Shipwright/soh/src/overlays/actors/ovl_En_Dha/z_en_dha.c

467 lines
15 KiB
C

/*
* File: z_en_dha.c
* Overlay: ovl_En_Dha
* Description: Dead Hand's Hand
*/
#include "z_en_dha.h"
#include "overlays/actors/ovl_En_Dh/z_en_dh.h"
#include "objects/object_dh/object_dh.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnDha_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDha_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDha_SetupWait(EnDha* this);
void EnDha_Wait(EnDha* this, GlobalContext* globalCtx);
void EnDha_SetupTakeDamage(EnDha* this);
void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx);
void EnDha_SetupDeath(EnDha* this);
void EnDha_Die(EnDha* this, GlobalContext* globalCtx);
void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx);
const ActorInit En_Dha_InitVars = {
ACTOR_EN_DHA,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_DH,
sizeof(EnDha),
(ActorFunc)EnDha_Init,
(ActorFunc)EnDha_Destroy,
(ActorFunc)EnDha_Update,
(ActorFunc)EnDha_Draw,
NULL,
};
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(2, 0xF),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(0, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(0, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x0),
/* Kokiri sword */ DMG_ENTRY(2, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* 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, 0x0),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(2, 0xF),
/* Giant spin */ DMG_ENTRY(4, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(4, 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),
};
static ColliderJntSphElementInit sJntSphElementsInit[] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 1, { { 0, 0, 0 }, 12 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 2, { { 3200, 0, 0 }, 10 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 3, { { 1200, 0, 0 }, 10 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 4, { { 2700, 0, 0 }, 10 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 5, { { 1200, 0, 0 }, 10 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT6,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_1,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
5,
sJntSphElementsInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x2E, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};
void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDha* this = (EnDha*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = &sDamageTable;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_000BD8, &object_dh_Anim_0015B0, this->jointTable,
this->morphTable, 4);
ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFeet, 90.0f);
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 50.0f;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.health = 8;
this->limbAngleX[0] = -0x4000;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
this->actor.flags &= ~ACTOR_FLAG_0;
EnDha_SetupWait(this);
}
void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = (EnDha*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnDha_SetupWait(EnDha* this) {
Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_0015B0);
this->unk_1C0 = 0;
this->actionTimer = ((Rand_ZeroOne() * 10.0f) + 5.0f);
this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.home.rot.z = 1;
EnDha_SetupAction(this, EnDha_Wait);
}
void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) {
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused
Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f };
Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f };
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s32 pad2;
Vec3f playerPos = player->actor.world.pos;
Vec3s angle;
s16 yaw;
playerPos.x += Math_SinS(player->actor.shape.rot.y) * -5.0f;
playerPos.z += Math_CosS(player->actor.shape.rot.y) * -5.0f;
if (!LINK_IS_ADULT) {
playerPos.y += 38.0f;
} else {
playerPos.y += 56.0f;
}
if (this->actor.xzDistToPlayer <= 100.0f) {
this->handAngle.y = this->handAngle.x = this->limbAngleY = 0;
if (Math_Vec3f_DistXYZ(&playerPos, &this->handPos[0]) <= 12.0f) {
if (this->unk_1CC == 0) {
if (globalCtx->grabPlayer(globalCtx, player)) {
this->timer = 0;
this->unk_1CC++;
if (this->actor.parent != NULL) {
this->actor.parent->params = ENDH_START_ATTACK_GRAB;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
}
} else {
this->timer += 0x1194;
this->limbAngleY = Math_SinS(this->timer) * 1820.0f;
if (!(player->stateFlags2 & 0x80)) {
this->unk_1CC = 0;
EnDha_SetupTakeDamage(this);
return;
}
if (this->timer < -0x6E6B) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
}
}
func_80035844(&this->handPos[1], &playerPos, &this->handAngle, 0);
this->handAngle.y -= this->actor.shape.rot.y + this->limbAngleY;
this->handAngle.x -= this->actor.shape.rot.x + this->limbAngleX[0] + this->limbAngleX[1];
} else {
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if (this->actor.home.rot.z != 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT);
this->actor.home.rot.z = 0;
}
}
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &playerPos);
Math_SmoothStepToF(&this->handPos[0].x, playerPos.x, 1.0f, 16.0f, 0.0f);
Math_SmoothStepToF(&this->handPos[0].y, playerPos.y, 1.0f, 16.0f, 0.0f);
Math_SmoothStepToF(&this->handPos[0].z, playerPos.z, 1.0f, 16.0f, 0.0f);
func_80035844(&this->armPos, &this->handPos[0], &angle, 0);
Matrix_Translate(this->handPos[0].x, this->handPos[0].y, this->handPos[0].z, MTXMODE_NEW);
Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&armPosMultiplier2, &this->armPos);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
func_80035844(&this->actor.world.pos, &this->armPos, &angle, 0);
Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&armPosMultiplier1, &this->armPos);
this->limbAngleX[0] = Math_Vec3f_Pitch(&this->actor.world.pos, &this->armPos);
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->armPos) - this->actor.shape.rot.y;
if (ABS(yaw) >= 0x4000) {
this->limbAngleX[0] = -0x8000 - this->limbAngleX[0];
}
this->limbAngleX[1] = (Math_Vec3f_Pitch(&this->armPos, &this->handPos[0]) - this->limbAngleX[0]);
if (this->limbAngleX[1] < 0) {
this->limbAngleX[0] += this->limbAngleX[1] * 2;
this->limbAngleX[1] *= -2;
}
} else {
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
this->actor.home.rot.z = 1;
Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x3E8, 0);
Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x3E8, 0);
SkelAnime_Update(&this->skelAnime);
}
}
void EnDha_SetupTakeDamage(EnDha* this) {
this->actionTimer = 15;
EnDha_SetupAction(this, EnDha_TakeDamage);
}
void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 2000, 0);
Math_SmoothStepToS(&this->limbAngleY, 0, 1, 600, 0);
Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 2000, 0);
SkelAnime_Update(&this->skelAnime);
this->actionTimer--;
if (this->actionTimer == 0) {
EnDha_SetupWait(this);
}
}
void EnDha_SetupDeath(EnDha* this) {
this->unk_1C0 = 8;
this->actionTimer = 300;
if (this->actor.parent != NULL) {
if (this->actor.parent->params != ENDH_DEATH) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD);
}
if (this->actor.parent->params <= ENDH_WAIT_UNDERGROUND) {
this->actor.parent->params--;
}
}
EnDha_SetupAction(this, EnDha_Die);
}
void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
s16 angle;
Vec3f vec;
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x7D0, 0);
angle = Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x7D0, 0);
SkelAnime_Update(&this->skelAnime);
if (angle == 0) {
vec = this->actor.world.pos;
if (this->actionTimer != 0) {
if (-12000.0f < this->actor.shape.yOffset) {
this->actor.shape.yOffset -= 1000.0f;
func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1);
} else {
this->actionTimer--;
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
Actor_Kill(&this->actor);
}
}
} else {
this->actor.shape.yOffset += 500.0f;
func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1);
if (this->actor.shape.yOffset == 0.0f) {
EnDha_SetupWait(this);
}
}
}
}
void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) {
return;
} else {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
if (Actor_ApplyDamage(&this->actor) == 0) {
EnDha_SetupDeath(this);
this->actor.colChkInfo.health = 8;
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
this->unk_1C0 = 9;
EnDha_SetupTakeDamage(this);
}
}
}
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
EnDha_SetupDeath(this);
}
}
void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = (EnDha*)thisx;
if (this->actor.parent == NULL) {
this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f);
}
EnDha_UpdateHealth(this, globalCtx);
this->actionFunc(this, globalCtx);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDha* this = (EnDha*)thisx;
if (limbIndex == 1) {
rot->y = -(s16)(this->limbAngleX[0] + 0x4000);
rot->z += this->limbAngleY;
} else if (limbIndex == 2) {
rot->z = this->limbAngleX[1];
rot->y -= this->limbAngleY;
} else if (limbIndex == 3) {
rot->y = -this->handAngle.y;
rot->z = -this->handAngle.x;
}
return false;
}
void EnDha_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Vec3f handVec = { 1100.0f, 0.0f, 0.0f };
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
EnDha* this = (EnDha*)thisx;
switch (limbIndex) {
case 1:
Collider_UpdateSpheres(2, &this->collider);
Collider_UpdateSpheres(3, &this->collider);
break;
case 2:
Collider_UpdateSpheres(4, &this->collider);
Collider_UpdateSpheres(5, &this->collider);
Matrix_MultVec3f(&zeroVec, &this->armPos);
break;
case 3:
Collider_UpdateSpheres(1, &this->collider);
Matrix_MultVec3f(&handVec, &this->handPos[0]);
Matrix_MultVec3f(&zeroVec, &this->handPos[1]);
break;
}
}
void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = (EnDha*)thisx;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnDha_OverrideLimbDraw, EnDha_PostLimbDraw, this);
}