Shipwright/soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c

1352 lines
54 KiB
C

/*
* File: z_en_bb.c
* Overlay: ovl_En_Bb
* Description: Bubble (Flying Skull Enemy)
*/
#include "z_en_bb.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_Bb/object_Bb.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_24)
#define vBombHopPhase actionVar1
#define vTrailIdx actionVar1
#define vTrailMaxAlpha actionVar2
#define vMoveAngleY actionVar2
#define vFlameTimer actionVar2
typedef enum {
/* 0 */ BB_DAMAGE,
/* 1 */ BB_KILL,
/* 2 */ BB_FLAME_TRAIL,
/* 3 */ BB_DOWN,
/* 4 */ BB_STUNNED,
/* 5 */ BB_UNUSED,
/* 6 */ BB_BLUE,
/* 7 */ BB_RED,
/* 8 */ BB_WHITE,
/* 9 */ BB_GREEN
} EnBbAction;
typedef enum {
/* 0 */ BBMOVE_NORMAL,
/* 1 */ BBMOVE_NOCLIP,
/* 2 */ BBMOVE_HIDDEN
} EnBbMoveMode;
typedef enum {
/* 0 */ BBBLUE_NORMAL,
/* 1 */ BBBLUE_AGGRO
} EnBbBlueActionState;
typedef enum {
/* 0 */ BBRED_WAIT,
/* 1 */ BBRED_ATTACK,
/* 2 */ BBRED_HIDE
} EnBbRedActionState;
typedef enum {
/* 0 */ BBGREEN_FLAME_ON,
/* 1 */ BBGREEN_FLAME_OFF
} EnBbGreenActionState;
// Main functions
void EnBb_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBb_Update(Actor* this, GlobalContext* globalCtx);
void EnBb_Draw(Actor* this, GlobalContext* globalCtx);
// Helper functions
void EnBb_FaceWaypoint(EnBb* this);
void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx);
// Action functions
void EnBb_SetupFlameTrail(EnBb* this);
void EnBb_FlameTrail(EnBb* this, GlobalContext* globalCtx);
void EnBb_SetupDeath(EnBb* this, GlobalContext* globalCtx);
void EnBb_Death(EnBb* this, GlobalContext* globalCtx);
void EnBb_Damage(EnBb* this, GlobalContext* globalCtx);
void EnBb_SetupBlue(EnBb* this);
void EnBb_Blue(EnBb* this, GlobalContext* globalCtx);
void EnBb_SetupDown(EnBb* this);
void EnBb_Down(EnBb* this, GlobalContext* globalCtx);
void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this);
void EnBb_Red(EnBb* this, GlobalContext* globalCtx);
void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this);
void EnBb_White(EnBb* this, GlobalContext* globalCtx);
void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx);
void EnBb_Green(EnBb* this, GlobalContext* globalCtx);
void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx);
static DamageTable sDamageTableBlueGreen = {
/* Deku nut */ DMG_ENTRY(0, 0xF),
/* Deku stick */ DMG_ENTRY(2, 0x0),
/* Slingshot */ DMG_ENTRY(1, 0x0),
/* Explosive */ DMG_ENTRY(2, 0xA),
/* Boomerang */ DMG_ENTRY(0, 0xF),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xA),
/* Hookshot */ DMG_ENTRY(0, 0xF),
/* Kokiri sword */ DMG_ENTRY(1, 0x0),
/* Master sword */ DMG_ENTRY(2, 0x0),
/* Giant's Knife */ DMG_ENTRY(4, 0x0),
/* Fire arrow */ DMG_ENTRY(2, 0xE),
/* Ice arrow */ DMG_ENTRY(4, 0xC),
/* Light arrow */ DMG_ENTRY(4, 0xB),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0x6),
/* Ice magic */ DMG_ENTRY(3, 0x9),
/* Light magic */ DMG_ENTRY(3, 0x8),
/* Shield */ DMG_ENTRY(0, 0xA),
/* Mirror Ray */ DMG_ENTRY(0, 0xA),
/* Kokiri spin */ DMG_ENTRY(1, 0x0),
/* Giant spin */ DMG_ENTRY(4, 0x0),
/* Master spin */ DMG_ENTRY(2, 0x0),
/* Kokiri jump */ DMG_ENTRY(2, 0x0),
/* Giant jump */ DMG_ENTRY(8, 0x0),
/* Master jump */ DMG_ENTRY(4, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x6),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xA),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static DamageTable sDamageTableRed = {
/* Deku nut */ DMG_ENTRY(0, 0xD),
/* Deku stick */ DMG_ENTRY(0, 0xD),
/* Slingshot */ DMG_ENTRY(0, 0xD),
/* Explosive */ DMG_ENTRY(2, 0xA),
/* Boomerang */ DMG_ENTRY(0, 0xD),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xA),
/* Hookshot */ DMG_ENTRY(0, 0xD),
/* Kokiri sword */ DMG_ENTRY(0, 0xD),
/* Master sword */ DMG_ENTRY(2, 0xE),
/* Giant's Knife */ DMG_ENTRY(4, 0xE),
/* Fire arrow */ DMG_ENTRY(2, 0xE),
/* Ice arrow */ DMG_ENTRY(4, 0x9),
/* Light arrow */ DMG_ENTRY(2, 0xE),
/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
/* Fire magic */ DMG_ENTRY(0, 0x6),
/* Ice magic */ DMG_ENTRY(3, 0x9),
/* Light magic */ DMG_ENTRY(0, 0x6),
/* Shield */ DMG_ENTRY(0, 0xA),
/* Mirror Ray */ DMG_ENTRY(0, 0xA),
/* Kokiri spin */ DMG_ENTRY(1, 0x0),
/* Giant spin */ DMG_ENTRY(4, 0xE),
/* Master spin */ DMG_ENTRY(2, 0xE),
/* Kokiri jump */ DMG_ENTRY(2, 0x0),
/* Giant jump */ DMG_ENTRY(8, 0xE),
/* Master jump */ DMG_ENTRY(4, 0xE),
/* Unknown 1 */ DMG_ENTRY(0, 0x6),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xA),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static DamageTable sDamageTableWhite = {
/* Deku nut */ DMG_ENTRY(0, 0xF),
/* Deku stick */ DMG_ENTRY(2, 0xE),
/* Slingshot */ DMG_ENTRY(1, 0xE),
/* Explosive */ DMG_ENTRY(2, 0xA),
/* Boomerang */ DMG_ENTRY(0, 0xF),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xA),
/* Hookshot */ DMG_ENTRY(0, 0xF),
/* Kokiri sword */ DMG_ENTRY(1, 0xE),
/* Master sword */ DMG_ENTRY(2, 0xE),
/* Giant's Knife */ DMG_ENTRY(4, 0xE),
/* Fire arrow */ DMG_ENTRY(4, 0x5),
/* Ice arrow */ DMG_ENTRY(2, 0xE),
/* Light arrow */ DMG_ENTRY(2, 0xE),
/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
/* Fire magic */ DMG_ENTRY(4, 0x7),
/* Ice magic */ DMG_ENTRY(0, 0x6),
/* Light magic */ DMG_ENTRY(0, 0x6),
/* Shield */ DMG_ENTRY(0, 0xA),
/* Mirror Ray */ DMG_ENTRY(0, 0xA),
/* Kokiri spin */ DMG_ENTRY(1, 0xE),
/* Giant spin */ DMG_ENTRY(4, 0xE),
/* Master spin */ DMG_ENTRY(2, 0xE),
/* Kokiri jump */ DMG_ENTRY(2, 0xE),
/* Giant jump */ DMG_ENTRY(8, 0xE),
/* Master jump */ DMG_ENTRY(4, 0xE),
/* Unknown 1 */ DMG_ENTRY(0, 0x6),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xA),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
const ActorInit En_Bb_InitVars = {
ACTOR_EN_BB,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BB,
sizeof(EnBb),
(ActorFunc)EnBb_Init,
(ActorFunc)EnBb_Destroy,
(ActorFunc)EnBb_Update,
(ActorFunc)EnBb_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphElementInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, { { 0, -120, 0 }, 4 }, 300 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT3,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
};
void EnBb_SetupAction(EnBb* this, EnBbActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
Actor* EnBb_FindExplosive(GlobalContext* globalCtx, EnBb* this, f32 range) {
Actor* explosive = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
f32 dist;
while (explosive != NULL) {
if (explosive->params != 0) {
explosive = explosive->next;
continue;
}
dist = Actor_WorldDistXYZToActor(&this->actor, explosive);
if ((explosive->params == 0) && (dist <= range)) {
return explosive;
}
explosive = explosive->next;
}
return NULL;
}
void EnBb_SpawnFlameTrail(GlobalContext* globalCtx, EnBb* this, s16 startAtZero) {
EnBb* now = this;
EnBb* next;
s32 i;
for (i = 0; i < 5; i++) {
next = (EnBb*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BB, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (next != NULL) {
now->actor.child = &next->actor;
next->actor.parent = &now->actor;
next->targetActor = &this->actor;
next->vTrailIdx = i + 1;
next->actor.scale.x = 1.0f;
next->vTrailMaxAlpha = next->flamePrimAlpha = 255 - (i * 40);
next->flameScaleY = next->actor.scale.y = 0.8f - (i * 0.075f);
next->flameScaleX = next->actor.scale.z = 1.0f - (i * 0.094f);
if (startAtZero) {
next->flamePrimAlpha = 0;
next->flameScaleY = next->flameScaleX = 0.0f;
}
next->flameScrollMod = i + 1;
next->timer = 2 * i + 2;
next->flameEnvColor.r = 255;
now = next;
}
}
}
void EnBb_KillFlameTrail(EnBb* this) {
Actor* actor = &this->actor;
while (actor->child != NULL) {
Actor* nextActor = actor->child;
if (nextActor->id == ACTOR_EN_BB) {
nextActor->parent = NULL;
actor->child = NULL;
nextActor->params = ENBB_KILL_TRAIL;
}
actor = nextActor;
}
this->actor.child = NULL;
}
void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
EffectBlureInit1 blureInit;
s32 pad;
EnBb* this = (EnBb*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
SkelAnime_Init(globalCtx, &this->skelAnime, &object_Bb_Skel_001A30, &object_Bb_Anim_000444, this->jointTable,
this->morphTable, 16);
this->unk_254 = 0;
thisx->colChkInfo.health = 4;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, thisx, &sJntSphInit, this->elements);
this->actionState = thisx->params >> 8;
if (thisx->params & 0x80) {
thisx->params |= 0xFF00;
}
if (thisx->params <= ENBB_BLUE) {
ActorShape_Init(&thisx->shape, 200.0f, ActorShadow_DrawCircle, 35.0f);
}
if (thisx->params & 0xFF00) {
this->timer = 0;
this->flameScaleY = 80.0f;
this->flameScaleX = 100.0f;
this->collider.elements[0].info.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
this->collider.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
this->collider.elements[0].info.toucher.damage = 8;
this->bobSize = this->actionState * 20.0f;
this->flamePrimAlpha = 255;
this->moveMode = BBMOVE_NORMAL;
Actor_SetScale(thisx, 0.01f);
switch (thisx->params) {
case ENBB_BLUE:
thisx->naviEnemyId = 0x1C;
thisx->colChkInfo.damageTable = &sDamageTableBlueGreen;
this->flamePrimBlue = this->flameEnvColor.b = 255;
thisx->world.pos.y += 50.0f;
EnBb_SetupBlue(this);
thisx->flags |= ACTOR_FLAG_14;
break;
case ENBB_RED:
thisx->naviEnemyId = 0x24;
thisx->colChkInfo.damageTable = &sDamageTableRed;
this->flameEnvColor.r = 255;
this->collider.elements[0].info.toucher.effect = 1;
EnBb_SetupRed(globalCtx, this);
break;
case ENBB_WHITE:
thisx->naviEnemyId = 0x1D;
thisx->colChkInfo.damageTable = &sDamageTableWhite;
this->path = this->actionState;
blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p1StartColor[2] =
blureInit.p1StartColor[3] = blureInit.p2StartColor[0] = blureInit.p2StartColor[1] =
blureInit.p2StartColor[2] = blureInit.p2StartColor[3] = blureInit.p1EndColor[0] =
blureInit.p1EndColor[1] = blureInit.p1EndColor[2] = blureInit.p2EndColor[0] =
blureInit.p2EndColor[1] = blureInit.p2EndColor[2] = 255;
blureInit.p1EndColor[3] = 0;
blureInit.p2EndColor[3] = 0;
blureInit.elemDuration = 16;
blureInit.unkFlag = 0;
blureInit.calcMode = 2;
Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
EnBb_SetupWhite(globalCtx, this);
EnBb_SetWaypoint(this, globalCtx);
EnBb_FaceWaypoint(this);
thisx->flags |= ACTOR_FLAG_14;
break;
case ENBB_GREEN_BIG:
this->path = this->actionState >> 4;
this->collider.elements[0].dim.modelSphere.radius = 0x16;
Actor_SetScale(thisx, 0.03f);
case ENBB_GREEN:
thisx->naviEnemyId = 0x1E;
this->bobSize = (this->actionState & 0xF) * 20.0f;
thisx->colChkInfo.damageTable = &sDamageTableBlueGreen;
this->flameEnvColor.g = 255;
thisx->colChkInfo.health = 1;
EnBb_InitGreen(this, globalCtx);
break;
}
thisx->focus.pos = thisx->world.pos;
} else {
EnBb_SetupFlameTrail(this);
}
this->collider.elements[0].dim.worldSphere.radius =
this->collider.elements[0].dim.modelSphere.radius * this->collider.elements[0].dim.scale;
}
void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBb* this = (EnBb*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnBb_SetupFlameTrail(EnBb* this) {
this->action = BB_FLAME_TRAIL;
this->moveMode = BBMOVE_NOCLIP;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
this->actor.speedXZ = 0.0f;
EnBb_SetupAction(this, EnBb_FlameTrail);
}
void EnBb_FlameTrail(EnBb* this, GlobalContext* globalCtx) {
if (this->actor.params == ENBB_KILL_TRAIL) {
if (this->actor.parent == NULL) {
EnBb_SetupDeath(this, globalCtx);
}
} else {
if (this->timer == 0) {
if (((EnBb*)this->targetActor)->flameScaleY != 0.0f) {
Math_SmoothStepToF(&this->flameScaleY, this->actor.scale.y, 1.0f, this->actor.scale.y * 0.1f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, this->actor.scale.z, 1.0f, this->actor.scale.z * 0.1f, 0.0f);
if (this->flamePrimAlpha != this->vTrailMaxAlpha) {
this->flamePrimAlpha += 10;
if (this->vTrailMaxAlpha < this->flamePrimAlpha) {
this->flamePrimAlpha = this->vTrailMaxAlpha;
}
}
} else {
if (!this->flamePrimAlpha) {
Actor_Kill(&this->actor);
return;
} else if (this->flamePrimAlpha <= 20) {
this->flamePrimAlpha = 0;
} else {
this->flamePrimAlpha -= 20;
}
}
this->actor.world.pos = this->actor.parent->prevPos;
} else {
this->timer--;
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.parent->world.rot.y;
}
}
if (this->actor.parent != NULL) {
this->actor.velocity.y = this->actor.parent->velocity.y;
}
}
void EnBb_SetupDeath(EnBb* this, GlobalContext* globalCtx) {
if (this->actor.params <= ENBB_BLUE) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.speedXZ = -7.0f;
this->timer = 5;
this->actor.shape.rot.x += 0x4E20;
EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_BUBLE_DEAD, 1, 1, 0x28);
}
this->action = BB_KILL;
EnBb_SetupAction(this, EnBb_Death);
}
void EnBb_Death(EnBb* this, GlobalContext* globalCtx) {
s16 enpartType = 3;
Vec3f sp40 = { 0.0f, 0.5f, 0.0f };
Vec3f sp34 = { 0.0f, 0.0f, 0.0f };
if (this->actor.params <= ENBB_BLUE) {
Math_SmoothStepToF(&this->flameScaleY, 0.0f, 1.0f, 30.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 0.0f, 1.0f, 30.0f, 0.0f);
if (this->timer != 0) {
this->timer--;
this->actor.shape.rot.x -= 0x4E20;
return;
}
if (this->bodyBreak.val == BODYBREAK_STATUS_FINISHED) {
BodyBreak_Alloc(&this->bodyBreak, 12, globalCtx);
}
if ((this->dmgEffect == 7) || (this->dmgEffect == 5)) {
enpartType = 11;
}
if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, enpartType)) {
return;
}
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xD0);
} else {
if (this->flamePrimAlpha) {
if (this->flamePrimAlpha <= 20) {
this->flamePrimAlpha = 0;
} else {
this->flamePrimAlpha -= 20;
}
return;
}
}
Actor_Kill(&this->actor);
}
void EnBb_SetupDamage(EnBb* this) {
this->action = BB_DAMAGE;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
if (this->actor.params > ENBB_GREEN) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if ((this->actor.bgCheckFlags & 8) == 0) {
this->actor.speedXZ = -7.0f;
}
this->actor.shape.yOffset = 1500.0f;
}
if (this->actor.params == ENBB_RED) {
EnBb_KillFlameTrail(this);
}
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xC);
this->timer = 5;
EnBb_SetupAction(this, EnBb_Damage);
}
void EnBb_Damage(EnBb* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
if (this->actor.speedXZ == 0.0f) {
this->actor.shape.yOffset = 200.0f;
EnBb_SetupDown(this);
}
}
void EnBb_SetupBlue(EnBb* this) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->actor.speedXZ = (Rand_ZeroOne() * 0.5f) + 0.5f;
this->timer = (Rand_ZeroOne() * 20.0f) + 40.0f;
this->unk_264 = (Rand_ZeroOne() * 30.0f) + 180.0f;
this->targetActor = NULL;
this->action = BB_BLUE;
EnBb_SetupAction(this, EnBb_Blue);
}
void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
Actor* explosive;
s16 moveYawToWall;
s16 thisYawToWall;
s16 afterHitAngle;
Math_SmoothStepToF(&this->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
if (this->actor.floorHeight > BGCHECK_Y_MIN) {
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.floorHeight + 50.0f + this->flyHeightMod, 1.0f, 0.5f,
0.0f);
}
SkelAnime_Update(&this->skelAnime);
if (Math_CosF(this->bobPhase) == 0.0f) {
if (this->charge) {
this->bobSpeedMod = Rand_ZeroOne() * 2.0f;
} else {
this->bobSpeedMod = Rand_ZeroOne() * 4.0f;
}
}
this->actor.world.pos.y += Math_CosF(this->bobPhase) * (1.0f + this->bobSpeedMod);
this->bobPhase += 0.2f;
Math_SmoothStepToF(&this->actor.speedXZ, this->maxSpeed, 1.0f, 0.5f, 0.0f);
if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 300.0f) {
this->vMoveAngleY = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
Math_SmoothStepToS(&this->actor.world.rot.y, this->vMoveAngleY, 1, 0x7D0, 0);
} else {
this->timer--;
if (this->timer <= 0) {
this->charge ^= true;
this->flyHeightMod = (s16)(Math_CosF(this->bobPhase) * 10.0f);
this->actor.speedXZ = 0.0f;
if (this->charge && (this->targetActor == NULL)) {
this->vMoveAngleY = this->actor.world.rot.y;
if (this->actor.xzDistToPlayer < 200.0f) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
this->vMoveAngleY = this->actor.yawTowardsPlayer;
}
this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 6.0f;
this->timer = (Rand_ZeroOne() * 5.0f) + 20.0f;
this->actionState = BBBLUE_NORMAL;
} else {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 1.0f;
this->timer = (Rand_ZeroOne() * 20.0f) + 40.0f;
this->vMoveAngleY = Math_SinF(this->bobPhase) * 65535.0f;
}
}
if ((this->actor.xzDistToPlayer < 150.0f) && (this->actionState != BBBLUE_NORMAL)) {
if (!this->charge) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 6.0f;
this->timer = (Rand_ZeroOne() * 5.0f) + 20.0f;
this->vMoveAngleY = this->actor.yawTowardsPlayer;
this->actionState = this->charge = true; // Sets actionState to BBBLUE_AGGRO
}
} else if (this->actor.xzDistToPlayer < 200.0f) {
this->vMoveAngleY = this->actor.yawTowardsPlayer;
}
if (this->targetActor == NULL) {
explosive = EnBb_FindExplosive(globalCtx, this, 300.0f);
} else if (this->targetActor->params == 0) {
explosive = this->targetActor;
} else {
explosive = NULL;
}
if (explosive != NULL) {
this->vMoveAngleY = Actor_WorldYawTowardActor(&this->actor, explosive);
if ((this->vBombHopPhase == 0) && (explosive != this->targetActor)) {
this->vBombHopPhase = -0x8000;
this->targetActor = explosive;
this->actor.speedXZ *= 0.5f;
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->vMoveAngleY, 1, 0x1388, 0);
Math_SmoothStepToF(&this->actor.world.pos.x, explosive->world.pos.x, 1.0f, 1.5f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.y, explosive->world.pos.y + 40.0f, 1.0f, 1.5f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.z, explosive->world.pos.z, 1.0f, 1.5f, 0.0f);
} else {
this->targetActor = NULL;
}
if (this->vBombHopPhase != 0) {
this->actor.world.pos.y += -Math_CosS(this->vBombHopPhase) * 10.0f;
this->vBombHopPhase += 0x1000;
Math_SmoothStepToS(&this->actor.world.rot.y, this->vMoveAngleY, 1, 0x7D0, 0);
}
thisYawToWall = this->actor.wallYaw - this->actor.world.rot.y;
moveYawToWall = this->actor.wallYaw - this->vMoveAngleY;
if ((this->targetActor == NULL) && (this->actor.bgCheckFlags & 8) &&
(ABS(thisYawToWall) > 0x4000 || ABS(moveYawToWall) > 0x4000)) {
this->vMoveAngleY = this->actor.wallYaw + this->actor.wallYaw - this->actor.world.rot.y - 0x8000;
Math_SmoothStepToS(&this->actor.world.rot.y, this->vMoveAngleY, 1, 0xBB8, 0);
}
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->vMoveAngleY, 1, 0x3E8, 0);
if ((this->collider.base.acFlags & AC_HIT) || (this->collider.base.atFlags & AT_HIT)) {
this->vMoveAngleY = this->actor.yawTowardsPlayer + 0x8000;
if (this->collider.base.acFlags & AC_HIT) {
afterHitAngle = -0x8000;
} else {
afterHitAngle = 0x4000;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
if (globalCtx->gameplayFrames & 1) {
afterHitAngle = -0x4000;
}
}
this->actor.world.rot.y = this->actor.yawTowardsPlayer + afterHitAngle;
this->collider.base.acFlags &= ~AC_HIT;
this->collider.base.atFlags &= ~AT_HIT;
}
if (this->maxSpeed >= 6.0f) {
if ((s32)this->skelAnime.curFrame == 0 || (s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
} else if ((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 7) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
}
} else {
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
}
}
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void EnBb_SetupDown(EnBb* this) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->action = BB_DOWN;
this->timer = 200;
this->actor.colorFilterTimer = 0;
this->actor.bgCheckFlags &= ~1;
this->actor.speedXZ = 3.0f;
this->flameScaleX = 0.0f;
this->flameScaleY = 0.0f;
this->actor.gravity = -2.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DOWN);
EnBb_SetupAction(this, EnBb_Down);
}
void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
s16 yawDiff = this->actor.world.rot.y - this->actor.wallYaw;
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 8) {
if (ABS(yawDiff) > 0x4000) {
this->actor.world.rot.y = this->actor.wallYaw + this->actor.wallYaw - this->actor.world.rot.y - 0x8000;
}
this->actor.bgCheckFlags &= ~8;
}
if (this->actor.bgCheckFlags & 3) {
if (this->actor.params == ENBB_RED) {
s32 floorType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((floorType == 2) || (floorType == 3) || (floorType == 9)) {
this->moveMode = BBMOVE_HIDDEN;
this->timer = 10;
this->actionState++;
this->actor.flags &= ~ACTOR_FLAG_0;
this->action = BB_RED;
EnBb_SetupAction(this, EnBb_Red);
return;
}
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
if (this->actor.velocity.y < -14.0f) {
this->actor.velocity.y *= -0.7f;
} else {
this->actor.velocity.y = 10.0f;
}
this->actor.bgCheckFlags &= ~1;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
Math_SmoothStepToS(&this->actor.world.rot.y, -this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
}
if (this->timer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_UP);
switch (this->actor.params) {
case ENBB_BLUE:
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
EnBb_SetupBlue(this);
break;
case ENBB_RED:
if (this->actor.velocity.y == 10.0f) {
EnBb_SetupRed(globalCtx, this);
EnBb_SpawnFlameTrail(globalCtx, this, true);
}
break;
case ENBB_WHITE:
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
EnBb_SetupWhite(globalCtx, this);
this->actor.world.pos.y -= 60.0f;
break;
}
} else {
this->timer--;
}
}
void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
if (this->action == BB_DOWN) {
this->actor.speedXZ = 5.0f;
this->actor.gravity = -1.0f;
this->actor.velocity.y = 16.0f;
this->actionState = BBRED_ATTACK;
this->timer = 0;
this->moveMode = BBMOVE_NORMAL;
this->actor.bgCheckFlags &= ~1;
} else {
this->actor.colChkInfo.health = 4;
this->timer = 0;
this->actionState = BBRED_WAIT;
this->moveMode = BBMOVE_HIDDEN;
this->actor.world.pos.y -= 80.0f;
this->actor.home.pos = this->actor.world.pos;
this->actor.velocity.y = this->actor.gravity = this->actor.speedXZ = 0.0f;
this->actor.bgCheckFlags &= ~1;
this->actor.flags &= ~ACTOR_FLAG_0;
}
this->action = BB_RED;
EnBb_SetupAction(this, EnBb_Red);
}
void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 floorType;
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
switch (this->actionState) {
case BBRED_WAIT:
if ((Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 250.0f) && (ABS(yawDiff) <= 0x4000) &&
(this->timer == 0)) {
this->actor.speedXZ = 5.0f;
this->actor.gravity = -1.0f;
this->actor.velocity.y = 18.0f;
this->moveMode = BBMOVE_NOCLIP;
this->timer = 7;
this->actor.bgCheckFlags &= ~1;
this->actionState++;
EnBb_SpawnFlameTrail(globalCtx, this, false);
}
break;
case BBRED_ATTACK:
if (this->timer == 0) {
this->moveMode = BBMOVE_NORMAL;
this->actor.flags |= ACTOR_FLAG_0;
}
this->bobPhase += Rand_ZeroOne();
Math_SmoothStepToF(&this->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
if (this->actor.bgCheckFlags & 8) {
yawDiff = this->actor.world.rot.y - this->actor.wallYaw;
if (ABS(yawDiff) > 0x4000) {
this->actor.world.rot.y =
this->actor.wallYaw + this->actor.wallYaw - this->actor.world.rot.y - 0x8000;
}
this->actor.bgCheckFlags &= ~8;
}
if (this->actor.bgCheckFlags & 1) {
floorType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((floorType == 2) || (floorType == 3) || (floorType == 9)) {
this->moveMode = BBMOVE_HIDDEN;
this->timer = 10;
this->actionState++;
this->actor.flags &= ~ACTOR_FLAG_0;
} else {
this->actor.velocity.y *= -1.06f;
if (this->actor.velocity.y > 13.0f) {
this->actor.velocity.y = 13.0f;
}
this->actor.world.rot.y = Math_SinF(this->bobPhase) * 65535.0f;
}
this->actor.bgCheckFlags &= ~1;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
if (Actor_GetCollidedExplosive(globalCtx, &this->collider.base) != NULL) {
EnBb_SetupDown(this);
}
break;
case BBRED_HIDE:
if (this->timer == 0) {
this->actor.speedXZ = 0.0f;
this->actor.gravity = 0.0f;
this->actor.velocity.y = 0.0f;
this->actionState = BBRED_WAIT;
this->timer = 120;
this->actor.world.pos = this->actor.home.pos;
this->actor.shape.rot = this->actor.world.rot = this->actor.home.rot;
EnBb_KillFlameTrail(this);
}
break;
}
if (this->actionState != BBRED_WAIT) {
if (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
}
}
void EnBb_FaceWaypoint(EnBb* this) {
this->actor.world.rot.y = this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &this->waypointPos);
}
void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx) {
Path* path = &globalCtx->setupPathList[this->path];
Vec3s* point;
if (this->waypoint == (s16)(path->count - 1)) {
this->waypoint = 0;
} else {
this->waypoint++;
}
point = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
this->waypointPos.x = point->x;
this->waypointPos.y = point->y;
this->waypointPos.z = point->z;
}
void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->actor.speedXZ = 0.0f;
this->actor.world.pos.y += 60.0f;
this->flameScaleX = 100.0f;
this->action = BB_WHITE;
this->waypoint = 0;
this->timer = (Rand_ZeroOne() * 30.0f) + 40.0f;
this->maxSpeed = 7.0f;
EnBb_SetupAction(this, EnBb_White);
}
void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
if (this->actor.speedXZ == 0.0f) {
f32 distL1;
f32 vx;
f32 vz;
s16 pitch = Math_Vec3f_Pitch(&this->actor.world.pos, &this->waypointPos);
f32 vy = Math_SinS(pitch) * this->maxSpeed;
f32 vxz = Math_CosS(pitch) * this->maxSpeed;
vx = Math_SinS(this->actor.shape.rot.y) * vxz;
vz = Math_CosS(this->actor.shape.rot.y) * vxz;
distL1 = Math_SmoothStepToF(&this->actor.world.pos.x, this->waypointPos.x, 1.0f, ABS(vx), 0.0f);
distL1 += Math_SmoothStepToF(&this->actor.world.pos.y, this->waypointPos.y, 1.0f, ABS(vy), 0.0f);
distL1 += Math_SmoothStepToF(&this->actor.world.pos.z, this->waypointPos.z, 1.0f, ABS(vz), 0.0f);
this->bobPhase += (0.05f + (Rand_ZeroOne() * 0.01f));
if (distL1 == 0.0f) {
this->timer--;
if (this->timer == 0) {
EnBb_SetWaypoint(this, globalCtx);
EnBb_FaceWaypoint(this);
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
this->timer = Rand_ZeroOne() * 30.0f + 40.0f;
} else {
if (this->moveMode != BBMOVE_NORMAL) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
}
this->actor.world.rot.y += 0x1F40;
}
this->moveMode = BBMOVE_NORMAL;
this->maxSpeed = 0.0f;
} else {
this->moveMode = BBMOVE_NOCLIP;
this->maxSpeed = 10.0f;
}
if (this->collider.base.atFlags & AT_HIT) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
this->collider.base.atFlags &= ~AT_HIT;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f) == 0.0f) {
EnBb_FaceWaypoint(this);
}
SkelAnime_Update(&this->skelAnime);
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() <= 0.1f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
if ((this->maxSpeed != 0.0f) && (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
} else if (((s32)this->skelAnime.curFrame == 2) || ((s32)this->skelAnime.curFrame == 7)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
}
}
void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->moveMode = BBMOVE_NOCLIP;
this->actionState = BBGREEN_FLAME_ON;
this->bobPhase = Rand_ZeroOne();
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
if (this->actor.params == ENBB_GREEN_BIG) {
EnBb_SetWaypoint(this, globalCtx);
EnBb_FaceWaypoint(this);
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &this->actor.world.pos);
this->targetActor = NULL;
this->action = BB_GREEN;
this->actor.speedXZ = 0.0f;
this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
EnBb_SetupAction(this, EnBb_Green);
}
void EnBb_SetupGreen(EnBb* this) {
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
this->moveMode = BBMOVE_NOCLIP;
this->actionState = BBGREEN_FLAME_ON;
this->targetActor = NULL;
this->action = BB_GREEN;
this->actor.speedXZ = 0.0f;
this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
this->actor.shape.rot.z = 0;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
EnBb_SetupAction(this, EnBb_Green);
}
void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
Vec3f nextPos = player->actor.world.pos;
nextPos.y += 30.0f;
if (this->actor.params == ENBB_GREEN_BIG) {
if (this->actor.speedXZ == 0.0f) {
s16 pitch = Math_Vec3f_Pitch(&this->actor.home.pos, &this->waypointPos);
s16 yaw = Math_Vec3f_Yaw(&this->actor.home.pos, &this->waypointPos);
f32 vy = Math_SinS(pitch) * this->maxSpeed;
f32 vxz = Math_CosS(pitch) * this->maxSpeed;
f32 vz;
f32 vx;
f32 distL1;
Math_SmoothStepToS(&this->actor.world.rot.y, yaw, 1, 0x3E8, 0);
vx = Math_SinS(this->actor.world.rot.y) * vxz;
distL1 = Math_CosS(this->actor.world.rot.y) * vxz;
vz = Math_SmoothStepToF(&this->actor.home.pos.x, this->waypointPos.x, 1.0f, ABS(vx), 0.0f);
vz += Math_SmoothStepToF(&this->actor.home.pos.y, this->waypointPos.y, 1.0f, ABS(vy), 0.0f);
vz += Math_SmoothStepToF(&this->actor.home.pos.z, this->waypointPos.z, 1.0f, ABS(distL1), 0.0f);
this->bobPhase += (0.05f + (Rand_ZeroOne() * 0.01f));
if (vz == 0.0f) {
EnBb_SetWaypoint(this, globalCtx);
}
this->moveMode = BBMOVE_NOCLIP;
this->maxSpeed = 10.0f;
if (this->collider.base.atFlags & AT_HIT) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
this->collider.base.atFlags &= ~AT_HIT;
}
if (Math_CosF(this->bobPhase) == 0.0f) {
if (this->charge) {
this->bobSpeedMod = Rand_ZeroOne();
} else {
this->bobSpeedMod = Rand_ZeroOne() * 3.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
}
this->actor.shape.rot.y = this->actor.world.rot.y;
} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f) == 0.0f) {
EnBb_FaceWaypoint(this);
}
} else {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, Math_Vec3f_Pitch(&this->actor.world.pos, &nextPos), 1, 0xFA0, 0);
}
SkelAnime_Update(&this->skelAnime);
if (Math_CosF(this->bobPhase) <= 0.002f) {
this->bobSpeedMod = Rand_ZeroOne() * 0.05f;
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &nextPos);
Math_SmoothStepToF(&this->actor.world.pos.x, nextPos.x, 1.0f, this->bobPhase * 0.75f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.y, nextPos.y, 1.0f, this->bobPhase * 0.75f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.z, nextPos.z, 1.0f, this->bobPhase * 0.75f, 0.0f);
this->bobPhase += 0.1f + this->bobSpeedMod;
if (Actor_GetCollidedExplosive(globalCtx, &this->collider.base) || (--this->vFlameTimer == 0)) {
this->actionState++;
this->timer = (Rand_ZeroOne() * 30.0f) + 60.0f;
if (this->vFlameTimer != 0) {
this->collider.base.acFlags &= ~AC_HIT;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DOWN);
}
if (this->actionState != BBGREEN_FLAME_ON) {
this->timer--;
if (this->timer == 0) {
this->actionState = BBGREEN_FLAME_ON;
this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_UP);
}
Math_SmoothStepToF(&this->flameScaleY, 0.0f, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 0.0f, 1.0f, 10.0f, 0.0f);
} else {
Math_SmoothStepToF(&this->flameScaleY, 80.0f, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
}
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_WING);
}
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
}
void EnBb_SetupStunned(EnBb* this) {
this->action = BB_STUNNED;
if (this->actor.params != ENBB_WHITE) {
if (this->actor.params != ENBB_RED) {
if (this->actor.params > ENBB_GREEN) {
this->actor.gravity = -2.0f;
this->actor.shape.yOffset = 1500.0f;
}
this->actor.speedXZ = 0.0f;
this->flameScaleX = 0.0f;
this->flameScaleY = 0.0f;
} else {
EnBb_KillFlameTrail(this);
}
}
switch (this->dmgEffect) {
case 8:
Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0x50);
break;
case 9:
this->fireIceTimer = 0x30;
case 15:
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, 0, 0xB4, 0, 0x50);
break;
}
this->actor.bgCheckFlags &= ~1;
EnBb_SetupAction(this, EnBb_Stunned);
}
void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
s16 yawDiff = this->actor.world.rot.y - this->actor.wallYaw;
if (this->actor.bgCheckFlags & 8) {
if (ABS(yawDiff) > 0x4000) {
this->actor.world.rot.y = this->actor.wallYaw + this->actor.wallYaw - this->actor.world.rot.y - 0x8000;
}
this->actor.bgCheckFlags &= ~8;
}
if (this->actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
if (this->actor.velocity.y < -14.0f) {
this->actor.velocity.y *= -0.4f;
} else {
this->actor.velocity.y = 0.0f;
}
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
}
if (this->actor.colorFilterTimer == 0) {
this->actor.shape.yOffset = 200.0f;
if (this->actor.colChkInfo.health != 0) {
if ((this->actor.params == ENBB_GREEN) || (this->actor.params == ENBB_GREEN_BIG)) {
EnBb_SetupGreen(this);
} else if (this->actor.params == ENBB_WHITE) {
this->action = BB_WHITE;
EnBb_SetupAction(this, EnBb_White);
} else {
EnBb_SetupDown(this);
}
} else {
this->actor.flags &= ~ACTOR_FLAG_0;
EnBb_SetupDeath(this, globalCtx);
}
}
}
void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
if (this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~AT_BOUNCED;
if (this->action != BB_DOWN) {
if (this->actor.params >= ENBB_RED) {
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer + 0x8000;
if (this->actor.params == ENBB_RED) {
EnBb_KillFlameTrail(this);
}
EnBb_SetupDown(this);
return;
}
this->actionVar2 = 1;
}
}
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->dmgEffect = this->actor.colChkInfo.damageEffect;
Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, 0);
switch (this->dmgEffect) {
case 7:
this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
case 5:
this->fireIceTimer = 0x30;
//! @bug
//! Setting fireIceTimer here without calling Actor_SetColorFilter causes a crash if the bubble is
//! killed in a single hit by an attack with damage effect 5 or 7 while actor updating is halted. Using
//! Din's Fire on a white bubble will do just that. The mechanism is complex and described below.
goto block_15;
case 6:
this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
break;
case 8:
case 9:
case 15:
if (this->action != BB_STUNNED) {
Actor_ApplyDamage(&this->actor);
EnBb_SetupStunned(this);
}
break;
default:
block_15:
if ((this->dmgEffect == 14) || (this->dmgEffect == 12) || (this->dmgEffect == 11) ||
(this->dmgEffect == 10) || (this->dmgEffect == 7) || (this->dmgEffect == 5)) {
if ((this->action != BB_DOWN) || (this->timer < 190)) {
Actor_ApplyDamage(&this->actor);
}
if ((this->action != BB_DOWN) && (this->actor.params != ENBB_WHITE)) {
EnBb_SetupDown(this);
}
} else {
if (((this->action == BB_DOWN) && (this->timer < 190)) ||
((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
Actor_ApplyDamage(&this->actor);
} else {
this->collider.base.acFlags |= AC_HIT;
}
}
if (this->actor.colChkInfo.health == 0) {
this->actor.flags &= ~ACTOR_FLAG_0;
if (this->actor.params == ENBB_RED) {
EnBb_KillFlameTrail(this);
}
EnBb_SetupDeath(this, globalCtx);
//! @bug
//! Because Din's Fire kills the bubble in a single hit, Actor_SetColorFilter is never called and
//! colorFilterParams is never set. And because Din's Fire halts updating during its cutscene,
//! EnBb_Death doesn't kill the bubble on the next frame like it should. This combines with
//! the bug in EnBb_Draw below to crash the game.
} else if ((this->actor.params == ENBB_WHITE) &&
((this->action == BB_WHITE) || (this->action == BB_STUNNED))) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xC);
this->actor.speedXZ = -8.0f;
this->maxSpeed = 0.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
} else if (((this->action == BB_DOWN) && (this->timer < 190)) ||
((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
EnBb_SetupDamage(this);
}
case 13:
break;
}
}
}
void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnBb* this = (EnBb*)thisx;
Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
Vec3f sp40 = { 0.0f, -0.6f, 0.0f };
Color_RGBA8 sp3C = { 0, 0, 255, 255 };
Color_RGBA8 sp38 = { 0, 0, 0, 0 };
f32 sp34 = -15.0f;
if (this->actor.params <= ENBB_BLUE) {
EnBb_CollisionCheck(this, globalCtx);
}
if (this->actor.colChkInfo.damageEffect != 0xD) {
this->actionFunc(this, globalCtx);
if ((this->actor.params <= ENBB_BLUE) && (this->actor.speedXZ >= -6.0f) &&
((this->actor.flags & ACTOR_FLAG_15) == 0)) {
Actor_MoveForward(&this->actor);
}
if (this->moveMode == BBMOVE_NORMAL) {
if ((this->actor.world.pos.y - 20.0f) <= this->actor.floorHeight) {
sp34 = 20.0f;
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, sp34, 25.0f, 20.0f, 5);
}
this->actor.focus.pos = this->actor.world.pos;
this->collider.elements->dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.elements->dim.worldSphere.center.y =
this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
this->collider.elements->dim.worldSphere.center.z = this->actor.world.pos.z;
if ((this->action > BB_KILL) && ((this->actor.speedXZ != 0.0f) || (this->action == BB_GREEN))) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if ((this->action > BB_FLAME_TRAIL) &&
((this->actor.colorFilterTimer == 0) || !(this->actor.colorFilterParams & 0x4000)) &&
(this->moveMode != BBMOVE_HIDDEN)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
void EnBb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnBb* this = (EnBb*)thisx;
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 4, 15, 15, dList, BODYBREAK_OBJECT_DEFAULT);
}
static Vec3f sFireIceOffsets[] = {
{ 13.0f, 10.0f, 0.0f }, { 5.0f, 25.0f, 5.0f }, { -5.0f, 25.0f, 5.0f }, { -13.0f, 10.0f, 0.0f },
{ 5.0f, 25.0f, -5.0f }, { -5.0f, 25.0f, -5.0f }, { 0.0f, 10.0f, -13.0f }, { 5.0f, 0.0f, 5.0f },
{ 5.0f, 0.0f, -5.0f }, { 0.0f, 10.0f, 13.0f }, { -5.0f, 0.0f, 5.0f }, { -5.0f, 0.0f, -5.0f },
};
void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBb* this = (EnBb*)thisx;
Vec3f blureBase1 = { 0.0f, 5000.0f, 0.0f };
Vec3f blureBase2 = { 0.0f, 2000.0f, 0.0f };
Vec3f blureVtx1;
Vec3f blureVtx2;
OPEN_DISPS(globalCtx->state.gfxCtx);
blureBase1.z = this->maxSpeed * 80.0f;
blureBase2.z = this->maxSpeed * 80.0f;
if (this->moveMode != BBMOVE_HIDDEN) {
if (this->actor.params <= ENBB_BLUE) {
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnBb_PostLimbDraw,
this);
if (this->fireIceTimer != 0) {
this->actor.colorFilterTimer++;
//! @bug:
//! The purpose of this is to counteract Actor_UpdateAll decrementing colorFilterTimer. However,
//! the above bugs mean unk_2A8 can be nonzero without damage effects ever having been set.
//! This routine will then increment colorFilterTimer, and on the next frame Actor_Draw will try
//! to draw the unset colorFilterParams. This causes a divide-by-zero error, crashing the game.
this->fireIceTimer--;
if ((this->fireIceTimer % 4) == 0) {
Vec3f sp70;
s32 index = this->fireIceTimer >> 2;
sp70.x = this->actor.world.pos.x + sFireIceOffsets[index].x;
sp70.y = this->actor.world.pos.y + sFireIceOffsets[index].y;
sp70.z = this->actor.world.pos.z + sFireIceOffsets[index].z;
if ((this->dmgEffect != 7) && (this->dmgEffect != 5)) {
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &sp70, 0x96, 0x96, 0x96, 0xFA, 0xEB,
0xF5, 0xFF, 0.8f);
} else {
sp70.y -= 17.0f;
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &sp70, 0x28, 1, 0, -1);
}
}
}
Matrix_Translate(0.0f, this->flameScaleX * -40.0f, 0.0f, MTXMODE_APPLY);
} else {
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
}
if (this->actor.params != ENBB_WHITE) {
func_80093D84(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
((globalCtx->gameplayFrames + (this->flameScrollMod * 10)) *
(-20 - (this->flameScrollMod * -2))) %
0x200,
0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, this->flamePrimBlue, this->flamePrimAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, this->flameEnvColor.r, this->flameEnvColor.g, this->flameEnvColor.b, 0);
Matrix_RotateY(((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000)) *
(M_PI / 0x8000),
MTXMODE_APPLY);
Matrix_Scale(this->flameScaleX * 0.01f, this->flameScaleY * 0.01f, 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++, gEffFire1DL);
} else {
Matrix_MultVec3f(&blureBase1, &blureVtx1);
Matrix_MultVec3f(&blureBase2, &blureVtx2);
if ((this->maxSpeed != 0.0f) && (this->action == BB_WHITE) && !(globalCtx->gameplayFrames & 1) &&
(this->actor.colChkInfo.health != 0)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->blureIdx), &blureVtx1, &blureVtx2);
} else if (this->action != BB_WHITE) {
EffectBlure_AddSpace(Effect_GetByIndex(this->blureIdx));
}
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}