Shipwright/soh/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c

720 lines
25 KiB
C

#include "z_en_eiyer.h"
#include "objects/object_ei/object_ei.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
void EnEiyer_Init(Actor* thisx, PlayState* play);
void EnEiyer_Destroy(Actor* thisx, PlayState* play);
void EnEiyer_Update(Actor* thisx, PlayState* play);
void EnEiyer_Draw(Actor* thisx, PlayState* play);
void EnEiyer_SetupAppearFromGround(EnEiyer* this);
void EnEiyer_SetupUnderground(EnEiyer* this);
void EnEiyer_SetupInactive(EnEiyer* this);
void EnEiyer_SetupAmbush(EnEiyer* this, PlayState* play);
void EnEiyer_SetupGlide(EnEiyer* this);
void EnEiyer_SetupStartAttack(EnEiyer* this);
void EnEiyer_SetupDiveAttack(EnEiyer* this, PlayState* play);
void EnEiyer_SetupLand(EnEiyer* this);
void EnEiyer_SetupHurt(EnEiyer* this);
void EnEiyer_SetupDie(EnEiyer* this);
void EnEiyer_SetupDead(EnEiyer* this);
void EnEiyer_SetupStunned(EnEiyer* this);
void EnEiyer_AppearFromGround(EnEiyer* this, PlayState* play);
void EnEiyer_WanderUnderground(EnEiyer* this, PlayState* play);
void EnEiyer_CircleUnderground(EnEiyer* this, PlayState* play);
void EnEiyer_Inactive(EnEiyer* this, PlayState* play);
void EnEiyer_Ambush(EnEiyer* this, PlayState* play);
void EnEiyer_Glide(EnEiyer* this, PlayState* play);
void EnEiyer_StartAttack(EnEiyer* this, PlayState* play);
void EnEiyer_DiveAttack(EnEiyer* this, PlayState* play);
void EnEiyer_Land(EnEiyer* this, PlayState* play);
void EnEiyer_Hurt(EnEiyer* this, PlayState* play);
void EnEiyer_Die(EnEiyer* this, PlayState* play);
void EnEiyer_Dead(EnEiyer* this, PlayState* play);
void EnEiyer_Stunned(EnEiyer* this, PlayState* play);
const ActorInit En_Eiyer_InitVars = {
ACTOR_EN_EIYER,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_EI,
sizeof(EnEiyer),
(ActorFunc)EnEiyer_Init,
(ActorFunc)EnEiyer_Destroy,
(ActorFunc)EnEiyer_Update,
(ActorFunc)EnEiyer_Draw,
NULL,
};
static ColliderCylinderInit sColCylInit = {
{
COLTYPE_HIT0,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x04, 0x08 },
{ 0x00000019, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_HARD,
BUMP_ON,
OCELEM_ON,
},
{ 27, 17, -10, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 2, 45, 15, 100 };
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(2, 0x0),
/* Hammer swing */ DMG_ENTRY(2, 0x0),
/* Hookshot */ DMG_ENTRY(2, 0x0),
/* 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(2, 0x0),
/* 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, 0x0),
/* Ice magic */ DMG_ENTRY(4, 0x0),
/* Light magic */ DMG_ENTRY(4, 0x0),
/* 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),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x19, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_STOP),
};
/**
* params 0: Spawn 3 clones and circle around spawn point
* params 1-3: Clone, spawn another clone for the main Eiyer if params < 3
* params 10: Normal Eiyer, wander around spawn point
*/
void EnEiyer_Init(Actor* thisx, PlayState* play) {
EnEiyer* this = (EnEiyer*)thisx;
s32 pad;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 600.0f, ActorShadow_DrawCircle, 65.0f);
SkelAnime_Init(play, &this->skelanime, &gStingerSkel, &gStingerIdleAnim, this->jointTable, this->morphTable,
19);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit);
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if (this->actor.params < 3) {
// Each clone spawns another clone
if (Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_EIYER, this->actor.home.pos.x,
this->actor.home.pos.y, this->actor.home.pos.z, 0, this->actor.shape.rot.y + 0x4000, 0,
this->actor.params + 1) == NULL) {
Actor_Kill(&this->actor);
return;
}
if (this->actor.params == 0) {
Actor* child = this->actor.child;
s32 clonesSpawned;
for (clonesSpawned = 0; clonesSpawned != 3; clonesSpawned++) {
if (child == NULL) {
break;
}
child = child->child;
}
if (clonesSpawned != 3) {
for (child = &this->actor; child != NULL; child = child->child) {
Actor_Kill(child);
}
return;
} else {
this->actor.child->parent = &this->actor;
this->actor.child->child->parent = &this->actor;
this->actor.child->child->child->parent = &this->actor;
}
}
}
if (this->actor.params == 0 || this->actor.params == 10) {
EnEiyer_SetupAppearFromGround(this);
} else {
EnEiyer_SetupInactive(this);
}
}
void EnEiyer_Destroy(Actor* thisx, PlayState* play) {
EnEiyer* this = (EnEiyer*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
void EnEiyer_RotateAroundHome(EnEiyer* this) {
this->actor.world.pos.x = Math_SinS(this->actor.world.rot.y) * 80.0f + this->actor.home.pos.x;
this->actor.world.pos.z = Math_CosS(this->actor.world.rot.y) * 80.0f + this->actor.home.pos.z;
this->actor.shape.rot.y = this->actor.world.rot.y + 0x4000;
}
void EnEiyer_SetupAppearFromGround(EnEiyer* this) {
this->collider.info.bumper.dmgFlags = 0x19;
Animation_PlayLoop(&this->skelanime, &gStingerIdleAnim);
this->actor.world.pos.x = this->actor.home.pos.x;
this->actor.world.pos.y = this->actor.home.pos.y - 40.0f;
this->actor.world.pos.z = this->actor.home.pos.z;
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 0.0f;
if (this->actor.params != 0xA) {
if (this->actor.params == 0) {
this->actor.world.rot.y = Rand_ZeroOne() * 0x10000;
} else {
this->actor.world.rot.y = this->actor.parent->world.rot.y + this->actor.params * 0x4000;
}
EnEiyer_RotateAroundHome(this);
} else {
this->actor.world.rot.y = this->actor.shape.rot.y = Rand_ZeroOne() * 0x10000;
}
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_12);
this->actor.shape.shadowScale = 0.0f;
this->actor.shape.yOffset = 0.0f;
this->actionFunc = EnEiyer_AppearFromGround;
}
void EnEiyer_SetupUnderground(EnEiyer* this) {
if (this->actor.params == 0xA) {
this->actor.speedXZ = -0.5f;
this->actionFunc = EnEiyer_WanderUnderground;
} else {
this->actionFunc = EnEiyer_CircleUnderground;
}
this->collider.base.acFlags |= AC_ON;
this->actor.flags &= ~ACTOR_FLAG_4;
this->actor.flags |= ACTOR_FLAG_0;
}
void EnEiyer_SetupInactive(EnEiyer* this) {
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actionFunc = EnEiyer_Inactive;
}
void EnEiyer_SetupAmbush(EnEiyer* this, PlayState* play) {
this->actor.speedXZ = 0.0f;
Animation_PlayOnce(&this->skelanime, &gStingerBackflipAnim);
this->collider.info.bumper.dmgFlags = ~0x00300000;
this->basePos = this->actor.world.pos;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.flags |= ACTOR_FLAG_12;
this->collider.base.acFlags &= ~AC_ON;
this->actor.shape.shadowScale = 65.0f;
this->actor.shape.yOffset = 600.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 700);
this->actionFunc = EnEiyer_Ambush;
}
void EnEiyer_SetupGlide(EnEiyer* this) {
this->targetYaw = this->actor.shape.rot.y;
this->basePos.y = (cosf(-M_PI / 8) * 5.0f) + this->actor.world.pos.y;
Animation_MorphToLoop(&this->skelanime, &gStingerHitAnim, -5.0f);
this->timer = 60;
this->actionFunc = EnEiyer_Glide;
}
void EnEiyer_SetupStartAttack(EnEiyer* this) {
this->actionFunc = EnEiyer_StartAttack;
}
void EnEiyer_SetupDiveAttack(EnEiyer* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->actor.velocity.y = 0.0f;
this->basePos.y = player->actor.world.pos.y + 15.0f;
this->collider.base.atFlags |= AT_ON;
this->collider.base.atFlags &= ~AT_HIT;
this->actionFunc = EnEiyer_DiveAttack;
}
void EnEiyer_SetupLand(EnEiyer* this) {
Animation_MorphToPlayOnce(&this->skelanime, &gStingerDiveAnim, -3.0f);
this->collider.base.atFlags &= ~AT_ON;
this->actor.flags |= ACTOR_FLAG_4;
// Update BgCheck info, play sound, and spawn effect on the first frame of the land action
this->timer = -1;
this->actor.gravity = 0.0f;
this->collider.dim.height = sColCylInit.dim.height;
this->actionFunc = EnEiyer_Land;
}
void EnEiyer_SetupHurt(EnEiyer* this) {
this->basePos.y = this->actor.world.pos.y;
Animation_Change(&this->skelanime, &gStingerHitAnim, 2.0f, 0.0f, 0.0f, 0, -3.0f);
this->timer = 40;
this->actor.gravity = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 5.0f;
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, 40);
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnEiyer_Hurt;
}
void EnEiyer_SetupDie(EnEiyer* this) {
this->timer = 20;
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, 40);
if (this->collider.info.bumper.dmgFlags != 0x19) {
this->actor.speedXZ = 6.0f;
Animation_MorphToLoop(&this->skelanime, &gStingerHitAnim, -3.0f);
} else {
this->actor.speedXZ -= 6.0f;
}
this->collider.info.bumper.dmgFlags = ~0x00300000;
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnEiyer_Die;
}
void EnEiyer_SetupDead(EnEiyer* this) {
this->actor.colorFilterParams |= 0x2000;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
this->actionFunc = EnEiyer_Dead;
}
void EnEiyer_SetupStunned(EnEiyer* this) {
Animation_Change(&this->skelanime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, 0, -8.0f);
this->timer = 80;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
this->collider.dim.height = sColCylInit.dim.height + 8;
Actor_SetColorFilter(&this->actor, 0, 200, 0, 80);
this->collider.base.atFlags &= ~AT_ON;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionFunc = EnEiyer_Stunned;
}
void EnEiyer_AppearFromGround(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.75f)) {
EnEiyer_SetupUnderground(this);
}
}
void EnEiyer_CheckPlayerCollision(EnEiyer* this, PlayState* play) {
if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
EnEiyer_SetupAmbush(this, play);
}
}
void EnEiyer_CircleUnderground(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
this->actor.world.rot.y += -0x60;
EnEiyer_RotateAroundHome(this);
EnEiyer_CheckPlayerCollision(this, play);
// Clones disappear when the main Eiyer leaves the ground
if (this->actor.params != 0 && ((EnEiyer*)this->actor.parent)->actionFunc != EnEiyer_CircleUnderground) {
EnEiyer_SetupInactive(this);
}
}
void EnEiyer_WanderUnderground(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 100.0f) {
this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) + 0x8000;
} else if (this->targetYaw == this->actor.world.rot.y && Rand_ZeroOne() > 0.99f) {
this->targetYaw =
this->actor.world.rot.y + (Rand_ZeroOne() < 0.5f ? -1 : 1) * (Rand_ZeroOne() * 0x2000 + 0x2000);
}
Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0xB6);
EnEiyer_CheckPlayerCollision(this, play);
}
void EnEiyer_Inactive(EnEiyer* this, PlayState* play) {
EnEiyer* parent;
if (this->actor.home.pos.y - 50.0f < this->actor.world.pos.y) {
this->actor.world.pos.y -= 0.5f;
}
parent = (EnEiyer*)this->actor.parent;
if (parent->actionFunc == EnEiyer_Dead) {
Actor_Kill(&this->actor);
} else if (parent->actionFunc == EnEiyer_AppearFromGround) {
EnEiyer_SetupAppearFromGround(this);
}
}
void EnEiyer_Ambush(EnEiyer* this, PlayState* play) {
s32 animFinished;
f32 curFrame;
f32 xzOffset;
s32 bgId;
animFinished = SkelAnime_Update(&this->skelanime);
curFrame = this->skelanime.curFrame;
if (this->skelanime.curFrame < 12.0f) {
this->actor.world.pos.y = ((1.0f - cosf((0.996f * M_PI / 12.0f) * curFrame)) * 40.0f) + this->actor.home.pos.y;
xzOffset = sinf((0.996f * M_PI / 12.0f) * curFrame) * -40.0f;
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * xzOffset) + this->basePos.x;
this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y) * xzOffset) + this->basePos.z;
} else {
Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 80.0f, 0.5f);
this->actor.speedXZ = 0.8f;
}
if (animFinished) {
this->collider.base.acFlags |= AC_ON;
EnEiyer_SetupGlide(this);
} else {
this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId,
&this->actor, &this->actor.world.pos);
}
}
void EnEiyer_Glide(EnEiyer* this, PlayState* play) {
f32 curFrame;
s32 pad;
s16 yawChange;
SkelAnime_Update(&this->skelanime);
if (this->timer != 0) {
this->timer--;
}
curFrame = this->skelanime.curFrame;
Math_ApproachF(&this->basePos.y, this->actor.floorHeight + 80.0f + 5.0f, 0.3f, this->actor.speedXZ);
this->actor.world.pos.y = this->basePos.y - cosf((curFrame - 5.0f) * (M_PI / 40)) * 5.0f;
if (curFrame <= 45.0f) {
Math_StepToF(&this->actor.speedXZ, 1.0f, 0.03f);
} else {
Math_StepToF(&this->actor.speedXZ, 1.5f, 0.03f);
}
if (this->actor.bgCheckFlags & 8) {
this->targetYaw = this->actor.wallYaw;
}
if (Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0xB6)) {
if (this->timer != 0 || Rand_ZeroOne() > 0.05f) {
this->actor.world.rot.y += 0x100;
} else {
yawChange = Rand_S16Offset(0x2000, 0x2000);
this->targetYaw = (Rand_ZeroOne() < 0.5f ? -1 : 1) * yawChange + this->actor.world.rot.y;
}
}
if (this->timer == 0 && this->actor.yDistToPlayer < 0.0f && this->actor.xzDistToPlayer < 120.0f) {
EnEiyer_SetupStartAttack(this);
}
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
}
void EnEiyer_StartAttack(EnEiyer* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Vec3f focus;
SkelAnime_Update(&this->skelanime);
if (this->actor.shape.rot.x > 0 && this->actor.shape.rot.x < 0x8000) {
focus.x = player->actor.world.pos.x;
focus.y = player->actor.world.pos.y + 20.0f;
focus.z = player->actor.world.pos.z;
if (Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &focus), 0x1000)) {
EnEiyer_SetupDiveAttack(this, play);
}
} else {
this->actor.shape.rot.x -= 0x1000;
}
this->actor.world.rot.x = -this->actor.shape.rot.x;
Math_StepToF(&this->actor.speedXZ, 5.0f, 0.3f);
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x71C);
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
}
void EnEiyer_DiveAttack(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
this->actor.speedXZ *= 1.1f;
if (this->actor.bgCheckFlags & 8 || this->actor.bgCheckFlags & 1) {
EnEiyer_SetupLand(this);
}
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~(AT_ON | AT_HIT);
}
func_8002F974(&this->actor, NA_SE_EN_EIER_FLY - SFX_FLAG);
}
void EnEiyer_Land(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
Math_ScaledStepToS(&this->actor.world.rot.x, -0x4000, 0x450);
Math_StepToF(&this->actor.speedXZ, 7.0f, 1.0f);
if (this->timer == -1) {
if (this->actor.bgCheckFlags & 8 || this->actor.bgCheckFlags & 1) {
this->timer = 10;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_OCTAROCK_SINK);
if (this->actor.bgCheckFlags & 1) {
EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 700);
}
}
} else {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
this->actor.shape.rot.x = 0;
this->actor.world.rot.x = 0;
EnEiyer_SetupAppearFromGround(this);
}
}
}
void EnEiyer_Hurt(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (this->timer != 0) {
this->timer--;
}
Math_ApproachF(&this->basePos.y, this->actor.floorHeight + 80.0f + 5.0f, 0.5f, this->actor.speedXZ);
this->actor.world.pos.y = this->basePos.y - 5.0f;
if (this->actor.bgCheckFlags & 8) {
this->targetYaw = this->actor.wallYaw;
} else {
this->targetYaw = this->actor.yawTowardsPlayer + 0x8000;
}
Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0x38E);
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
this->actor.shape.rot.z = sinf(this->timer * (M_PI / 5)) * 5120.0f;
if (this->timer == 0) {
this->actor.shape.rot.x = 0;
this->actor.shape.rot.z = 0;
this->collider.base.acFlags |= AC_ON;
EnEiyer_SetupGlide(this);
}
this->actor.world.rot.x = -this->actor.shape.rot.x;
}
void EnEiyer_Die(EnEiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (this->actor.speedXZ > 0.0f) {
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x400);
} else {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x400);
}
this->actor.shape.rot.z += 0x1000;
if (this->timer != 0) {
this->timer--;
}
this->actor.world.rot.x = -this->actor.shape.rot.x;
if (this->timer == 0 || this->actor.bgCheckFlags & 0x10) {
EnEiyer_SetupDead(this);
}
}
void EnEiyer_Dead(EnEiyer* this, PlayState* play) {
this->actor.shape.shadowAlpha = CLAMP_MIN((s16)(this->actor.shape.shadowAlpha - 5), 0);
this->actor.world.pos.y -= 2.0f;
if (this->actor.shape.shadowAlpha == 0) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 80);
Actor_Kill(&this->actor);
}
}
void EnEiyer_Stunned(EnEiyer* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
SkelAnime_Update(&this->skelanime);
if (Animation_OnFrame(&this->skelanime, 0.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_FLUTTER);
}
if (this->actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
}
if (this->timer == 0) {
this->actor.gravity = 0.0f;
this->actor.velocity.y = 0.0f;
this->collider.dim.height = sColCylInit.dim.height;
EnEiyer_SetupGlide(this);
}
}
void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
if (this->actor.colChkInfo.damageEffect != 0 || this->actor.colChkInfo.damage != 0) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Enemy_StartFinishingBlow(play, &this->actor);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_DEAD);
this->actor.flags &= ~ACTOR_FLAG_0;
gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_STINGER]++;
}
// If underground, one hit kill
if (this->collider.info.bumper.dmgFlags == 0x19) {
if (this->actor.colChkInfo.damage == 0) {
EnEiyer_SetupAmbush(this, play);
} else {
EnEiyer_SetupDie(this);
}
} else if (this->actor.colChkInfo.damageEffect == 1) {
if (this->actionFunc != EnEiyer_Stunned) {
EnEiyer_SetupStunned(this);
}
} else if (this->actor.colChkInfo.health != 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_DAMAGE);
EnEiyer_SetupHurt(this);
} else {
this->collider.dim.height = sColCylInit.dim.height;
EnEiyer_SetupDie(this);
}
}
}
}
void EnEiyer_Update(Actor* thisx, PlayState* play) {
EnEiyer* this = (EnEiyer*)thisx;
s32 pad;
EnEiyer_UpdateDamage(this, play);
this->actionFunc(this, play);
if (this->actor.world.rot.x == 0 || this->actionFunc == EnEiyer_Stunned) {
Actor_MoveForward(&this->actor);
} else {
func_8002D97C(&this->actor);
}
if (this->actionFunc == EnEiyer_Glide || this->actionFunc == EnEiyer_DiveAttack ||
this->actionFunc == EnEiyer_Stunned || this->actionFunc == EnEiyer_Die || this->actionFunc == EnEiyer_Hurt ||
(this->actionFunc == EnEiyer_Land && this->timer == -1)) {
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 27.0f, 30.0f, 7);
}
if (this->actor.params == 0xA ||
(this->actionFunc != EnEiyer_AppearFromGround && this->actionFunc != EnEiyer_CircleUnderground)) {
this->actor.shape.rot.y = this->actor.world.rot.y;
}
// only the main Eiyer can ambush the player
if (this->actor.params == 0 || this->actor.params == 0xA) {
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->collider.base.atFlags & AT_ON) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
if (this->collider.base.acFlags & AC_ON) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
if (this->actionFunc != EnEiyer_Ambush) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
}
if (this->actor.flags & ACTOR_FLAG_0) {
this->actor.focus.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * 12.5f;
this->actor.focus.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * 12.5f;
this->actor.focus.pos.y = this->actor.world.pos.y;
}
}
s32 EnEiyer_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
EnEiyer* this = (EnEiyer*)thisx;
if (limbIndex == 1) {
pos->z += 2500.0f;
}
if (this->collider.info.bumper.dmgFlags == 0x19 && limbIndex != 9 && limbIndex != 10) {
*dList = NULL;
}
return 0;
}
void EnEiyer_Draw(Actor* thisx, PlayState* play) {
EnEiyer* this = (EnEiyer*)thisx;
OPEN_DISPS(play->state.gfxCtx);
if (this->actionFunc != EnEiyer_Dead) {
func_80093D18(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
POLY_OPA_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable,
EnEiyer_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
} else {
func_80093D84(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, D_80116280);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->actor.shape.shadowAlpha);
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelanime.skeleton, this->skelanime.jointTable,
EnEiyer_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
}
CLOSE_DISPS(play->state.gfxCtx);
}