Shipwright/soh/src/overlays/actors/ovl_En_Brob/z_en_brob.c

330 lines
12 KiB
C

/*
* File: z_en_brob.c
* Overlay: ovl_En_Brob
* Description: Flobbery Muscle Block (Jabu-Jabu's Belly)
*/
#include "z_en_brob.h"
#include "objects/object_brob/object_brob.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
void EnBrob_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBrob_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBrob_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBrob_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_809CADDC(EnBrob* this, GlobalContext* globalCtx);
void func_809CB054(EnBrob* this, GlobalContext* globalCtx);
void func_809CB114(EnBrob* this, GlobalContext* globalCtx);
void func_809CB218(EnBrob* this, GlobalContext* globalCtx);
void func_809CB2B8(EnBrob* this, GlobalContext* globalCtx);
void func_809CB354(EnBrob* this, GlobalContext* globalCtx);
void func_809CB458(EnBrob* this, GlobalContext* globalCtx);
const ActorInit En_Brob_InitVars = {
ACTOR_EN_BROB,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BROB,
sizeof(EnBrob),
(ActorFunc)EnBrob_Init,
(ActorFunc)EnBrob_Destroy,
(ActorFunc)EnBrob_Update,
(ActorFunc)EnBrob_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT0,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK1,
{ 0xFFCFFFFF, 0x03, 0x08 },
{ 0xFFCFFFFF, 0x01, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 8000, 11000, -5000, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 0, 60, 120, MASS_IMMOVABLE };
void EnBrob_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBrob* this = (EnBrob*)thisx;
CollisionHeader* colHeader = NULL;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_brob_Skel_0015D8, &object_brob_Anim_001750,
this->jointTable, this->morphTable, 10);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&object_brob_Col_001A70, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
Collider_InitCylinder(globalCtx, &this->colliders[0]);
Collider_SetCylinder(globalCtx, &this->colliders[0], &this->dyna.actor, &sCylinderInit);
Collider_InitCylinder(globalCtx, &this->colliders[1]);
Collider_SetCylinder(globalCtx, &this->colliders[1], &this->dyna.actor, &sCylinderInit);
CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
if (((thisx->params >> 8) & 0xFF) == 0) {
Actor_SetScale(&this->dyna.actor, 0.01f);
thisx->params &= 0xFF;
if (thisx->params != 0xFF) {
thisx->scale.y *= (thisx->params & 0xFF) * (1.0f / 30.0f);
}
} else {
Actor_SetScale(&this->dyna.actor, 0.005f);
thisx->params &= 0xFF;
if (thisx->params != 0xFF) {
thisx->scale.y *= (thisx->params & 0xFF) * (2.0f / 30.0f);
}
}
this->colliders[0].dim.radius *= thisx->scale.x;
this->colliders[0].dim.height = thisx->scale.y * 12000.0f;
this->colliders[0].dim.yShift = 0;
this->colliders[1].dim.radius *= thisx->scale.x;
this->colliders[1].dim.height *= thisx->scale.y;
this->colliders[1].dim.yShift *= thisx->scale.y;
this->actionFunc = NULL;
thisx->flags &= ~ACTOR_FLAG_0;
func_809CADDC(this, globalCtx);
}
void EnBrob_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnBrob* this = (EnBrob*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(globalCtx, &this->colliders[0]);
Collider_DestroyCylinder(globalCtx, &this->colliders[1]);
}
void func_809CADDC(EnBrob* this, GlobalContext* globalCtx) {
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->timer = this->actionFunc == func_809CB2B8 ? 200 : 0;
this->unk_1AE = 0;
this->actionFunc = func_809CB054;
}
void func_809CAE44(EnBrob* this, GlobalContext* globalCtx) {
Animation_PlayOnce(&this->skelAnime, &object_brob_Anim_001750);
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->unk_1AE = 1000;
this->actionFunc = func_809CB114;
}
void func_809CAEA0(EnBrob* this) {
Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001958, -5.0f);
this->unk_1AE = 8000;
this->timer = 1200;
this->actionFunc = func_809CB218;
}
void func_809CAEF4(EnBrob* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_brob_Anim_000290, -5.0f);
this->unk_1AE -= 125.0f;
Actor_SetColorFilter(&this->dyna.actor, 0, 0xFF, 0, 0x50);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionFunc = func_809CB2B8;
}
void func_809CAF88(EnBrob* this) {
Animation_Change(&this->skelAnime, &object_brob_Anim_001750, -1.0f,
Animation_GetLastFrame(&object_brob_Anim_001750), 0.0f, ANIMMODE_ONCE, -5.0f);
this->unk_1AE = 8250;
this->actionFunc = func_809CB354;
}
void func_809CB008(EnBrob* this) {
Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001678, -5.0f);
this->timer = 10;
this->actionFunc = func_809CB458;
}
void func_809CB054(EnBrob* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
if (func_8004356C(&this->dyna) != 0) {
func_8002F71C(globalCtx, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
func_809CAE44(this, globalCtx);
} else if (this->dyna.actor.xzDistToPlayer < 300.0f) {
func_809CAE44(this, globalCtx);
}
} else if (this->timer >= 81) {
this->dyna.actor.colorFilterTimer = 80;
}
}
void func_809CB114(EnBrob* this, GlobalContext* globalCtx) {
f32 curFrame;
if (SkelAnime_Update(&this->skelAnime)) {
func_809CAEA0(this);
} else {
curFrame = this->skelAnime.curFrame;
if (curFrame < 8.0f) {
this->unk_1AE += 1000.0f;
} else if (curFrame < 12.0f) {
this->unk_1AE += 250.0f;
} else {
this->unk_1AE -= 250.0f;
}
}
}
void func_809CB218(EnBrob* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 6.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_BROB_WAVE);
}
if (this->timer != 0) {
this->timer--;
}
if ((this->timer == 0) && (this->dyna.actor.xzDistToPlayer > 500.0f)) {
func_809CAF88(this);
}
}
void func_809CB2B8(EnBrob* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
func_809CADDC(this, globalCtx);
} else if (this->skelAnime.curFrame < 8.0f) {
this->unk_1AE -= 1250.0f;
}
this->dyna.actor.colorFilterTimer = 0x50;
}
void func_809CB354(EnBrob* this, GlobalContext* globalCtx) {
f32 curFrame;
if (SkelAnime_Update(&this->skelAnime)) {
func_809CADDC(this, globalCtx);
} else {
curFrame = this->skelAnime.curFrame;
if (curFrame < 8.0f) {
this->unk_1AE -= 1000.0f;
} else if (curFrame < 12.0f) {
this->unk_1AE -= 250.0f;
} else {
this->unk_1AE += 250.0f;
}
}
}
void func_809CB458(EnBrob* this, GlobalContext* globalCtx) {
Vec3f pos;
f32 dist1;
f32 dist2;
s32 i;
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0) && (this->timer != 0)) {
this->timer--;
}
dist1 = globalCtx->gameplayFrames % 2 ? 0.0f : this->dyna.actor.scale.x * 5500.0f;
dist2 = this->dyna.actor.scale.x * 5500.0f;
for (i = 0; i < 4; i++) {
static Color_RGBA8 primColor = { 255, 255, 255, 255 };
static Color_RGBA8 envColor = { 200, 255, 255, 255 };
if (i % 2) {
pos.x = this->dyna.actor.world.pos.x + dist1;
pos.z = this->dyna.actor.world.pos.z + dist2;
} else {
pos.x = this->dyna.actor.world.pos.x + dist2;
pos.z = this->dyna.actor.world.pos.z + dist1;
dist1 = -dist1;
dist2 = -dist2;
}
pos.y = (((Rand_ZeroOne() * 15000.0f) + 1000.0f) * this->dyna.actor.scale.y) + this->dyna.actor.world.pos.y;
EffectSsLightning_Spawn(globalCtx, &pos, &primColor, &envColor, this->dyna.actor.scale.y * 8000.0f,
Rand_ZeroOne() * 65536.0f, 4, 1);
}
if (this->timer == 0) {
func_809CAEA0(this);
}
}
void EnBrob_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnBrob* this = (EnBrob*)thisx;
s32 i;
s32 acHits[2];
acHits[0] = (this->colliders[0].base.acFlags & AC_HIT) != 0;
acHits[1] = (this->colliders[1].base.acFlags & AC_HIT) != 0;
if ((acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & 0x10)) ||
(acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & 0x10))) {
for (i = 0; i < 2; i++) {
this->colliders[i].base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->colliders[i].base.acFlags &= ~AC_HIT;
}
func_809CAEF4(this);
} else if ((this->colliders[0].base.atFlags & AT_HIT) || (this->colliders[1].base.atFlags & AT_HIT) ||
(acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & 0x100)) ||
(acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & 0x100))) {
if (this->actionFunc == func_809CB114 && !(this->colliders[0].base.atFlags & AT_BOUNCED) &&
!(this->colliders[1].base.atFlags & AT_BOUNCED)) {
func_8002F71C(globalCtx, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
} else if (this->actionFunc != func_809CB114) {
func_809CB008(this);
}
for (i = 0; i < 2; i++) {
this->colliders[i].base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->colliders[i].base.acFlags &= ~AC_HIT;
}
}
this->actionFunc(this, globalCtx);
if (this->actionFunc != func_809CB054 && this->actionFunc != func_809CB354) {
if (this->actionFunc != func_809CB2B8) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliders[0].base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
if (this->actionFunc != func_809CB114) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliders[0].base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
}
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[0].base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
}
}
void EnBrob_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnBrob* this = (EnBrob*)thisx;
MtxF mtx;
Matrix_Get(&mtx);
if (limbIndex == 3) {
this->colliders[0].dim.pos.x = mtx.xw;
this->colliders[0].dim.pos.y = mtx.yw;
this->colliders[0].dim.pos.z = mtx.zw;
} else if (limbIndex == 8) {
this->colliders[1].dim.pos.x = mtx.xw;
this->colliders[1].dim.pos.y = (mtx.yw + 7.0f);
this->colliders[1].dim.pos.z = mtx.zw;
}
}
void EnBrob_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnBrob* this = (EnBrob*)thisx;
func_80093D18(globalCtx->state.gfxCtx);
Matrix_Translate(0.0f, this->unk_1AE, 0.0f, MTXMODE_APPLY);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
NULL, EnBrob_PostLimbDraw, this);
}