst_HeadFrozenHand) || (this->actionFunc == BossSst_HeadStunned) ||
(this->actionFunc == BossSst_HeadVulnerable) || (this->actionFunc == BossSst_HeadDamage))) {
this->actor.flags |= ACTOR_FLAG_0;
} else {
this->actor.flags &= ~ACTOR_FLAG_0;
}
if (this->actionFunc == BossSst_HeadCharge) {
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_MOVE - SFX_FLAG);
}
BossSst_UpdateEffect(&this->actor, globalCtx);
}
s32 BossSst_OverrideHandDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
BossSst* this = (BossSst*)thisx;
if (limbIndex == 1) {
pos->z += this->handZPosMod;
rot->y += this->handYRotMod;
}
return false;
}
void BossSst_PostHandDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
BossSst* this = (BossSst*)thisx;
Collider_UpdateSpheres(limbIndex, &this->colliderJntSph);
}
s32 BossSst_OverrideHandTrailDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* data, Gfx** gfx) {
BossSstHandTrail* trail = (BossSstHandTrail*)data;
if (limbIndex == 1) {
pos->z += trail->zPosMod;
rot->y += trail->yRotMod;
}
return false;
}
void BossSst_DrawHand(Actor* thisx, GlobalContext* globalCtx) {
BossSst* this = (BossSst*)thisx;
static u32 epoch = 0;
epoch++;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x80, sBodyColor.r, sBodyColor.g, sBodyColor.b, 255);
if (!sBodyStatic) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
} else {
gDPSetEnvColor(POLY_OPA_DISP++, sStaticColor.r, sStaticColor.g, sStaticColor.b, 0);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDList);
}
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
BossSst_OverrideHandDraw, BossSst_PostHandDraw, this);
if (this->trailCount >= 2) {
BossSstHandTrail* trail;
BossSstHandTrail* trail2;
s32 i;
s32 idx;
s32 end;
s32 pad;
func_80093D84(globalCtx->state.gfxCtx);
end = this->trailCount >> 1;
idx = (this->trailIndex + 4) % 7;
trail = &this->handTrails[idx];
trail2 = &this->handTrails[(idx + 2) % 7];
for (i = 0; i < end; i++) {
if (Math3D_Vec3fDistSq(&trail2->world.pos, &trail->world.pos) > 900.0f) {
FrameInterpolation_RecordOpenChild(trail, 0);
Matrix_SetTranslateRotateYXZ(trail->world.pos.x, trail->world.pos.y, trail->world.pos.z,
&trail->world.rot);
Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08, sHandTrailDList);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, ((3 - i) * 10) + 20, 0, ((3 - i) * 20) + 50,
((3 - i) * 30) + 70);
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossSst_OverrideHandTrailDraw, NULL,
trail, POLY_XLU_DISP);
FrameInterpolation_RecordCloseChild();
}
idx = (idx + 5) % 7;
trail2 = trail;
trail = &this->handTrails[idx];
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
BossSst_DrawEffect(&this->actor, globalCtx);
}
s32 BossSst_OverrideHeadDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
BossSst* this = (BossSst*)thisx;
s32 shakeAmp;
s32 pad;
s32 timer12;
f32 shakeMod;
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7) && this->vVanish) {
*dList = NULL;
} else if (this->actionFunc == BossSst_HeadThrash) { // Animation modifications for death cutscene
shakeAmp = (this->timer / 10) + 1;
if ((limbIndex == 3) || (limbIndex == 39) || (limbIndex == 42)) {
shakeMod = sinf(this->timer * (M_PI / 5));
rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod;
shakeMod = sinf((this->timer % 5) * (M_PI / 5));
rot->z -= ((0x800 * Rand_ZeroOne() + 0x1000) / 0x10) * shakeAmp * shakeMod + 0x1000;
if (limbIndex == 3) {
shakeMod = sinf(this->timer * (M_PI / 5));
rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod;
}
} else if ((limbIndex == 5) || (limbIndex == 6)) {
shakeMod = sinf((this->timer % 5) * (M_PI / 5));
rot->z -= ((0x280 * Rand_ZeroOne() + 0x500) / 0x10) * shakeAmp * shakeMod + 0x500;
if (limbIndex == 5) {
shakeMod = sinf(this->timer * (M_PI / 5));
rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod;
shakeMod = sinf(this->timer * (M_PI / 5));
rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod;
}
} else if (limbIndex == 2) {
shakeMod = sinf(this->timer * (M_PI / 5));
rot->x += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * shakeMod;
shakeMod = sinf(this->timer * (M_PI / 5));
rot->y += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * shakeMod;
shakeMod = sinf((this->timer % 5) * (M_PI / 5));
rot->z -= ((0x100 * Rand_ZeroOne() + 0x200) / 0x10) * shakeAmp * shakeMod + 0x200;
}
} else if (this->actionFunc == BossSst_HeadDeath) {
if (this->timer > 48) {
timer12 = this->timer - 36;
} else {
pad = ((this->timer > 6) ? 6 : this->timer);
timer12 = pad * 2;
}
if ((limbIndex == 3) || (limbIndex == 39) || (limbIndex == 42)) {
rot->z -= 0x2000 * sinf(timer12 * (M_PI / 24));
} else if ((limbIndex == 5) || (limbIndex == 6)) {
rot->z -= 0xA00 * sinf(timer12 * (M_PI / 24));
} else if (limbIndex == 2) {
rot->z -= 0x400 * sinf(timer12 * (M_PI / 24));
}
} else if ((this->actionFunc == BossSst_HeadDarken) || (this->actionFunc == BossSst_HeadFall) ||
(this->actionFunc == BossSst_HeadMelt)) {
if ((limbIndex == 3) || (limbIndex == 39) || (limbIndex == 42)) {
rot->z -= 0x1000;
} else if ((limbIndex == 5) || (limbIndex == 6)) {
rot->z -= 0x500;
} else if (limbIndex == 2) {
rot->z -= 0x200;
}
}
return false;
}
void BossSst_PostHeadDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
static Vec3f headVec = { 1000.0f, 0.0f, 0.0f };
BossSst* this = (BossSst*)thisx;
Vec3f headPos;
if (limbIndex == 8) {
Matrix_MultVec3f(&zeroVec, &this->actor.focus.pos);
Matrix_MultVec3f(&headVec, &headPos);
this->colliderCyl.dim.pos.x = headPos.x;
this->colliderCyl.dim.pos.y = headPos.y;
this->colliderCyl.dim.pos.z = headPos.z;
}
Collider_UpdateSpheres(limbIndex, &this->colliderJntSph);
}
void BossSst_DrawHead(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x80, sBodyColor.r, sBodyColor.g, sBodyColor.b, 255);
if (!sBodyStatic) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
} else {
gDPSetEnvColor(POLY_OPA_DISP++, sStaticColor.r, sStaticColor.g, sStaticColor.b, 0);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDList);
}
} else {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 255, 255, 255);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[2]);
}
if (this->actionFunc == BossSst_HeadThrash) {
f32 randPitch = Rand_ZeroOne() * (2 * M_PI);
f32 randYaw = Rand_ZeroOne() * (2 * M_PI);
Matrix_RotateY(randYaw, MTXMODE_APPLY);
Matrix_RotateX(randPitch, MTXMODE_APPLY);
Matrix_Scale((this->timer * 0.000375f) + 1.0f, 1.0f - (this->timer * 0.00075f),
(this->timer * 0.000375f) + 1.0f, MTXMODE_APPLY);
Matrix_RotateX(-randPitch, MTXMODE_APPLY);
Matrix_RotateY(-randYaw, MTXMODE_APPLY);
}
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
POLY_OPA_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossSst_OverrideHeadDraw, BossSst_PostHeadDraw,
this, POLY_OPA_DISP);
} else {
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossSst_OverrideHeadDraw, BossSst_PostHeadDraw,
this, POLY_XLU_DISP);
}
if ((this->actionFunc == BossSst_HeadIntro) && (113 >= this->timer) && (this->timer > 20)) {
s32 yOffset;
Vec3f vanishMaskPos;
Vec3f vanishMaskOffset;
func_80093D84(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, 0, 0, 18, 255);
yOffset = 113 * 8 - this->timer * 8;
vanishMaskPos.x = ROOM_CENTER_X + 85.0f;
vanishMaskPos.y = ROOM_CENTER_Y - 250.0f + yOffset;
vanishMaskPos.z = ROOM_CENTER_Z + 190.0f;
if (vanishMaskPos.y > 450.0f) {
vanishMaskPos.y = 450.0f;
}
Matrix_MultVec3fExt(&vanishMaskPos, &vanishMaskOffset, &globalCtx->billboardMtxF);
Matrix_Translate(this->actor.world.pos.x + vanishMaskOffset.x, this->actor.world.pos.y + vanishMaskOffset.y,
this->actor.world.pos.z + vanishMaskOffset.z, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sIntroVanishDList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &this->actor.focus.pos, &this->center);
BossSst_DrawEffect(&this->actor, globalCtx);
}
void BossSst_SpawnHeadShadow(BossSst* this) {
static Vec3f shadowOffset[] = {
{ 0.0f, 0.0f, 340.0f },
{ -160.0f, 0.0f, 250.0f },
{ 160.0f, 0.0f, 250.0f },
};
s32 pad;
s32 i;
f32 sn;
f32 cs;
this->effectMode = BONGO_SHADOW;
sn = Math_SinS(this->actor.shape.rot.y);
cs = Math_CosS(this->actor.shape.rot.y);
for (i = 0; i < 3; i++) {
BossSstEffect* shadow = &this->effects[i];
Vec3f* offset = &shadowOffset[i];
shadow->pos.x = this->actor.world.pos.x + (sn * offset->z) + (cs * offset->x);
shadow->pos.y = 0.0f;
shadow->pos.z = this->actor.world.pos.z + (cs * offset->z) - (sn * offset->x);
shadow->scale = 1450;
shadow->alpha = 254;
shadow->status = 65;
shadow->epoch++;
}
this->effects[3].status = -1;
}
void BossSst_SpawnHandShadow(BossSst* this) {
this->effectMode = BONGO_SHADOW;
this->effects[0].pos.x = this->actor.world.pos.x + (Math_CosS(this->actor.shape.rot.y) * 30.0f * this->vParity);
this->effects[0].pos.z = this->actor.world.pos.z - (Math_SinS(this->actor.shape.rot.y) * 30.0f * this->vParity);
this->effects[0].pos.y = this->actor.world.pos.y;
this->effects[0].scale = 2300;
this->effects[0].alpha = 254;
this->effects[0].status = 5;
this->effects[0].epoch++;
this->effects[1].status = -1;
}
void BossSst_SpawnShockwave(BossSst* this) {
s32 i;
s32 scale = 120;
s32 alpha = 250;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_HAND_WAVE);
this->effectMode = BONGO_SHOCKWAVE;
for (i = 0; i < 3; i++) {
BossSstEffect* shockwave = &this->effects[i];
shockwave->epoch++;
Math_Vec3f_Copy(&shockwave->pos, &this->actor.world.pos);
shockwave->move = (i + 9) * 2;
shockwave->scale = scale;
shockwave->alpha = alpha / shockwave->move;
scale -= 50;
alpha -= 25;
}
}
void BossSst_SpawnIceCrystal(BossSst* this, s32 index) {
BossSstEffect* ice = &this->effects[index];
Sphere16* sphere;
if (index < 11) {
sphere = &this->colliderJntSph.elements[index].dim.worldSphere;
ice->pos.x = sphere->center.x;
ice->pos.y = sphere->center.y;
ice->pos.z = sphere->center.z;
if (index == 0) {
ice->pos.x -= 25.0f;
ice->pos.y -= 25.0f;
ice->pos.z -= 25.0f;
}
} else {
sphere = &this->colliderJntSph.elements[0].dim.worldSphere;
ice->pos.x = ((((index - 11) & 1) ? 1 : -1) * 25.0f) + sphere->center.x;
ice->pos.y = ((((index - 11) & 2) ? 1 : -1) * 25.0f) + sphere->center.y;
ice->pos.z = ((((index - 11) & 4) ? 1 : -1) * 25.0f) + sphere->center.z;
}
ice->pos.x -= this->actor.world.pos.x;
ice->pos.y -= this->actor.world.pos.y;
ice->pos.z -= this->actor.world.pos.z;
ice->status = 0;
ice->rot.x = Rand_ZeroOne() * 0x10000;
ice->rot.y = Rand_ZeroOne() * 0x10000;
ice->rot.z = Rand_ZeroOne() * 0x10000;
ice->alpha = 120;
ice->move = true;
ice->vel.x = (Rand_ZeroOne() * 0.06f + 0.12f) * ice->pos.x;
ice->vel.y = (Rand_ZeroOne() * 15.0f + 5.0f);
ice->vel.z = (Rand_ZeroOne() * 0.06f + 0.12f) * ice->pos.z;
ice->scale = 4000;
if ((index % 2) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_PL_FREEZE_S);
}
ice->epoch++;
}
void BossSst_SpawnIceShard(BossSst* this) {
s32 i;
Vec3f spawnPos;
f32 offXZ;
this->effectMode = BONGO_ICE;
offXZ = Math_CosS(this->actor.shape.rot.x) * 50.0f;
spawnPos.x = Math_CosS(this->actor.shape.rot.y) * offXZ + this->actor.world.pos.x;
spawnPos.y = Math_SinS(this->actor.shape.rot.x) * 50.0f + this->actor.world.pos.y - 10.0f;
spawnPos.z = Math_SinS(this->actor.shape.rot.y) * offXZ + this->actor.world.pos.z;
for (i = 0; i < 18; i++) {
BossSstEffect* ice = &this->effects[i];
ice->epoch++;
Math_Vec3f_Copy(&ice->pos, &spawnPos);
ice->status = 1;
ice->rot.x = Rand_ZeroOne() * 0x10000;
ice->rot.y = Rand_ZeroOne() * 0x10000;
ice->rot.z = Rand_ZeroOne() * 0x10000;
ice->alpha = 120;
ice->move = true;
ice->vel.x = Rand_CenteredFloat(20.0f);
ice->vel.y = Rand_ZeroOne() * 10.0f + 3.0f;
ice->vel.z = Rand_CenteredFloat(20.0f);
ice->scale = Rand_ZeroOne() * 200.0f + 400.0f;
}
}
void BossSst_IceShatter(BossSst* this) {
s32 i;
this->effects[0].status = 1;
Audio_PlayActorSound2(&this->actor, NA_SE_PL_ICE_BROKEN);
for (i = 0; i < 18; i++) {
BossSstEffect* ice = &this->effects[i];
if (ice->move) {
ice->pos.x += this->actor.world.pos.x;
ice->pos.y += this->actor.world.pos.y;
ice->pos.z += this->actor.world.pos.z;
}
}
}
void BossSst_UpdateEffect(Actor* thisx, GlobalContext* globalCtx) {
BossSst* this = (BossSst*)thisx;
BossSstEffect* effect;
s32 i;
if (this->effectMode != BONGO_NULL) {
if (this->effectMode == BONGO_ICE) {
if (this->effects[0].status) {
for (i = 0; i < 18; i++) {
effect = &this->effects[i];
if (effect->move) {
effect->pos.x += effect->vel.x;
effect->pos.y += effect->vel.y;
effect->pos.z += effect->vel.z;
effect->alpha -= 3;
effect->vel.y -= 1.0f;
effect->rot.x += 0xD00;
effect->rot.y += 0x1100;
effect->rot.z += 0x1500;
}
}
}
if (this->effects[0].alpha == 0) {
this->effectMode = BONGO_NULL;
}
} else if (this->effectMode == BONGO_SHOCKWAVE) {
for (i = 0; i < 3; i++) {
BossSstEffect* effect2 = &this->effects[i];
s32 scale = effect2->move * 2;
effect2->scale += CLAMP_MAX(scale, 20) + i;
if (effect2->move != 0) {
effect2->move--;
}
}
if (this->effects[0].move == 0) {
this->effectMode = BONGO_NULL;
}
} else if (this->effectMode == BONGO_SHADOW) {
effect = &this->effects[0];
if (this->actor.params == BONGO_HEAD) {
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &this->actor.focus.pos, &this->center);
BossSst_HeadSfx(this, NA_SE_EN_SHADEST_LAST - SFX_FLAG);
}
while (effect->status != -1) {
if (effect->status == 0) {
effect->alpha -= 2;
} else {
effect->scale += effect->status;
}
effect->scale = CLAMP_MAX(effect->scale, 10000);
effect++;
}
}
}
}
void BossSst_DrawEffect(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossSst* this = (BossSst*)thisx;
s32 i;
BossSstEffect* effect;
if (this->effectMode != BONGO_NULL) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
if (this->effectMode == BONGO_ICE) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, globalCtx->gameplayFrames % 256, 0x20, 0x10, 1,
0, (globalCtx->gameplayFrames * 2) % 256, 0x40, 0x20));
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, this->effects[0].alpha);
gSPDisplayList(POLY_XLU_DISP++, gBongoIceCrystalDL);
for (i = 0; i < 18; i++) {
effect = &this->effects[i];
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (effect->move) {
func_8003435C(&effect->pos, globalCtx);
if (this->effects[0].status != 0) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
} else {
Matrix_Translate(effect->pos.x + this->actor.world.pos.x,
effect->pos.y + this->actor.world.pos.y,
effect->pos.z + this->actor.world.pos.z, MTXMODE_NEW);
}
Matrix_RotateZYX(effect->rot.x, effect->rot.y, effect->rot.z, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.001f, effect->scale * 0.001f, effect->scale * 0.001f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBongoIceShardDL);
}
FrameInterpolation_RecordCloseChild();
}
} else if (this->effectMode == BONGO_SHOCKWAVE) {
f32 scaleY = 0.005f;
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, globalCtx->gameplayFrames % 128, 0, 0x20, 0x40, 1,
0, (globalCtx->gameplayFrames * -15) % 256, 0x20, 0x40));
for (i = 0; i < 3; i++, scaleY -= 0.001f) {
effect = &this->effects[i];
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (effect->move != 0) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale * 0.001f, scaleY, effect->scale * 0.001f, MTXMODE_APPLY);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 30, 0, 30, effect->alpha * effect->move);
gDPSetEnvColor(POLY_XLU_DISP++, 30, 0, 30, 0);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFireCircleDL);
}
FrameInterpolation_RecordCloseChild();
}
} else if (this->effectMode == BONGO_SHADOW) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 10, 10, 80, 0);
gDPSetEnvColor(POLY_XLU_DISP++, 10, 10, 10, this->effects[0].alpha);
effect = &this->effects[0];
while (effect->status != -1) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale * 0.001f, 1.0f, effect->scale * 0.001f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sShadowDList);
FrameInterpolation_RecordCloseChild();
effect++;
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
void BossSst_Reset(void) {
sHead = NULL;
sHands[0] = NULL;
sHands[1] = NULL;
sFloor = NULL;
sHandOffsets[0].x = 0.0f;
sHandOffsets[0].y = 0.0f;
sHandOffsets[0].z = 0.0f;
sHandOffsets[1].x = 0.0f;
sHandOffsets[1].y = 0.0f;
sHandOffsets[1].z = 0.0f;
sHandYawOffsets[0] = 0;
sHandYawOffsets[1] = 0;
sCutsceneCamera= 0;
sBodyStatic = false;
}