Shipwright/soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c

952 lines
32 KiB
C

/*
* File: z_en_fd.c
* Overlay: ovl_En_Fd
* Description: Flare Dancer (enflamed form)
*/
#include "z_en_fd.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_fw/object_fw.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9)
#define FLG_COREDEAD (0x4000)
#define FLG_COREDONE (0x8000)
void EnFd_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Run(EnFd* this, GlobalContext* globalCtx);
void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx);
void EnFd_Reappear(EnFd* this, GlobalContext* globalCtx);
void EnFd_SpinAndGrow(EnFd* this, GlobalContext* globalCtx);
void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx);
void EnFd_WaitForCore(EnFd* this, GlobalContext* globalCtx);
void EnFd_UpdateFlames(EnFd* this);
void EnFd_UpdateDots(EnFd* this);
void EnFd_AddEffect(EnFd*, u8, Vec3f*, Vec3f*, Vec3f*, u8, f32, f32);
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx);
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx);
void EnFd_Land(EnFd* this, GlobalContext* globalCtx);
const ActorInit En_Fd_InitVars = {
ACTOR_EN_FD,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_FW,
sizeof(EnFd),
(ActorFunc)EnFd_Init,
(ActorFunc)EnFd_Destroy,
(ActorFunc)EnFd_Update,
(ActorFunc)EnFd_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[12] = {
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040088, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 21, { { 1600, 0, 0 }, 5 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 12, { { 1600, 0, 0 }, 5 }, 400 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 14, { { 800, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 15, { { 1600, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 16, { { 2000, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 17, { { 800, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 18, { { 1600, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 19, { { 2000, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 4, { { 2200, 0, 0 }, 4 }, 400 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 4, { { 5000, 0, 0 }, 4 }, 300 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 8, { { 2200, 0, 0 }, 4 }, 400 },
},
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x04 },
{ 0x00040008, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 8, { { 5000, 0, 0 }, 4 }, 300 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
12,
sJntSphElementsInit,
};
static CollisionCheckInfoInit2 sColChkInit = { 24, 2, 25, 25, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENFD_ANIM_0,
/* 1 */ ENFD_ANIM_1,
/* 2 */ ENFD_ANIM_2,
/* 3 */ ENFD_ANIM_3,
/* 4 */ ENFD_ANIM_4
} EnFdAnimation;
static AnimationInfo sAnimationInfo[] = {
{ &gFlareDancerCastingFireAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, 0.0f },
{ &gFlareDancerBackflipAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, -10.0f },
{ &gFlareDancerGettingUpAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, -10.0f },
{ &gFlareDancerChasingAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP_INTERP, -10.0f },
{ &gFlareDancerTwirlAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, -10.0f },
};
s32 EnFd_SpawnCore(EnFd* this, GlobalContext* globalCtx) {
if (this->invincibilityTimer != 0) {
return false;
}
if (Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_FW, this->corePos.x, this->corePos.y,
this->corePos.z, 0, this->actor.shape.rot.y, 0, this->runDir) == NULL) {
return false;
}
this->actor.child->colChkInfo.health = this->actor.colChkInfo.health % 8;
if (this->actor.child->colChkInfo.health == 0) {
this->actor.child->colChkInfo.health = 8;
}
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
func_8002DE04(globalCtx, &this->actor, this->actor.child);
}
this->coreActive = true;
return true;
}
void EnFd_SpawnChildFire(EnFd* this, GlobalContext* globalCtx, s16 fireCnt, s16 color) {
s32 i;
for (i = 0; i < fireCnt; i++) {
s16 angle = (s16)((((i * 360.0f) / fireCnt) * (0x10000 / 360.0f))) + this->actor.yawTowardsPlayer;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_FD_FIRE, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, angle, 0, (color << 0xF) | i);
}
}
void EnFd_SpawnDot(EnFd* this, GlobalContext* globalCtx) {
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
if (this->actionFunc == EnFd_Run || this->actionFunc == EnFd_SpinAndSpawnFire) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.floorHeight + 4.0f;
pos.z = this->actor.world.pos.z;
accel.x = (Rand_ZeroOne() - 0.5f) * 2.0f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f;
accel.z = (Rand_ZeroOne() - 0.5f) * 2.0f;
EnFd_AddEffect(this, FD_EFFECT_FLAME, &pos, &velocity, &accel, 8, 0.6f, 0.2f);
}
}
/**
* Checks to see if the hammer effect is active, and if it should be applied
*/
s32 EnFd_CheckHammer(EnFd* this, GlobalContext* globalCtx) {
if (this->actionFunc == EnFd_Reappear || this->actionFunc == EnFd_SpinAndGrow ||
this->actionFunc == EnFd_JumpToGround || this->actionFunc == EnFd_WaitForCore) {
return false;
} else if (globalCtx->actorCtx.unk_02 != 0 && this->actor.xzDistToPlayer < 300.0f &&
this->actor.yDistToPlayer < 60.0f) {
return true;
} else {
return false;
}
}
s32 EnFd_ColliderCheck(EnFd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
ColliderInfo* info;
if (this->collider.base.acFlags & AC_HIT || EnFd_CheckHammer(this, globalCtx)) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->invincibilityTimer != 0) {
return false;
}
info = &this->collider.elements[0].info;
if (info->acHitInfo != NULL && (info->acHitInfo->toucher.dmgFlags & 0x80)) {
return false;
}
if (!EnFd_SpawnCore(this, globalCtx)) {
return false;
}
this->invincibilityTimer = 30;
this->actor.flags &= ~ACTOR_FLAG_0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_DAMAGE);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
return true;
} else if (DECR(this->attackTimer) == 0 && this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
if (this->invincibilityTimer != 0) {
return false;
}
if (this->collider.base.atFlags & AT_BOUNCED) {
return false;
}
this->attackTimer = 30;
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
func_8002F71C(globalCtx, &this->actor, this->actor.speedXZ + 2.0f, this->actor.yawTowardsPlayer, 6.0f);
}
return false;
}
/**
* Determines if `actor` is within an acceptable range for `this` to be able to "see" `actor`
* `actor` must be within 400 units of `this`, `actor` must be within +/- 40 degrees facing angle
* towards `actor`, and there must not be a collision poly between `this` and `actor`
*/
s32 EnFd_CanSeeActor(EnFd* this, Actor* actor, GlobalContext* globalCtx) {
CollisionPoly* colPoly;
s32 bgId;
Vec3f colPoint;
s16 angle;
s32 pad;
// Check to see if `actor` is within 400 units of `this`
if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &actor->world.pos) > 400.0f) {
return false;
}
// Check to see if the angle between this facing angle and `actor` is withing ~40 degrees
angle = (f32)Math_Vec3f_Yaw(&this->actor.world.pos, &actor->world.pos) - this->actor.shape.rot.y;
if (ABS(angle) > 0x1C70) {
return false;
}
// check to see if the line between `this` and `actor` does not intersect a collision poly
if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.world.pos, &actor->world.pos, &colPoint, &colPoly,
true, false, false, true, &bgId)) {
return false;
}
return true;
}
Actor* EnFd_FindBomb(EnFd* this, GlobalContext* globalCtx) {
Actor* actor = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
while (actor != NULL) {
if (actor->params != 0 || actor->parent != NULL) {
actor = actor->next;
continue;
}
if (actor->id != ACTOR_EN_BOM) {
actor = actor->next;
continue;
}
if (EnFd_CanSeeActor(this, actor, globalCtx) != 1) {
actor = actor->next;
continue;
}
return actor;
}
return NULL;
}
Actor* EnFd_FindPotentialTheat(EnFd* this, GlobalContext* globalCtx) {
Player* player;
Actor* bomb = EnFd_FindBomb(this, globalCtx);
if (bomb != NULL) {
return bomb;
}
if (this->attackTimer != 0) {
return NULL;
}
player = GET_PLAYER(globalCtx);
if (!EnFd_CanSeeActor(this, &player->actor, globalCtx)) {
return NULL;
}
return &player->actor;
}
/**
* Creates a delta in `dst` for the position from `this`'s current position to the next
* position in a circle formed by `radius` with center at `this`'s initial position.
*/
Vec3f* EnFd_GetPosAdjAroundCircle(Vec3f* dst, EnFd* this, f32 radius, s16 dir) {
s16 angle;
Vec3f newPos;
angle = Math_Vec3f_Yaw(&this->actor.home.pos, &this->actor.world.pos) + (dir * 0x1554); // ~30 degrees
newPos.x = (Math_SinS(angle) * radius) + this->actor.home.pos.x;
newPos.z = (Math_CosS(angle) * radius) + this->actor.home.pos.z;
newPos.x -= this->actor.world.pos.x;
newPos.z -= this->actor.world.pos.z;
*dst = newPos;
return dst;
}
s32 EnFd_ShouldStopRunning(EnFd* this, GlobalContext* globalCtx, f32 radius, s16* runDir) {
CollisionPoly* poly;
s32 bgId;
Vec3f colPoint;
Vec3f pos;
// Check to see if the next position on the rotation around the circle
// will result in a background collision
EnFd_GetPosAdjAroundCircle(&pos, this, radius, *runDir);
pos.x += this->actor.world.pos.x;
pos.y = this->actor.world.pos.y;
pos.z += this->actor.world.pos.z;
if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.world.pos, &pos, &colPoint, &poly, true, false, false,
true, &bgId)) {
*runDir = -*runDir;
return true;
}
if (this->circlesToComplete != 0 || DECR(this->spinTimer) != 0) {
return false;
}
if (Rand_ZeroOne() > 0.5f) {
*runDir = -*runDir;
}
return true;
}
void EnFd_Fade(EnFd* this, GlobalContext* globalCtx) {
if (this->invincibilityTimer != 0) {
Math_SmoothStepToF(&this->fadeAlpha, 0.0f, 0.3f, 10.0f, 0.0f);
this->actor.shape.shadowAlpha = this->fadeAlpha;
if (!(this->fadeAlpha >= 0.9f)) {
this->invincibilityTimer = 0;
this->spinTimer = 0;
this->actionFunc = EnFd_WaitForCore;
this->actor.speedXZ = 0.0f;
}
}
}
void EnFd_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = (EnFd*)thisx;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gFlareDancerSkel, NULL, this->jointTable, this->morphTable, 27);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 32.0f);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colSphs);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0xF), &sColChkInit);
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.flags |= ACTOR_FLAG_24;
Actor_SetScale(&this->actor, 0.01f);
this->firstUpdateFlag = true;
this->actor.gravity = -1.0f;
this->runDir = Rand_ZeroOne() < 0.5f ? -1 : 1;
this->actor.naviEnemyId = 0x22;
this->actionFunc = EnFd_Reappear;
}
void EnFd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = (EnFd*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnFd_Reappear(EnFd* this, GlobalContext* globalCtx) {
this->actor.world.pos = this->actor.home.pos;
this->actor.params = 0;
this->actor.shape.shadowAlpha = 0xFF;
this->coreActive = false;
this->actor.scale.y = 0.0f;
this->fadeAlpha = 255.0f;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_0);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_LAUGH);
this->actionFunc = EnFd_SpinAndGrow;
}
void EnFd_SpinAndGrow(EnFd* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->actor.velocity.y = 6.0f;
this->actor.scale.y = 0.01f;
this->actor.world.rot.y ^= 0x8000;
this->actor.flags |= ACTOR_FLAG_0;
this->actor.speedXZ = 8.0f;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_1);
this->actionFunc = EnFd_JumpToGround;
} else {
this->actor.scale.y = this->skelAnime.curFrame * (0.01f / this->skelAnime.animLength);
this->actor.shape.rot.y += 0x2000;
this->actor.world.rot.y = this->actor.shape.rot.y;
}
}
void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx) {
if ((this->actor.bgCheckFlags & 1) && !(this->actor.velocity.y > 0.0f)) {
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_2);
this->actionFunc = EnFd_Land;
}
}
void EnFd_Land(EnFd* this, GlobalContext* globalCtx) {
Vec3f adjPos;
Math_SmoothStepToF(&this->skelAnime.playSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->spinTimer = Rand_S16Offset(60, 90);
this->runRadius = Math_Vec3f_DistXYZ(&this->actor.world.pos, &this->actor.home.pos);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
this->actor.world.rot.y = Math_FAtan2F(adjPos.x, adjPos.z) * (0x8000 / M_PI);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_4);
this->actionFunc = EnFd_SpinAndSpawnFire;
}
}
void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx) {
f32 deceleration;
f32 tgtSpeed;
f32 rotSpeed;
if ((this->spinTimer < 31) && (this->invincibilityTimer == 0)) {
func_8002F974(&this->actor, NA_SE_EN_FLAME_FIRE_ATTACK - SFX_FLAG);
} else {
func_8002F974(&this->actor, NA_SE_EN_FLAME_ROLL - SFX_FLAG);
}
if (DECR(this->spinTimer) != 0) {
this->actor.shape.rot.y += (this->runDir * 0x2000);
if (this->spinTimer == 30 && this->invincibilityTimer == 0) {
if (this->actor.xzDistToPlayer > 160.0f) {
// orange flames
EnFd_SpawnChildFire(this, globalCtx, 8, 0);
} else {
// blue flames
EnFd_SpawnChildFire(this, globalCtx, 8, 1);
}
}
} else {
// slow shape rotation down to meet `this` rotation within ~1.66 degrees
deceleration = this->actor.world.rot.y;
deceleration -= this->actor.shape.rot.y;
rotSpeed = 0.0f;
tgtSpeed = fabsf(deceleration);
deceleration /= tgtSpeed;
Math_ApproachF(&rotSpeed, tgtSpeed, 0.6f, 0x2000);
rotSpeed *= deceleration;
this->actor.shape.rot.y += (s16)rotSpeed;
rotSpeed = fabsf(rotSpeed);
if ((s32)rotSpeed <= 300) {
// ~1.6 degrees
this->actor.shape.rot.y = this->actor.world.rot.y;
}
if (this->actor.shape.rot.y == this->actor.world.rot.y) {
this->initYawToInitPos = Math_Vec3f_Yaw(&this->actor.home.pos, &this->actor.world.pos);
this->curYawToInitPos = this->runDir < 0 ? 0xFFFF : 0;
this->circlesToComplete = (globalCtx->state.frames & 7) + 2;
this->spinTimer = Rand_S16Offset(30, 120);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_3);
this->actionFunc = EnFd_Run;
}
}
}
/**
* Run around in a circle with the center being the initial position, and
* the radius being the distance from the initial position to the nearest
* threat (bomb or player).
*/
void EnFd_Run(EnFd* this, GlobalContext* globalCtx) {
Actor* potentialThreat;
s16 yawToYawTarget;
f32 runRadiusTarget;
Vec3f adjPos;
if (EnFd_ShouldStopRunning(this, globalCtx, this->runRadius, &this->runDir)) {
if (this->invincibilityTimer == 0) {
this->actor.world.rot.y ^= 0x8000;
this->actor.velocity.y = 6.0f;
this->actor.speedXZ = 0.0f;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFD_ANIM_1);
this->actionFunc = EnFd_JumpToGround;
return;
}
}
yawToYawTarget = Math_Vec3f_Yaw(&this->actor.home.pos, &this->actor.world.pos) - this->initYawToInitPos;
if (this->runDir > 0) {
if ((u16)this->curYawToInitPos > (u16)(yawToYawTarget)) {
this->circlesToComplete--;
}
} else if ((u16)this->curYawToInitPos < (u16)(yawToYawTarget)) {
this->circlesToComplete--;
}
if (this->circlesToComplete < 0) {
this->circlesToComplete = 0;
}
this->curYawToInitPos = yawToYawTarget;
// If there is a bomb out, or if the player exists, set radius to
// the distance to that threat, otherwise default to 200.
potentialThreat = EnFd_FindPotentialTheat(this, globalCtx);
if ((potentialThreat != NULL) && (this->invincibilityTimer == 0)) {
runRadiusTarget = Math_Vec3f_DistXYZ(&this->actor.home.pos, &potentialThreat->world.pos);
} else {
runRadiusTarget = 200.0f;
}
Math_SmoothStepToF(&this->runRadius, runRadiusTarget, 0.3f, 100.0f, 0.0f);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
Math_SmoothStepToS(&this->actor.shape.rot.y, Math_FAtan2F(adjPos.x, adjPos.z) * (0x8000 / M_PI), 4, 0xFA0, 1);
this->actor.world.rot = this->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_EN_FLAME_RUN - SFX_FLAG);
if (this->skelAnime.curFrame == 6.0f || this->skelAnime.curFrame == 13.0f || this->skelAnime.curFrame == 28.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_KICK);
}
Math_SmoothStepToF(&this->actor.speedXZ, 8.0f, 0.1f, 1.0f, 0.0f);
}
/**
* En_Fw will set `this` params when it is done with its action.
* It will set FLG_COREDONE when the core has returned to `this`'s initial
* position, and FLG_COREDEAD when there is no health left
*/
void EnFd_WaitForCore(EnFd* this, GlobalContext* globalCtx) {
if (this->spinTimer != 0) {
this->spinTimer--;
if (this->spinTimer == 0) {
Actor_Kill(&this->actor);
}
} else if (this->actor.params & FLG_COREDONE) {
this->actionFunc = EnFd_Reappear;
} else if (this->actor.params & FLG_COREDEAD) {
this->actor.params = 0;
this->spinTimer = 30;
}
}
void EnFd_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = (EnFd*)thisx;
s32 pad;
if (this->firstUpdateFlag) {
func_800F5ACC(NA_BGM_MINI_BOSS);
this->firstUpdateFlag = false;
}
if (this->actionFunc != EnFd_Reappear) {
SkelAnime_Update(&this->skelAnime);
EnFd_SpawnDot(this, globalCtx);
}
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
// has been hookshoted
if (EnFd_SpawnCore(this, globalCtx)) {
this->actor.flags &= ~ACTOR_FLAG_0;
this->invincibilityTimer = 30;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_DAMAGE);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
} else {
this->actor.flags &= ~ACTOR_FLAG_13;
}
} else if (this->actionFunc != EnFd_WaitForCore) {
EnFd_ColliderCheck(this, globalCtx);
}
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
EnFd_Fade(this, globalCtx);
this->actionFunc(this, globalCtx);
EnFd_UpdateDots(this);
EnFd_UpdateFlames(this);
if (this->actionFunc != EnFd_Reappear && this->actionFunc != EnFd_SpinAndGrow &&
this->actionFunc != EnFd_WaitForCore) {
if (this->attackTimer == 0 && this->invincibilityTimer == 0) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if ((this->actionFunc == EnFd_Run) || (this->actionFunc == EnFd_SpinAndSpawnFire)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
s32 EnFd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfxP) {
EnFd* this = (EnFd*)thisx;
if (this->invincibilityTimer != 0) {
switch (limbIndex) {
case 13:
case 21:
*dList = NULL;
break;
}
}
return false;
}
void EnFd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfxP) {
EnFd* this = (EnFd*)thisx;
Vec3f unused0 = { 6800.0f, 0.0f, 0.0f };
Vec3f unused1 = { 6800.0f, 0.0f, 0.0f };
Vec3f initialPos = { 0.0f, 0.0f, 0.0f };
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
s32 i;
if (limbIndex == 21) {
Matrix_MultVec3f(&initialPos, &this->corePos);
}
if (limbIndex == 13) {
Matrix_MultVec3f(&initialPos, &this->actor.focus.pos);
}
if (limbIndex == 3 || limbIndex == 6 || limbIndex == 7 || limbIndex == 10 || limbIndex == 14 || limbIndex == 15 ||
limbIndex == 17 || limbIndex == 18 || limbIndex == 20 || limbIndex == 22 || limbIndex == 23 ||
limbIndex == 24 || limbIndex == 25 || limbIndex == 26) {
if ((globalCtx->state.frames % 2) != 0) {
for (i = 0; i < 1; i++) {
Matrix_MultVec3f(&initialPos, &pos);
pos.x += (Rand_ZeroOne() - 0.5f) * 20.0f;
pos.y += (Rand_ZeroOne() - 0.5f) * 40.0f;
pos.z += (Rand_ZeroOne() - 0.5f) * 20.0f;
accel.x = (Rand_ZeroOne() - 0.5f) * 0.4f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.6f;
accel.z = (Rand_ZeroOne() - 0.5f) * 0.4f;
EnFd_AddEffect(this, FD_EFFECT_DOT, &pos, &velocity, &accel, 0, 0.006f, 0.0f);
}
}
}
Collider_UpdateSpheres(limbIndex, &this->collider);
}
void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = (EnFd*)thisx;
s32 clampedHealth;
Color_RGBA8 primColors[] = {
{ 255, 255, 200, 255 },
{ 200, 200, 200, 255 },
{ 255, 255, 0, 255 },
};
Color_RGBA8 envColors[] = {
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 0, 0, 255 },
};
u32 frames;
s32 pad;
frames = globalCtx->state.frames;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Push();
EnFd_DrawDots(this, globalCtx);
EnFd_DrawFlames(this, globalCtx);
Matrix_Pop();
if (this->actionFunc != EnFd_Reappear && !(this->fadeAlpha < 0.9f)) {
func_80093D84(globalCtx->state.gfxCtx);
clampedHealth = CLAMP(thisx->colChkInfo.health - 1, 0, 23);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, primColors[clampedHealth / 8].r, primColors[clampedHealth / 8].g,
primColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, envColors[clampedHealth / 8].r, envColors[clampedHealth / 8].g,
envColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
gSPSegment(
POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0xFF - (u8)(frames * 6), 8, 0x40));
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x9, D_80116280);
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnFd_OverrideLimbDraw, EnFd_PostLimbDraw, this,
POLY_XLU_DISP);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnFd_AddEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 timer, f32 scale,
f32 scaleStep) {
EnFdEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != FD_EFFECT_NONE) {
continue;
}
eff->scale = scale;
eff->scaleStep = scaleStep;
eff->initialTimer = eff->timer = timer;
eff->type = type;
eff->pos = *pos;
eff->accel = *accel;
eff->velocity = *velocity;
if (eff->type == FD_EFFECT_DOT) {
eff->color.a = 255;
eff->timer = (s16)(Rand_ZeroOne() * 10.0f);
}
eff->epoch++;
return;
}
}
void EnFd_UpdateFlames(EnFd* this) {
s16 i;
EnFdEffect* eff = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
eff->timer--;
if (eff->timer == 0) {
eff->type = FD_EFFECT_NONE;
}
eff->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;
eff->velocity.x += eff->accel.x;
eff->velocity.y += eff->accel.y;
eff->velocity.z += eff->accel.z;
eff->scale += eff->scaleStep;
}
}
}
void EnFd_UpdateDots(EnFd* this) {
EnFdEffect* eff = this->effects;
s16 i;
Color_RGBA8 dotColors[] = {
{ 255, 128, 0, 0 },
{ 255, 0, 0, 0 },
{ 255, 255, 0, 0 },
{ 255, 0, 0, 0 },
};
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;
eff->timer++;
eff->velocity.x += eff->accel.x;
eff->velocity.y += eff->accel.y;
eff->velocity.z += eff->accel.z;
eff->color.r = dotColors[eff->timer % 4].r;
eff->color.g = dotColors[eff->timer % 4].g;
eff->color.b = dotColors[eff->timer % 4].b;
if (eff->color.a > 30) {
eff->color.a -= 30;
} else {
eff->color.a = 0;
eff->type = FD_EFFECT_NONE;
}
}
}
}
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx) {
static void* dustTextures[] = {
gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex,
};
s32 firstDone;
s16 i;
s16 idx;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
FrameInterpolation_RecordOpenChild(eff, eff->epoch);
if (!firstDone) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_7928);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
firstDone = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
idx = eff->timer * (8.0f / eff->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x8, SEGMENTED_TO_VIRTUAL(dustTextures[idx]));
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerSquareParticleDL);
FrameInterpolation_RecordCloseChild();
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx) {
s16 i;
s16 firstDone;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
FrameInterpolation_RecordOpenChild(eff, eff->epoch);
if (!firstDone) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_79F8);
firstDone = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, eff->color.r, eff->color.g, eff->color.b,
(u8)(eff->color.a * (this->fadeAlpha / 255.0f)));
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerTriangleParticleDL);
FrameInterpolation_RecordCloseChild();
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}