Shipwright/soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c

497 lines
18 KiB
C

/*
* File: z_en_fw.c
* Overlay: ovl_En_Fw
* Description: Flare Dancer Core
*/
#include "z_en_fw.h"
#include "objects/object_fw/object_fw.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9)
void EnFw_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFw_UpdateDust(EnFw* this);
void EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx);
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep);
void EnFw_Bounce(EnFw* this, GlobalContext* globalCtx);
void EnFw_Run(EnFw* this, GlobalContext* globalCtx);
void EnFw_JumpToParentInitPos(EnFw* this, GlobalContext* globalCtx);
void EnFw_TurnToParentInitPos(EnFw* this, GlobalContext* globalCtx);
const ActorInit En_Fw_InitVars = {
ACTOR_EN_FW,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_FW,
sizeof(EnFw),
(ActorFunc)EnFw_Init,
(ActorFunc)EnFw_Destroy,
(ActorFunc)EnFw_Update,
(ActorFunc)EnFw_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x04 },
{ 0xFFCFFFFE, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 2, { { 1200, 0, 0 }, 16 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT6,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static CollisionCheckInfoInit2 D_80A1FB94 = { 8, 2, 25, 25, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENFW_ANIM_0,
/* 1 */ ENFW_ANIM_1,
/* 2 */ ENFW_ANIM_2
} EnFwAnimation;
static AnimationInfo sAnimationInfo[] = {
{ &gFlareDancerCoreInitRunCycleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, 0.0f },
{ &gFlareDancerCoreRunCycleAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE_INTERP, -8.0f },
{ &gFlareDancerCoreEndRunCycleAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP_INTERP, -8.0f },
};
s32 EnFw_DoBounce(EnFw* this, s32 totalBounces, f32 yVelocity) {
s16 temp_v1;
if (!(this->actor.bgCheckFlags & 1) || (this->actor.velocity.y > 0.0f)) {
// not on the ground or moving upwards.
return false;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
this->bounceCnt--;
if (this->bounceCnt <= 0) {
if (this->bounceCnt == 0) {
this->bounceCnt = 0;
this->actor.velocity.y = 0.0f;
return true;
}
this->bounceCnt = totalBounces;
}
this->actor.velocity.y = yVelocity;
this->actor.velocity.y *= ((f32)this->bounceCnt / totalBounces);
return 1;
}
s32 EnFw_PlayerInRange(EnFw* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
CollisionPoly* poly;
s32 bgId;
Vec3f collisionPos;
if (this->actor.xzDistToPlayer > 300.0f) {
return false;
}
if (ABS((s16)((f32)this->actor.yawTowardsPlayer - (f32)this->actor.shape.rot.y)) > 0x1C70) {
return false;
}
if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.world.pos, &player->actor.world.pos, &collisionPos,
&poly, true, false, false, true, &bgId)) {
return false;
}
return true;
}
Vec3f* EnFw_GetPosAdjAroundCircle(Vec3f* dst, EnFw* this, f32 radius, s16 dir) {
s16 angle;
Vec3f posAdj;
// increase rotation around circle ~30 degrees.
angle = Math_Vec3f_Yaw(&this->actor.parent->home.pos, &this->actor.world.pos) + (dir * 0x1554);
posAdj.x = (Math_SinS(angle) * radius) + this->actor.parent->home.pos.x;
posAdj.z = (Math_CosS(angle) * radius) + this->actor.parent->home.pos.z;
posAdj.x -= this->actor.world.pos.x;
posAdj.z -= this->actor.world.pos.z;
*dst = posAdj;
return dst;
}
s32 EnFw_CheckCollider(EnFw* this, GlobalContext* globalCtx) {
ColliderInfo* info;
s32 phi_return;
if (this->collider.base.acFlags & AC_HIT) {
info = &this->collider.elements[0].info;
if (info->acHitInfo->toucher.dmgFlags & 0x80) {
this->lastDmgHook = true;
} else {
this->lastDmgHook = false;
}
this->collider.base.acFlags &= ~AC_HIT;
if (Actor_ApplyDamage(&this->actor) <= 0) {
if (this->actor.parent->colChkInfo.health <= 8) {
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actor.parent->colChkInfo.health = 0;
} else {
this->actor.parent->colChkInfo.health -= 8;
}
this->returnToParentTimer = 0;
}
return true;
} else {
return false;
}
}
s32 EnFw_SpawnDust(EnFw* this, u8 timer, f32 scale, f32 scaleStep, s32 dustCnt, f32 radius, f32 xzAccel, f32 yAccel) {
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
s16 angle;
s32 i;
pos = this->actor.world.pos;
pos.y = this->actor.floorHeight + 2.0f;
angle = ((Rand_ZeroOne() - 0.5f) * 0x10000);
i = dustCnt;
while (i >= 0) {
accel.x = (Rand_ZeroOne() - 0.5f) * xzAccel;
accel.y = yAccel;
accel.z = (Rand_ZeroOne() - 0.5f) * xzAccel;
pos.x = (Math_SinS(angle) * radius) + this->actor.world.pos.x;
pos.z = (Math_CosS(angle) * radius) + this->actor.world.pos.z;
EnFw_AddDust(this, &pos, &velocity, &accel, timer, scale, scaleStep);
angle += (s16)(0x10000 / dustCnt);
i--;
}
return 0;
}
void EnFw_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = (EnFw*)thisx;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gFlareDancerCoreSkel, NULL, this->jointTable, this->morphTable,
11);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFW_ANIM_0);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->sphs);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x10), &D_80A1FB94);
Actor_SetScale(&this->actor, 0.01f);
this->runDirection = -this->actor.params;
this->actionFunc = EnFw_Bounce;
this->actor.gravity = -1.0f;
}
void EnFw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = (EnFw*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnFw_Bounce(EnFw* this, GlobalContext* globalCtx) {
if (EnFw_DoBounce(this, 3, 8.0f) && this->bounceCnt == 0) {
this->returnToParentTimer = Rand_S16Offset(300, 150);
this->actionFunc = EnFw_Run;
}
}
void EnFw_Run(EnFw* this, GlobalContext* globalCtx) {
f32 tmpAngle;
s16 phi_v0;
f32 facingDir;
EnBom* bomb;
Actor* flareDancer;
Math_SmoothStepToF(&this->skelAnime.playSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
if (this->skelAnime.animation == &gFlareDancerCoreInitRunCycleAnim) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame) == 0) {
this->runRadius = Math_Vec3f_DistXYZ(&this->actor.world.pos, &this->actor.parent->world.pos);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFW_ANIM_2);
}
return;
}
if (this->damageTimer == 0 && this->explosionTimer == 0 && EnFw_CheckCollider(this, globalCtx)) {
if (this->actor.parent->colChkInfo.health > 0) {
if (!this->lastDmgHook) {
this->actor.velocity.y = 6.0f;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
this->damageTimer = 20;
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
this->explosionTimer = 6;
}
this->actor.speedXZ = 0.0f;
}
if (this->explosionTimer != 0) {
this->skelAnime.playSpeed = 0.0f;
Math_SmoothStepToF(&this->actor.scale.x, 0.024999999f, 0.08f, 0.6f, 0.0f);
Actor_SetScale(&this->actor, this->actor.scale.x);
if (this->actor.colorFilterTimer == 0) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, this->explosionTimer);
this->explosionTimer--;
}
if (this->explosionTimer == 0) {
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->bompPos.x, this->bompPos.y,
this->bompPos.z, 0, 0, 0x600, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
flareDancer = this->actor.parent;
flareDancer->params |= 0x4000;
Item_DropCollectibleRandom(globalCtx, NULL, &this->actor.world.pos, 0xA0);
Actor_Kill(&this->actor);
return;
}
} else {
if (!(this->actor.bgCheckFlags & 1) || this->actor.velocity.y > 0.0f) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, this->damageTimer);
return;
}
DECR(this->damageTimer);
if ((200.0f - this->runRadius) < 0.9f) {
if (DECR(this->returnToParentTimer) == 0) {
this->actor.speedXZ = 0.0f;
this->actionFunc = EnFw_TurnToParentInitPos;
return;
}
}
// Run outwards until the radius of the run circle is 200
Math_SmoothStepToF(&this->runRadius, 200.0f, 0.3f, 100.0f, 0.0f);
if (this->turnAround) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f);
tmpAngle = (s16)(this->actor.world.rot.y ^ 0x8000);
facingDir = this->actor.shape.rot.y;
tmpAngle = Math_SmoothStepToF(&facingDir, tmpAngle, 0.1f, 10000.0f, 0.0f);
this->actor.shape.rot.y = facingDir;
if (tmpAngle > 0x1554) {
return;
}
this->turnAround = false;
} else {
Vec3f sp48;
EnFw_GetPosAdjAroundCircle(&sp48, this, this->runRadius, this->runDirection);
Math_SmoothStepToS(&this->actor.shape.rot.y, (Math_FAtan2F(sp48.x, sp48.z) * (0x8000 / M_PI)), 4, 0xFA0, 1);
}
this->actor.world.rot = this->actor.shape.rot;
if (this->slideTimer == 0 && EnFw_PlayerInRange(this, globalCtx)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SURP);
this->slideSfxTimer = 8;
this->slideTimer = 8;
}
if (this->slideTimer != 0) {
if (DECR(this->slideSfxTimer) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SLIDE);
this->slideSfxTimer = 4;
}
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f);
this->skelAnime.playSpeed = 0.0f;
EnFw_SpawnDust(this, 8, 0.16f, 0.2f, 3, 8.0f, 20.0f, ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f);
this->slideTimer--;
if (this->slideTimer == 0) {
this->turnAround = true;
this->runDirection = -this->runDirection;
}
} else {
Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.1f, 1.0f, 0.0f);
phi_v0 = this->skelAnime.curFrame;
if (phi_v0 == 1 || phi_v0 == 4) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_RUN);
EnFw_SpawnDust(this, 8, 0.16f, 0.1f, 1, 0.0f, 20.0f, 0.0f);
}
}
}
}
void EnFw_TurnToParentInitPos(EnFw* this, GlobalContext* globalCtx) {
s16 angleToParentInit;
angleToParentInit = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.parent->home.pos);
Math_SmoothStepToS(&this->actor.shape.rot.y, angleToParentInit, 4, 0xFA0, 1);
if (ABS(angleToParentInit - this->actor.shape.rot.y) < 0x65) {
// angle to parent init pos is ~0.5 degrees
this->actor.world.rot = this->actor.shape.rot;
this->actor.velocity.y = 14.0f;
this->actor.home.pos = this->actor.world.pos;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENFW_ANIM_1);
this->actionFunc = EnFw_JumpToParentInitPos;
}
}
void EnFw_JumpToParentInitPos(EnFw* this, GlobalContext* globalCtx) {
if (this->actor.bgCheckFlags & 1 && this->actor.velocity.y <= 0.0f) {
this->actor.parent->params |= 0x8000;
Actor_Kill(&this->actor);
} else {
Math_SmoothStepToF(&this->actor.world.pos.x, this->actor.parent->home.pos.x, 0.6f, 8.0f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.z, this->actor.parent->home.pos.z, 0.6f, 8.0f, 0.0f);
}
}
void EnFw_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = (EnFw*)thisx;
SkelAnime_Update(&this->skelAnime);
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
// not attached to hookshot.
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 20.0f, 0.0f, 5);
this->actionFunc(this, globalCtx);
if (this->damageTimer == 0 && this->explosionTimer == 0 && this->actionFunc == EnFw_Run) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
s32 EnFw_OverrideLimbDraw(GlobalContext* globalContext, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
return false;
}
void EnFw_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnFw* this = (EnFw*)thisx;
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
if (limbIndex == 2) {
// body
Matrix_MultVec3f(&zeroVec, &this->bompPos);
}
if (limbIndex == 3) {
// head
Matrix_MultVec3f(&zeroVec, &this->actor.focus.pos);
}
Collider_UpdateSpheres(limbIndex, &this->collider);
}
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = (EnFw*)thisx;
EnFw_UpdateDust(this);
Matrix_Push();
EnFw_DrawDust(this, globalCtx);
Matrix_Pop();
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnFw_OverrideLimbDraw, EnFw_PostLimbDraw, this);
}
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != 1) {
eff->scale = scale;
eff->scaleStep = scaleStep;
eff->initialTimer = eff->timer = initialTimer;
eff->type = 1;
eff->pos = *initialPos;
eff->accel = *accel;
eff->velocity = *initialSpeed;
eff->epoch++;
return;
}
}
}
void EnFw_UpdateDust(EnFw* this) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != 0) {
if ((--eff->timer) == 0) {
eff->type = 0;
}
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 EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx) {
static void* dustTextures[] = {
gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex,
};
EnFwEffect* eff = this->effects;
s16 firstDone;
s16 alpha;
s16 i;
s16 idx;
OPEN_DISPS(globalCtx->state.gfxCtx);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
FrameInterpolation_RecordOpenChild(eff, eff->epoch);
if (eff->type != 0) {
if (!firstDone) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0U);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerDL_7928);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
}
alpha = eff->timer * (255.0f / eff->initialTimer);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 130, 90, alpha);
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);
}