Shipwright/soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c

1495 lines
52 KiB
C

/*
* File: z_en_ik.c
* Overlay: ovl_En_Ik
* Description: Iron Knuckle
*/
#include "z_en_ik.h"
#include "scenes/dungeons/jyasinboss/jyasinboss_scene.h"
#include "objects/object_ik/object_ik.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_4
typedef void (*EnIkDrawFunc)(struct EnIk*, PlayState*);
void EnIk_Init(Actor* thisx, PlayState* play);
void EnIk_Destroy(Actor* thisx, PlayState* play);
void EnIk_Update(Actor* thisx, PlayState* play);
void EnIk_Draw(Actor* thisx, PlayState* play);
void func_80A74714(EnIk* this);
void func_80A747C0(EnIk* this, PlayState* play);
void func_80A7492C(EnIk* this, PlayState* play);
void func_80A74AAC(EnIk* this);
void func_80A74BA4(EnIk* this, PlayState* play);
void func_80A74E2C(EnIk* this);
void func_80A74EBC(EnIk* this, PlayState* play);
void func_80A7506C(EnIk* this);
void func_80A7510C(EnIk* this, PlayState* play);
void func_80A751C8(EnIk* this);
void func_80A75260(EnIk* this, PlayState* play);
void func_80A753D0(EnIk* this);
void func_80A7545C(EnIk* this, PlayState* play);
void func_80A754A0(EnIk* this);
void func_80A75530(EnIk* this, PlayState* play);
void func_80A755F0(EnIk* this);
void func_80A7567C(EnIk* this, PlayState* play);
void func_80A758B0(EnIk* this, PlayState* play);
void func_80A75A38(EnIk* this, PlayState* play);
void func_80A75FA0(Actor* thisx, PlayState* play);
void func_80A76798(Actor* thisx, PlayState* play);
void func_80A7748C(EnIk* this, PlayState* play);
void func_80A774BC(EnIk* this, PlayState* play);
void func_80A774F8(EnIk* this, PlayState* play);
void func_80A77844(EnIk* this, PlayState* play);
void func_80A779DC(EnIk* this, PlayState* play);
void func_80A77AEC(EnIk* this, PlayState* play);
void func_80A77B0C(EnIk* this, PlayState* play);
void func_80A77B3C(EnIk* this, PlayState* play);
void func_80A77ED0(EnIk* this, PlayState* play);
void func_80A77EDC(EnIk* this, PlayState* play);
void func_80A78160(EnIk* this, PlayState* play);
void func_80A781CC(Actor* thisx, PlayState* play);
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 25, 80, 0, { 0, 0, 0 } },
};
static ColliderTrisElementInit sTrisElementsInit[2] = {
{
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFC3FFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_NO_AT_INFO,
OCELEM_NONE,
},
{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFC3FFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_NO_AT_INFO,
OCELEM_NONE,
},
{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
},
};
static ColliderTrisInit sTrisInit = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
2,
sTrisElementsInit,
};
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x00, 0x40 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0xD),
/* Deku stick */ DMG_ENTRY(2, 0xF),
/* Slingshot */ DMG_ENTRY(1, 0xE),
/* Explosive */ DMG_ENTRY(2, 0xF),
/* Boomerang */ DMG_ENTRY(0, 0xD),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xF),
/* Hookshot */ DMG_ENTRY(0, 0xD),
/* Kokiri sword */ DMG_ENTRY(1, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
/* Fire arrow */ DMG_ENTRY(2, 0xE),
/* Ice arrow */ DMG_ENTRY(2, 0xE),
/* Light arrow */ DMG_ENTRY(2, 0xE),
/* Unk arrow 1 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 3 */ DMG_ENTRY(15, 0xE),
/* Fire magic */ DMG_ENTRY(0, 0x6),
/* Ice magic */ DMG_ENTRY(0, 0x6),
/* Light magic */ DMG_ENTRY(0, 0x6),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(1, 0xF),
/* Giant spin */ DMG_ENTRY(4, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(2, 0xF),
/* Giant jump */ DMG_ENTRY(8, 0xF),
/* Master jump */ DMG_ENTRY(4, 0xF),
/* Unknown 1 */ DMG_ENTRY(10, 0xF),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xF),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
void EnIk_Destroy(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
if (Actor_FindNearby(play, &this->actor, ACTOR_EN_IK, ACTORCAT_ENEMY, 8000.0f) == NULL) {
func_800F5B58();
}
Collider_DestroyTris(play, &this->shieldCollider);
Collider_DestroyCylinder(play, &this->bodyCollider);
Collider_DestroyQuad(play, &this->axeCollider);
}
void EnIk_SetupAction(EnIk* this, EnIkActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void func_80A74398(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
s32 pad;
EffectBlureInit1 blureInit;
thisx->update = func_80A75FA0;
thisx->draw = func_80A76798;
thisx->flags |= ACTOR_FLAG_10;
Collider_InitCylinder(play, &this->bodyCollider);
Collider_SetCylinder(play, &this->bodyCollider, thisx, &sCylinderInit);
Collider_InitTris(play, &this->shieldCollider);
Collider_SetTris(play, &this->shieldCollider, thisx, &sTrisInit, this->shieldColliderItems);
Collider_InitQuad(play, &this->axeCollider);
Collider_SetQuad(play, &this->axeCollider, thisx, &sQuadInit);
thisx->colChkInfo.damageTable = &sDamageTable;
thisx->colChkInfo.mass = MASS_HEAVY;
this->unk_2FC = 0;
thisx->colChkInfo.health = 30;
thisx->gravity = -1.0f;
this->switchFlags = (thisx->params >> 8) & 0xFF;
thisx->params &= 0xFF;
if (thisx->params == 0) {
thisx->colChkInfo.health += 20;
thisx->naviEnemyId = 0x34;
} else {
Actor_SetScale(thisx, 0.012f);
thisx->naviEnemyId = 0x35;
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_ENEMY);
}
blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p2StartColor[0] = blureInit.p2StartColor[1] =
blureInit.p2StartColor[2] = blureInit.p1EndColor[0] = blureInit.p1EndColor[1] = blureInit.p2EndColor[0] =
blureInit.p2EndColor[1] = blureInit.p2EndColor[2] = 255;
blureInit.p2StartColor[3] = 64;
blureInit.p1StartColor[3] = 200;
blureInit.p1StartColor[2] = blureInit.p1EndColor[2] = 150;
blureInit.p1EndColor[3] = blureInit.p2EndColor[3] = 0;
blureInit.elemDuration = 8;
blureInit.unkFlag = 0;
blureInit.calcMode = 2;
Effect_Add(play, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
func_80A74714(this);
if (this->switchFlags != 0xFF) {
// In vanilla gameplay, Iron Knuckles are despawned based on specific flags in specific scenarios.
// In Enemy Randomizer, this made the Iron Knuckles despawn when the same flag was set by other objects.
// Instead, rely on the "Clear enemy room" flag when in Enemy Randomizer for Iron Knuckles that aren't Nabooru.
if ((Flags_GetSwitch(play, this->switchFlags) && !CVar_GetS32("gRandomizedEnemies", 0)) ||
(thisx->params != 0 && Flags_GetClear(play, play->roomCtx.curRoom.num) && CVar_GetS32("gRandomizedEnemies", 0))) {
Actor_Kill(thisx);
}
} else if (thisx->params != 0 && Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_Kill(thisx);
}
}
s32 func_80A745E4(EnIk* this, PlayState* play) {
if (((this->unk_2FB != 0) || (this->actor.params == 0)) &&
(func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y) != 0) &&
(play->gameplayFrames & 1)) {
func_80A755F0(this);
return true;
} else {
return false;
}
}
Actor* func_80A74674(PlayState* play, Actor* actor) {
Actor* prop = play->actorCtx.actorLists[ACTORCAT_PROP].head;
while (prop != NULL) {
if ((prop == actor) || (prop->id != ACTOR_BG_JYA_IRONOBJ)) {
prop = prop->next;
continue;
} else if (Actor_ActorAIsFacingAndNearActorB(actor, prop, 80.0f, 0x2710)) {
return prop;
}
prop = prop->next;
}
return NULL;
}
void func_80A74714(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_00CD70);
f32 frame;
if (this->actor.params >= 2) {
frame = frames - 1.0f;
} else {
frame = 0.0f;
}
Animation_Change(&this->skelAnime, &object_ik_Anim_00CD70, 0.0f, frame, frames, ANIMMODE_ONCE, 0.0f);
this->unk_2F8 = 3;
this->actor.speedXZ = 0.0f;
EnIk_SetupAction(this, func_80A747C0);
}
void func_80A747C0(EnIk* this, PlayState* play) {
Vec3f sp24;
if (this->bodyCollider.base.acFlags & AC_HIT) {
sp24 = this->actor.world.pos;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
sp24.y += 30.0f;
func_8003424C(play, &sp24);
this->skelAnime.playSpeed = 1.0f;
// Disable miniboss music with Enemy Randomizer because the music would keep
// playing if the enemy was never defeated, which is common with Enemy Randomizer.
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
}
if (this->skelAnime.curFrame == 5.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
}
if (SkelAnime_Update(&this->skelAnime)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
func_80A74AAC(this);
}
}
void func_80A7489C(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_00DD50);
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
this->unk_2F8 = 4;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_00DD50, 0.0f, 0.0f, frames, ANIMMODE_LOOP, 4.0f);
EnIk_SetupAction(this, func_80A7492C);
}
void func_80A7492C(EnIk* this, PlayState* play) {
s32 phi_a0 = (this->unk_2FB == 0) ? 0xAAA : 0x3FFC;
s16 yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistToPlayer < 100.0f) &&
(ABS(this->actor.yDistToPlayer) < 150.0f)) {
if ((play->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {
func_80A751C8(this);
}
} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistToPlayer) < 150.0f)) {
func_80A74AAC(this);
} else {
func_80A74AAC(this);
}
func_80A745E4(this, play);
SkelAnime_Update(&this->skelAnime);
}
void func_80A74AAC(EnIk* this) {
this->unk_2F8 = 5;
if (this->unk_2FB == 0) {
Animation_Change(&this->skelAnime, &object_ik_Anim_00ED24, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_00ED24), ANIMMODE_LOOP, -4.0f);
this->actor.speedXZ = 0.9f;
} else {
Animation_Change(&this->skelAnime, &object_ik_Anim_006734, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_006734), ANIMMODE_LOOP, -4.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DASH);
this->actor.speedXZ = 2.5f;
}
this->actor.world.rot.y = this->actor.shape.rot.y;
EnIk_SetupAction(this, func_80A74BA4);
}
void func_80A74BA4(EnIk* this, PlayState* play) {
s16 temp_t0;
s16 temp_a1;
s16 yawDiff;
s16 sp30;
s16 sp2E;
s16 phi_a3;
if (this->unk_2FB == 0) {
temp_t0 = 0xAAA;
phi_a3 = 0x320;
sp30 = 0;
sp2E = 0x10;
} else {
temp_t0 = 0x3FFC;
phi_a3 = 0x4B0;
sp30 = 2;
sp2E = 9;
}
temp_a1 = this->actor.wallYaw - this->actor.shape.rot.y;
if ((this->actor.bgCheckFlags & 8) && (ABS(temp_a1) >= 0x4000)) {
temp_a1 = (this->actor.yawTowardsPlayer > 0) ? this->actor.wallYaw - 0x4000 : this->actor.wallYaw + 0x4000;
Math_SmoothStepToS(&this->actor.world.rot.y, temp_a1, 1, phi_a3, 0);
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, phi_a3, 0);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistToPlayer < 100.0f)) {
if (ABS(this->actor.yDistToPlayer) < 150.0f) {
if ((play->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {
func_80A751C8(this);
}
}
}
if (func_80A74674(play, &this->actor) != NULL) {
func_80A751C8(this);
this->unk_2FC = 1;
} else {
temp_t0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(temp_t0) > 0x4000) {
this->unk_300--;
if (this->unk_300 == 0) {
func_80A754A0(this);
}
} else {
this->unk_300 = 0x28;
}
}
func_80A745E4(this, play);
SkelAnime_Update(&this->skelAnime);
if ((sp30 == (s16)this->skelAnime.curFrame) || (sp2E == (s16)this->skelAnime.curFrame)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WALK);
}
}
void func_80A74E2C(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_001C28);
this->unk_2FF = 1;
this->unk_2F8 = 6;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_001C28, 1.5f, 0.0f, frames, ANIMMODE_ONCE, -4.0f);
EnIk_SetupAction(this, func_80A74EBC);
}
void func_80A74EBC(EnIk* this, PlayState* play) {
Vec3f sp2C;
if (this->skelAnime.curFrame == 15.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
} else if (this->skelAnime.curFrame == 21.0f) {
sp2C.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
sp2C.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
sp2C.y = this->actor.world.pos.y;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
CollisionCheck_SpawnShieldParticles(play, &sp2C);
}
if ((this->skelAnime.curFrame > 17.0f) && (this->skelAnime.curFrame < 23.0f)) {
this->unk_2FE = 1;
} else {
if ((this->unk_2FB != 0) && (this->skelAnime.curFrame < 10.0f)) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
this->unk_2FE = 0;
}
if (SkelAnime_Update(&this->skelAnime)) {
func_80A7506C(this);
}
}
void func_80A7506C(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_0029FC);
this->unk_2FE = 0;
this->unk_2F9 = (s8)frames;
this->unk_2F8 = 7;
this->unk_2FF = this->unk_2FE;
Animation_Change(&this->skelAnime, &object_ik_Anim_0029FC, 1.0f, 0.0f, frames, ANIMMODE_LOOP, -4.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_PULLOUT);
EnIk_SetupAction(this, func_80A7510C);
}
void func_80A7510C(EnIk* this, PlayState* play) {
f32 frames;
if (SkelAnime_Update(&this->skelAnime) || (--this->unk_2F9 == 0)) {
if (this->unk_2F8 == 8) {
func_80A7489C(this);
} else {
frames = Animation_GetLastFrame(&object_ik_Anim_002538);
this->unk_2F8 = 8;
Animation_Change(&this->skelAnime, &object_ik_Anim_002538, 1.5f, 0.0f, frames, ANIMMODE_ONCE_INTERP, -4.0f);
}
}
}
void func_80A751C8(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_0033C4);
this->unk_2FF = 2;
this->unk_300 = 0;
this->unk_2F8 = 6;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_0033C4, 0.0f, 0.0f, frames, ANIMMODE_ONCE_INTERP, -6.0f);
this->unk_2FC = 0;
EnIk_SetupAction(this, func_80A75260);
}
void func_80A75260(EnIk* this, PlayState* play) {
f32 temp_f0;
this->unk_300 += 0x1C2;
temp_f0 = Math_SinS(this->unk_300);
this->skelAnime.playSpeed = ABS(temp_f0);
if (this->skelAnime.curFrame > 11.0f) {
this->unk_2FF = 3;
}
if (((this->skelAnime.curFrame > 1.0f) && (this->skelAnime.curFrame < 9.0f)) ||
((this->skelAnime.curFrame > 13.0f) && (this->skelAnime.curFrame < 18.0f))) {
if ((this->unk_2FC == 0) && (this->unk_2FB != 0) && (this->skelAnime.curFrame < 10.0f)) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
if (this->unk_2FE < 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
}
this->unk_2FE = 1;
} else {
this->unk_2FE = 0;
}
if (SkelAnime_Update(&this->skelAnime)) {
func_80A753D0(this);
}
}
void func_80A753D0(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_003DBC);
this->unk_2FF = this->unk_2FE = 0;
this->unk_2F8 = 8;
Animation_Change(&this->skelAnime, &object_ik_Anim_003DBC, 1.5f, 0.0f, frames, ANIMMODE_ONCE_INTERP, -4.0f);
EnIk_SetupAction(this, func_80A7545C);
}
void func_80A7545C(EnIk* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
func_80A7489C(this);
func_80A745E4(this, play);
}
}
void func_80A754A0(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_0033C4);
this->unk_2F8 = 1;
this->unk_2FF = 3;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_0033C4, 0.5f, 13.0f, frames, ANIMMODE_ONCE_INTERP, -4.0f);
EnIk_SetupAction(this, func_80A75530);
}
void func_80A75530(EnIk* this, PlayState* play) {
Math_StepUntilS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x7D0);
this->actor.shape.rot.y = this->actor.world.rot.y;
if ((this->skelAnime.curFrame > 13.0f) && (this->skelAnime.curFrame < 18.0f)) {
if (this->unk_2FE < 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
}
this->unk_2FE = 1;
} else {
this->unk_2FE = 0;
}
if (SkelAnime_Update(&this->skelAnime)) {
func_80A753D0(this);
func_80A745E4(this, play);
}
}
void func_80A755F0(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_00485C);
this->unk_2FE = 0;
this->unk_2F8 = 9;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_00485C, 1.0f, 0.0f, frames, ANIMMODE_ONCE_INTERP, -4.0f);
EnIk_SetupAction(this, func_80A7567C);
}
void func_80A7567C(EnIk* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->shieldCollider.base);
if (SkelAnime_Update(&this->skelAnime)) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4000) &&
(this->actor.xzDistToPlayer < 100.0f) && (ABS(this->actor.yDistToPlayer) < 150.0f)) {
if ((play->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {
func_80A751C8(this);
}
} else {
func_80A7489C(this);
}
}
}
void func_80A75790(EnIk* this) {
s16 yaw;
s16 yawDiff;
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->bodyCollider.base.ac->world.pos);
this->unk_2F8 = 0;
yawDiff = yaw - this->actor.shape.rot.y;
if (ABS(yawDiff) <= 0x4000) {
Animation_Change(&this->skelAnime, &object_ik_Anim_006194, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_006194), ANIMMODE_ONCE, -4.0f);
this->actor.speedXZ = -6.0f;
} else {
Animation_Change(&this->skelAnime, &object_ik_Anim_0045BC, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_0045BC), ANIMMODE_ONCE, -4.0f);
this->actor.speedXZ = 6.0f;
}
this->unk_2FE = 0;
EnIk_SetupAction(this, func_80A758B0);
}
void func_80A758B0(EnIk* this, PlayState* play) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 4)) {
this->bodyBreak.val = BODYBREAK_STATUS_FINISHED;
}
if (SkelAnime_Update(&this->skelAnime)) {
if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4000) {
func_80A7489C(this);
func_80A745E4(this, play);
} else {
func_80A754A0(this);
}
}
}
void func_80A7598C(EnIk* this) {
f32 frames = Animation_GetLastFrame(&object_ik_Anim_005944);
this->unk_2FE = 0;
this->unk_2F8 = 2;
this->actor.speedXZ = 0.0f;
Animation_Change(&this->skelAnime, &object_ik_Anim_005944, 1.0f, 0.0f, frames, ANIMMODE_ONCE, -4.0f);
this->unk_2F9 = 0x18;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DEAD);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
EnIk_SetupAction(this, func_80A75A38);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_IRON_KNUCKLE]++;
}
void func_80A75A38(EnIk* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
if ((this->actor.colChkInfo.health == 0) && (this->unk_2F9 != 0)) {
s32 i;
Vec3f pos;
Vec3f sp7C = { 0.0f, 0.5f, 0.0f };
this->unk_2F9--;
for (i = 0xC - (this->unk_2F9 >> 1); i >= 0; i--) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(120.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(120.0f);
pos.y = this->actor.world.pos.y + 20.0f + Rand_CenteredFloat(50.0f);
EffectSsDeadDb_Spawn(play, &pos, &sp7C, &sp7C, 100, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9, true);
}
if (this->unk_2F9 == 0) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xB0);
if (this->switchFlags != 0xFF) {
Flags_SetSwitch(play, this->switchFlags);
}
Actor_Kill(&this->actor);
}
}
} else if (this->skelAnime.curFrame == 23.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WALK);
}
}
void func_80A75C38(EnIk* this, PlayState* play) {
f32 temp_f0;
u8 pad;
u8 pad2;
u8 prevHealth;
s32 temp_v0_3;
Vec3f sp38;
if ((this->unk_2F8 == 3) || (this->unk_2F8 == 2)) {
return;
}
if (this->shieldCollider.base.acFlags & AC_BOUNCED) {
temp_f0 = Animation_GetLastFrame(&object_ik_Anim_00485C) - 2.0f;
if (this->skelAnime.curFrame < temp_f0) {
this->skelAnime.curFrame = temp_f0;
}
this->shieldCollider.base.acFlags &= ~AC_BOUNCED;
this->bodyCollider.base.acFlags &= ~AC_HIT;
return;
}
if (!(this->bodyCollider.base.acFlags & AC_HIT)) {
return;
}
sp38 = this->actor.world.pos;
sp38.y += 50.0f;
Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, 1);
temp_v0_3 = this->actor.colChkInfo.damageEffect;
this->unk_2FD = temp_v0_3 & 0xFF;
this->bodyCollider.base.acFlags &= ~AC_HIT;
if ((this->unk_2FD == 0) || (this->unk_2FD == 0xD) || ((this->unk_2FB == 0) && (this->unk_2FD == 0xE))) {
if (this->unk_2FD != 0) {
CollisionCheck_SpawnShieldParticlesMetal(play, &sp38);
}
return;
}
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xC);
prevHealth = this->actor.colChkInfo.health;
Actor_ApplyDamage(&this->actor);
if (this->actor.params != 0) {
if ((prevHealth > 10) && (this->actor.colChkInfo.health <= 10)) {
this->unk_2FB = 1;
BodyBreak_Alloc(&this->bodyBreak, 3, play);
}
} else if (this->actor.colChkInfo.health <= 10) {
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_BOSS);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_LAST_DAMAGE);
if (this->switchFlags != 0xFF) {
Flags_SetSwitch(play, this->switchFlags);
}
return;
} else if (prevHealth == 50) {
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
}
if (this->actor.colChkInfo.health == 0) {
func_80A7598C(this);
Enemy_StartFinishingBlow(play, &this->actor);
return;
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
if ((this->actor.params == 0) && (Rand_ZeroOne() < 0.5f)) {
if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) > 0x4000) {
func_80A754A0(this);
}
}
if ((this->actor.params != 0) && (this->unk_2FB != 0)) {
if ((prevHealth > 10) && (this->actor.colChkInfo.health <= 10)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
}
func_80A75790(this);
return;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
CollisionCheck_SpawnShieldParticles(play, &sp38);
}
void func_80A75FA0(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
s32 pad;
Player* player = GET_PLAYER(play);
u8 prevInvincibilityTimer;
this->unk_2FA = this->unk_2FB;
func_80A75C38(this, play);
if ((this->actor.params == 0) && (this->actor.colChkInfo.health <= 10)) {
func_80A781CC(&this->actor, play);
return;
}
this->actionFunc(this, play);
if (this->axeCollider.base.atFlags & AT_HIT) {
this->axeCollider.base.atFlags &= ~AT_HIT;
if (&player->actor == this->axeCollider.base.at) {
prevInvincibilityTimer = player->invincibilityTimer;
if (player->invincibilityTimer <= 0) {
if (player->invincibilityTimer < -39) {
player->invincibilityTimer = 0;
} else {
player->invincibilityTimer = 0;
play->damagePlayer(play, -64);
this->unk_2FE = 0;
}
}
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
player->invincibilityTimer = prevInvincibilityTimer;
}
}
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 45.0f;
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base);
if ((this->actor.colChkInfo.health > 0) && (this->actor.colorFilterTimer == 0) && (this->unk_2F8 >= 2)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base);
}
if (this->unk_2FE > 0) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->axeCollider.base);
}
if (this->unk_2F8 == 9) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->shieldCollider.base);
}
}
Gfx* func_80A761B0(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB, u8 envR, u8 envG, u8 envB) {
Gfx* displayList;
Gfx* displayListHead;
displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
displayListHead = displayList;
gDPPipeSync(displayListHead++);
gDPSetPrimColor(displayListHead++, 0, 0, primR, primG, primB, 255);
gDPSetEnvColor(displayListHead++, envR, envG, envB, 255);
gSPEndDisplayList(displayListHead++);
return displayList;
}
s32 EnIk_OverrideLimbDraw3(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnIk* this = (EnIk*)thisx;
if (limbIndex == 12) {
if (this->actor.params != 0) {
*dList = object_ik_DL_018E78;
}
} else if (limbIndex == 13) {
if (this->actor.params != 0) {
*dList = object_ik_DL_019100;
}
} else if ((limbIndex == 26) || (limbIndex == 27)) {
if ((this->unk_2FA & 1)) {
*dList = NULL;
}
} else if ((limbIndex == 28) || (limbIndex == 29)) {
if (!(this->unk_2FA & 1)) {
*dList = NULL;
}
}
return false;
}
// unused
static Vec3f D_80A78470 = { 300.0f, 0.0f, 0.0f };
static Vec3f D_80A7847C[] = {
{ 800.0f, -200.0f, -5200.0f },
{ 0.0f, 0.0f, 0.0f },
{ -200.0f, -2200.0f, -200.0f },
{ -6000.0f, 2000.0f, -3000.0f },
};
static Vec3f D_80A784AC[] = {
{ -3000.0, -700.0, -5000.0 },
{ -3000.0, -700.0, 2000.0 },
{ 4000.0, -700.0, 2000.0 },
};
static Vec3f D_80A784D0[] = {
{ 4000.0, -700.0, 2000.0 },
{ 4000.0, -700.0, -5000.0 },
{ -3000.0, -700.0, -5000.0 },
};
void EnIk_PostLimbDraw3(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Vec3f spF4;
Vec3f spE8;
EnIk* this = (EnIk*)thisx;
OPEN_DISPS(play->state.gfxCtx);
if (this->unk_2FB & 1) {
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 26, 27, 28, dList, BODYBREAK_OBJECT_DEFAULT);
}
if (limbIndex == 12) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params != 0) {
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_019E08);
} else {
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
}
} else if (limbIndex == 17) {
s32 i;
Vec3f sp9C[3];
Vec3f sp78[3];
Matrix_MultVec3f(&D_80A7847C[0], &this->axeCollider.dim.quad[1]);
Matrix_MultVec3f(&D_80A7847C[1], &this->axeCollider.dim.quad[0]);
Matrix_MultVec3f(&D_80A7847C[2], &this->axeCollider.dim.quad[3]);
Matrix_MultVec3f(&D_80A7847C[3], &this->axeCollider.dim.quad[2]);
Collider_SetQuadVertices(&this->axeCollider, &this->axeCollider.dim.quad[0], &this->axeCollider.dim.quad[1],
&this->axeCollider.dim.quad[2], &this->axeCollider.dim.quad[3]);
Matrix_MultVec3f(&D_80A7847C[0], &spF4);
Matrix_MultVec3f(&D_80A7847C[1], &spE8);
if (this->unk_2FE > 0) {
EffectBlure_AddVertex(Effect_GetByIndex(this->blureIdx), &spF4, &spE8);
} else if (this->unk_2FE == 0) {
EffectBlure_AddSpace(Effect_GetByIndex(this->blureIdx));
this->unk_2FE = -1;
}
if (this->unk_2F8 == 9) {
for (i = 0; i < ARRAY_COUNT(sp78); i++) {
Matrix_MultVec3f(&D_80A784AC[i], &sp9C[i]);
Matrix_MultVec3f(&D_80A784D0[i], &sp78[i]);
}
Collider_SetTrisVertices(&this->shieldCollider, 0, &sp9C[0], &sp9C[1], &sp9C[2]);
Collider_SetTrisVertices(&this->shieldCollider, 1, &sp78[0], &sp78[1], &sp78[2]);
}
}
switch (limbIndex) {
case 22:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case 24:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case 26:
if (!(this->unk_2FA & 1)) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016BE0);
}
break;
case 27:
if (!(this->unk_2FA & 1)) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
break;
}
CLOSE_DISPS(play->state.gfxCtx);
}
void func_80A76798(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->actor.params == 0) {
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(play->state.gfxCtx, 245, 225, 155, 30, 30, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(play->state.gfxCtx, 255, 40, 0, 40, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(play->state.gfxCtx, 255, 255, 255, 20, 40, 30));
} else if (this->actor.params == 1) {
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(play->state.gfxCtx, 245, 255, 205, 30, 35, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(play->state.gfxCtx, 185, 135, 25, 20, 20, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(play->state.gfxCtx, 255, 255, 255, 30, 40, 20));
} else if (this->actor.params == 2) {
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(play->state.gfxCtx, 55, 65, 55, 0, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(play->state.gfxCtx, 205, 165, 75, 25, 20, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(play->state.gfxCtx, 205, 165, 75, 25, 20, 0));
} else {
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(play->state.gfxCtx, 255, 255, 255, 180, 180, 180));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(play->state.gfxCtx, 225, 205, 115, 25, 20, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(play->state.gfxCtx, 225, 205, 115, 25, 20, 0));
}
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnIk_OverrideLimbDraw3, EnIk_PostLimbDraw3, this);
CLOSE_DISPS(play->state.gfxCtx);
}
void EnIk_StartMusic(void) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
void func_80A76C14(EnIk* this) {
if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WAKEUP, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (Animation_OnFrame(&this->skelAnime, 33.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WALK, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (Animation_OnFrame(&this->skelAnime, 68.0f) || Animation_OnFrame(&this->skelAnime, 80.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (Animation_OnFrame(&this->skelAnime, 107.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_FINGER_DEMO, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (Animation_OnFrame(&this->skelAnime, 156.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (Animation_OnFrame(&this->skelAnime, 188.0f)) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_WAVE_DEMO, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
}
void func_80A76DDC(EnIk* this, PlayState* play, Vec3f* pos) {
Audio_PlaySoundGeneral(NA_SE_EN_TWINROBA_TRANSFORM, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
void func_80A76E2C(EnIk* this, PlayState* play, Vec3f* pos) {
static Vec3f D_80A78514[] = {
{ 1000.0, -1000.0, 1000.0 }, { 0.0, -1000.0, 0.0 }, { -1000.0, -5000.0, -4000.0 },
{ 1000.0, -5000.0, -3000.0 }, { -1000.0, 1000.0, -6000.0 }, { -1000.0, 3000.0, -5000.0 },
{ -800.0, 1000.0, -3000.0 }, { 0.0, -4000.0, -2000.0 }, { -1000.0, -2000.0, -6000.0 },
{ 1000.0, -3000.0, 0.0 }, { 2000.0, -2000.0, -4000.0 }, { -1000.0, 0.0, -6000.0 },
{ 1000.0, -2000.0, -2000.0 }, { 0.0, -2000.0, 2100.0 }, { 0.0, 0.0, 0.0 },
{ 1000.0, -1000.0, -6000.0 }, { 2000.0, 0.0, -3000.0 }, { -1000.0, -1000.0, -4000.0 },
{ 900.0, -800.0, 2700.0 }, { 720.0f, 900.0f, 2500.0f },
};
if (this->unk_4D4 == 0) {
s32 pad;
Vec3f effectVelocity = { 0.0f, 0.0f, 0.0f };
Vec3f effectAccel = { 0.0f, 0.3f, 0.0f };
s32 i;
for (i = ARRAY_COUNT(D_80A78514) - 1; i >= 0; i--) {
Color_RGBA8 primColor = { 200, 200, 200, 255 };
Color_RGBA8 envColor = { 150, 150, 150, 0 };
s32 temp_v0;
Vec3f effectPos;
Matrix_MultVec3f(&D_80A78514[i], &effectPos);
temp_v0 = (Rand_ZeroOne() * 20.0f) - 10.0f;
primColor.r += temp_v0;
primColor.g += temp_v0;
primColor.b += temp_v0;
envColor.r += temp_v0;
envColor.g += temp_v0;
envColor.b += temp_v0;
func_8002829C(play, &effectPos, &effectVelocity, &effectAccel, &primColor, &envColor,
(Rand_ZeroOne() * 60.0f) + 300.0f, 0);
}
this->unk_4D4 = 1;
func_80A76DDC(this, play, pos);
}
}
void func_80A77034(EnIk* this, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, 5);
}
s32 func_80A7707C(EnIk* this) {
return SkelAnime_Update(&this->skelAnime);
}
CsCmdActorAction* EnIk_GetNpcAction(PlayState* play, s32 actionIdx) {
if (play->csCtx.state != CS_STATE_IDLE) {
return play->csCtx.npcActions[actionIdx];
} else {
return NULL;
}
}
void func_80A770C0(EnIk* this, PlayState* play, s32 actionIdx) {
CsCmdActorAction* npcAction = EnIk_GetNpcAction(play, actionIdx);
if (npcAction != NULL) {
this->actor.world.pos.x = npcAction->startPos.x;
this->actor.world.pos.y = npcAction->startPos.y;
this->actor.world.pos.z = npcAction->startPos.z;
this->actor.world.rot.y = this->actor.shape.rot.y = npcAction->rot.y;
}
}
f32 EnIk_curFrame(Actor* thisx) {
EnIk* this = (EnIk*)thisx;
return this->skelAnime.curFrame;
}
void func_80A77148(EnIk* this) {
this->action = 0;
this->drawMode = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_80A77158(EnIk* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_ik_Anim_00C114, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_00C114), ANIMMODE_ONCE, 0.0f);
func_80A770C0(this, play, 4);
this->action = 1;
this->drawMode = 1;
this->actor.shape.shadowAlpha = 0xFF;
}
void func_80A771E4(EnIk* this) {
Animation_Change(&this->skelAnime, &object_ik_Anim_00C114, 1.0f, 0.0f,
Animation_GetLastFrame(&object_ik_Anim_00C114), ANIMMODE_ONCE, 0.0f);
this->action = 2;
this->drawMode = 1;
this->unk_4D4 = 0;
this->actor.shape.shadowAlpha = 0xFF;
}
void func_80A77264(EnIk* this, PlayState* play, s32 arg2) {
if ((arg2 != 0) && (EnIk_GetNpcAction(play, 4) != NULL)) {
func_80A78160(this, play);
}
}
void func_80A772A4(EnIk* this) {
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_STAGGER_DEMO, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
void func_80A772EC(EnIk* this, PlayState* play) {
static Vec3f D_80A78FA0;
s32 pad[2];
f32 wDest;
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &D_80A78FA0, &wDest);
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_DEAD, &D_80A78FA0, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
void func_80A7735C(EnIk* this, PlayState* play) {
s32 pad[3];
f32 frames = Animation_GetLastFrame(&object_ik_Anim_0203D8);
SkelAnime_InitFlex(play, &this->skelAnime, &object_ik_Skel_0205C0, NULL, this->jointTable, this->morphTable,
30);
Animation_Change(&this->skelAnime, &object_ik_Anim_0203D8, 1.0f, 0.0f, frames, ANIMMODE_ONCE, 0.0f);
this->action = 3;
this->drawMode = 2;
func_80A770C0(this, play, 4);
func_80A772EC(this, play);
this->actor.shape.shadowAlpha = 0xFF;
}
void func_80A77434(EnIk* this, PlayState* play) {
this->action = 4;
this->drawMode = 2;
func_80A772A4(this);
this->actor.shape.shadowAlpha = 0xFF;
}
void func_80A77474(EnIk* this, PlayState* play) {
this->action = 5;
this->drawMode = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_80A7748C(EnIk* this, PlayState* play) {
func_80A77034(this, play);
func_80A779DC(this, play);
}
void func_80A774BC(EnIk* this, PlayState* play) {
func_80A7707C(this);
func_80A77034(this, play);
func_80A779DC(this, play);
}
void func_80A774F8(EnIk* this, PlayState* play) {
if (EnIk_GetNpcAction(play, 4) == NULL) {
Actor_Kill(&this->actor);
}
}
s32 EnIk_OverrideLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnIk* this = (EnIk*)thisx;
if ((limbIndex == 13) || (limbIndex == 26) || (limbIndex == 27)) {
if (EnIk_curFrame(&this->actor) >= 30.0f) {
*dList = NULL;
}
}
return 0;
}
void EnIk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx);
switch (limbIndex) {
case 13: {
EnIk* this = (EnIk*)thisx;
if (EnIk_curFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
}
} break;
case 22:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case 24:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case 26: {
EnIk* this = (EnIk*)thisx;
if (EnIk_curFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016BE0);
}
} break;
case 27: {
EnIk* this = (EnIk*)thisx;
if (EnIk_curFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
} break;
}
CLOSE_DISPS(gfxCtx);
}
void func_80A77844(EnIk* this, PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
SkelAnime* skelAnime = &this->skelAnime;
s32 pad[2];
OPEN_DISPS(gfxCtx);
func_8002EBCC(&this->actor, play, 0);
Gfx_SetupDL_25Opa(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(gfxCtx, 245, 225, 155, 30, 30, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(gfxCtx, 255, 40, 0, 40, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(gfxCtx, 255, 255, 255, 20, 40, 30));
SkelAnime_DrawFlexOpa(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnIk_OverrideLimbDraw2, EnIk_PostLimbDraw2, this);
CLOSE_DISPS(gfxCtx);
}
void func_80A779DC(EnIk* this, PlayState* play) {
CsCmdActorAction* npcAction = EnIk_GetNpcAction(play, 4);
u32 action;
u32 currentNpcAction;
if (npcAction != NULL) {
action = npcAction->action;
currentNpcAction = this->npcAction;
if (action != currentNpcAction) {
switch (action) {
case 1:
func_80A77148(this);
break;
case 2:
func_80A77158(this, play);
break;
case 3:
func_80A771E4(this);
break;
case 4:
func_80A78160(this, play);
break;
case 5:
func_80A7735C(this, play);
break;
case 6:
func_80A77434(this, play);
break;
case 7:
func_80A77474(this, play);
break;
default:
osSyncPrintf("En_Ik_inConfrontion_Check_DemoMode:そんな動作は無い!!!!!!!!\n");
}
this->npcAction = action;
}
}
}
void func_80A77AEC(EnIk* this, PlayState* play) {
func_80A779DC(this, play);
}
void func_80A77B0C(EnIk* this, PlayState* play) {
func_80A77034(this, play);
func_80A779DC(this, play);
}
void func_80A77B3C(EnIk* this, PlayState* play) {
s32 sp24;
sp24 = func_80A7707C(this);
func_80A76C14(this);
func_80A77034(this, play);
func_80A779DC(this, play);
func_80A77264(this, play, sp24);
}
static EnIkActionFunc sActionFuncs[] = {
func_80A77AEC, func_80A77B0C, func_80A77B3C, func_80A7748C, func_80A774BC, func_80A774F8,
};
void EnIk_Update(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
if (this->action < 0 || this->action >= ARRAY_COUNT(sActionFuncs) || sActionFuncs[this->action] == NULL) {
osSyncPrintf(VT_FGCOL(RED) "メインモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
return;
}
sActionFuncs[this->action](this, play);
}
s32 EnIk_OverrideLimbDraw1(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnIk* this = (EnIk*)thisx;
f32 curFrame;
switch (limbIndex) {
case 17:
curFrame = this->skelAnime.curFrame;
if (curFrame < 120.0f) {
*dList = NULL;
} else {
func_80A76E2C(this, play, pos);
}
break;
case 29:
case 30:
*dList = NULL;
break;
}
return 0;
}
void EnIk_PostLimbDraw1(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx);
switch (limbIndex) {
case 12:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
break;
case 22:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case 24:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case 26:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016BE0);
break;
case 27:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
break;
}
CLOSE_DISPS(gfxCtx);
}
void func_80A77ED0(EnIk* this, PlayState* play) {
}
void func_80A77EDC(EnIk* this, PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
SkelAnime* skelAnime = &this->skelAnime;
s32 pad[2];
OPEN_DISPS(gfxCtx);
func_8002EBCC(&this->actor, play, 0);
Gfx_SetupDL_25Opa(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, func_80A761B0(gfxCtx, 245, 225, 155, 30, 30, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, func_80A761B0(gfxCtx, 255, 40, 0, 40, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, func_80A761B0(gfxCtx, 255, 255, 255, 20, 40, 30));
SkelAnime_DrawFlexOpa(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
EnIk_OverrideLimbDraw1, EnIk_PostLimbDraw1, this);
CLOSE_DISPS(gfxCtx);
}
static EnIkDrawFunc sDrawFuncs[] = { func_80A77ED0, func_80A77EDC, func_80A77844 };
void EnIk_Draw(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
if (this->drawMode < 0 || this->drawMode >= ARRAY_COUNT(sDrawFuncs) || sDrawFuncs[this->drawMode] == NULL) {
osSyncPrintf(VT_FGCOL(RED) "描画モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
return;
}
sDrawFuncs[this->drawMode](this, play);
}
void func_80A780D0(EnIk* this, PlayState* play) {
if (this->actor.params == 0) {
if (!(gSaveContext.eventChkInf[3] & 0x800)) {
this->actor.update = EnIk_Update;
this->actor.draw = EnIk_Draw;
Actor_SetScale(&this->actor, 0.01f);
} else {
func_80A78160(this, play);
EnIk_StartMusic();
}
}
osSyncPrintf("En_Ik_inConfrontion_Init : %d !!!!!!!!!!!!!!!!\n", this->actor.params);
}
void func_80A78160(EnIk* this, PlayState* play) {
this->actor.update = func_80A75FA0;
this->actor.draw = func_80A76798;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
gSaveContext.eventChkInf[3] |= 0x800;
Actor_SetScale(&this->actor, 0.012f);
func_80A7489C(this);
}
void func_80A781CC(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
if (!Play_InCsMode(play)) {
this->actor.update = EnIk_Update;
this->actor.draw = EnIk_Draw;
// Don't initiate nabooru defeat CS in rando
if (!(gSaveContext.n64ddFlag)) {
Cutscene_SetSegment(play, gSpiritBossNabooruKnuckleDefeatCs);
gSaveContext.cutsceneTrigger = 1;
Actor_SetScale(&this->actor, 0.01f);
} else {
// Because no CS in rando, we hide the death of the knuckle by spawning flames and kill the actor
if ((this->actor.colChkInfo.health <= 10)) {
s32 i;
Vec3f pos;
Vec3f sp7C = { 0.0f, 0.5f, 0.0f };
int flameAmount = 100;
for (i = flameAmount; i >= 0; i--) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(120.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(120.0f);
pos.y = this->actor.world.pos.y + 20.0f + Rand_CenteredFloat(120.0f);
EffectSsDeadDb_Spawn(play, &pos, &sp7C, &sp7C, 100, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9,
true);
}
Actor_Kill(&this->actor);
}
}
gSaveContext.eventChkInf[3] |= 0x1000;
func_80A7735C(this, play);
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_IRON_KNUCKLE_NABOORU]++;
}
}
void EnIk_Init(Actor* thisx, PlayState* play) {
EnIk* this = (EnIk*)thisx;
s32 flag = this->actor.params & 0xFF00;
if (((this->actor.params & 0xFF) == 0 && (gSaveContext.eventChkInf[3] & 0x1000)) ||
(flag != 0 && Flags_GetSwitch(play, flag >> 8))) {
Actor_Kill(&this->actor);
} else {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_ik_Skel_01E178, &object_ik_Anim_00C114,
this->jointTable, this->morphTable, 30);
func_80A74398(&this->actor, play);
func_80A780D0(this, play);
}
// Immediately trigger Iron Knuckle for enemy randomizer
if (CVar_GetS32("gRandomizedEnemies", 0) && (thisx->params == 2 || thisx->params == 3)) {
this->skelAnime.playSpeed = 1.0f;
}
}
const ActorInit En_Ik_InitVars = {
ACTOR_EN_IK,
ACTORCAT_BOSS,
FLAGS,
OBJECT_IK,
sizeof(EnIk),
(ActorFunc)EnIk_Init,
(ActorFunc)EnIk_Destroy,
(ActorFunc)EnIk_Update,
(ActorFunc)EnIk_Draw,
NULL,
};