Shipwright/soh/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c

1228 lines
48 KiB
C

/*
* File: z_boss_fd2.c
* Overlay: ovl_Boss_Fd2
* Description: Volvagia, hole form
*/
#include "z_boss_fd2.h"
#include "objects/object_fd2/object_fd2.h"
#include "overlays/actors/ovl_Boss_Fd/z_boss_fd.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "vt.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
typedef enum {
/* 0 */ DEATH_START,
/* 1 */ DEATH_RETREAT,
/* 2 */ DEATH_HANDOFF,
/* 3 */ DEATH_FD_BODY,
/* 4 */ DEATH_FD_SKULL,
/* 5 */ DEATH_FINISH
} BossFd2CutsceneState;
typedef enum {
/* 0 */ EYE_OPEN,
/* 1 */ EYE_HALF,
/* 2 */ EYE_CLOSED
} BossFd2EyeState;
void BossFd2_Init(Actor* thisx, GlobalContext* globalCtx);
void BossFd2_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx);
void BossFd2_Draw(Actor* thisx, GlobalContext* globalCtx);
void BossFd2_SetupEmerge(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Emerge(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_SetupIdle(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Idle(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Burrow(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_SetupBreatheFire(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_BreatheFire(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_SetupClawSwipe(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_ClawSwipe(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Vulnerable(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Damaged(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx);
void BossFd2_Wait(BossFd2* this, GlobalContext* globalCtx);
const ActorInit Boss_Fd2_InitVars = {
ACTOR_BOSS_FD2,
ACTORCAT_BOSS,
FLAGS,
OBJECT_FD2,
sizeof(BossFd2),
(ActorFunc)BossFd2_Init,
(ActorFunc)BossFd2_Destroy,
(ActorFunc)BossFd2_Update,
(ActorFunc)BossFd2_Draw,
NULL,
};
#include "z_boss_fd2_colchk.c"
static Vec3f sHoleLocations[] = {
{ 0.0f, 90.0f, -243.0f }, { 0.0f, 90.0f, 0.0f }, { 0.0f, 90.0f, 243.0f },
{ -243.0f, 90.0f, -243.0f }, { -243.0f, 90.0f, 0.0f }, { -243.0f, 90.0f, 243.0f },
{ 243.0f, 90.0f, -243.0f }, { 243.0f, 90.0f, 0.0f }, { 243.0f, 90.0f, 243.0f },
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, 0x21, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
};
void BossFd2_SpawnDebris(GlobalContext* globalCtx, BossFdEffect* effect, Vec3f* position, Vec3f* velocity,
Vec3f* acceleration, f32 scale) {
s16 i;
for (i = 0; i < 180; i++, effect++) {
if (effect->type == BFD_FX_NONE) {
effect->type = BFD_FX_DEBRIS;
effect->pos = *position;
effect->velocity = *velocity;
effect->accel = *acceleration;
effect->scale = scale / 1000.0f;
effect->vFdFxRotX = Rand_ZeroFloat(100.0f);
effect->vFdFxRotY = Rand_ZeroFloat(100.0f);
effect->epoch++;
break;
}
}
}
void BossFd2_SpawnFireBreath(GlobalContext* globalCtx, BossFdEffect* effect, Vec3f* position, Vec3f* velocity,
Vec3f* acceleration, f32 scale, s16 alpha, s16 kbAngle) {
s16 i;
for (i = 0; i < 180; i++, effect++) {
if (effect->type == BFD_FX_NONE) {
effect->type = BFD_FX_FIRE_BREATH;
effect->timer1 = 0;
effect->pos = *position;
effect->velocity = *velocity;
effect->accel = *acceleration;
effect->pos.x -= effect->velocity.x;
effect->pos.y -= effect->velocity.y;
effect->pos.z -= effect->velocity.z;
effect->vFdFxScaleMod = 0.0f;
effect->alpha = alpha;
effect->vFdFxYStop = Rand_ZeroFloat(10.0f);
effect->timer2 = 0;
effect->scale = scale / 400.0f;
effect->kbAngle = kbAngle;
effect->epoch++;
break;
}
}
}
void BossFd2_SpawnEmber(GlobalContext* globalCtx, BossFdEffect* effect, Vec3f* position, Vec3f* velocity,
Vec3f* acceleration, f32 scale) {
s16 i;
for (i = 0; i < 180; i++, effect++) {
if (effect->type == 0) {
effect->type = BFD_FX_EMBER;
effect->pos = *position;
effect->velocity = *velocity;
effect->accel = *acceleration;
effect->scale = scale / 1000.0f;
effect->alpha = 255;
effect->timer1 = (s16)Rand_ZeroFloat(10.0f);
effect->epoch++;
break;
}
}
}
void BossFd2_SpawnSkullPiece(GlobalContext* globalCtx, BossFdEffect* effect, Vec3f* position, Vec3f* velocity,
Vec3f* acceleration, f32 scale) {
s16 i;
for (i = 0; i < 180; i++, effect++) {
if (effect->type == BFD_FX_NONE) {
effect->type = BFD_FX_SKULL_PIECE;
effect->pos = *position;
effect->velocity = *velocity;
effect->accel = *acceleration;
effect->scale = scale / 1000.0f;
effect->vFdFxRotX = Rand_ZeroFloat(100.0f);
effect->vFdFxRotY = Rand_ZeroFloat(100.0f);
effect->epoch++;
break;
}
}
}
void BossFd2_SpawnDust(BossFdEffect* effect, Vec3f* position, Vec3f* velocity, Vec3f* acceleration, f32 scale) {
s16 i;
for (i = 0; i < 180; i++, effect++) {
if (effect->type == BFD_FX_NONE) {
effect->type = BFD_FX_DUST;
effect->pos = *position;
effect->velocity = *velocity;
effect->accel = *acceleration;
effect->timer2 = 0;
effect->scale = scale / 400.0f;
effect->epoch++;
break;
}
}
}
void BossFd2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossFd2* this = (BossFd2*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
Actor_SetScale(&this->actor, 0.0069999993f);
this->actor.world.pos.y = -850.0f;
ActorShape_Init(&this->actor.shape, -580.0f / this->actor.scale.y, NULL, 0.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gHoleVolvagiaSkel, &gHoleVolvagiaIdleAnim, NULL, NULL, 0);
if (this->actor.params == BFD_CS_NONE) {
BossFd2_SetupEmerge(this, globalCtx);
} else {
this->actionFunc = BossFd2_Wait;
}
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->elements);
}
void BossFd2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BossFd2* this = (BossFd2*)thisx;
SkelAnime_Free(&this->skelAnime, globalCtx);
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void BossFd2_SetupEmerge(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
s16 temp_rand;
s8 health;
osSyncPrintf("UP INIT 1\n");
Animation_PlayOnce(&this->skelAnime, &gHoleVolvagiaEmergeAnim);
this->actionFunc = BossFd2_Emerge;
this->skelAnime.playSpeed = 0.0f;
temp_rand = Rand_ZeroFloat(8.9f);
this->actor.world.pos.x = sHoleLocations[temp_rand].x;
this->actor.world.pos.z = sHoleLocations[temp_rand].z;
this->work[FD2_ACTION_STATE] = 0;
osSyncPrintf("UP INIT 2\n");
this->timers[0] = 10;
if (bossFd != NULL) {
health = bossFd->actor.colChkInfo.health;
if (health >= 18) {
this->work[FD2_FAKEOUT_COUNT] = 0;
} else if (health >= 12) {
this->work[FD2_FAKEOUT_COUNT] = 1;
} else if (health >= 6) {
this->work[FD2_FAKEOUT_COUNT] = 2;
} else {
this->work[FD2_FAKEOUT_COUNT] = 3;
}
}
}
void BossFd2_Emerge(BossFd2* this, GlobalContext* globalCtx) {
s8 health;
BossFd* bossFd = (BossFd*)this->actor.parent;
Player* player = GET_PLAYER(globalCtx);
s16 i;
s16 holeTime;
osSyncPrintf("UP 1 mode %d\n", this->work[FD2_ACTION_STATE]);
SkelAnime_Update(&this->skelAnime);
osSyncPrintf("UP 1.5 \n");
switch (this->work[FD2_ACTION_STATE]) {
case 0:
osSyncPrintf("UP time %d \n", this->timers[0]);
osSyncPrintf("PL time %x \n", player);
osSyncPrintf("MT time %x \n", bossFd);
if ((this->timers[0] == 0) && (player->actor.world.pos.y > 70.0f)) {
osSyncPrintf("UP 1.6 \n");
bossFd->faceExposed = 0;
bossFd->holePosition.x = this->actor.world.pos.x;
bossFd->holePosition.z = this->actor.world.pos.z;
func_80033E1C(globalCtx, 1, 0x32, 0x5000);
this->work[FD2_ACTION_STATE] = 1;
this->work[FD2_HOLE_COUNTER]++;
this->actor.world.pos.y = -200.0f;
health = bossFd->actor.colChkInfo.health;
if (health == 24) {
holeTime = 30;
} else if (health >= 18) {
holeTime = 25;
} else if (health >= 12) {
holeTime = 20;
} else if (health >= 6) {
holeTime = 10;
} else {
holeTime = 5;
}
this->timers[0] = holeTime;
bossFd->timers[4] = this->timers[0] + 10;
osSyncPrintf("UP 1.7 \n");
}
break;
case 1:
if (this->timers[0] == 0) {
if (this->work[FD2_FAKEOUT_COUNT] != 0) {
this->work[FD2_FAKEOUT_COUNT]--;
i = Rand_ZeroFloat(8.9f);
this->actor.world.pos.x = sHoleLocations[i].x;
this->actor.world.pos.z = sHoleLocations[i].z;
this->work[FD2_ACTION_STATE] = 0;
this->timers[0] = 10;
} else {
this->skelAnime.playSpeed = 1.0f;
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaEmergeAnim);
this->work[FD2_ACTION_STATE] = 2;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->timers[0] = 15;
this->actor.world.pos.y = 150.0f;
for (i = 0; i < 10; i++) {
this->rightMane.pos[i].x += Rand_CenteredFloat(100.0f);
this->rightMane.pos[i].z += Rand_CenteredFloat(100.0f);
this->leftMane.pos[i].x += Rand_CenteredFloat(100.0f);
this->leftMane.pos[i].z += Rand_CenteredFloat(100.0f);
}
bossFd->work[BFD_SPLASH_TIMER] = 5;
}
}
break;
case 2:
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0);
if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) {
func_8002F6D4(globalCtx, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
BossFd2_SetupIdle(this, globalCtx);
}
break;
}
osSyncPrintf("UP 2\n");
}
void BossFd2_SetupIdle(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
s8 health;
s16 idleTime;
osSyncPrintf("UP INIT 1\n");
Animation_PlayLoop(&this->skelAnime, &gHoleVolvagiaTurnAnim);
this->actionFunc = BossFd2_Idle;
health = bossFd->actor.colChkInfo.health;
if (health == 24) {
idleTime = 50;
} else if (health >= 18) {
idleTime = 40;
} else if (health >= 12) {
idleTime = 40;
} else if (health >= 6) {
idleTime = 30;
} else {
idleTime = 20;
}
this->timers[0] = idleTime;
}
void BossFd2_Idle(BossFd2* this, GlobalContext* globalCtx) {
s16 prevToLink;
SkelAnime_Update(&this->skelAnime);
prevToLink = this->work[FD2_TURN_TO_LINK];
this->work[FD2_TURN_TO_LINK] =
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0, 0);
osSyncPrintf("SW1 = %d\n", prevToLink);
osSyncPrintf("SW2 = %d\n", this->work[FD2_TURN_TO_LINK]);
if ((fabsf(prevToLink) <= 1000.0f) && (1000.0f < fabsf(this->work[FD2_TURN_TO_LINK]))) {
Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaTurnAnim, -5.0f);
}
if ((1000.0f < fabsf(prevToLink)) && (fabsf(this->work[FD2_TURN_TO_LINK]) <= 1000.0f)) {
Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaIdleAnim, -5.0f);
}
if (this->timers[0] == 0) {
if (this->actor.xzDistToPlayer < 200.0f) {
BossFd2_SetupClawSwipe(this, globalCtx);
} else {
BossFd2_SetupBreatheFire(this, globalCtx);
}
}
}
void BossFd2_SetupBurrow(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
Animation_MorphToPlayOnce(&this->skelAnime, &gHoleVolvagiaBurrowAnim, -5.0f);
this->actionFunc = BossFd2_Burrow;
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaBurrowAnim);
bossFd->timers[4] = 30;
this->work[FD2_ACTION_STATE] = 0;
}
void BossFd2_Burrow(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
if (this->work[FD2_ACTION_STATE] == 0) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
this->work[FD2_ACTION_STATE] = 1;
this->timers[0] = 25;
}
} else {
Math_ApproachF(&this->actor.world.pos.y, -100.0f, 1.0f, 10.0f);
if (this->timers[0] == 0) {
if ((this->work[FD2_HOLE_COUNTER] >= 3) && ((s8)bossFd->actor.colChkInfo.health < 24)) {
this->work[FD2_HOLE_COUNTER] = 0;
this->actionFunc = BossFd2_Wait;
bossFd->handoffSignal = FD2_SIGNAL_FLY;
} else {
BossFd2_SetupEmerge(this, globalCtx);
}
}
}
}
void BossFd2_SetupBreatheFire(BossFd2* this, GlobalContext* globalCtx) {
Animation_MorphToPlayOnce(&this->skelAnime, &gHoleVolvagiaBreatheFireAnim, -5.0f);
this->actionFunc = BossFd2_BreatheFire;
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaBreatheFireAnim);
this->work[FD2_ACTION_STATE] = 0;
}
static Vec3f sUnkVec = { 0.0f, 0.0f, 50.0f }; // Unused? BossFd uses a similar array for its fire breath sfx.
void BossFd2_BreatheFire(BossFd2* this, GlobalContext* globalCtx) {
s16 i;
Vec3f toLink;
s16 angleX;
s16 angleY;
s16 breathOpacity = 0;
BossFd* bossFd = (BossFd*)this->actor.parent;
Player* player = GET_PLAYER(globalCtx);
f32 tempX;
f32 tempY;
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
BossFd2_SetupBurrow(this, globalCtx);
}
if ((25.0f <= this->skelAnime.curFrame) && (this->skelAnime.curFrame < 70.0f)) {
if (this->skelAnime.curFrame == 25.0f) {
globalCtx->envCtx.unk_D8 = 0.0f;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
if (this->skelAnime.curFrame > 50) {
breathOpacity = (70.0f - this->skelAnime.curFrame) * 12.0f;
} else {
breathOpacity = 255;
}
toLink.x = player->actor.world.pos.x - this->headPos.x;
toLink.y = player->actor.world.pos.y - this->headPos.y;
toLink.z = player->actor.world.pos.z - this->headPos.z;
angleY = Math_Atan2S(toLink.z, toLink.x);
angleX = -Math_Atan2S(sqrtf(SQ(toLink.x) + SQ(toLink.z)), toLink.y);
angleY -= this->actor.shape.rot.y;
if (angleY > 0x1F40) {
angleY = 0x1F40;
}
if (angleY < -0x1F40) {
angleY = -0x1F40;
}
angleX += (-0x1B58);
if (angleX > 0x3E8) {
angleX = 0x3E8;
}
if (angleX < -0xFA0) {
angleX = -0xFA0;
}
Math_ApproachS(&this->headRot.y, angleY, 5, 0x7D0);
Math_ApproachS(&this->headRot.x, angleX, 5, 0x7D0);
} else {
Math_ApproachS(&this->headRot.y, 0, 5, 0x7D0);
Math_ApproachS(&this->headRot.x, 0, 5, 0x7D0);
}
if (breathOpacity != 0) {
f32 breathScale;
Vec3f spawnSpeed = { 0.0f, 0.0f, 0.0f };
Vec3f spawnVel;
Vec3f spawnAccel = { 0.0f, 0.0f, 0.0f };
Vec3f spawnPos;
bossFd->fogMode = 2;
spawnSpeed.z = 30.0f;
spawnPos = this->headPos;
tempY = ((this->actor.shape.rot.y + this->headRot.y) / (f32)0x8000) * M_PI;
tempX = ((this->headRot.x / (f32)0x8000) * M_PI) + 1.0f / 2;
Matrix_RotateY(tempY, MTXMODE_NEW);
Matrix_RotateX(tempX, MTXMODE_APPLY);
Matrix_MultVec3f(&spawnSpeed, &spawnVel);
breathScale = 300.0f + 50.0f * Math_SinS(this->work[FD2_VAR_TIMER] * 0x2000);
BossFd2_SpawnFireBreath(globalCtx, bossFd->effects, &spawnPos, &spawnVel, &spawnAccel, breathScale,
breathOpacity, this->actor.shape.rot.y + this->headRot.y);
spawnPos.x += spawnVel.x * 0.5f;
spawnPos.y += spawnVel.y * 0.5f;
spawnPos.z += spawnVel.z * 0.5f;
breathScale = 300.0f + 50.0f * Math_SinS(this->work[FD2_VAR_TIMER] * 0x2000);
BossFd2_SpawnFireBreath(globalCtx, bossFd->effects, &spawnPos, &spawnVel, &spawnAccel, breathScale,
breathOpacity, this->actor.shape.rot.y + this->headRot.y);
spawnSpeed.x = 0.0f;
spawnSpeed.y = 17.0f;
spawnSpeed.z = 0.0f;
for (i = 0; i < 6; i++) {
tempY = Rand_ZeroFloat(2.0f * M_PI);
tempX = Rand_ZeroFloat(2.0f * M_PI);
Matrix_RotateY(tempY, MTXMODE_NEW);
Matrix_RotateX(tempX, MTXMODE_APPLY);
Matrix_MultVec3f(&spawnSpeed, &spawnVel);
spawnAccel.x = (spawnVel.x * -10.0f) / 100.0f;
spawnAccel.y = (spawnVel.y * -10.0f) / 100.0f;
spawnAccel.z = (spawnVel.z * -10.0f) / 100.0f;
BossFd2_SpawnEmber(globalCtx, bossFd->effects, &this->headPos, &spawnVel, &spawnAccel,
(s16)Rand_ZeroFloat(2.0f) + 8);
}
}
}
void BossFd2_SetupClawSwipe(BossFd2* this, GlobalContext* globalCtx) {
Animation_MorphToPlayOnce(&this->skelAnime, &gHoleVolvagiaClawSwipeAnim, -5.0f);
this->actionFunc = BossFd2_ClawSwipe;
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaClawSwipeAnim);
}
void BossFd2_ClawSwipe(BossFd2* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_ROAR);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_SW_NAIL);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
BossFd2_SetupBurrow(this, globalCtx);
}
}
void BossFd2_SetupVulnerable(BossFd2* this, GlobalContext* globalCtx) {
Animation_PlayOnce(&this->skelAnime, &gHoleVolvagiaKnockoutAnim);
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaKnockoutAnim);
this->actionFunc = BossFd2_Vulnerable;
this->work[FD2_ACTION_STATE] = 0;
}
void BossFd2_Vulnerable(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
s16 i;
this->disableAT = true;
this->actor.flags |= ACTOR_FLAG_10;
SkelAnime_Update(&this->skelAnime);
switch (this->work[FD2_ACTION_STATE]) {
case 0:
if (Animation_OnFrame(&this->skelAnime, 13.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_MAHI2);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME] - 3.0f)) {
for (i = 0; i < 25; i++) {
Vec3f spawnVel;
Vec3f spawnAccel = { 0.0f, 0.0f, 0.0f };
Vec3f spawnPos;
spawnVel.x = Rand_CenteredFloat(8.0f);
spawnVel.y = Rand_ZeroFloat(1.0f);
spawnVel.z = Rand_CenteredFloat(8.0f);
spawnAccel.y = 0.5f;
spawnPos.x = Rand_CenteredFloat(10.0f) + this->actor.focus.pos.x;
spawnPos.y = Rand_CenteredFloat(10.0f) + this->actor.focus.pos.y;
spawnPos.z = Rand_CenteredFloat(10.0f) + this->actor.focus.pos.z;
BossFd2_SpawnDust(bossFd->effects, &spawnPos, &spawnVel, &spawnAccel,
Rand_ZeroFloat(100.0f) + 300.0f);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_LAND);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaVulnerableAnim, -5.0f);
this->work[FD2_ACTION_STATE] = 1;
this->timers[0] = 60;
}
break;
case 1:
if ((this->work[FD2_VAR_TIMER] & 0xF) == 0xF) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_KNOCKOUT);
}
if (this->timers[0] == 0) {
BossFd2_SetupBurrow(this, globalCtx);
}
break;
}
}
void BossFd2_SetupDamaged(BossFd2* this, GlobalContext* globalCtx) {
Animation_PlayOnce(&this->skelAnime, &gHoleVolvagiaHitAnim);
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaHitAnim);
this->actionFunc = BossFd2_Damaged;
this->work[FD2_ACTION_STATE] = 0;
}
void BossFd2_Damaged(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
SkelAnime_Update(&this->skelAnime);
this->disableAT = true;
if (this->work[FD2_ACTION_STATE] == 0) {
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
Animation_PlayOnce(&this->skelAnime, &gHoleVolvagiaDamagedAnim);
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaDamagedAnim);
this->work[FD2_ACTION_STATE] = 1;
}
} else if (this->work[FD2_ACTION_STATE] == 1) {
if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
}
if (Animation_OnFrame(&this->skelAnime, 20.0f)) {
bossFd->timers[4] = 30;
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
this->work[FD2_ACTION_STATE] = 2;
this->timers[0] = 25;
}
} else {
Math_ApproachF(&this->actor.world.pos.y, -100.0f, 1.0f, 10.0f);
if (this->timers[0] == 0) {
this->actionFunc = BossFd2_Wait;
bossFd->handoffSignal = FD2_SIGNAL_FLY;
}
}
}
void BossFd2_SetupDeath(BossFd2* this, GlobalContext* globalCtx) {
this->fwork[FD2_END_FRAME] = Animation_GetLastFrame(&gHoleVolvagiaDamagedAnim);
Animation_Change(&this->skelAnime, &gHoleVolvagiaDamagedAnim, 1.0f, 0.0f, this->fwork[FD2_END_FRAME],
ANIMMODE_ONCE_INTERP, -3.0f);
this->actionFunc = BossFd2_Death;
this->actor.flags &= ~ACTOR_FLAG_0;
this->deathState = DEATH_START;
}
void BossFd2_UpdateCamera(BossFd2* this, GlobalContext* globalCtx) {
if (this->deathCamera != SUBCAM_FREE) {
Math_ApproachF(&this->camData.eye.x, this->camData.nextEye.x, this->camData.eyeMaxVel.x,
this->camData.eyeVel.x * this->camData.speedMod);
Math_ApproachF(&this->camData.eye.y, this->camData.nextEye.y, this->camData.eyeMaxVel.y,
this->camData.eyeVel.y * this->camData.speedMod);
Math_ApproachF(&this->camData.eye.z, this->camData.nextEye.z, this->camData.eyeMaxVel.z,
this->camData.eyeVel.z * this->camData.speedMod);
Math_ApproachF(&this->camData.at.x, this->camData.nextAt.x, this->camData.atMaxVel.x,
this->camData.atVel.x * this->camData.speedMod);
Math_ApproachF(&this->camData.at.y, this->camData.nextAt.y, this->camData.atMaxVel.y,
this->camData.atVel.y * this->camData.speedMod);
Math_ApproachF(&this->camData.at.z, this->camData.nextAt.z, this->camData.atMaxVel.z,
this->camData.atVel.z * this->camData.speedMod);
Math_ApproachF(&this->camData.speedMod, 1.0f, 1.0f, this->camData.accel);
this->camData.at.y += this->camData.yMod;
Gameplay_CameraSetAtEye(globalCtx, this->deathCamera, &this->camData.at, &this->camData.eye);
Math_ApproachF(&this->camData.yMod, 0.0f, 1.0f, 0.1f);
}
}
void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
f32 retreatSpeed;
Vec3f sp70;
Vec3f sp64;
BossFd* bossFd = (BossFd*)this->actor.parent;
Camera* mainCam = Gameplay_GetCamera(globalCtx, MAIN_CAM);
f32 pad3;
f32 pad2;
f32 pad1;
f32 cameraShake;
SkelAnime* skelAnime = &this->skelAnime;
SkelAnime_Update(skelAnime);
switch (this->deathState) {
case DEATH_START:
this->deathState = DEATH_RETREAT;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
this->deathCamera = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->deathCamera, CAM_STAT_ACTIVE);
this->camData.eye = mainCam->eye;
this->camData.at = mainCam->at;
this->camData.eyeVel.x = 100.0f;
this->camData.eyeVel.y = 100.0f;
this->camData.eyeVel.z = 100.0f;
this->camData.atVel.x = 100.0f;
this->camData.atVel.y = 100.0f;
this->camData.atVel.z = 100.0f;
this->camData.accel = 0.02f;
this->timers[0] = 0;
this->work[FD2_HOLE_COUNTER] = 0;
this->camData.eyeMaxVel.x = 0.1f;
this->camData.eyeMaxVel.y = 0.1f;
this->camData.eyeMaxVel.z = 0.1f;
this->camData.atMaxVel.x = 0.1f;
this->camData.atMaxVel.y = 0.1f;
this->camData.atMaxVel.z = 0.1f;
case DEATH_RETREAT:
this->work[FD2_HOLE_COUNTER]++;
if (this->work[FD2_HOLE_COUNTER] < 15) {
retreatSpeed = 1.0f;
} else if (this->work[FD2_HOLE_COUNTER] < 20) {
retreatSpeed = 0.5f;
} else {
retreatSpeed = 0.25f;
}
if ((this->work[FD2_HOLE_COUNTER] == 1) || (this->work[FD2_HOLE_COUNTER] == 40)) {
this->work[FD2_SCREAM_TIMER] = 20;
if (this->work[FD2_HOLE_COUNTER] == 40) {
Audio_StopSfxById(NA_SE_EN_VALVAISA_DEAD);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE2);
}
Math_ApproachF(&this->skelAnime.playSpeed, retreatSpeed, 1.0f, 1.0f);
Matrix_RotateY(((this->actor.yawTowardsPlayer / (f32)0x8000) * M_PI) + 0.2f, MTXMODE_NEW);
sp70.x = 0.0f;
sp70.y = 0.0f;
sp70.z = 250.0f;
Matrix_MultVec3f(&sp70, &sp64);
this->camData.nextEye.x = this->actor.world.pos.x + sp64.x;
this->camData.nextEye.y = 140.0f;
this->camData.nextEye.z = this->actor.world.pos.z + sp64.z;
if (this->actor.focus.pos.y >= 90.0f) {
this->camData.nextAt.y = this->actor.focus.pos.y;
this->camData.nextAt.x = this->actor.focus.pos.x;
this->camData.nextAt.z = this->actor.focus.pos.z;
}
if (this->timers[0] == 0) {
if (Animation_OnFrame(skelAnime, 20.0f)) {
bossFd->timers[4] = 60;
}
if (this->work[FD2_HOLE_COUNTER] >= 100) {
this->deathState = DEATH_HANDOFF;
this->timers[0] = 50;
}
} else if (Animation_OnFrame(skelAnime, 15.0f)) {
Animation_MorphToPlayOnce(skelAnime, &gHoleVolvagiaDamagedAnim, -10.0f);
}
break;
case DEATH_HANDOFF:
if (this->timers[0] == 0) {
this->actor.draw = NULL;
this->deathState = DEATH_FD_BODY;
bossFd->handoffSignal = FD2_SIGNAL_DEATH;
this->work[FD2_ACTION_STATE] = 0;
this->camData.speedMod = 0.0f;
} else {
Math_ApproachF(&this->actor.world.pos.y, -100.0f, 1.0f, 5.0f);
}
break;
case DEATH_FD_BODY:
if (bossFd->actor.world.pos.y < 80.0f) {
if (bossFd->actor.world.rot.x > 0x3000) {
this->camData.nextAt = bossFd->actor.world.pos;
this->camData.nextAt.y = 80.0f;
this->camData.nextEye.x = bossFd->actor.world.pos.x;
this->camData.nextEye.y = 150.0f;
this->camData.nextEye.z = bossFd->actor.world.pos.z + 300.0f;
}
} else {
this->camData.nextAt = bossFd->actor.world.pos;
this->camData.nextEye.x = this->actor.world.pos.x;
Math_ApproachF(&this->camData.nextEye.y, 200.0f, 1.0f, 2.0f);
Math_ApproachF(&this->camData.nextEye.z, bossFd->actor.world.pos.z + 200.0f, 1.0f, 3.0f);
if (this->work[FD2_ACTION_STATE] == 0) {
this->work[FD2_ACTION_STATE]++;
this->camData.speedMod = 0.0f;
this->camData.accel = 0.02f;
func_8002DF54(globalCtx, &bossFd->actor, 1);
}
}
if ((bossFd->work[BFD_ACTION_STATE] == BOSSFD_BONES_FALL) && (bossFd->timers[0] == 5)) {
this->deathState = DEATH_FD_SKULL;
this->camData.speedMod = 0.0f;
this->camData.accel = 0.02f;
this->camData.nextEye.y = 150.0f;
this->camData.nextEye.z = bossFd->actor.world.pos.z + 300.0f;
}
break;
case DEATH_FD_SKULL:
Math_ApproachF(&this->camData.nextAt.y, 100.0, 1.0f, 100.0f);
this->camData.nextAt.x = 0.0f;
this->camData.nextAt.z = 0.0f;
this->camData.nextEye.x = 0.0f;
this->camData.nextEye.y = 140.0f;
Math_ApproachF(&this->camData.nextEye.z, 220.0f, 0.5f, 1.15f);
if (bossFd->work[BFD_CAM_SHAKE_TIMER] != 0) {
bossFd->work[BFD_CAM_SHAKE_TIMER]--;
cameraShake = bossFd->work[BFD_CAM_SHAKE_TIMER] / 0.5f;
if (cameraShake >= 20.0f) {
cameraShake = 20.0f;
}
this->camData.yMod = (bossFd->work[BFD_CAM_SHAKE_TIMER] & 1) ? cameraShake : -cameraShake;
}
if (bossFd->work[BFD_ACTION_STATE] == BOSSFD_SKULL_BURN) {
this->deathState = DEATH_FINISH;
mainCam->eye = this->camData.eye;
mainCam->eyeNext = this->camData.eye;
mainCam->at = this->camData.at;
func_800C08AC(globalCtx, this->deathCamera, 0);
this->deathCamera = 0;
func_80064534(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 7);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f,
0, 0, 0, WARP_DUNGEON_ADULT);
Flags_SetClear(globalCtx, globalCtx->roomCtx.curRoom.num);
}
break;
case DEATH_FINISH:
break;
}
BossFd2_UpdateCamera(this, globalCtx);
}
void BossFd2_Wait(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
if (bossFd->handoffSignal == FD2_SIGNAL_GROUND) {
bossFd->handoffSignal = FD2_SIGNAL_NONE;
BossFd2_SetupEmerge(this, globalCtx);
this->timers[0] = 20;
this->work[FD2_HOLE_COUNTER] = 0;
}
}
void BossFd2_CollisionCheck(BossFd2* this, GlobalContext* globalCtx) {
s16 i;
ColliderInfo* hurtbox;
BossFd* bossFd = (BossFd*)this->actor.parent;
if (this->actionFunc == BossFd2_ClawSwipe) {
Player* player = GET_PLAYER(globalCtx);
for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
this->collider.elements[i].info.toucherFlags &= ~TOUCH_HIT;
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
}
}
if (!bossFd->faceExposed) {
this->collider.elements[0].info.elemType = ELEMTYPE_UNK2;
this->collider.base.colType = COLTYPE_METAL;
} else {
this->collider.elements[0].info.elemType = ELEMTYPE_UNK3;
this->collider.base.colType = COLTYPE_HIT3;
}
if (this->collider.elements[0].info.bumperFlags & BUMP_HIT) {
this->collider.elements[0].info.bumperFlags &= ~BUMP_HIT;
hurtbox = this->collider.elements[0].info.acHitInfo;
if (!bossFd->faceExposed) {
if (hurtbox->toucher.dmgFlags & 0x40000040) {
bossFd->actor.colChkInfo.health -= 2;
if ((s8)bossFd->actor.colChkInfo.health <= 2) {
bossFd->actor.colChkInfo.health = 1;
}
bossFd->faceExposed = true;
BossFd2_SetupVulnerable(this, globalCtx);
this->work[FD2_INVINC_TIMER] = 30;
this->work[FD2_DAMAGE_FLASH_TIMER] = 5;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_MAHI1);
for (i = 0; i < 30; i++) {
Vec3f debrisVel = { 0.0f, 0.0f, 0.0f };
Vec3f debrisAccel = { 0.0f, -1.0f, 0.0f };
Vec3f debrisPos;
debrisVel.x = Rand_CenteredFloat(10.0f);
debrisVel.y = Rand_ZeroFloat(5.0f) + 8.0f;
debrisVel.z = Rand_CenteredFloat(10.0f);
debrisPos.x = this->actor.focus.pos.x;
debrisPos.y = this->actor.focus.pos.y;
debrisPos.z = this->actor.focus.pos.z;
BossFd2_SpawnDebris(globalCtx, bossFd->effects, &debrisPos, &debrisVel, &debrisAccel,
(s16)Rand_ZeroFloat(10.0) + 10);
}
}
} else {
u8 canKill = false;
u8 damage;
if ((damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags)) == 0) {
damage = (hurtbox->toucher.dmgFlags & 0x00001000) ? 4 : 2;
} else {
canKill = true;
}
if (hurtbox->toucher.dmgFlags & 0x80) {
damage = 0;
}
if (((s8)bossFd->actor.colChkInfo.health > 2) || canKill) {
bossFd->actor.colChkInfo.health -= damage;
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("damage %d\n", damage);
}
osSyncPrintf(VT_RST);
osSyncPrintf("hp %d\n", bossFd->actor.colChkInfo.health);
if ((s8)bossFd->actor.colChkInfo.health <= 0) {
bossFd->actor.colChkInfo.health = 0;
BossFd2_SetupDeath(this, globalCtx);
this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
this->work[FD2_INVINC_TIMER] = 30000;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DEAD);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
} else if (damage) {
BossFd2_SetupDamaged(this, globalCtx);
this->work[FD2_DAMAGE_FLASH_TIMER] = 10;
this->work[FD2_INVINC_TIMER] = 100;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_VALVAISA_DAMAGE1);
}
if (damage) {
for (i = 0; i < 30; i++) {
Vec3f pieceVel = { 0.0f, 0.0f, 0.0f };
Vec3f pieceAccel = { 0.0f, -1.0f, 0.0f };
Vec3f piecePos;
pieceVel.x = Rand_CenteredFloat(6.0f);
pieceVel.y = Rand_ZeroFloat(4.0f) + 6.0f;
pieceVel.z = Rand_CenteredFloat(6.0f);
piecePos.x = this->actor.focus.pos.x;
piecePos.y = this->actor.focus.pos.y;
piecePos.z = this->actor.focus.pos.z;
BossFd2_SpawnSkullPiece(globalCtx, bossFd->effects, &piecePos, &pieceVel, &pieceAccel,
(s16)Rand_ZeroFloat(6.0f) + 10);
}
}
}
}
}
void BossFd2_UpdateFace(BossFd2* this, GlobalContext* globalCtx) {
f32 maxOpen;
f32 openRate;
s16 eyeStates[5] = { EYE_OPEN, EYE_HALF, EYE_CLOSED, EYE_CLOSED, EYE_HALF };
if (((this->work[FD2_VAR_TIMER] % 8) == 0) && (Rand_ZeroOne() < 0.3f)) {
this->work[FD2_BLINK_TIMER] = 4;
}
if ((this->actionFunc == BossFd2_Vulnerable) || (this->actionFunc == BossFd2_Damaged)) {
if (this->work[FD2_VAR_TIMER] & 0x10) {
this->eyeState = EYE_HALF;
} else {
this->eyeState = EYE_CLOSED;
}
} else {
this->eyeState = eyeStates[this->work[FD2_BLINK_TIMER]];
}
if (this->work[FD2_BLINK_TIMER] != 0) {
this->work[FD2_BLINK_TIMER]--;
}
if (this->work[FD2_SCREAM_TIMER] != 0) {
maxOpen = 6000.0f;
openRate = 1300.0f;
} else {
maxOpen = (this->work[FD2_VAR_TIMER] & 0x10) ? 1000.0f : 0.0f;
openRate = 700.0f;
}
Math_ApproachF(&this->jawOpening, maxOpen, 0.3f, openRate);
if (this->work[FD2_SCREAM_TIMER] != 0) {
this->work[FD2_SCREAM_TIMER]--;
}
}
void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BossFd2* this = (BossFd2*)thisx;
s16 i;
osSyncPrintf("FD2 move start \n");
this->disableAT = false;
this->actor.flags &= ~ACTOR_FLAG_10;
this->work[FD2_VAR_TIMER]++;
this->work[FD2_UNK_TIMER]++;
this->actionFunc(this, globalCtx);
for (i = 0; i < ARRAY_COUNT(this->timers); i++) {
if (this->timers[i] != 0) {
this->timers[i]--;
}
}
if (this->work[FD2_DAMAGE_FLASH_TIMER] != 0) {
this->work[FD2_DAMAGE_FLASH_TIMER]--;
}
if (this->work[FD2_INVINC_TIMER] != 0) {
this->work[FD2_INVINC_TIMER]--;
}
if (this->deathState == DEATH_START) {
if (this->work[FD2_INVINC_TIMER] == 0) {
BossFd2_CollisionCheck(this, globalCtx);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (!this->disableAT) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
BossFd2_UpdateFace(this, globalCtx);
this->fwork[FD2_TEX1_SCROLL_X] += 4.0f;
this->fwork[FD2_TEX1_SCROLL_Y] = 120.0f;
this->fwork[FD2_TEX2_SCROLL_X] += 3.0f;
this->fwork[FD2_TEX2_SCROLL_Y] -= 2.0f;
if (this->actor.focus.pos.y < 90.0f) {
this->actor.flags &= ~ACTOR_FLAG_0;
} else {
this->actor.flags |= ACTOR_FLAG_0;
}
}
s32 BossFd2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
BossFd2* this = (BossFd2*)thisx;
BossFd* bossFd = (BossFd*)this->actor.parent;
if (limbIndex == 31) {
rot->y -= (f32)this->headRot.y;
rot->z += (f32)this->headRot.x;
}
switch (limbIndex) {
case 35:
case 36:
rot->z -= this->jawOpening * 0.1f;
break;
case 32:
rot->z += this->jawOpening;
break;
}
if ((bossFd->faceExposed == 1) && (limbIndex == 35)) {
*dList = gHoleVolvagiaBrokenFaceDL;
}
if ((limbIndex == 32) || (limbIndex == 35) || (limbIndex == 36)) {
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)bossFd->fwork[BFD_HEAD_TEX2_ALPHA]);
CLOSE_DISPS(globalCtx->state.gfxCtx);
} else {
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)bossFd->fwork[BFD_BODY_TEX2_ALPHA]);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
if ((0 < limbIndex) && (limbIndex < 16)) {
*dList = NULL;
}
return false;
}
void BossFd2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f targetMod = { 4500.0f, 0.0f, 0.0f };
static Vec3f headMod = { 4000.0f, 0.0f, 0.0f };
static Vec3f centerManeMod = { 4000.0f, -2900.0, 2000.0f };
static Vec3f rightManeMod = { 4000.0f, -1600.0, 0.0f };
static Vec3f leftManeMod = { 4000.0f, -1600.0, -2000.0f };
BossFd2* this = (BossFd2*)thisx;
if (limbIndex == 35) {
Matrix_MultVec3f(&targetMod, &this->actor.focus.pos);
Matrix_MultVec3f(&headMod, &this->headPos);
Matrix_MultVec3f(&centerManeMod, &this->centerMane.head);
Matrix_MultVec3f(&rightManeMod, &this->rightMane.head);
Matrix_MultVec3f(&leftManeMod, &this->leftMane.head);
}
Collider_UpdateSpheres(limbIndex, &this->collider);
}
void BossFd2_UpdateMane(BossFd2* this, GlobalContext* globalCtx, Vec3f* head, Vec3f* pos, Vec3f* rot, Vec3f* pull,
f32* scale) {
f32 sp138[10] = { 0.0f, 100.0f, 50.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
f32 sp110[10] = { 0.0f, 5.0f, -10.0f, 500.0f, 500.0f, 500.0f, 500.0f, 500.0f, 500.0f, 500.0f };
f32 spE8[10] = { 0.4f, 0.6f, 0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
s16 i;
Vec3f temp_vec;
f32 temp_f2;
f32 phi_f0;
f32 temp_angleX;
f32 temp_angleY;
Vec3f spBC;
Vec3f spB0;
f32 xyScale;
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Push();
gDPPipeSync(POLY_OPA_DISP++);
for (i = 0; i < 10; i++) {
if (i == 0) {
(pos + i)->x = head->x;
(pos + i)->y = head->y;
(pos + i)->z = head->z;
} else {
Math_ApproachF(&(pull + i)->x, 0.0f, 1.0f, 1.0f);
Math_ApproachF(&(pull + i)->y, 0.0f, 1.0f, 1.0f);
Math_ApproachF(&(pull + i)->z, 0.0f, 1.0f, 1.0f);
}
}
for (i = 1; i < 10; i++) {
temp_vec.x = (pos + i)->x + (pull + i)->x - (pos + i - 1)->x;
phi_f0 = (pos + i)->y + (pull + i)->y - 2.0f + sp138[i];
temp_f2 = (pos + i - 1)->y + sp110[i];
if (phi_f0 > temp_f2) {
phi_f0 = temp_f2;
}
if ((head->y >= -910.0f) && (phi_f0 < 110.0f)) {
phi_f0 = 110.0f;
}
temp_vec.y = phi_f0 - (pos + i - 1)->y;
temp_vec.z = (pos + i)->z + (pull + i)->z - (pos + i - 1)->z;
temp_angleY = Math_Atan2F(temp_vec.z, temp_vec.x);
temp_angleX = -Math_Atan2F(sqrtf(SQ(temp_vec.x) + SQ(temp_vec.z)), temp_vec.y);
(rot + i - 1)->y = temp_angleY;
(rot + i - 1)->x = temp_angleX;
spBC.x = 0.0f;
spBC.y = 0.0f;
spBC.z = spE8[i] * 25.0f;
Matrix_RotateY(temp_angleY, MTXMODE_NEW);
Matrix_RotateX(temp_angleX, MTXMODE_APPLY);
Matrix_MultVec3f(&spBC, &spB0);
temp_vec.x = (pos + i)->x;
temp_vec.y = (pos + i)->y;
temp_vec.z = (pos + i)->z;
(pos + i)->x = (pos + i - 1)->x + spB0.x;
(pos + i)->y = (pos + i - 1)->y + spB0.y;
(pos + i)->z = (pos + i - 1)->z + spB0.z;
(pull + i)->x = (((pos + i)->x - temp_vec.x) * 88.0f) / 100.0f;
(pull + i)->y = (((pos + i)->y - temp_vec.y) * 88.0f) / 100.0f;
(pull + i)->z = (((pos + i)->z - temp_vec.z) * 88.0f) / 100.0f;
if ((pull + i)->x > 30.0f) {
(pull + i)->x = 30.0f;
}
if ((pull + i)->x < -30.0f) {
(pull + i)->x = -30.0f;
}
if ((pull + i)->y > 30.0f) {
(pull + i)->y = 30.0f;
}
if ((pull + i)->y < -30.0f) {
(pull + i)->y = -30.0f;
}
if ((pull + i)->z > 30.0f) {
(pull + i)->z = 30.0f;
}
if ((pull + i)->z < -30.0f) {
(pull + i)->z = -30.0f;
}
}
for (i = 0; i < 9; i++) {
FrameInterpolation_RecordOpenChild(this, this->epoch + i * 25);
Matrix_Translate((pos + i)->x, (pos + i)->y, (pos + i)->z, MTXMODE_NEW);
Matrix_RotateY((rot + i)->y, MTXMODE_APPLY);
Matrix_RotateX((rot + i)->x, MTXMODE_APPLY);
xyScale = (0.01f - (i * 0.0009f)) * spE8[i] * scale[i];
Matrix_Scale(xyScale, xyScale, 0.01f * spE8[i], MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gHoleVolvagiaManeModelDL);
FrameInterpolation_RecordCloseChild();
}
Matrix_Pop();
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void BossFd2_DrawMane(BossFd2* this, GlobalContext* globalCtx) {
s32 pad;
BossFd* bossFd = (BossFd*)this->actor.parent;
s16 i;
OPEN_DISPS(globalCtx->state.gfxCtx);
for (i = 0; i < 10; i++) {
this->centerMane.scale[i] = 1.5f + 0.3f * Math_SinS(5596.0f * this->work[FD2_VAR_TIMER] + i * 0x3200);
this->rightMane.scale[i] = 1.5f + 0.3f * Math_SinS(5496.0f * this->work[FD2_VAR_TIMER] + i * 0x3200);
this->leftMane.scale[i] = 1.5f + 0.3f * Math_CosS(5696.0f * this->work[FD2_VAR_TIMER] + i * 0x3200);
}
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gHoleVolvagiaManeMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, bossFd->fwork[BFD_MANE_COLOR_CENTER], 0, 255);
BossFd2_UpdateMane(this, globalCtx, &this->centerMane.head, this->centerMane.pos, this->centerMane.rot,
this->centerMane.pull, this->centerMane.scale);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, bossFd->fwork[BFD_MANE_COLOR_RIGHT], 0, 255);
BossFd2_UpdateMane(this, globalCtx, &this->rightMane.head, this->rightMane.pos, this->rightMane.rot,
this->rightMane.pull, this->rightMane.scale);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, bossFd->fwork[BFD_MANE_COLOR_LEFT], 0, 255);
BossFd2_UpdateMane(this, globalCtx, &this->leftMane.head, this->leftMane.pos, this->leftMane.rot,
this->leftMane.pull, this->leftMane.scale);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void BossFd2_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* eyeTextures[] = { gHoleVolvagiaEyeOpenTex, gHoleVolvagiaEyeHalfTex, gHoleVolvagiaEyeClosedTex };
s32 pad;
BossFd2* this = (BossFd2*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
osSyncPrintf("FD2 draw start \n");
if (this->actionFunc != BossFd2_Wait) {
func_80093D18(globalCtx->state.gfxCtx);
if (this->work[FD2_DAMAGE_FLASH_TIMER] & 2) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 255, 255, 0, 900, 1099);
}
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (s16)this->fwork[FD2_TEX1_SCROLL_X],
(s16)this->fwork[FD2_TEX1_SCROLL_Y], 0x20, 0x20, 1,
(s16)this->fwork[FD2_TEX2_SCROLL_X], (s16)this->fwork[FD2_TEX2_SCROLL_Y], 0x20,
0x20));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossFd2_OverrideLimbDraw, BossFd2_PostLimbDraw, &this->actor);
BossFd2_DrawMane(this, globalCtx);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}