Shipwright/soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c

910 lines
35 KiB
C

/*
* File: z_en_bw.c
* Overlay: ovl_En_Bw
* Description: Torch slug
*/
#include "z_en_bw.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_bw/object_bw.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnBw_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBw_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBw_Reset(void);
void func_809CE884(EnBw* this, GlobalContext* globalCtx);
void func_809CE9A8(EnBw* this);
void func_809CEA24(EnBw* this, GlobalContext* globalCtx);
void func_809CF72C(EnBw* this);
void func_809CF7AC(EnBw* this, GlobalContext* globalCtx);
void func_809CF8F0(EnBw* this);
void func_809CF984(EnBw* this, GlobalContext* globalCtx);
void func_809CFBA8(EnBw* this);
void func_809CFC4C(EnBw* this, GlobalContext* globalCtx);
void func_809CFF10(EnBw* this);
void func_809CFF98(EnBw* this, GlobalContext* globalCtx);
void func_809D00F4(EnBw* this);
void func_809D014C(EnBw* this, GlobalContext* globalCtx);
void func_809D01CC(EnBw* this);
void func_809D0268(EnBw* this, GlobalContext* globalCtx);
void func_809D03CC(EnBw* this);
void func_809D0424(EnBw* this, GlobalContext* globalCtx);
const ActorInit En_Bw_InitVars = {
ACTOR_EN_BW,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BW,
sizeof(EnBw),
(ActorFunc)EnBw_Init,
(ActorFunc)EnBw_Destroy,
(ActorFunc)EnBw_Update,
(ActorFunc)EnBw_Draw,
(ActorResetFunc)EnBw_Reset,
};
static ColliderCylinderInit sCylinderInit1 = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x01, 0x08 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ 30, 65, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sCylinderInit2 = {
{
COLTYPE_HIT0,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 30, 35, 0, { 0, 0, 0 } },
};
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x1),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(2, 0xF),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(2, 0xF),
/* Hammer swing */ DMG_ENTRY(2, 0xF),
/* Hookshot */ DMG_ENTRY(0, 0x1),
/* Kokiri sword */ DMG_ENTRY(0, 0x0),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
/* Fire arrow */ DMG_ENTRY(2, 0xF),
/* Ice arrow */ DMG_ENTRY(4, 0xE),
/* Light arrow */ DMG_ENTRY(2, 0xF),
/* Unk arrow 1 */ DMG_ENTRY(2, 0xF),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
/* Fire magic */ DMG_ENTRY(0, 0x6),
/* Ice magic */ DMG_ENTRY(3, 0xE),
/* 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(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xF),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
s32 sSlugGroup = 0;
void EnBw_SetupAction(EnBw* this, EnBwActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
EnBw* this = (EnBw*)thisx;
Actor_SetScale(&this->actor, 0.012999999f);
this->actor.naviEnemyId = 0x23;
this->actor.gravity = -2.0f;
SkelAnime_Init(globalCtx, &this->skelAnime, &object_bw_Skel_0020F0, &object_bw_Anim_000228, this->jointTable,
this->morphTable, 12);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.colChkInfo.health = 6;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.focus.pos = this->actor.world.pos;
func_809CE9A8(this);
this->color1.a = this->color1.r = 255;
this->color1.g = this->color1.b = 0;
this->unk_248 = 0.6f;
this->unk_221 = 3;
Collider_InitCylinder(globalCtx, &this->collider1);
//! this->collider2 should have Init called on it, but it doesn't matter since the heap is zeroed before use.
Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit1);
Collider_SetCylinder(globalCtx, &this->collider2, &this->actor, &sCylinderInit2);
this->unk_236 = this->actor.world.rot.y;
this->actor.params = sSlugGroup;
sSlugGroup = (sSlugGroup + 1) & 3;
}
void EnBw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnBw* this = (EnBw*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider1);
Collider_DestroyCylinder(globalCtx, &this->collider2);
}
void func_809CE884(EnBw* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
this->unk_222 -= 250;
this->actor.scale.x = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
this->actor.scale.y = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
this->actor.scale.z = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
if (this->unk_222 == 0) {
this->actor.world.rot.y = this->actor.shape.rot.y;
func_809CE9A8(this);
}
}
void func_809CE9A8(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_000228, -2.0f);
this->unk_220 = 2;
this->unk_222 = Rand_ZeroOne() * 200.0f + 200.0f;
this->unk_232 = 0;
this->actor.speedXZ = 0.0f;
EnBw_SetupAction(this, func_809CEA24);
}
void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
CollisionPoly* sp74 = NULL;
Vec3f sp68;
u32 sp64 = 0;
s16 sp62;
s16 sp60;
f32 sp5C;
f32 sp58;
Player* player = GET_PLAYER(globalCtx);
Player* player2 = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
this->unk_244 = this->unk_250 + 0.1f;
sp58 = Math_CosF(this->unk_240);
this->unk_240 += this->unk_244;
if (this->unk_24C < 0.8f) {
this->unk_24C += 0.1f;
}
this->actor.scale.x = 0.013f - Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
this->actor.scale.y = 0.013f - Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
this->actor.scale.z = 0.013f + Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
sp5C = Math_CosF(this->unk_240);
if (this->unk_232 == 0) {
if (ABS(sp58) < ABS(sp5C)) {
this->unk_232++;
}
} else {
if (ABS(sp58) > ABS(sp5C)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_WALK);
this->unk_232 = 0;
}
}
sp5C *= this->unk_24C * (10.0f * this->unk_244);
this->actor.speedXZ = ABS(sp5C);
if (this->unk_221 != 1) {
sp58 = Math_SinF(this->unk_240);
sp60 = ABS(sp58) * 85.0f;
this->color1.g = sp60;
}
if ((((globalCtx->gameplayFrames % 4) == (u32)this->actor.params) && (this->actor.speedXZ != 0.0f) &&
(sp64 = BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->actor.world.pos, &this->unk_264, &sp68, &sp74, 1, 0, 0,
1))) ||
(this->unk_222 == 0)) {
if (sp74 != NULL) {
sp74 = SEGMENTED_TO_VIRTUAL(sp74);
sp62 = Math_FAtan2F(sp74->normal.x, sp74->normal.z) * ((f32)0x8000 / M_PI);
} else {
sp62 = this->actor.world.rot.y + 0x8000;
}
if ((this->unk_236 != sp62) || (sp64 == 0)) {
if (BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->unk_270, &this->unk_288, &sp68, &sp74, 1, 0, 0, 1)) {
sp64 |= 2;
}
if (BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->unk_270, &this->unk_27C, &sp68, &sp74, 1, 0, 0, 1)) {
sp64 |= 4;
}
switch (sp64) {
case 0:
this->unk_236 += this->unk_238;
case 1:
if (this->unk_221 == 3) {
if (globalCtx->gameplayFrames & 2) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
} else {
if ((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) >= 0.0f) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
if (this->unk_221 == 1) {
this->unk_238 = -this->unk_238;
}
}
break;
case 2:
this->unk_236 += this->unk_238;
case 3:
this->unk_238 = 0x4000;
break;
case 4:
this->unk_236 += this->unk_238;
case 5:
this->unk_238 = -0x4000;
break;
case 7:
this->unk_238 = 0;
break;
}
if (sp64 != 6) {
this->unk_236 = sp62;
}
this->unk_222 = (Rand_ZeroOne() * 200.0f) + 200.0f;
}
} else if ((this->actor.speedXZ != 0.0f) && (this->actor.bgCheckFlags & 8)) {
if (this->unk_236 != this->actor.wallYaw) {
sp64 = 1;
this->unk_236 = this->actor.wallYaw;
if (this->unk_221 == 3) {
if (globalCtx->gameplayFrames & 0x20) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
this->actor.bgCheckFlags &= ~8;
this->unk_222 = (Rand_ZeroOne() * 20.0f) + 160.0f;
} else {
if ((s16)(this->actor.yawTowardsPlayer - this->unk_236) >= 0) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
if (this->unk_221 == 1) {
this->unk_238 = -this->unk_238;
}
}
} else if (this->unk_221 == 0) {
sp64 = BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->actor.world.pos, &player->actor.world.pos, &sp68,
&sp74, 1, 0, 0, 1);
if (sp64 != 0) {
sp74 = SEGMENTED_TO_VIRTUAL(sp74);
sp60 = Math_FAtan2F(sp74->normal.x, sp74->normal.z) * ((f32)0x8000 / M_PI);
if (this->unk_236 != sp60) {
if ((s16)(this->actor.yawTowardsPlayer - sp60) >= 0) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
this->unk_236 = sp60;
}
}
}
}
this->unk_222--;
if (this->unk_224 != 0) {
this->unk_224--;
}
if ((this->unk_234 == 0) &&
!Actor_TestFloorInDirection(&this->actor, globalCtx, 50.0f, this->unk_236 + this->unk_238)) {
if (this->unk_238 != 0x4000) {
this->unk_238 = 0x4000;
} else {
this->unk_238 = -0x4000;
}
}
switch (this->unk_221) {
case 3:
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
if ((this->unk_224 == 0) && (this->actor.xzDistToPlayer < 200.0f) &&
(ABS(this->actor.yDistToPlayer) < 50.0f) && Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
func_809CF72C(this);
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
}
break;
case 0:
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
if (sp64 == 0) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1,
this->actor.speedXZ * 1000.0f, 0);
if ((this->actor.xzDistToPlayer < 90.0f) && (this->actor.yDistToPlayer < 50.0f) &&
Actor_IsFacingPlayer(&this->actor, 0x1554) &&
Actor_TestFloorInDirection(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsPlayer)) {
func_809CF8F0(this);
}
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
}
if ((this->unk_224 == 0) || (ABS(this->actor.yDistToPlayer) > 60.0f) || (player2->stateFlags1 & 0x6000)) {
this->unk_221 = 3;
this->unk_224 = 150;
this->unk_250 = 0.0f;
}
break;
case 1:
if (((sp64 == 0) && !(this->actor.bgCheckFlags & 8)) || Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
if (Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
this->unk_238 = -this->unk_238;
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer - 0x8000, 1,
this->actor.speedXZ * 1000.0f, 0);
} else {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
}
if (this->unk_224 <= 200) {
sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 55.0f;
this->color1.r = 255 - ABS(sp60);
sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 115.0f;
this->color1.g = ABS(sp60) + 85;
sp60 = Math_SinS(0x960 - this->unk_224) * 255.0f;
this->color1.b = ABS(sp60);
if (this->unk_224 == 0) {
this->unk_221 = 3;
this->unk_250 = 0.0f;
}
}
break;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void func_809CF72C(EnBw* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_0021A0, -2.0f);
this->unk_220 = 3;
this->unk_221 = 0;
this->unk_250 = 0.6f;
this->unk_222 = 20;
this->unk_224 = 0xBB8;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_AIM);
EnBw_SetupAction(this, func_809CF7AC);
}
void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->unk_222 > 0) {
this->unk_222--;
} else {
this->unk_222 = 100;
}
}
if (this->unk_222 >= 20) {
this->unk_224 -= 250;
}
this->actor.scale.x = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0034999999f;
this->actor.scale.y = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0245f;
this->actor.scale.z = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0034999999f;
if (this->unk_224 == 0) {
func_809CE9A8(this);
this->unk_224 = 200;
}
}
void func_809CF8F0(EnBw* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->actor.speedXZ = 7.0f;
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->unk_220 = 4;
this->unk_222 = 1000;
this->actor.velocity.y = 11.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
this->actor.flags |= ACTOR_FLAG_24;
EnBw_SetupAction(this, func_809CF984);
}
void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 floorPolyType;
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
this->unk_222 += 250;
this->actor.scale.x = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
this->actor.scale.y = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0245f;
this->actor.scale.z = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
if (this->collider1.base.atFlags & AT_HIT) {
this->collider1.base.atFlags &= ~AT_HIT;
this->actor.speedXZ = -6.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if ((&player->actor == this->collider1.base.at) && !(this->collider1.base.atFlags & AT_BOUNCED)) {
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
}
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
floorPolyType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((floorPolyType == 2) || (floorPolyType == 3) || (floorPolyType == 9)) {
Actor_Kill(&this->actor);
return;
}
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
this->unk_222 = 3000;
this->actor.flags &= ~ACTOR_FLAG_24;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
EnBw_SetupAction(this, func_809CE884);
}
}
void func_809CFBA8(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->unk_220 = 5;
this->unk_222 = 1000;
this->unk_260 = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 11.0f;
this->unk_25C = Rand_ZeroOne() * 0.25f + 1.0f;
this->unk_224 = 0xBB8;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
EnBw_SetupAction(this, func_809CFC4C);
}
void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.z, 0x7FFF, 1, 0xFA0, 0);
Math_SmoothStepToF(&this->unk_248, 0.0f, 1.0f, 0.05f, 0.0f);
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
if ((globalCtx->gameplayFrames % 0x80) == 0) {
this->unk_25C = (Rand_ZeroOne() * 0.25f) + 0.7f;
}
this->unk_221 = 4;
this->unk_258 += this->unk_25C;
Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
if (this->actor.bgCheckFlags & 2) {
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
}
if (this->unk_224 != 0) {
this->unk_224 -= 250;
this->actor.scale.x = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
this->actor.scale.y = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
this->actor.scale.z = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
}
this->unk_222--;
if (this->unk_222 == 0) {
func_809CFF10(this);
}
} else {
this->color1.r -= 8;
this->color1.g += 32;
if (this->color1.r < 200) {
this->color1.r = 200;
}
if (this->color1.g > 200) {
this->color1.g = 200;
}
if (this->color1.b > 235) {
this->color1.b = 255;
} else {
this->color1.b += 40;
}
if (this->actor.shape.yOffset < 1000.0f) {
this->actor.shape.yOffset += 200.0f;
}
}
}
void func_809CFF10(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->unk_220 = 6;
this->unk_222 = 1000;
this->unk_221 = 3;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 11.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
this->actor.bgCheckFlags &= ~1;
EnBw_SetupAction(this, func_809CFF98);
}
void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.z, 0, 1, 0xFA0, 0);
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 3) {
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
this->unk_222 = 0xBB8;
this->unk_250 = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
EnBw_SetupAction(this, func_809CE884);
}
if (this->color1.r < 247) {
this->color1.r += 8;
} else {
this->color1.r = 255;
}
if (this->color1.g < 32) {
this->color1.g = 0;
} else {
this->color1.g -= 32;
}
if (this->color1.b < 40) {
this->color1.b = 0;
} else {
this->color1.b -= 40;
}
if (this->actor.shape.yOffset > 0.0f) {
this->actor.shape.yOffset -= 200.0f;
}
}
void func_809D00F4(EnBw* this) {
this->unk_220 = 0;
this->unk_222 = 40;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);
EnBw_SetupAction(this, func_809D014C);
}
void func_809D014C(EnBw* this, GlobalContext* globalCtx) {
if (this->unk_230) {
this->actor.scale.x += 0.0002f;
this->actor.scale.y -= 0.0002f;
this->actor.scale.z += 0.0002f;
}
this->actor.shape.shadowAlpha = this->color1.a -= 6;
this->unk_222--;
if (this->unk_222 <= 0) {
Actor_Kill(&this->actor);
}
}
void func_809D01CC(EnBw* this) {
this->unk_220 = 1;
this->actor.speedXZ = 0.0f;
this->unk_25C = (Rand_ZeroOne() * 0.25f) + 1.0f;
this->unk_260 = 0.0f;
if (this->damageEffect == 0xE) {
this->iceTimer = 0x50;
}
this->unk_222 = (this->actor.colorFilterParams & 0x4000) ? 25 : 80;
EnBw_SetupAction(this, func_809D0268);
}
void func_809D0268(EnBw* this, GlobalContext* globalCtx) {
this->color1.r -= 1;
this->color1.g += 4;
this->color1.b += 5;
if (this->color1.r < 200) {
this->color1.r = 200;
}
if (this->color1.g > 200) {
this->color1.g = 200;
}
if (this->color1.b > 230) {
this->color1.b = 230;
}
if (this->actor.colorFilterParams & 0x4000) {
if ((globalCtx->gameplayFrames % 0x80) == 0) {
this->unk_25C = 0.5f + Rand_ZeroOne() * 0.25f;
}
this->unk_258 += this->unk_25C;
Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
}
this->unk_222--;
if (this->unk_222 == 0) {
func_809CE9A8(this);
this->color1.r = this->color1.g = 200;
this->color1.b = 255;
this->unk_224 = 0x258;
this->unk_221 = 1;
this->unk_250 = 0.7f;
this->unk_236++;
}
}
void func_809D03CC(EnBw* this) {
this->actor.speedXZ = 0.0f;
if (this->damageEffect == 0xE) {
this->iceTimer = 32;
}
this->unk_23C = this->actor.colorFilterTimer;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
EnBw_SetupAction(this, func_809D0424);
}
void func_809D0424(EnBw* this, GlobalContext* globalCtx) {
if (this->actor.colorFilterTimer == 0) {
this->unk_23C = 0;
if (this->actor.colChkInfo.health != 0) {
if ((this->unk_220 != 5) && (this->unk_220 != 6)) {
func_809CE9A8(this);
this->color1.r = this->color1.g = 200;
this->color1.b = 255;
this->unk_224 = 0x258;
this->unk_221 = 1;
this->unk_250 = 0.7f;
this->unk_236++;
} else if (this->unk_220 != 5) {
EnBw_SetupAction(this, func_809CFF98);
} else {
func_809CFF10(this);
}
} else {
if (func_800355E4(globalCtx, &this->collider2.base)) {
this->unk_230 = 0;
this->actor.scale.y -= 0.009f;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
} else {
this->unk_230 = 1;
}
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
func_809D00F4(this);
}
}
}
void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
if ((this->actor.bgCheckFlags & 0x10) && (this->actor.bgCheckFlags & 1)) {
this->unk_230 = 0;
this->actor.scale.y -= 0.009f;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
func_809D00F4(this);
} else {
if (this->collider2.base.acFlags & AC_HIT) {
this->collider2.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect == 0) || (this->unk_220 == 6)) {
return;
}
this->damageEffect = this->actor.colChkInfo.damageEffect;
Actor_SetDropFlag(&this->actor, &this->collider2.info, 0);
if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) {
if (this->unk_23C == 0) {
Actor_ApplyDamage(&this->actor);
Actor_SetColorFilter(&this->actor, 0, 0x78, 0, 0x50);
func_809D03CC(this);
this->unk_248 = 0.0f;
}
return;
}
if (this->unk_248 == 0.0f) {
Actor_ApplyDamage(&this->actor);
}
if (((this->unk_221 == 1) || (this->unk_221 == 4)) && (this->actor.colChkInfo.health == 0)) {
if (this->unk_220 != 0) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
if (func_800355E4(globalCtx, &this->collider2.base)) {
this->unk_230 = 0;
this->actor.scale.y -= 0.009f;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0,
false);
} else {
this->unk_230 = 1;
}
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
func_809D00F4(this);
}
} else if ((this->unk_220 != 1) && (this->unk_220 != 6)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_DAMAGE);
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
if (this->unk_220 != 5) {
func_809D01CC(this);
}
this->unk_248 = 0.0f;
}
}
if ((globalCtx->actorCtx.unk_02 != 0) && (this->actor.xzDistToPlayer <= 400.0f) &&
(this->actor.bgCheckFlags & 1)) {
if (this->unk_220 == 5) {
this->unk_23C = 0;
func_809CFF10(this);
} else if (this->unk_220 != 0) {
this->unk_23C = 0;
func_809CFBA8(this);
}
}
}
}
void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnBw* this = (EnBw*)thisx;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
s32 pad[3]; // probably an unused Vec3f
Color_RGBA8 sp50 = { 255, 200, 0, 255 };
Color_RGBA8 sp4C = { 255, 80, 0, 255 };
Color_RGBA8 sp48 = { 0, 0, 0, 255 };
Color_RGBA8 sp44 = { 0, 0, 0, 220 };
func_809D0584(this, globalCtx);
if (thisx->colChkInfo.damageEffect != 6) {
this->actionFunc(this, globalCtx);
if (this->unk_23C == 0) {
this->unk_23A = (this->unk_23A + 4) & 0x7F;
}
if ((globalCtx->gameplayFrames & this->unk_221) == 0) {
accel.y = -3.0f;
velocity.x = Rand_CenteredFloat(this->unk_248 * 24.0f);
velocity.y = this->unk_248 * 30.0f;
velocity.z = Rand_CenteredFloat(this->unk_248 * 24.0f);
accel.x = velocity.x * -0.075f;
accel.z = velocity.z * -0.075f;
func_8002836C(globalCtx, &thisx->world.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
}
if (this->unk_248 <= 0.4f) {
this->collider1.info.toucher.effect = 0;
if (((globalCtx->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
accel.y = -0.1f;
velocity.x = Rand_CenteredFloat(4.0f);
velocity.y = Rand_CenteredFloat(2.0f) + 6.0f;
velocity.z = Rand_CenteredFloat(4.0f);
accel.x = velocity.x * -0.1f;
accel.z = velocity.z * -0.1f;
Rand_CenteredFloat(4.0f);
Rand_CenteredFloat(4.0f);
sp48.a = this->color1.a;
if (sp48.a >= 30) {
sp44.a = sp48.a - 30;
} else {
sp44.a = 0;
}
func_8002836C(globalCtx, &thisx->world.pos, &velocity, &accel, &sp48, &sp44, 0xB4, 0x28,
20.0f - (this->unk_248 * 40.0f));
}
} else {
this->collider1.info.toucher.effect = 1;
}
this->unk_234 = Actor_TestFloorInDirection(thisx, globalCtx, 50.0f, thisx->world.rot.y);
if ((this->unk_220 == 4) || (this->unk_220 == 6) || (this->unk_220 == 5) || (this->unk_220 == 1) ||
(this->unk_234 != 0)) {
Actor_MoveForward(thisx);
}
Actor_UpdateBgCheckInfo(globalCtx, thisx, 20.0f, 30.0f, 21.0f, 0x1F);
}
Collider_UpdateCylinder(thisx, &this->collider2);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
if ((this->unk_220 != 0) && ((thisx->colorFilterTimer == 0) || !(thisx->colorFilterParams & 0x4000))) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
}
if ((this->unk_221 != 1) && (this->unk_220 < 5) && (this->unk_248 > 0.4f)) {
Collider_UpdateCylinder(thisx, &this->collider1);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
}
thisx->focus.pos = thisx->world.pos;
thisx->focus.pos.y += 5.0f;
}
s32 EnBw_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
EnBw* this = (EnBw*)thisx;
if (limbIndex == 1) {
gSPSegment((*gfx)++, 0x09,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
if ((this->unk_220 == 1) || (this->unk_220 == 5)) {
Matrix_Push();
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(this->unk_258 * 0.115f, MTXMODE_APPLY);
Matrix_RotateY(this->unk_258 * 0.13f, MTXMODE_APPLY);
Matrix_RotateZ(this->unk_258 * 0.1f, MTXMODE_APPLY);
Matrix_Scale(1.0f - this->unk_260, 1.0f + this->unk_260, 1.0f - this->unk_260, MTXMODE_APPLY);
Matrix_RotateZ(-(this->unk_258 * 0.1f), MTXMODE_APPLY);
Matrix_RotateY(-(this->unk_258 * 0.13f), MTXMODE_APPLY);
Matrix_RotateX(-(this->unk_258 * 0.115f), MTXMODE_APPLY);
gSPMatrix((*gfx)++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfx)++, *dList);
Matrix_Pop();
return 1;
}
}
return 0;
}
static Vec3f sIceOffsets[] = {
{ 20.0f, 10.0f, 0.0f }, { -20.0f, 10.0f, 0.0f }, { 0.0f, 10.0f, -25.0f }, { 10.0f, 0.0f, 15.0f },
{ 10.0f, 0.0f, -15.0f }, { 0.0f, 10.0f, 25.0f }, { -10.0f, 0.0f, 15.0f }, { -10.0f, 0.0f, -15.0f },
};
void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
Vec3f spAC = { 0.0f, 0.0f, 0.0f };
GlobalContext* globalCtx = globalCtx2;
EnBw* this = (EnBw*)thisx;
Vec3f icePos;
s32 iceIndex;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->color1.a == 0xFF) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnBw_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
} else {
func_80093D84(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->color1.a);
gDPSetEnvColor(POLY_XLU_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnBw_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
}
if (((globalCtx->gameplayFrames + 1) % 4) == (u32)thisx->params) {
spAC.z = thisx->scale.z * 375000.0f;
Matrix_MultVec3f(&spAC, &this->unk_264);
spAC.z = thisx->scale.z * 150000.0f;
Matrix_MultVec3f(&spAC, &this->unk_270);
spAC.x = thisx->scale.x * 550000.0f;
Matrix_MultVec3f(&spAC, &this->unk_288);
spAC.x = -spAC.x;
Matrix_MultVec3f(&spAC, &this->unk_27C);
}
Matrix_Translate(thisx->world.pos.x, thisx->world.pos.y + ((thisx->scale.y - 0.013f) * 1000.0f), thisx->world.pos.z,
MTXMODE_NEW);
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
(globalCtx->gameplayFrames * -20) % 0x200, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
Matrix_Scale(this->unk_248 * 0.01f, this->unk_248 * 0.01f, this->unk_248 * 0.01f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
if (this->iceTimer != 0) {
thisx->colorFilterTimer++;
this->iceTimer--;
if ((this->iceTimer & 3) == 0) {
iceIndex = this->iceTimer >> 2;
icePos.x = sIceOffsets[iceIndex].x + thisx->world.pos.x;
icePos.y = sIceOffsets[iceIndex].y + thisx->world.pos.y;
icePos.z = sIceOffsets[iceIndex].z + thisx->world.pos.z;
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, thisx, &icePos, 0x96, 0x96, 0x96, 0xFA, 0xEB, 0xF5, 0xFF, 1.3f);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnBw_Reset(void) {
sSlugGroup = 0;
}