Shipwright/soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c

583 lines
23 KiB
C

#include "z_en_dh.h"
#include "objects/object_dh/object_dh.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10)
typedef enum {
/* 0 */ DH_WAIT,
/* 1 */ DH_RETREAT,
/* 2 */ DH_BURROW,
/* 3 */ DH_WALK,
/* 4 */ DH_ATTACK,
/* 5 */ DH_DEATH,
/* 6 */ DH_DAMAGE
} EnDhAction;
void EnDh_Init(Actor* this, GlobalContext* globalCtx);
void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDh_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDh_SetupWait(EnDh* this);
void EnDh_SetupWalk(EnDh* this);
void EnDh_SetupAttack(EnDh* this);
void EnDh_SetupBurrow(EnDh* this);
void EnDh_Wait(EnDh* this, GlobalContext* globalCtx);
void EnDh_Walk(EnDh* this, GlobalContext* globalCtx);
void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx);
void EnDh_Attack(EnDh* this, GlobalContext* globalCtx);
void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx);
void EnDh_Damage(EnDh* this, GlobalContext* globalCtx);
void EnDh_Death(EnDh* this, GlobalContext* globalCtx);
const ActorInit En_Dh_InitVars = {
ACTOR_EN_DH,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_DH,
sizeof(EnDh),
(ActorFunc)EnDh_Init,
(ActorFunc)EnDh_Destroy,
(ActorFunc)EnDh_Update,
(ActorFunc)EnDh_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT0,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 35, 70, 0, { 0, 0, 0 } },
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON | OCELEM_UNK3,
},
{ 1, { { 0, 0, 0 }, 20 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT6,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static DamageTable D_809EC620 = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(2, 0xF),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(0, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(0, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x0),
/* Kokiri sword */ DMG_ENTRY(2, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0x0),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(2, 0xF),
/* Giant spin */ DMG_ENTRY(4, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(4, 0xF),
/* Giant jump */ DMG_ENTRY(8, 0xF),
/* Master jump */ DMG_ENTRY(4, 0xF),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xF),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x2F, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
void EnDh_SetupAction(EnDh* this, EnDhActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDh* this = (EnDh*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = &D_809EC620;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_007E88, &object_dh_Anim_005880, this->jointTable,
this->limbRotTable, 16);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 64.0f);
this->actor.params = ENDH_WAIT_UNDERGROUND;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.health = LINK_IS_ADULT ? 14 : 20;
this->alpha = this->unk_258 = 255;
this->actor.flags &= ~ACTOR_FLAG_0;
Collider_InitCylinder(globalCtx, &this->collider1);
Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
Collider_InitJntSph(globalCtx, &this->collider2);
Collider_SetJntSph(globalCtx, &this->collider2, &this->actor, &sJntSphInit, this->elements);
EnDh_SetupWait(this);
}
void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = (EnDh*)thisx;
func_800F5B58();
Collider_DestroyCylinder(globalCtx, &this->collider1);
Collider_DestroyJntSph(globalCtx, &this->collider2);
}
void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32 spread, s32 arg4, f32 accelXZ,
f32 scale) {
Vec3f pos;
Vec3f vel = { 0.0f, 8.0f, 0.0f };
Vec3f accel = { 0.0f, -1.5f, 0.0f };
f32 spreadAngle;
f32 scaleMod;
spreadAngle = (Rand_ZeroOne() - 0.5f) * 6.28f;
pos.y = this->actor.floorHeight;
pos.x = (Math_SinF(spreadAngle) * spread) + spawnPos->x;
pos.z = (Math_CosF(spreadAngle) * spread) + spawnPos->z;
accel.x = (Rand_ZeroOne() - 0.5f) * accelXZ;
accel.z = (Rand_ZeroOne() - 0.5f) * accelXZ;
vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
scaleMod = (Rand_ZeroOne() * 5.0f) + 12.0f;
EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
}
void EnDh_SetupWait(EnDh* this) {
Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_003A8C);
this->curAction = DH_WAIT;
this->actor.world.pos.x = Rand_CenteredFloat(600.0f) + this->actor.home.pos.x;
this->actor.world.pos.z = Rand_CenteredFloat(600.0f) + this->actor.home.pos.z;
this->actor.shape.yOffset = -15000.0f;
this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.flags |= ACTOR_FLAG_7;
this->dirtWavePhase = this->actionState = this->actor.params = ENDH_WAIT_UNDERGROUND;
EnDh_SetupAction(this, EnDh_Wait);
}
void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
if ((s32)this->skelAnime.curFrame == 5) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
if (Actor_GetCollidedExplosive(globalCtx, &this->collider1.base)) {
this->actor.params = ENDH_START_ATTACK_BOMB;
}
if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) {
switch (this->actionState) {
case 0:
this->actor.flags |= ACTOR_FLAG_0;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.flags &= ~ACTOR_FLAG_7;
this->actionState++;
this->drawDirtWave++;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
case 1:
this->dirtWavePhase += 0x3A7;
Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
if (this->actor.shape.yOffset == 0.0f) {
this->drawDirtWave = false;
this->actionState++;
} else if (this->dirtWavePhase > 0x12C0) {
this->actor.shape.yOffset += 500.0f;
}
break;
case 2:
EnDh_SetupWalk(this);
break;
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
SkelAnime_Update(&this->skelAnime);
if (this->actor.params != ENDH_START_ATTACK_BOMB) {
func_8008EEAC(globalCtx, &this->actor);
}
}
}
void EnDh_SetupWalk(EnDh* this) {
Animation_Change(&this->skelAnime, &object_dh_Anim_003A8C, 1.0f, 0.0f,
Animation_GetLastFrame(&object_dh_Anim_003A8C) - 3.0f, ANIMMODE_LOOP, -6.0f);
this->curAction = DH_WALK;
this->timer = 300;
this->actor.speedXZ = 1.0f;
EnDh_SetupAction(this, EnDh_Walk);
}
void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
if (((s32)this->skelAnime.curFrame % 8) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_WALK);
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
}
if (this->actor.xzDistToPlayer <= 100.0f) {
this->actor.speedXZ = 0.0f;
if (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
EnDh_SetupAttack(this);
}
} else if (--this->timer == 0) {
EnDh_SetupBurrow(this);
}
}
void EnDh_SetupRetreat(EnDh* this, GlobalContext* globalCtx) {
Animation_MorphToLoop(&this->skelAnime, &object_dh_Anim_005880, -4.0f);
this->curAction = DH_RETREAT;
this->timer = 70;
this->actor.speedXZ = 1.0f;
EnDh_SetupAction(this, EnDh_Retreat);
}
void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx) {
this->timer--;
if (this->timer == 0) {
this->retreat = false;
EnDh_SetupBurrow(this);
} else {
Math_SmoothStepToS(&this->actor.shape.rot.y, (s16)(this->actor.yawTowardsPlayer + 0x8000), 1, 0xBB8, 0);
}
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
}
void EnDh_SetupAttack(EnDh* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_004658, -6.0f);
this->timer = this->actionState = 0;
this->curAction = DH_ATTACK;
this->actor.speedXZ = 0.0f;
EnDh_SetupAction(this, EnDh_Attack);
}
void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
s32 pad;
if (SkelAnime_Update(&this->skelAnime)) {
this->actionState++;
} else if ((this->actor.xzDistToPlayer > 100.0f) || !Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE,
-4.0f);
this->actionState = 4;
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
}
switch (this->actionState) {
case 1:
Animation_PlayOnce(&this->skelAnime, &object_dh_Anim_001A3C);
this->actionState++;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_BITE);
case 0:
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
break;
case 2:
if (this->skelAnime.curFrame >= 4.0f) {
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->collider2.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
this->collider2.elements[0].info.toucher.damage = 8;
}
if (this->collider2.base.atFlags & AT_BOUNCED) {
this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
this->actionState++;
} else if (this->collider2.base.atFlags & AT_HIT) {
this->collider2.base.atFlags &= ~AT_HIT;
func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
}
break;
case 3:
if ((this->actor.xzDistToPlayer <= 100.0f) && (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360))) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, 1.0f, 20.0f,
Animation_GetLastFrame(&object_dh_Anim_004658), ANIMMODE_ONCE, -6.0f);
this->actionState = 0;
} else {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f,
Animation_GetLastFrame(&object_dh_Anim_004658), 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState++;
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
}
break;
case 5:
EnDh_SetupWalk(this);
break;
case 4:
break;
}
this->actor.world.rot.y = this->actor.shape.rot.y;
}
void EnDh_SetupBurrow(EnDh* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_002148, -6.0f);
this->curAction = DH_BURROW;
this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->dirtWavePhase = 0;
this->actionState = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
EnDh_SetupAction(this, EnDh_Burrow);
}
void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
switch (this->actionState) {
case 0:
this->actionState++;
this->drawDirtWave++;
this->collider1.base.atFlags = this->collider1.info.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->collider1.info.toucher.dmgFlags = 0xFFCFFFFF;
this->collider1.info.toucher.damage = 4;
case 1:
this->dirtWavePhase += 0x47E;
Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
this->collider1.dim.radius = this->dirtWaveSpread * 0.6f;
if (SkelAnime_Update(&this->skelAnime)) {
this->actionState++;
}
break;
case 2:
this->drawDirtWave = false;
this->collider1.dim.radius = 35;
this->collider1.base.atFlags = this->collider1.info.toucherFlags = AT_NONE; // Also TOUCH_NONE
this->collider1.info.toucher.dmgFlags = this->collider1.info.toucher.damage = 0;
EnDh_SetupWait(this);
break;
}
}
void EnDh_SetupDamage(EnDh* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_003D6C, -6.0f);
if (this->actor.bgCheckFlags & 1) {
this->actor.speedXZ = -1.0f;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
this->curAction = DH_DAMAGE;
EnDh_SetupAction(this, EnDh_Damage);
}
void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.15f;
}
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if (SkelAnime_Update(&this->skelAnime)) {
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->retreat) {
EnDh_SetupRetreat(this, globalCtx);
} else if ((this->actor.xzDistToPlayer <= 105.0f) && Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
f32 frames = Animation_GetLastFrame(&object_dh_Anim_004658);
EnDh_SetupAttack(this);
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, 1.0f, 20.0f, frames, ANIMMODE_ONCE, -6.0f);
} else {
EnDh_SetupWalk(this);
}
this->unk_258 = 255;
}
}
void EnDh_SetupDeath(EnDh* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_0032BC, -1.0f);
this->curAction = DH_DEATH;
this->timer = 300;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
func_800F5B58();
this->actor.params = ENDH_DEATH;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DEAD);
EnDh_SetupAction(this, EnDh_Death);
}
void EnDh_Death(EnDh* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime) || (this->timer != 300)) {
if (this->timer == 300) {
Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_00375C);
}
this->timer--;
if (this->timer < 150) {
if (this->alpha != 0) {
this->actor.scale.y -= 0.000075f;
this->actor.shape.shadowAlpha = this->alpha -= 5;
} else {
Actor_Kill(&this->actor);
return;
}
}
} else {
if (((s32)this->skelAnime.curFrame == 53) || ((s32)this->skelAnime.curFrame == 56) ||
((s32)this->skelAnime.curFrame == 61)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
if ((s32)this->skelAnime.curFrame == 61) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
}
}
}
void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
s32 lastHealth;
if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
this->collider2.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
if (player->unk_844 != 0) {
this->unk_258 = player->unk_845;
}
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
lastHealth = this->actor.colChkInfo.health;
if (Actor_ApplyDamage(&this->actor) == 0) {
EnDh_SetupDeath(this);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
} else {
if (((lastHealth >= 15) && (this->actor.colChkInfo.health < 15)) ||
((lastHealth >= 9) && (this->actor.colChkInfo.health < 9)) ||
((lastHealth >= 3) && (this->actor.colChkInfo.health < 3))) {
this->retreat++;
}
EnDh_SetupDamage(this);
}
}
}
}
void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = (EnDh*)thisx;
Player* player = GET_PLAYER(globalCtx);
s32 pad40;
EnDh_CollisionCheck(this, globalCtx);
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D);
this->actor.focus.pos = this->headPos;
Collider_UpdateCylinder(&this->actor, &this->collider1);
if (this->actor.colChkInfo.health > 0) {
if (this->curAction == DH_WAIT) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
} else {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
}
if (((this->curAction != DH_DAMAGE) && (this->actor.shape.yOffset == 0.0f)) ||
((player->unk_844 != 0) && (player->unk_845 != this->unk_258))) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
}
} else {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
}
}
void EnDh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
Vec3f headOffset = { 2000.0f, 1000.0f, 0.0f };
EnDh* this = (EnDh*)thisx;
if (limbIndex == 13) {
Matrix_MultVec3f(&headOffset, &this->headPos);
Matrix_Push();
Matrix_Translate(headOffset.x, headOffset.y, headOffset.z, MTXMODE_APPLY);
Collider_UpdateSpheres(1, &this->collider2);
Matrix_Pop();
}
}
void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = (EnDh*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->alpha == 255) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
POLY_OPA_DISP =
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
} else {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
}
if (this->drawDirtWave) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
(globalCtx->state.frames * -10) % 0x80, (globalCtx->state.frames * -20) % 0x100,
0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->dirtWaveSpread * 0.01f, this->dirtWaveHeight * 0.01f, this->dirtWaveSpread * 0.01f,
MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_dh_DL_007FC0);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}