Shipwright/soh/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c

968 lines
36 KiB
C

#include "z_en_dodongo.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "objects/object_dodongo/object_dodongo.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
typedef enum {
DODONGO_SWEEP_TAIL,
DODONGO_SWALLOW_BOMB,
DODONGO_DEATH,
DODONGO_BREATHE_FIRE,
DODONGO_IDLE,
DODONGO_END_BREATHE_FIRE,
DODONGO_UNUSED,
DODONGO_STUNNED,
DODONGO_WALK
} EnDodongoActionState;
void EnDodongo_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDodongo_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDodongo_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDodongo_SetupDeath(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_ShiftVecRadial(s16 yaw, f32 radius, Vec3f* vec);
s32 EnDodongo_AteBomb(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_SetupIdle(EnDodongo* this);
void EnDodongo_Idle(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_EndBreatheFire(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_BreatheFire(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_SwallowBomb(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_Stunned(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_Death(EnDodongo* this, GlobalContext* globalCtx);
void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx);
const ActorInit En_Dodongo_InitVars = {
ACTOR_EN_DODONGO,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_DODONGO,
sizeof(EnDodongo),
(ActorFunc)EnDodongo_Init,
(ActorFunc)EnDodongo_Destroy,
(ActorFunc)EnDodongo_Update,
(ActorFunc)EnDodongo_Draw,
NULL,
};
static ColliderJntSphElementInit sBodyElementsInit[6] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 15, { { 0, 0, 0 }, 17 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 14, { { 0, 0, 0 }, 15 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 13, { { 0, 0, 0 }, 10 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 21, { { 0, 0, 0 }, 20 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 28, { { 0, 0, 0 }, 20 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x0D800691, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON | OCELEM_UNK3,
},
{ 6, { { 0, 0, 0 }, 35 }, 100 },
},
};
static ColliderJntSphInit sBodyJntSphInit = {
{
COLTYPE_HIT0,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
6,
sBodyElementsInit,
};
static ColliderTrisElementInit sHardElementsInit[3] = {
{
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xF24BF96E, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
OCELEM_NONE,
},
{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCBF96E, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
OCELEM_NONE,
},
{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
},
{
{
ELEMTYPE_UNK2,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCBF96E, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO,
OCELEM_NONE,
},
{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
},
};
static ColliderTrisInit sHardTrisInit = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
3,
sHardElementsInit,
};
static ColliderQuadInit sAttackQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x01, 0x10 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x1),
/* Deku stick */ DMG_ENTRY(2, 0x0),
/* Slingshot */ DMG_ENTRY(1, 0x0),
/* Explosive */ DMG_ENTRY(2, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x1),
/* Normal arrow */ DMG_ENTRY(1, 0x0),
/* Hammer swing */ DMG_ENTRY(2, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x1),
/* Kokiri sword */ DMG_ENTRY(1, 0x0),
/* Master sword */ DMG_ENTRY(2, 0x0),
/* Giant's Knife */ DMG_ENTRY(4, 0x0),
/* Fire arrow */ DMG_ENTRY(2, 0x0),
/* Ice arrow */ DMG_ENTRY(4, 0xF),
/* Light arrow */ DMG_ENTRY(2, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(2, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(2, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(2, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0x6),
/* Ice magic */ DMG_ENTRY(3, 0xF),
/* Light magic */ DMG_ENTRY(0, 0x6),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* 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, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
void EnDodongo_SetupAction(EnDodongo* this, EnDodongoActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnDodongo_SpawnBombSmoke(EnDodongo* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.3f, 0.0f };
Vec3f pos = this->headPos;
s16 randAngle = Rand_CenteredFloat(0x4000);
f32 randCos;
f32 randSin;
randCos = Math_CosS(this->actor.shape.rot.y + randAngle);
randSin = Math_SinS(this->actor.shape.rot.y + randAngle);
if (this->bombSmokePrimColor.r > 30) {
this->bombSmokePrimColor.r -= 16;
this->bombSmokePrimColor.g -= 16;
}
if (this->bombSmokePrimColor.b < 30) {
this->bombSmokePrimColor.b += 5;
this->bombSmokePrimColor.a += 8;
this->bombSmokeEnvColor.a += 8;
}
if (this->bombSmokeEnvColor.r != 0) {
this->bombSmokeEnvColor.r -= 15;
}
if (this->bombSmokeEnvColor.g != 0) {
this->bombSmokeEnvColor.g--;
}
velocity.x = randSin * 3.5f;
velocity.y = this->bombSmokeEnvColor.r * 0.02f;
velocity.z = randCos * 3.5f;
accel.x = ((Rand_ZeroOne() * 0.1f) + 0.15f) * -randSin;
accel.z = ((Rand_ZeroOne() * 0.1f) + 0.15f) * -randCos;
func_8002836C(globalCtx, &pos, &velocity, &accel, &this->bombSmokePrimColor, &this->bombSmokeEnvColor, 100, 25, 20);
randAngle = Rand_ZeroOne() * 0x2000;
randCos = Math_CosS(this->actor.shape.rot.y + randAngle);
randSin = Math_SinS(this->actor.shape.rot.y + randAngle);
pos.x -= randCos * 6.0f;
pos.z += randSin * 6.0f;
velocity.x = -randCos * 3.5f;
velocity.y = this->bombSmokeEnvColor.r * 0.02f;
velocity.z = randSin * 3.5f;
accel.x = ((Rand_ZeroOne() * 0.1f) + 0.15f) * randCos;
accel.z = ((Rand_ZeroOne() * 0.1f) + 0.15f) * -randSin;
func_8002836C(globalCtx, &pos, &velocity, &accel, &this->bombSmokePrimColor, &this->bombSmokeEnvColor, 100, 25, 20);
randAngle = Rand_ZeroOne() * 0x2000;
randCos = Math_CosS(this->actor.shape.rot.y + randAngle);
randSin = Math_SinS(this->actor.shape.rot.y + randAngle);
pos.x = this->headPos.x + (randCos * 6.0f);
pos.z = this->headPos.z - (randSin * 6.0f);
velocity.x = randCos * 3.5f;
velocity.y = this->bombSmokeEnvColor.r * 0.02f;
velocity.z = -randSin * 3.5f;
accel.x = ((Rand_ZeroOne() * 0.1f) + 0.15f) * -randCos;
accel.z = ((Rand_ZeroOne() * 0.1f) + 0.15f) * randSin;
func_8002836C(globalCtx, &pos, &velocity, &accel, &this->bombSmokePrimColor, &this->bombSmokeEnvColor, 100, 25, 20);
}
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x0D, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2800, ICHAIN_STOP),
};
void EnDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDodongo* this = (EnDodongo*)thisx;
EffectBlureInit1 blureInit;
this->actor.targetMode = 3;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
this->bombSmokeEnvColor.g = 10;
this->bodyScale.x = this->bodyScale.y = this->bodyScale.z = 1.0f;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
Actor_SetScale(&this->actor, 0.01875f);
SkelAnime_Init(globalCtx, &this->skelAnime, &gDodongoSkel, &gDodongoWaitAnim, this->jointTable, this->morphTable,
31);
this->actor.colChkInfo.health = 4;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.damageTable = &sDamageTable;
Collider_InitQuad(globalCtx, &this->colliderAT);
Collider_InitTris(globalCtx, &this->colliderHard);
Collider_InitJntSph(globalCtx, &this->colliderBody);
Collider_SetQuad(globalCtx, &this->colliderAT, &this->actor, &sAttackQuadInit);
Collider_SetTris(globalCtx, &this->colliderHard, &this->actor, &sHardTrisInit, this->trisElements);
Collider_SetJntSph(globalCtx, &this->colliderBody, &this->actor, &sBodyJntSphInit, this->sphElements);
blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p1StartColor[2] = blureInit.p1StartColor[3] =
blureInit.p2StartColor[0] = blureInit.p2StartColor[1] = blureInit.p2StartColor[2] = blureInit.p1EndColor[0] =
blureInit.p1EndColor[1] = blureInit.p1EndColor[2] = blureInit.p2EndColor[0] = blureInit.p2EndColor[1] =
blureInit.p2EndColor[2] = 255;
blureInit.p1EndColor[3] = blureInit.p2EndColor[3] = 0;
blureInit.p2StartColor[3] = 64;
blureInit.elemDuration = 8;
blureInit.unkFlag = false;
blureInit.calcMode = 2;
Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
EnDodongo_SetupIdle(this);
}
void EnDodongo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDodongo* this = (EnDodongo*)thisx;
Effect_Delete(globalCtx, this->blureIdx);
Collider_DestroyTris(globalCtx, &this->colliderHard);
Collider_DestroyJntSph(globalCtx, &this->colliderBody);
Collider_DestroyQuad(globalCtx, &this->colliderAT);
}
void EnDodongo_SetupIdle(EnDodongo* this) {
Animation_MorphToLoop(&this->skelAnime, &gDodongoWaitAnim, -4.0f);
this->actor.speedXZ = 0.0f;
this->timer = Rand_S16Offset(30, 50);
this->actionState = DODONGO_IDLE;
EnDodongo_SetupAction(this, EnDodongo_Idle);
}
void EnDodongo_SetupWalk(EnDodongo* this) {
f32 frames = Animation_GetLastFrame(&gDodongoWalkAnim);
Animation_Change(&this->skelAnime, &gDodongoWalkAnim, 0.0f, 0.0f, frames, ANIMMODE_LOOP, -4.0f);
this->actor.speedXZ = 1.5f;
this->timer = Rand_S16Offset(50, 70);
this->rightFootStep = true;
this->actionState = DODONGO_WALK;
EnDodongo_SetupAction(this, EnDodongo_Walk);
}
void EnDodongo_SetupBreatheFire(EnDodongo* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDodongoBreatheFireAnim, -4.0f);
this->actionState = DODONGO_BREATHE_FIRE;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_BreatheFire);
}
void EnDodongo_SetupEndBreatheFire(EnDodongo* this) {
Animation_PlayOnce(&this->skelAnime, &gDodongoAfterBreatheFireAnim);
this->actionState = DODONGO_END_BREATHE_FIRE;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_EndBreatheFire);
}
void EnDodongo_SetupSwallowBomb(EnDodongo* this) {
Animation_Change(&this->skelAnime, &gDodongoBreatheFireAnim, -1.0f, 35.0f, 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState = DODONGO_SWALLOW_BOMB;
this->timer = 25;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_SwallowBomb);
}
void EnDodongo_SetupStunned(EnDodongo* this) {
Animation_Change(&this->skelAnime, &gDodongoBreatheFireAnim, 0.0f, 25.0f, 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState = DODONGO_STUNNED;
this->actor.speedXZ = 0.0f;
if (this->damageEffect == 0xF) {
this->iceTimer = 36;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
EnDodongo_SetupAction(this, EnDodongo_Stunned);
}
void EnDodongo_Idle(EnDodongo* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((DECR(this->timer) == 0) && Animation_OnFrame(&this->skelAnime, 0.0f)) {
EnDodongo_SetupWalk(this);
}
}
void EnDodongo_EndBreatheFire(EnDodongo* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
EnDodongo_SetupIdle(this);
this->timer = Rand_S16Offset(10, 20);
}
}
void EnDodongo_BreatheFire(EnDodongo* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
s16 pad2;
s16 fireFrame;
if ((s32)this->skelAnime.curFrame == 24) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_CRY);
}
if ((29.0f <= this->skelAnime.curFrame) && (this->skelAnime.curFrame <= 43.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_FIRE - SFX_FLAG);
fireFrame = this->skelAnime.curFrame - 29.0f;
pos = this->actor.world.pos;
pos.y += 35.0f;
EnDodongo_ShiftVecRadial(this->actor.world.rot.y, 30.0f, &pos);
EnDodongo_ShiftVecRadial(this->actor.world.rot.y, 2.5f, &accel);
EffectSsDFire_SpawnFixedScale(globalCtx, &pos, &velocity, &accel, 255 - (fireFrame * 10), fireFrame + 3);
} else if ((2.0f <= this->skelAnime.curFrame) && (this->skelAnime.curFrame <= 20.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_BREATH - SFX_FLAG);
}
if (SkelAnime_Update(&this->skelAnime)) {
EnDodongo_SetupEndBreatheFire(this);
}
}
void EnDodongo_SwallowBomb(EnDodongo* this, GlobalContext* globalCtx) {
Vec3f smokeVel = { 0.0f, 0.0f, 0.0f };
Vec3f smokeAccel = { 0.0f, 0.6f, 0.0f };
Color_RGBA8 white = { 255, 255, 255, 255 };
Vec3f deathFireVel = { 0.0f, 0.0f, 0.0f };
Vec3f deathFireAccel = { 0.0f, 1.0f, 0.0f };
s16 i;
Vec3f pos;
s32 pad;
if (this->actor.child != NULL) {
this->actor.child->world.pos = this->mouthPos;
((EnBom*)this->actor.child)->timer++;
} else if (this->actor.parent != NULL) {
this->actor.parent->world.pos = this->mouthPos;
((EnBombf*)this->actor.parent)->timer++;
//! @bug An explosive can also be a bombchu, not always a bomb, which leads to a serious bug. ->timer (0x1F8) is
//! outside the bounds of the bombchu actor, and the memory it writes to happens to be one of the pointers in
//! the next arena node. When this value is written to, massive memory corruption occurs.
}
if ((s32)this->skelAnime.curFrame == 28) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_EAT);
if (this->actor.child != NULL) {
Actor_Kill(this->actor.child);
this->actor.child = NULL;
} else if (this->actor.parent != NULL) {
Actor_Kill(this->actor.parent);
this->actor.parent = NULL;
}
} else if ((s32)this->skelAnime.curFrame == 24) {
this->timer--;
if (this->timer != 0) {
this->skelAnime.curFrame++;
if (this->timer == 10) {
for (i = 10; i >= 0; i--) {
deathFireVel.x = Rand_CenteredFloat(10.0f);
deathFireVel.y = Rand_CenteredFloat(10.0f);
deathFireVel.z = Rand_CenteredFloat(10.0f);
deathFireAccel.x = deathFireVel.x * -0.1f;
deathFireAccel.y = deathFireVel.y * -0.1f;
deathFireAccel.z = deathFireVel.z * -0.1f;
pos.x = this->sphElements[0].dim.worldSphere.center.x + deathFireVel.x;
pos.y = this->sphElements[0].dim.worldSphere.center.y + deathFireVel.y;
pos.z = this->sphElements[0].dim.worldSphere.center.z + deathFireVel.z;
func_8002836C(globalCtx, &pos, &deathFireVel, &deathFireAccel, &this->bombSmokePrimColor,
&this->bombSmokeEnvColor, 400, 10, 10);
}
Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 8);
}
}
}
if ((s32)this->skelAnime.curFrame < 28) {
if (((s32)this->skelAnime.curFrame < 26) && (this->timer <= 10)) {
EnDodongo_SpawnBombSmoke(this, globalCtx);
} else {
pos = this->headPos;
func_8002829C(globalCtx, &pos, &smokeVel, &smokeAccel, &white, &white, 50, 5);
pos.x -= (Math_CosS(this->actor.shape.rot.y) * 6.0f);
pos.z += (Math_SinS(this->actor.shape.rot.y) * 6.0f);
func_8002829C(globalCtx, &pos, &smokeVel, &smokeAccel, &white, &white, 50, 5);
pos.x = this->headPos.x + (Math_CosS(this->actor.shape.rot.y) * 6.0f);
pos.z = this->headPos.z - (Math_SinS(this->actor.shape.rot.y) * 6.0f);
func_8002829C(globalCtx, &pos, &smokeVel, &smokeAccel, &white, &white, 50, 5);
}
}
this->bodyScale.y = this->bodyScale.z = (Math_SinS(this->actor.colorFilterTimer * 0x1000) * 0.5f) + 1.0f;
this->bodyScale.x = Math_SinS(this->actor.colorFilterTimer * 0x1000) + 1.0f;
SkelAnime_Update(&this->skelAnime);
if (this->timer == 0) {
EnDodongo_SetupDeath(this, globalCtx);
}
}
void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
s32 pad;
f32 playbackSpeed;
Player* player = GET_PLAYER(globalCtx);
s16 yawDiff = (s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
yawDiff = ABS(yawDiff);
Math_SmoothStepToF(&this->actor.speedXZ, 1.5f, 0.1f, 1.0f, 0.0f);
playbackSpeed = this->actor.speedXZ * 0.75f;
if (this->actor.speedXZ >= 0.0f) {
if (playbackSpeed > 3.0f / 2) {
playbackSpeed = 3.0f / 2;
}
} else {
if (playbackSpeed < -3.0f / 2) {
playbackSpeed = -3.0f / 2;
}
}
this->skelAnime.playSpeed = playbackSpeed;
SkelAnime_Update(&this->skelAnime);
if ((s32)this->skelAnime.curFrame < 21) {
if (!this->rightFootStep) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 200, 15, false);
this->rightFootStep = true;
}
} else {
if (this->rightFootStep) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 200, 15, false);
this->rightFootStep = false;
}
}
if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 400.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x1F4, 0);
this->actor.flags |= ACTOR_FLAG_0;
if ((this->actor.xzDistToPlayer < 100.0f) && (yawDiff < 0x1388) && (this->actor.yDistToPlayer < 60.0f)) {
EnDodongo_SetupBreatheFire(this);
}
} else {
this->actor.flags &= ~ACTOR_FLAG_0;
if ((Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) || (this->retreatTimer != 0)) {
s16 yawToHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
Math_SmoothStepToS(&this->actor.world.rot.y, yawToHome, 1, 0x1F4, 0);
}
if (this->retreatTimer != 0) {
this->retreatTimer--;
}
this->timer--;
if (this->timer == 0) {
if (Rand_ZeroOne() > 0.7f) {
this->timer = Rand_S16Offset(50, 70);
this->retreatTimer = Rand_S16Offset(15, 40);
} else {
EnDodongo_SetupIdle(this);
}
}
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void EnDodongo_SetupSweepTail(EnDodongo* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDodongoDamageAnim, -4.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_DAMAGE);
this->actionState = DODONGO_SWEEP_TAIL;
this->timer = 0;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_SweepTail);
}
void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
s16 yawDiff1 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (SkelAnime_Update(&this->skelAnime)) {
if ((this->timer != 0) || (ABS(yawDiff1) < 0x4000)) {
this->sphElements[2].info.toucherFlags = TOUCH_NONE;
this->sphElements[1].info.toucherFlags = TOUCH_NONE;
this->colliderBody.base.atFlags = AT_NONE;
this->sphElements[2].info.toucher.dmgFlags = 0;
this->sphElements[1].info.toucher.dmgFlags = 0;
this->sphElements[2].info.toucher.damage = 0;
this->sphElements[1].info.toucher.damage = 0;
EnDodongo_SetupBreatheFire(this);
this->timer = Rand_S16Offset(5, 10);
} else {
s16 yawDiff2 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
AnimationHeader* animation;
this->tailSwipeSpeed = (0xFFFF - ABS(yawDiff2)) / 0xF;
if ((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) >= 0) {
this->tailSwipeSpeed = -this->tailSwipeSpeed;
animation = &gDodongoSweepTailLeftAnim;
} else {
animation = &gDodongoSweepTailRightAnim;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_TAIL);
Animation_PlayOnceSetSpeed(&this->skelAnime, animation, 2.0f);
this->timer = 18;
this->colliderBody.base.atFlags = this->sphElements[1].info.toucherFlags =
this->sphElements[2].info.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = 0xFFCFFFFF;
this->sphElements[1].info.toucher.damage = this->sphElements[2].info.toucher.damage = 8;
}
} else if (this->timer > 1) {
Vec3f tailPos;
this->timer--;
this->actor.shape.rot.y = this->actor.world.rot.y += this->tailSwipeSpeed;
tailPos.x = this->sphElements[1].dim.worldSphere.center.x;
tailPos.y = this->sphElements[1].dim.worldSphere.center.y;
tailPos.z = this->sphElements[1].dim.worldSphere.center.z;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, false);
tailPos.x = this->sphElements[2].dim.worldSphere.center.x;
tailPos.y = this->sphElements[2].dim.worldSphere.center.y;
tailPos.z = this->sphElements[2].dim.worldSphere.center.z;
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, false);
if (this->colliderBody.base.atFlags & AT_HIT) {
Player* player = GET_PLAYER(globalCtx);
if (this->colliderBody.base.at == &player->actor) {
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderBody.base);
}
}
void EnDodongo_SetupDeath(EnDodongo* this, GlobalContext* globalCtx) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDodongoDieAnim, -8.0f);
this->timer = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_DEAD);
this->actionState = DODONGO_DEATH;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
EnDodongo_SetupAction(this, EnDodongo_Death);
}
void EnDodongo_Death(EnDodongo* this, GlobalContext* globalCtx) {
EnBom* bomb;
if (this->skelAnime.curFrame < 35.0f) {
if (this->actor.params == EN_DODONGO_SMOKE_DEATH) {
EnDodongo_SpawnBombSmoke(this, globalCtx);
}
} else if (this->actor.colorFilterTimer == 0) {
Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 4);
}
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
this->timer = 8;
}
}
} else if ((s32)this->skelAnime.curFrame == 52) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
if (this->timer != 0) {
this->timer--;
if (this->timer == 0) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x40);
Actor_Kill(&this->actor);
}
}
}
void EnDodongo_Stunned(EnDodongo* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.colorFilterTimer == 0) {
if (this->actor.colChkInfo.health == 0) {
EnDodongo_SetupDeath(this, globalCtx);
} else {
EnDodongo_SetupIdle(this);
}
}
}
void EnDodongo_CollisionCheck(EnDodongo* this, GlobalContext* globalCtx) {
if (this->colliderHard.base.acFlags & AC_BOUNCED) {
this->colliderHard.base.acFlags &= ~AC_BOUNCED;
this->colliderBody.base.acFlags &= ~AC_HIT;
} else if ((this->colliderBody.base.acFlags & AC_HIT) && (this->actionState > DODONGO_DEATH)) {
this->colliderBody.base.acFlags &= ~AC_HIT;
Actor_SetDropFlagJntSph(&this->actor, &this->colliderBody, 0);
if (this->actor.colChkInfo.damageEffect != 0xE) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
if ((this->actor.colChkInfo.damageEffect == 1) || (this->actor.colChkInfo.damageEffect == 0xF)) {
if (this->actionState != DODONGO_STUNNED) {
Actor_SetColorFilter(&this->actor, 0, 0x78, 0, 0x50);
Actor_ApplyDamage(&this->actor);
EnDodongo_SetupStunned(this);
}
} else {
Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 8);
if (Actor_ApplyDamage(&this->actor) == 0) {
EnDodongo_SetupDeath(this, globalCtx);
} else {
EnDodongo_SetupSweepTail(this);
}
}
}
}
}
void EnDodongo_UpdateQuad(EnDodongo* this, GlobalContext* globalCtx) {
Vec3f sp94 = { -1000.0f, -1500.0f, 0.0f };
Vec3f sp88 = { -1000.0f, -200.0f, 1500.0f };
Vec3f sp7C = { -1000.0f, -200.0f, -1500.0f };
Vec3f sp70 = { 0.0f, 0.0f, 0.0f };
s32 pad4C[9]; // Possibly 3 more Vec3fs?
s32 a = 0;
s32 b = 1; // These indices are needed to match.
s32 c = 2; // Might be a way to quickly test vertex arrangements
s32 d = 3;
f32 xMod = Math_SinF((this->skelAnime.curFrame - 28.0f) * 0.08f) * 5500.0f;
sp7C.x -= xMod;
sp94.x -= xMod;
sp88.x -= xMod;
Matrix_MultVec3f(&sp94, &this->colliderAT.dim.quad[b]);
Matrix_MultVec3f(&sp88, &this->colliderAT.dim.quad[a]);
Matrix_MultVec3f(&sp7C, &this->colliderAT.dim.quad[d]);
Matrix_MultVec3f(&sp70, &this->colliderAT.dim.quad[c]);
Collider_SetQuadVertices(&this->colliderAT, &this->colliderAT.dim.quad[a], &this->colliderAT.dim.quad[b],
&this->colliderAT.dim.quad[c], &this->colliderAT.dim.quad[d]);
}
void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDodongo* this = (EnDodongo*)thisx;
EnDodongo_CollisionCheck(this, globalCtx);
if (this->actor.colChkInfo.damageEffect != 0xE) {
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
if (this->actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderBody.base);
if (this->actionState != DODONGO_DEATH) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderHard.base);
}
if (this->actionState > DODONGO_DEATH) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderBody.base);
}
if ((this->actionState >= DODONGO_IDLE) && EnDodongo_AteBomb(this, globalCtx)) {
EnDodongo_SetupSwallowBomb(this);
}
if (this->actionState == DODONGO_BREATHE_FIRE) {
if ((29.0f < this->skelAnime.curFrame) && (this->skelAnime.curFrame < 43.0f)) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderAT.base);
}
}
this->actor.focus.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * -30.0f;
this->actor.focus.pos.y = this->actor.world.pos.y + 20.0f;
this->actor.focus.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * -30.0f;
}
s32 EnDodongo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnDodongo* this = (EnDodongo*)thisx;
if ((limbIndex == 15) || (limbIndex == 16)) {
Matrix_Scale(this->bodyScale.x, this->bodyScale.y, this->bodyScale.z, MTXMODE_APPLY);
}
return false;
}
void EnDodongo_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f legOffsets[3] = {
{ 1100.0f, -700.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 2190.0f, 0.0f, 0.0f },
};
Vec3f tailTipOffset = { 3000.0f, 0.0f, 0.0f };
Vec3f baseOffset = { 0.0f, 0.0f, 0.0f };
s32 i;
Vec3f hardTris0Vtx[3];
Vec3f hardTris1Vtx[3];
Vec3f hardTris2Vtx[3];
Vec3f tailTip;
Vec3f tailBase;
EnDodongo* this = (EnDodongo*)thisx;
Vec3f hardTris0VtxOffset[] = {
{ -300.0f, -2500.0f, 0.0f },
{ -300.0f, 1200.0f, -2700.0f },
{ 3000.0f, 1200.0f, 0.0f },
};
Vec3f hardTris1VtxOffset[] = {
{ -300.0f, -2500.0f, 0.0f },
{ -300.0f, 1200.0f, 2700.0f },
{ 3000.0f, 1200.0f, 0.0f },
};
Vec3f hardTris2VtxOffset[] = {
{ -600.0f, 1200.0f, -2800.0f },
{ -600.0f, 1200.0f, 2800.0f },
{ 3000.0f, 1200.0f, 0.0f },
};
Vec3f mouthOffset = { 1800.0f, 1200.0f, 0.0f };
Vec3f headOffset = { 1500.0f, 300.0f, 0.0f };
Collider_UpdateSpheres(limbIndex, &this->colliderBody);
switch (limbIndex) {
case 2:
if ((this->actionState == DODONGO_BREATHE_FIRE) && (29.0f < this->skelAnime.curFrame) &&
(this->skelAnime.curFrame < 43.0f)) {
EnDodongo_UpdateQuad(this, globalCtx);
}
break;
case 7:
for (i = 0; i < 3; i++) {
Matrix_MultVec3f(&hardTris0VtxOffset[i], &hardTris0Vtx[i]);
Matrix_MultVec3f(&hardTris1VtxOffset[i], &hardTris1Vtx[i]);
Matrix_MultVec3f(&hardTris2VtxOffset[i], &hardTris2Vtx[i]);
}
Collider_SetTrisVertices(&this->colliderHard, 0, &hardTris0Vtx[0], &hardTris0Vtx[1], &hardTris0Vtx[2]);
Collider_SetTrisVertices(&this->colliderHard, 1, &hardTris1Vtx[0], &hardTris1Vtx[1], &hardTris1Vtx[2]);
Collider_SetTrisVertices(&this->colliderHard, 2, &hardTris2Vtx[0], &hardTris2Vtx[1], &hardTris2Vtx[2]);
Matrix_MultVec3f(&mouthOffset, &this->mouthPos);
Matrix_MultVec3f(&headOffset, &this->headPos);
break;
case 15:
if ((this->actionState == DODONGO_SWEEP_TAIL) && (this->timer >= 2)) {
Matrix_MultVec3f(&tailTipOffset, &tailTip);
Matrix_MultVec3f(&baseOffset, &tailBase);
EffectBlure_AddVertex(Effect_GetByIndex(this->blureIdx), &tailTip, &tailBase);
} else if ((this->actionState == DODONGO_SWEEP_TAIL) && (this->timer != 0)) {
EffectBlure_AddSpace(Effect_GetByIndex(this->blureIdx));
}
break;
case 21:
Matrix_MultVec3f(&legOffsets[1], &this->leftFootPos);
break;
case 28:
Matrix_MultVec3f(&legOffsets[1], &this->rightFootPos);
break;
}
if (this->iceTimer != 0) {
i = -1;
switch (limbIndex) {
case 7:
baseOffset.x = 1200.0f;
i = 0;
break;
case 13:
i = 1;
break;
case 14:
i = 2;
break;
case 15:
i = 3;
break;
case 16:
i = 4;
break;
case 22:
i = 5;
break;
case 29:
i = 6;
break;
case 21:
i = 7;
break;
case 28:
i = 8;
break;
}
if (i >= 0) {
Matrix_MultVec3f(&baseOffset, &this->icePos[i]);
}
}
}
void EnDodongo_Draw(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnDodongo* this = (EnDodongo*)thisx;
s32 index;
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnDodongo_OverrideLimbDraw,
EnDodongo_PostLimbDraw, this);
if (this->iceTimer != 0) {
this->actor.colorFilterTimer++;
this->iceTimer--;
if ((this->iceTimer % 4) == 0) {
index = this->iceTimer >> 2;
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &this->icePos[index], 150, 150, 150, 250, 235, 245,
255, 1.8f);
}
}
}
void EnDodongo_ShiftVecRadial(s16 yaw, f32 radius, Vec3f* vec) {
vec->x += Math_SinS(yaw) * radius;
vec->z += Math_CosS(yaw) * radius;
}
s32 EnDodongo_AteBomb(EnDodongo* this, GlobalContext* globalCtx) {
Actor* actor = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
f32 dx;
f32 dy;
f32 dz;
while (actor != NULL) {
if ((actor->params != 0) || (actor->parent != NULL)) {
actor = actor->next;
continue;
}
dx = actor->world.pos.x - this->mouthPos.x;
dy = actor->world.pos.y - this->mouthPos.y;
dz = actor->world.pos.z - this->mouthPos.z;
if ((fabsf(dx) < 20.0f) && (fabsf(dy) < 10.0f) && (fabsf(dz) < 20.0f)) {
if (actor->id == ACTOR_EN_BOM) {
this->actor.child = actor;
} else {
this->actor.parent = actor;
}
actor->parent = &this->actor;
return true;
}
actor = actor->next;
}
return false;
}