Shipwright/soh/src/overlays/actors/ovl_En_Bili/z_en_bili.c

771 lines
25 KiB
C

/*
* File: z_en_bili.c
* Overlay: ovl_En_Bili
* Description: Biri (small jellyfish-like enemy)
*/
#include "z_en_bili.h"
#include "objects/object_bl/object_bl.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
void EnBili_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBili_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBili_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBili_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBili_SetupFloatIdle(EnBili* this);
void EnBili_SetupSpawnedFlyApart(EnBili* this);
void EnBili_FloatIdle(EnBili* this, GlobalContext* globalCtx);
void EnBili_SpawnedFlyApart(EnBili* this, GlobalContext* globalCtx);
void EnBili_DischargeLightning(EnBili* this, GlobalContext* globalCtx);
void EnBili_Climb(EnBili* this, GlobalContext* globalCtx);
void EnBili_ApproachPlayer(EnBili* this, GlobalContext* globalCtx);
void EnBili_SetNewHomeHeight(EnBili* this, GlobalContext* globalCtx);
void EnBili_Recoil(EnBili* this, GlobalContext* globalCtx);
void EnBili_Burnt(EnBili* this, GlobalContext* globalCtx);
void EnBili_Die(EnBili* this, GlobalContext* globalCtx);
void EnBili_Stunned(EnBili* this, GlobalContext* globalCtx);
void EnBili_Frozen(EnBili* this, GlobalContext* globalCtx);
const ActorInit En_Bili_InitVars = {
ACTOR_EN_BILI,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BL,
sizeof(EnBili),
(ActorFunc)EnBili_Init,
(ActorFunc)EnBili_Destroy,
(ActorFunc)EnBili_Update,
(ActorFunc)EnBili_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT8,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x03, 0x08 },
{ 0xFFCFFFFF, 0x01, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 9, 28, -20, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = { 1, 9, 28, -20, 30 };
typedef enum {
/* 0x0 */ BIRI_DMGEFF_NONE,
/* 0x1 */ BIRI_DMGEFF_DEKUNUT,
/* 0x2 */ BIRI_DMGEFF_FIRE,
/* 0x3 */ BIRI_DMGEFF_ICE,
/* 0xE */ BIRI_DMGEFF_SLINGSHOT = 0xE,
/* 0xF */ BIRI_DMGEFF_SWORD
} BiriDamageEffect;
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, BIRI_DMGEFF_DEKUNUT),
/* Deku stick */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Slingshot */ DMG_ENTRY(0, BIRI_DMGEFF_SLINGSHOT),
/* Explosive */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Boomerang */ DMG_ENTRY(1, BIRI_DMGEFF_NONE),
/* Normal arrow */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Hammer swing */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Hookshot */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Kokiri sword */ DMG_ENTRY(1, BIRI_DMGEFF_SWORD),
/* Master sword */ DMG_ENTRY(2, BIRI_DMGEFF_SWORD),
/* Giant's Knife */ DMG_ENTRY(4, BIRI_DMGEFF_SWORD),
/* Fire arrow */ DMG_ENTRY(4, BIRI_DMGEFF_FIRE),
/* Ice arrow */ DMG_ENTRY(4, BIRI_DMGEFF_ICE),
/* Light arrow */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Unk arrow 1 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Unk arrow 2 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Unk arrow 3 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Fire magic */ DMG_ENTRY(4, BIRI_DMGEFF_FIRE),
/* Ice magic */ DMG_ENTRY(4, BIRI_DMGEFF_ICE),
/* Light magic */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
/* Shield */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
/* Mirror Ray */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
/* Kokiri spin */ DMG_ENTRY(1, BIRI_DMGEFF_NONE),
/* Giant spin */ DMG_ENTRY(4, BIRI_DMGEFF_NONE),
/* Master spin */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Kokiri jump */ DMG_ENTRY(2, BIRI_DMGEFF_NONE),
/* Giant jump */ DMG_ENTRY(8, BIRI_DMGEFF_NONE),
/* Master jump */ DMG_ENTRY(4, BIRI_DMGEFF_NONE),
/* Unknown 1 */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
/* Unblockable */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
/* Hammer jump */ DMG_ENTRY(4, BIRI_DMGEFF_NONE),
/* Unknown 2 */ DMG_ENTRY(0, BIRI_DMGEFF_NONE),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x17, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
};
void EnBili_Init(Actor* thisx, GlobalContext* globalCtx) {
EnBili* this = (EnBili*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 17.0f);
this->actor.shape.shadowAlpha = 155;
SkelAnime_Init(globalCtx, &this->skelAnime, &gBiriSkel, &gBiriDefaultAnim, this->jointTable, this->morphTable,
EN_BILI_LIMB_MAX);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
this->playFlySound = false;
if (this->actor.params == EN_BILI_TYPE_NORMAL) {
EnBili_SetupFloatIdle(this);
} else {
EnBili_SetupSpawnedFlyApart(this);
}
}
void EnBili_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnBili* this = (EnBili*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
// Setup Action Functions
void EnBili_SetupFloatIdle(EnBili* this) {
this->actor.speedXZ = 0.7f;
this->collider.info.bumper.effect = 1; // Shock?
this->timer = 32;
this->collider.base.atFlags |= AT_ON;
this->collider.base.acFlags |= AC_ON;
this->actionFunc = EnBili_FloatIdle;
this->actor.home.pos.y = this->actor.world.pos.y;
this->actor.gravity = 0.0f;
this->actor.velocity.y = 0.0f;
}
/**
* Separates the Biri spawned by a dying EnVali.
*/
void EnBili_SetupSpawnedFlyApart(EnBili* this) {
Animation_PlayLoop(&this->skelAnime, &gBiriDefaultAnim);
this->timer = 25;
this->actor.velocity.y = 6.0f;
this->actor.gravity = -0.3f;
this->collider.base.atFlags &= ~AT_ON;
this->actionFunc = EnBili_SpawnedFlyApart;
this->actor.speedXZ = 3.0f;
}
/**
* Used for both touching player/player's shield and being hit with sword. What to do next is determined by params.
*/
void EnBili_SetupDischargeLightning(EnBili* this) {
Animation_PlayLoop(&this->skelAnime, &gBiriDischargeLightningAnim);
this->timer = 10;
this->actionFunc = EnBili_DischargeLightning;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = -1.0f;
}
void EnBili_SetupClimb(EnBili* this) {
Animation_PlayOnce(&this->skelAnime, &gBiriClimbAnim);
this->collider.base.atFlags &= ~AT_ON;
this->actionFunc = EnBili_Climb;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
}
void EnBili_SetupApproachPlayer(EnBili* this) {
this->actor.speedXZ = 1.2f;
this->actionFunc = EnBili_ApproachPlayer;
}
void EnBili_SetupSetNewHomeHeight(EnBili* this) {
Animation_PlayLoop(&this->skelAnime, &gBiriDefaultAnim);
this->timer = 96;
this->actor.speedXZ = 0.9f;
this->collider.base.atFlags |= AT_ON;
this->actionFunc = EnBili_SetNewHomeHeight;
this->actor.home.pos.y = this->actor.world.pos.y;
}
void EnBili_SetupRecoil(EnBili* this) {
if (this->skelAnime.animation != &gBiriDefaultAnim) {
Animation_PlayLoop(&this->skelAnime, &gBiriDefaultAnim);
}
this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->collider.base.ac->prevPos) + 0x8000;
this->actor.world.rot.x = Actor_WorldPitchTowardPoint(&this->actor, &this->collider.base.ac->prevPos);
this->actionFunc = EnBili_Recoil;
this->actor.speedXZ = 5.0f;
}
/**
* Used for both fire damage and generic damage
*/
void EnBili_SetupBurnt(EnBili* this) {
if (this->actionFunc == EnBili_Climb) {
Animation_PlayLoop(&this->skelAnime, &gBiriDefaultAnim);
}
this->timer = 20;
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actor.flags |= ACTOR_FLAG_4;
this->actor.speedXZ = 0.0f;
Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0x2000, 0x14);
this->actionFunc = EnBili_Burnt;
}
void EnBili_SetupDie(EnBili* this) {
this->timer = 18;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actionFunc = EnBili_Die;
this->actor.speedXZ = 0.0f;
}
/**
* Falls to ground
*/
void EnBili_SetupStunned(EnBili* this) {
this->timer = 80;
this->collider.info.bumper.effect = 0;
this->actor.gravity = -1.0f;
this->actor.speedXZ = 0.0f;
Actor_SetColorFilter(&this->actor, 0, 0x96, 0x2000, 0x50);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->collider.base.atFlags &= ~AT_ON;
this->actionFunc = EnBili_Stunned;
}
void EnBili_SetupFrozen(EnBili* this, GlobalContext* globalCtx) {
s32 i;
Vec3f effectPos;
if (!(this->actor.flags & ACTOR_FLAG_15)) {
this->actor.gravity = -1.0f;
}
this->actor.velocity.y = 0.0f;
effectPos.y = this->actor.world.pos.y - 15.0f;
for (i = 0; i < 8; i++) {
effectPos.x = this->actor.world.pos.x + ((i & 1) ? 7.0f : -7.0f);
effectPos.y += 2.5f;
effectPos.z = this->actor.world.pos.z + ((i & 4) ? 7.0f : -7.0f);
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &effectPos, 150, 150, 150, 250, 235, 245, 255,
(Rand_ZeroOne() * 0.2f) + 0.7f);
}
this->actor.speedXZ = 0.0f;
Actor_SetColorFilter(&this->actor, 0, 0x96, 0x2000, 0xA);
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->timer = 300;
this->actionFunc = EnBili_Frozen;
}
// Miscellaneous
/**
* Changes the texture displayed on the oral arms limb using the current frame.
*/
void EnBili_UpdateTentaclesIndex(EnBili* this) {
s16 curFrame = this->skelAnime.curFrame;
s16 temp; // Not strictly necessary, but avoids a few s16 casts
if (this->actionFunc == EnBili_DischargeLightning) {
temp = 3 - curFrame;
this->tentaclesTexIndex = (ABS(temp) + 5) % 8;
} else if (this->actionFunc == EnBili_Climb) {
if (curFrame <= 9) {
temp = curFrame >> 1;
this->tentaclesTexIndex = CLAMP_MAX(temp, 3);
} else if (curFrame <= 18) {
temp = 17 - curFrame;
this->tentaclesTexIndex = CLAMP_MIN(temp, 0) >> 1;
} else if (curFrame <= 36) {
this->tentaclesTexIndex = ((36 - curFrame) / 3) + 2;
} else {
this->tentaclesTexIndex = (40 - curFrame) >> 1;
}
} else {
this->tentaclesTexIndex = curFrame >> 1;
}
}
/**
* Tracks Player height, with oscillation, and moves away from walls
*/
void EnBili_UpdateFloating(EnBili* this) {
f32 playerHeight = this->actor.world.pos.y + this->actor.yDistToPlayer;
f32 heightOffset = ((this->actionFunc == EnBili_SetNewHomeHeight) ? 100.0f : 40.0f);
f32 baseHeight = CLAMP_MIN(this->actor.floorHeight, playerHeight);
Math_StepToF(&this->actor.home.pos.y, baseHeight + heightOffset, 1.0f);
this->actor.world.pos.y = this->actor.home.pos.y + (sinf(this->timer * (M_PI / 16)) * 3.0f);
// Turn around if touching wall
if (this->actor.bgCheckFlags & 8) {
this->actor.world.rot.y = this->actor.wallYaw;
}
}
// Action functions
void EnBili_FloatIdle(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
if (!(this->timer % 4)) {
this->actor.world.rot.y += Rand_CenteredFloat(1820.0f);
}
EnBili_UpdateFloating(this);
if (this->timer == 0) {
this->timer = 32;
}
if ((this->actor.xzDistToPlayer < 160.0f) && (fabsf(this->actor.yDistToPlayer) < 45.0f)) {
EnBili_SetupApproachPlayer(this);
}
}
void EnBili_SpawnedFlyApart(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
EnBili_SetupFloatIdle(this);
}
}
void EnBili_DischargeLightning(EnBili* this, GlobalContext* globalCtx) {
static Color_RGBA8 primColor = { 255, 255, 255, 255 };
static Color_RGBA8 envColor = { 200, 255, 255, 255 };
s32 i;
Vec3f effectPos;
s16 effectYaw;
for (i = 0; i < 4; i++) {
if (!((this->timer + (i << 1)) % 4)) {
effectYaw = (s16)Rand_CenteredFloat(12288.0f) + (i * 0x4000) + 0x2000;
effectPos.x = Rand_CenteredFloat(5.0f) + this->actor.world.pos.x;
effectPos.y = (Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y + 2.5f;
effectPos.z = Rand_CenteredFloat(5.0f) + this->actor.world.pos.z;
EffectSsLightning_Spawn(globalCtx, &effectPos, &primColor, &envColor, 15, effectYaw, 6, 2);
}
}
SkelAnime_Update(&this->skelAnime);
func_8002F974(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
if (this->timer != 0) {
this->timer--;
}
this->actor.velocity.y *= -1.0f;
if ((this->timer == 0) && Animation_OnFrame(&this->skelAnime, 0.0f)) {
if (this->actor.params == EN_BILI_TYPE_DYING) {
EnBili_SetupDie(this);
} else {
EnBili_SetupClimb(this);
}
}
}
void EnBili_Climb(EnBili* this, GlobalContext* globalCtx) {
s32 skelAnimeUpdate = SkelAnime_Update(&this->skelAnime);
f32 curFrame = this->skelAnime.curFrame;
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_JUMP);
}
if (curFrame > 9.0f) {
Math_ApproachF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.yDistToPlayer + 100.0f, 0.5f,
5.0f);
}
if (skelAnimeUpdate) {
EnBili_SetupSetNewHomeHeight(this);
}
}
void EnBili_ApproachPlayer(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 1820);
if (this->timer != 0) {
this->timer--;
}
EnBili_UpdateFloating(this);
if (this->timer == 0) {
this->timer = 32;
}
if (this->actor.xzDistToPlayer > 200.0f) {
EnBili_SetupFloatIdle(this);
}
}
void EnBili_SetNewHomeHeight(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
Math_ScaledStepToS(&this->actor.world.rot.y, (s16)(this->actor.yawTowardsPlayer + 0x8000), 910);
EnBili_UpdateFloating(this);
if (this->timer == 0) {
EnBili_SetupFloatIdle(this);
}
}
void EnBili_Recoil(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Math_StepToF(&this->actor.speedXZ, 0.0f, 0.3f)) {
this->actor.world.rot.y += 0x8000;
EnBili_SetupFloatIdle(this);
}
}
void EnBili_Burnt(EnBili* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.flags & ACTOR_FLAG_15) {
this->actor.colorFilterTimer = 20;
} else {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
EnBili_SetupDie(this);
}
}
}
void EnBili_Die(EnBili* this, GlobalContext* globalCtx) {
static Vec3f effectVelocity = { 0.0f, 0.0f, 0.0f };
static Vec3f effectAccel = { 0.0f, 0.0f, 0.0f };
s16 effectScale;
Vec3f effectPos;
s32 i;
if (this->actor.draw != NULL) {
if (this->actor.flags & ACTOR_FLAG_15) {
return;
}
this->actor.draw = NULL;
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x50);
}
if (this->timer != 0) {
this->timer--;
}
if (this->timer != 0) {
for (i = 0; i < 2; i++) {
effectPos.x = ((Rand_ZeroOne() * 10.0f) + this->actor.world.pos.x) - 5.0f;
effectPos.y = ((Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y) - 2.5f;
effectPos.z = ((Rand_ZeroOne() * 10.0f) + this->actor.world.pos.z) - 5.0f;
effectVelocity.y = Rand_ZeroOne() + 1.0f;
effectScale = Rand_S16Offset(40, 40);
if (Rand_ZeroOne() < 0.7f) {
EffectSsDtBubble_SpawnColorProfile(globalCtx, &effectPos, &effectVelocity, &effectAccel, effectScale,
25, 2, 1);
} else {
EffectSsDtBubble_SpawnColorProfile(globalCtx, &effectPos, &effectVelocity, &effectAccel, effectScale,
25, 0, 1);
}
}
} else {
Actor_Kill(&this->actor);
}
if (this->timer == 14) {
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EN_BIRI_BUBLE);
}
}
void EnBili_Stunned(EnBili* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
}
if (this->timer == 0) {
EnBili_SetupFloatIdle(this);
}
}
void EnBili_Frozen(EnBili* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (!(this->actor.flags & ACTOR_FLAG_15)) {
this->actor.gravity = -1.0f;
}
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
this->actor.colorFilterTimer = 0;
EnBili_SetupDie(this);
} else {
this->actor.colorFilterTimer = 10;
}
}
void EnBili_UpdateDamage(EnBili* this, GlobalContext* globalCtx) {
u8 damageEffect;
if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) {
this->collider.base.acFlags &= ~AC_HIT;
Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_DEAD);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actor.flags &= ~ACTOR_FLAG_0;
}
damageEffect = this->actor.colChkInfo.damageEffect;
if (damageEffect == BIRI_DMGEFF_DEKUNUT) {
if (this->actionFunc != EnBili_Stunned) {
EnBili_SetupStunned(this);
}
} else if (damageEffect == BIRI_DMGEFF_SWORD) {
if (this->actionFunc != EnBili_Stunned) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0x2000, 0xA);
if (this->actor.colChkInfo.health == 0) {
this->actor.params = EN_BILI_TYPE_DYING;
}
EnBili_SetupDischargeLightning(this);
} else {
EnBili_SetupBurnt(this);
}
} else if (damageEffect == BIRI_DMGEFF_FIRE) {
EnBili_SetupBurnt(this);
this->timer = 2;
} else if (damageEffect == BIRI_DMGEFF_ICE) {
EnBili_SetupFrozen(this, globalCtx);
} else if (damageEffect == BIRI_DMGEFF_SLINGSHOT) {
EnBili_SetupRecoil(this);
} else {
EnBili_SetupBurnt(this);
}
if (this->collider.info.acHitInfo->toucher.dmgFlags & 0x1F820) { // DMG_ARROW
this->actor.flags |= ACTOR_FLAG_4;
}
}
}
}
void EnBili_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnBili* this = (EnBili*)thisx;
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
EnBili_SetupDischargeLightning(this);
}
EnBili_UpdateDamage(this, globalCtx);
this->actionFunc(this, globalCtx);
if (this->actionFunc != EnBili_Die) {
EnBili_UpdateTentaclesIndex(this);
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
if ((this->actionFunc == EnBili_FloatIdle) || (this->actionFunc == EnBili_SetNewHomeHeight) ||
(this->actionFunc == EnBili_ApproachPlayer) || (this->actionFunc == EnBili_Recoil)) {
if (this->playFlySound) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_FLY);
this->playFlySound = false;
} else {
this->playFlySound = true;
}
}
}
if (this->actionFunc == EnBili_Recoil) {
func_8002D97C(&this->actor);
} else {
Actor_MoveForward(&this->actor);
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, this->collider.dim.radius, this->collider.dim.height, 7);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->collider.base.atFlags & AT_ON) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->collider.base.acFlags & AC_ON) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_SetFocus(&this->actor, 0.0f);
}
}
// Draw and associated functions
void EnBili_PulseLimb3(EnBili* this, f32 frame, Vec3f* arg2) {
f32 cos;
f32 sin;
if (this->actionFunc == EnBili_DischargeLightning) {
arg2->y = 1.0f - (sinf((M_PI * 0.16667f) * frame) * 0.26f);
} else if (this->actionFunc == EnBili_Climb) {
if (frame <= 8.0f) {
arg2->y = (cosf((M_PI * 0.125f) * frame) * 0.15f) + 0.85f;
} else if (frame <= 18.0f) {
cos = cosf((frame - 8.0f) * (M_PI * 0.1f));
arg2->y = 1.0f - (0.3f * cos);
arg2->x = (0.2f * cos) + 0.8f;
} else {
cos = cosf((frame - 18.0f) * (M_PI * 0.0227f));
arg2->y = (0.31f * cos) + 1.0f;
arg2->x = 1.0f - (0.4f * cos);
}
arg2->z = arg2->x;
} else if (this->actionFunc == EnBili_Stunned) {
sin = sinf((M_PI * 0.1f) * this->timer) * 0.08f;
arg2->x -= sin;
arg2->y += sin;
arg2->z -= sin;
} else {
arg2->y = (cosf((M_PI * 0.125f) * frame) * 0.13f) + 0.87f;
}
}
void EnBili_PulseLimb2(EnBili* this, f32 frame, Vec3f* arg2) {
f32 cos;
f32 sin;
if (this->actionFunc == EnBili_DischargeLightning) {
arg2->y = (sinf((M_PI * 0.16667f) * frame) * 0.2f) + 1.0f;
} else if (this->actionFunc == EnBili_Climb) {
if (frame <= 8.0f) {
arg2->x = 1.125f - (cosf((M_PI * 0.125f) * frame) * 0.125f);
} else if (frame <= 18.0f) {
cos = cosf((frame - 8.0f) * (M_PI * 0.1f));
arg2->x = (0.275f * cos) + 0.975f;
arg2->y = 1.25f - (0.25f * cos);
} else {
cos = cosf((frame - 18.0f) * (M_PI * 0.0227f));
arg2->x = 1.0f - (0.3f * cos);
arg2->y = (0.48f * cos) + 1.0f;
}
arg2->z = arg2->x;
} else if (this->actionFunc == EnBili_Stunned) {
sin = sinf((M_PI * 0.1f) * this->timer) * 0.08f;
arg2->x += sin;
arg2->y -= sin;
arg2->z += sin;
} else {
arg2->y = 1.1f - (cosf((M_PI * 0.125f) * frame) * 0.1f);
}
}
void EnBili_PulseLimb4(EnBili* this, f32 frame, Vec3f* arg2) {
f32 cos;
if (this->actionFunc == EnBili_Climb) {
if (frame <= 8.0f) {
cos = cosf((M_PI * 0.125f) * frame);
arg2->x = 1.125f - (0.125f * cos);
arg2->y = (0.3f * cos) + 0.7f;
} else if (frame <= 18.0f) {
cos = cosf((frame - 8.0f) * (M_PI * 0.1f));
arg2->x = (0.325f * cos) + 0.925f;
arg2->y = 0.95f - (0.55f * cos);
} else {
cos = cosf((frame - 18.0f) * (M_PI * 0.0227f));
arg2->x = 1.0f - (0.4f * cos);
arg2->y = (0.52f * cos) + 1.0f;
}
arg2->z = arg2->x;
}
}
s32 EnBili_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
EnBili* this = (EnBili*)thisx;
Vec3f limbScale = { 1.0f, 1.0f, 1.0f };
f32 curFrame = this->skelAnime.curFrame;
if (limbIndex == EN_BILI_LIMB_OUTER_HOOD) {
EnBili_PulseLimb3(this, curFrame, &limbScale);
} else if (limbIndex == EN_BILI_LIMB_INNER_HOOD) {
EnBili_PulseLimb2(this, curFrame, &limbScale);
} else if (limbIndex == EN_BILI_LIMB_TENTACLES) {
EnBili_PulseLimb4(this, curFrame, &limbScale);
rot->y = (Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y) + 0x8000;
}
Matrix_Scale(limbScale.x, limbScale.y, limbScale.z, MTXMODE_APPLY);
return false;
}
static void* sTentaclesTextures[] = {
gBiriTentacles0Tex, gBiriTentacles1Tex, gBiriTentacles2Tex, gBiriTentacles3Tex,
gBiriTentacles4Tex, gBiriTentacles5Tex, gBiriTentacles6Tex, gBiriTentacles7Tex,
};
#include "overlays/ovl_En_Bili/ovl_En_Bili.h"
void EnBili_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnBili* this = (EnBili*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bili.c", 1521);
func_80093D84(globalCtx->state.gfxCtx);
this->tentaclesTexIndex = CLAMP_MAX(this->tentaclesTexIndex, 7);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sTentaclesTextures[this->tentaclesTexIndex]));
if ((this->actionFunc == EnBili_DischargeLightning) && ((this->timer & 1) != 0)) {
gSPSegment(POLY_XLU_DISP++, 0x09, D_809C16F0);
} else {
gSPSegment(POLY_XLU_DISP++, 0x09, D_809C1700);
}
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnBili_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_bili.c", 1552);
}