mirror of
https://github.com/HarbourMasters/Shipwright.git
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39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
2058 lines
72 KiB
C
2058 lines
72 KiB
C
/*
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* File: z_en_test.c
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* Overlay: ovl_En_Test
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* Description: Stalfos
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*/
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#include "z_en_test.h"
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#include "objects/object_sk2/object_sk2.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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void EnTest_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnTest_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnTest_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnTest_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnTest_SetupWaitGround(EnTest* this);
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void EnTest_SetupWaitAbove(EnTest* this);
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void EnTest_SetupJumpBack(EnTest* this);
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void EnTest_SetupSlashDownEnd(EnTest* this);
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void EnTest_SetupSlashUp(EnTest* this);
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void EnTest_SetupJumpslash(EnTest* this);
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void EnTest_SetupWalkAndBlock(EnTest* this);
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void func_80860EC0(EnTest* this);
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void EnTest_SetupSlashDown(EnTest* this);
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void func_80860BDC(EnTest* this);
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void EnTest_SetupIdleFromBlock(EnTest* this);
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void EnTest_SetupRecoil(EnTest* this);
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void func_80862398(EnTest* this);
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void func_80862154(EnTest* this);
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void EnTest_SetupStopAndBlock(EnTest* this);
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void func_808627C4(EnTest* this, GlobalContext* globalCtx);
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void EnTest_WaitGround(EnTest* this, GlobalContext* globalCtx);
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void EnTest_WaitAbove(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Fall(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Land(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Rise(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Idle(EnTest* this, GlobalContext* globalCtx);
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void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx);
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void func_80860C24(EnTest* this, GlobalContext* globalCtx);
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void func_80860F84(EnTest* this, GlobalContext* globalCtx);
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void EnTest_SlashDown(EnTest* this, GlobalContext* globalCtx);
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void EnTest_SlashDownEnd(EnTest* this, GlobalContext* globalCtx);
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void EnTest_SlashUp(EnTest* this, GlobalContext* globalCtx);
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void EnTest_JumpBack(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Jumpslash(EnTest* this, GlobalContext* globalCtx);
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void EnTest_JumpUp(EnTest* this, GlobalContext* globalCtx);
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void EnTest_StopAndBlock(EnTest* this, GlobalContext* globalCtx);
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void EnTest_IdleFromBlock(EnTest* this, GlobalContext* globalCtx);
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void func_808621D4(EnTest* this, GlobalContext* globalCtx);
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void func_80862418(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Stunned(EnTest* this, GlobalContext* globalCtx);
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void func_808628C8(EnTest* this, GlobalContext* globalCtx);
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void func_80862E6C(EnTest* this, GlobalContext* globalCtx);
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void func_80863044(EnTest* this, GlobalContext* globalCtx);
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void func_8086318C(EnTest* this, GlobalContext* globalCtx);
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void EnTest_Recoil(EnTest* this, GlobalContext* globalCtx);
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void func_808633E8(EnTest* this, GlobalContext* globalCtx);
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void func_80862FA8(EnTest* this, GlobalContext* globalCtx);
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s32 EnTest_ReactToProjectile(GlobalContext* globalCtx, EnTest* this);
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static u8 sJointCopyFlags[] = {
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false, // STALFOS_LIMB_NONE
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false, // STALFOS_LIMB_ROOT
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false, // STALFOS_LIMB_UPPERBODY_ROOT
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false, // STALFOS_LIMB_CORE_LOWER_ROOT
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true, // STALFOS_LIMB_CORE_UPPER_ROOT
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true, // STALFOS_LIMB_NECK_ROOT
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true, // STALFOS_LIMB_HEAD_ROOT
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true, // STALFOS_LIMB_7
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true, // STALFOS_LIMB_8
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true, // STALFOS_LIMB_JAW_ROOT
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true, // STALFOS_LIMB_JAW
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true, // STALFOS_LIMB_HEAD
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true, // STALFOS_LIMB_NECK_UPPER
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true, // STALFOS_LIMB_NECK_LOWER
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true, // STALFOS_LIMB_CORE_UPPER
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true, // STALFOS_LIMB_CHEST
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true, // STALFOS_LIMB_SHOULDER_R_ROOT
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true, // STALFOS_LIMB_SHOULDER_ARMOR_R_ROOT
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true, // STALFOS_LIMB_SHOULDER_ARMOR_R
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true, // STALFOS_LIMB_SHOULDER_L_ROOT
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true, // STALFOS_LIMB_SHOULDER_ARMOR_L_ROOT
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true, // STALFOS_LIMB_SHOULDER_ARMOR_L
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true, // STALFOS_LIMB_ARM_L_ROOT
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true, // STALFOS_LIMB_UPPERARM_L_ROOT
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true, // STALFOS_LIMB_FOREARM_L_ROOT
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true, // STALFOS_LIMB_HAND_L_ROOT
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true, // STALFOS_LIMB_HAND_L
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true, // STALFOS_LIMB_SHIELD
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true, // STALFOS_LIMB_FOREARM_L
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true, // STALFOS_LIMB_UPPERARM_L
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true, // STALFOS_LIMB_ARM_R_ROOT
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true, // STALFOS_LIMB_UPPERARM_R_ROOT
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true, // STALFOS_LIMB_FOREARM_R_ROOT
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true, // STALFOS_LIMB_HAND_R_ROOT
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true, // STALFOS_LIMB_SWORD
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true, // STALFOS_LIMB_HAND_R
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true, // STALFOS_LIMB_FOREARM_R
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true, // STALFOS_LIMB_UPPERARM_R
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true, // STALFOS_LIMB_CORE_LOWER
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false, // STALFOS_LIMB_LOWERBODY_ROOT
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false, // STALFOS_LIMB_WAIST_ROOT
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false, // STALFOS_LIMB_LEGS_ROOT
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false, // STALFOS_LIMB_LEG_L_ROOT
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false, // STALFOS_LIMB_THIGH_L_ROOT
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false, // STALFOS_LIMB_LOWERLEG_L_ROOT
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false, // STALFOS_LIMB_ANKLE_L_ROOT
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false, // STALFOS_LIMB_ANKLE_L
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false, // STALFOS_LIMB_FOOT_L_ROOT
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false, // STALFOS_LIMB_FOOT_L
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false, // STALFOS_LIMB_LOWERLEG_L
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false, // STALFOS_LIMB_THIGH_L
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false, // STALFOS_LIMB_LEG_R_ROOT
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false, // STALFOS_LIMB_THIGH_R_ROOT
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false, // STALFOS_LIMB_LOWERLEG_R_ROOT
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false, // STALFOS_LIMB_ANKLE_R_ROOT
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false, // STALFOS_LIMB_ANKLE_R
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false, // STALFOS_LIMB_FOOT_R_ROOT
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false, // STALFOS_LIMB_FOOT_R
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false, // STALFOS_LIMB_LOWERLEG_R
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false, // STALFOS_LIMB_THIGH_R
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false, // STALFOS_LIMB_WAIST
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};
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const ActorInit En_Test_InitVars = {
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ACTOR_EN_TEST,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_SK2,
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sizeof(EnTest),
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(ActorFunc)EnTest_Init,
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(ActorFunc)EnTest_Destroy,
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(ActorFunc)EnTest_Update,
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(ActorFunc)EnTest_Draw,
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NULL,
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};
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static ColliderCylinderInit sBodyColliderInit = {
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{
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COLTYPE_HIT5,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 25, 65, 0, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sShieldColliderInit = {
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{
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COLTYPE_METAL,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFC1FFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 20, 70, -50, { 0, 0, 0 } },
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};
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static ColliderQuadInit sSwordColliderInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x10 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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typedef enum {
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/* 0x0 */ STALFOS_DMGEFF_NORMAL,
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/* 0x1 */ STALFOS_DMGEFF_STUN,
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/* 0x6 */ STALFOS_DMGEFF_FIREMAGIC = 6,
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/* 0xD */ STALFOS_DMGEFF_SLING = 0xD,
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/* 0xE */ STALFOS_DMGEFF_LIGHT,
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/* 0xF */ STALFOS_DMGEFF_FREEZE
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} StalfosDamageEffect;
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN),
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/* Deku stick */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Slingshot */ DMG_ENTRY(1, STALFOS_DMGEFF_SLING),
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/* Explosive */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Boomerang */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN),
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/* Normal arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Hammer swing */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Hookshot */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN),
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/* Kokiri sword */ DMG_ENTRY(1, STALFOS_DMGEFF_NORMAL),
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/* Master sword */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Giant's Knife */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL),
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/* Fire arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Ice arrow */ DMG_ENTRY(4, STALFOS_DMGEFF_FREEZE),
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/* Light arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_LIGHT),
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/* Unk arrow 1 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Unk arrow 2 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Unk arrow 3 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Fire magic */ DMG_ENTRY(0, STALFOS_DMGEFF_FIREMAGIC),
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/* Ice magic */ DMG_ENTRY(3, STALFOS_DMGEFF_FREEZE),
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/* Light magic */ DMG_ENTRY(0, STALFOS_DMGEFF_LIGHT),
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/* Shield */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL),
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/* Mirror Ray */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL),
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/* Kokiri spin */ DMG_ENTRY(1, STALFOS_DMGEFF_NORMAL),
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/* Giant spin */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL),
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/* Master spin */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Kokiri jump */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL),
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/* Giant jump */ DMG_ENTRY(8, STALFOS_DMGEFF_NORMAL),
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/* Master jump */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL),
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/* Unknown 1 */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL),
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/* Unblockable */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL),
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/* Hammer jump */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL),
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/* Unknown 2 */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL),
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 0x1B, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE), ICHAIN_F32(scale.y, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_STOP),
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};
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void EnTest_SetupAction(EnTest* this, EnTestActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnTest_Init(Actor* thisx, GlobalContext* globalCtx) {
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EffectBlureInit1 slashBlure;
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EnTest* this = (EnTest*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_Init(globalCtx, &this->skelAnime, &gStalfosSkel, &gStalfosMiddleGuardAnim, this->jointTable,
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this->morphTable, STALFOS_LIMB_MAX);
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SkelAnime_Init(globalCtx, &this->upperSkelanime, &gStalfosSkel, &gStalfosMiddleGuardAnim, this->upperJointTable,
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this->upperMorphTable, STALFOS_LIMB_MAX);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFeet, 90.0f);
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this->actor.colChkInfo.cylRadius = 40;
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this->actor.colChkInfo.cylHeight = 100;
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.focus.pos.y += 45.0f;
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this->actor.colChkInfo.damageTable = &sDamageTable;
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Collider_InitCylinder(globalCtx, &this->bodyCollider);
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Collider_SetCylinder(globalCtx, &this->bodyCollider, &this->actor, &sBodyColliderInit);
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Collider_InitCylinder(globalCtx, &this->shieldCollider);
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Collider_SetCylinder(globalCtx, &this->shieldCollider, &this->actor, &sShieldColliderInit);
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Collider_InitQuad(globalCtx, &this->swordCollider);
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Collider_SetQuad(globalCtx, &this->swordCollider, &this->actor, &sSwordColliderInit);
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = 10;
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slashBlure.p1StartColor[0] = slashBlure.p1StartColor[1] = slashBlure.p1StartColor[2] = slashBlure.p1StartColor[3] =
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slashBlure.p2StartColor[0] = slashBlure.p2StartColor[1] = slashBlure.p2StartColor[2] =
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slashBlure.p1EndColor[0] = slashBlure.p1EndColor[1] = slashBlure.p1EndColor[2] = slashBlure.p2EndColor[0] =
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slashBlure.p2EndColor[1] = slashBlure.p2EndColor[2] = 255;
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slashBlure.p1EndColor[3] = 0;
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slashBlure.p2EndColor[3] = 0;
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slashBlure.p2StartColor[3] = 64;
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slashBlure.elemDuration = 4;
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slashBlure.unkFlag = 0;
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slashBlure.calcMode = 2;
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Effect_Add(globalCtx, &this->effectIndex, EFFECT_BLURE1, 0, 0, &slashBlure);
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if (this->actor.params != STALFOS_TYPE_CEILING) {
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EnTest_SetupWaitGround(this);
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} else {
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EnTest_SetupWaitAbove(this);
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}
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if (this->actor.params == STALFOS_TYPE_INVISIBLE) {
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this->actor.flags |= ACTOR_FLAG_7;
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}
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}
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void EnTest_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnTest* this = (EnTest*)thisx;
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if ((this->actor.params != STALFOS_TYPE_2) &&
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!Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f)) {
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func_800F5B58();
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}
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Effect_Delete(globalCtx, this->effectIndex);
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Collider_DestroyCylinder(globalCtx, &this->shieldCollider);
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Collider_DestroyCylinder(globalCtx, &this->bodyCollider);
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Collider_DestroyQuad(globalCtx, &this->swordCollider);
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}
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/**
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* If EnTest_ChooseAction failed to pick a new action, this function will unconditionally pick
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* a new action as a last resort
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*/
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void EnTest_ChooseRandomAction(EnTest* this, GlobalContext* globalCtx) {
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switch ((u32)(Rand_ZeroOne() * 10.0f)) {
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case 0:
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case 1:
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case 5:
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case 6:
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if ((this->actor.xzDistToPlayer < 220.0f) && (this->actor.xzDistToPlayer > 170.0f) &&
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Actor_IsFacingPlayer(&this->actor, 0x71C) && Actor_IsTargeted(globalCtx, &this->actor)) {
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EnTest_SetupJumpslash(this);
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break;
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}
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// fallthrough
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case 8:
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EnTest_SetupWalkAndBlock(this);
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break;
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case 3:
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case 4:
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case 7:
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func_808627C4(this, globalCtx);
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break;
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case 2:
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case 9:
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case 10:
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EnTest_SetupStopAndBlock(this);
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break;
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}
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}
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void EnTest_ChooseAction(EnTest* this, GlobalContext* globalCtx) {
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s32 pad;
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Player* player = GET_PLAYER(globalCtx);
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s16 yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
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yawDiff = ABS(yawDiff);
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if (yawDiff >= 0x61A8) {
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switch ((u32)(Rand_ZeroOne() * 10.0f)) {
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case 0:
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case 3:
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case 7:
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EnTest_SetupStopAndBlock(this);
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break;
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case 1:
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case 5:
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case 6:
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case 8:
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func_808627C4(this, globalCtx);
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break;
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case 2:
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case 4:
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case 9:
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if (this->actor.params != STALFOS_TYPE_CEILING) {
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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EnTest_SetupJumpBack(this);
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}
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break;
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}
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} else if (yawDiff <= 0x3E80) {
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) > 0x3E80) {
|
|
if (((globalCtx->gameplayFrames % 2) != 0) && (this->actor.params != STALFOS_TYPE_CEILING)) {
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
EnTest_SetupJumpBack(this);
|
|
} else if ((this->actor.xzDistToPlayer < 220.0f) && (this->actor.xzDistToPlayer > 170.0f)) {
|
|
if (Actor_IsFacingPlayer(&this->actor, 0x71C) && !Actor_IsTargeted(globalCtx, &this->actor)) {
|
|
EnTest_SetupJumpslash(this);
|
|
}
|
|
} else {
|
|
EnTest_SetupWalkAndBlock(this);
|
|
}
|
|
} else {
|
|
if (this->actor.xzDistToPlayer < 110.0f) {
|
|
if (Rand_ZeroOne() > 0.2f) {
|
|
if (player->stateFlags1 & 0x10) {
|
|
if (this->actor.isTargeted) {
|
|
EnTest_SetupSlashDown(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
} else {
|
|
EnTest_SetupSlashDown(this);
|
|
}
|
|
}
|
|
} else {
|
|
EnTest_ChooseRandomAction(this, globalCtx);
|
|
}
|
|
}
|
|
} else {
|
|
EnTest_ChooseRandomAction(this, globalCtx);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupWaitGround(EnTest* this) {
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosMiddleGuardAnim);
|
|
this->unk_7C8 = 0;
|
|
this->timer = 15;
|
|
this->actor.scale.y = 0.0f;
|
|
this->actor.world.pos.y = this->actor.home.pos.y - 3.5f;
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
EnTest_SetupAction(this, EnTest_WaitGround);
|
|
}
|
|
|
|
void EnTest_WaitGround(EnTest* this, GlobalContext* globalCtx) {
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if ((this->timer == 0) && (ABS(this->actor.yDistToPlayer) < 150.0f)) {
|
|
this->unk_7C8 = 3;
|
|
EnTest_SetupAction(this, EnTest_Rise);
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
|
|
|
if (this->actor.params != STALFOS_TYPE_2) {
|
|
func_800F5ACC(NA_BGM_MINI_BOSS);
|
|
}
|
|
} else {
|
|
if (this->timer != 0) {
|
|
this->timer--;
|
|
}
|
|
|
|
this->actor.world.pos.y = this->actor.home.pos.y - 3.5f;
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupWaitAbove(EnTest* this) {
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosMiddleGuardAnim);
|
|
this->unk_7C8 = 0;
|
|
this->actor.world.pos.y = this->actor.home.pos.y + 150.0f;
|
|
Actor_SetScale(&this->actor, 0.0f);
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
EnTest_SetupAction(this, EnTest_WaitAbove);
|
|
}
|
|
|
|
void EnTest_WaitAbove(EnTest* this, GlobalContext* globalCtx) {
|
|
SkelAnime_Update(&this->skelAnime);
|
|
this->actor.world.pos.y = this->actor.home.pos.y + 150.0f;
|
|
|
|
if ((this->actor.xzDistToPlayer < 200.0f) && (ABS(this->actor.yDistToPlayer) < 450.0f)) {
|
|
EnTest_SetupAction(this, EnTest_Fall);
|
|
this->actor.flags |= ACTOR_FLAG_0;
|
|
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
Actor_SetScale(&this->actor, 0.015f);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupIdle(EnTest* this) {
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosMiddleGuardAnim);
|
|
this->unk_7C8 = 0xA;
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 5.0f;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
EnTest_SetupAction(this, EnTest_Idle);
|
|
}
|
|
|
|
void EnTest_Idle(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s16 yawDiff;
|
|
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
|
|
|
|
if (this->actor.xzDistToPlayer < 100.0f) {
|
|
if ((player->swordState != 0) && (ABS(yawDiff) >= 0x1F40)) {
|
|
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
|
|
if (Rand_ZeroOne() > 0.7f && player->swordAnimation != 0x11) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (this->timer != 0) {
|
|
this->timer--;
|
|
} else {
|
|
if (Actor_IsFacingPlayer(&this->actor, 0x1555)) {
|
|
if ((this->actor.xzDistToPlayer < 220.0f) && (this->actor.xzDistToPlayer > 160.0f) &&
|
|
(Rand_ZeroOne() < 0.3f)) {
|
|
if (Actor_IsTargeted(globalCtx, &this->actor)) {
|
|
EnTest_SetupJumpslash(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
} else {
|
|
if (Rand_ZeroOne() > 0.3f) {
|
|
EnTest_SetupWalkAndBlock(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
}
|
|
} else {
|
|
if (Rand_ZeroOne() > 0.7f) {
|
|
func_80860BDC(this);
|
|
} else {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_Fall(EnTest* this, GlobalContext* globalCtx) {
|
|
Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalfosLandFromLeapAnim, 0.0f);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if (this->actor.world.pos.y <= this->actor.floorHeight) {
|
|
this->skelAnime.playSpeed = 1.0f;
|
|
this->unk_7C8 = 0xC;
|
|
this->timer = this->unk_7E4 * 0.15f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
|
EnTest_SetupAction(this, EnTest_Land);
|
|
}
|
|
}
|
|
|
|
void EnTest_Land(EnTest* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 5.0f;
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupWalkAndBlock(EnTest* this) {
|
|
Animation_Change(&this->upperSkelanime, &gStalfosBlockWithShieldAnim, 2.0f, 0.0f,
|
|
Animation_GetLastFrame(&gStalfosBlockWithShieldAnim), 2, 2.0f);
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosSlowAdvanceAnim);
|
|
this->timer = (s16)(Rand_ZeroOne() * 5.0f);
|
|
this->unk_7C8 = 0xD;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
EnTest_SetupAction(this, EnTest_WalkAndBlock);
|
|
}
|
|
|
|
void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
f32 checkDist = 0.0f;
|
|
s32 pad1;
|
|
s32 prevFrame;
|
|
s32 temp_f16;
|
|
f32 playSpeed;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 absPlaySpeed;
|
|
s16 yawDiff;
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
this->timer++;
|
|
|
|
if (Actor_OtherIsTargeted(globalCtx, &this->actor)) {
|
|
checkDist = 150.0f;
|
|
}
|
|
|
|
if (this->actor.xzDistToPlayer <= (80.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->actor.speedXZ, -5.0f, 1.0f, 0.8f, 0.0f);
|
|
} else if (this->actor.xzDistToPlayer > (110.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 5.0f, 1.0f, 0.8f, 0.0f);
|
|
}
|
|
|
|
if (this->actor.speedXZ >= 5.0f) {
|
|
this->actor.speedXZ = 5.0f;
|
|
} else if (this->actor.speedXZ < -5.0f) {
|
|
this->actor.speedXZ = -5.0f;
|
|
}
|
|
|
|
if ((this->actor.params == STALFOS_TYPE_CEILING) &&
|
|
!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y)) {
|
|
this->actor.speedXZ *= -1.0f;
|
|
}
|
|
|
|
if (ABS(this->actor.speedXZ) < 3.0f) {
|
|
Animation_Change(&this->skelAnime, &gStalfosSlowAdvanceAnim, 0.0f, this->skelAnime.curFrame,
|
|
Animation_GetLastFrame(&gStalfosSlowAdvanceAnim), 0, -6.0f);
|
|
playSpeed = this->actor.speedXZ * 10.0f;
|
|
} else {
|
|
Animation_Change(&this->skelAnime, &gStalfosFastAdvanceAnim, 0.0f, this->skelAnime.curFrame,
|
|
Animation_GetLastFrame(&gStalfosFastAdvanceAnim), 0, -4.0f);
|
|
playSpeed = this->actor.speedXZ * 10.0f * 0.02f;
|
|
}
|
|
|
|
if (this->actor.speedXZ >= 0.0f) {
|
|
if (this->unk_7DE == 0) {
|
|
this->unk_7DE++;
|
|
}
|
|
|
|
playSpeed = CLAMP_MAX(playSpeed, 2.5f);
|
|
this->skelAnime.playSpeed = playSpeed;
|
|
} else {
|
|
playSpeed = CLAMP_MIN(playSpeed, -2.5f);
|
|
this->skelAnime.playSpeed = playSpeed;
|
|
}
|
|
|
|
yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
|
|
|
|
if ((this->actor.xzDistToPlayer < 100.0f) && (player->swordState != 0)) {
|
|
if (ABS(yawDiff) >= 0x1F40) {
|
|
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
|
|
if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupStopAndBlock(this);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
prevFrame = this->skelAnime.curFrame;
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
|
|
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
|
|
|
|
if ((s32)this->skelAnime.curFrame != prevFrame) {
|
|
s32 temp_v0_2 = absPlaySpeed + prevFrame;
|
|
|
|
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
|
|
}
|
|
}
|
|
|
|
if ((this->timer % 32) == 0) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
|
|
this->timer += (s16)(Rand_ZeroOne() * 5.0f);
|
|
}
|
|
|
|
if ((this->actor.xzDistToPlayer < 220.0f) && (this->actor.xzDistToPlayer > 160.0f) &&
|
|
(Actor_IsFacingPlayer(&this->actor, 0x71C))) {
|
|
if (Actor_IsTargeted(globalCtx, &this->actor)) {
|
|
if (Rand_ZeroOne() < 0.1f) {
|
|
EnTest_SetupJumpslash(this);
|
|
return;
|
|
}
|
|
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
|
|
if (this->actor.isTargeted) {
|
|
if ((globalCtx->gameplayFrames % 2) != 0) {
|
|
func_808627C4(this, globalCtx);
|
|
return;
|
|
}
|
|
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
} else {
|
|
func_80860EC0(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Rand_ZeroOne() < 0.4f) {
|
|
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
}
|
|
|
|
if (!Actor_IsFacingPlayer(&this->actor, 0x11C7)) {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 10.0f;
|
|
return;
|
|
}
|
|
|
|
if (this->actor.xzDistToPlayer < 110.0f) {
|
|
if (Rand_ZeroOne() > 0.2f) {
|
|
if (player->stateFlags1 & 0x10) {
|
|
if (this->actor.isTargeted) {
|
|
EnTest_SetupSlashDown(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
} else {
|
|
EnTest_SetupSlashDown(this);
|
|
}
|
|
} else {
|
|
EnTest_SetupStopAndBlock(this);
|
|
}
|
|
} else if (Rand_ZeroOne() < 0.1f) {
|
|
this->actor.speedXZ = 5.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_80860BDC(EnTest* this) {
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosSidestepAnim);
|
|
this->unk_7C8 = 0xE;
|
|
EnTest_SetupAction(this, func_80860C24);
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
|
|
s16 yawDiff;
|
|
s16 yawChange;
|
|
f32 playSpeed;
|
|
s32 prevFrame;
|
|
s32 temp1;
|
|
s32 temp2;
|
|
s32 absPlaySpeed;
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
yawDiff = this->actor.yawTowardsPlayer;
|
|
yawDiff -= this->actor.shape.rot.y;
|
|
|
|
if (yawDiff > 0) {
|
|
yawChange = (yawDiff / 42.0f) + 300.0f;
|
|
this->actor.shape.rot.y += yawChange * 2;
|
|
} else {
|
|
yawChange = (yawDiff / 42.0f) - 300.0f;
|
|
this->actor.shape.rot.y += yawChange * 2;
|
|
}
|
|
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
|
|
if (yawDiff > 0) {
|
|
playSpeed = yawChange * 0.02f;
|
|
playSpeed = CLAMP_MAX(playSpeed, 1.0f);
|
|
this->skelAnime.playSpeed = playSpeed;
|
|
} else {
|
|
playSpeed = yawChange * 0.02f;
|
|
playSpeed = CLAMP_MIN(playSpeed, -1.0f);
|
|
this->skelAnime.playSpeed = playSpeed;
|
|
}
|
|
|
|
prevFrame = this->skelAnime.curFrame;
|
|
SkelAnime_Update(&this->skelAnime);
|
|
temp1 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
|
|
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
|
|
|
|
if ((s32)this->skelAnime.curFrame != prevFrame) {
|
|
temp2 = absPlaySpeed + prevFrame;
|
|
|
|
if (((temp2 > 2) && (temp1 <= 0)) || ((temp1 < 7) && (temp2 >= 9))) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
|
|
}
|
|
}
|
|
|
|
if (Actor_IsFacingPlayer(&this->actor, 0x71C)) {
|
|
if (Rand_ZeroOne() > 0.8f) {
|
|
if ((Rand_ZeroOne() > 0.7f)) {
|
|
func_80860EC0(this);
|
|
} else {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
}
|
|
} else {
|
|
EnTest_SetupWalkAndBlock(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_80860EC0(EnTest* this) {
|
|
Animation_PlayLoop(&this->skelAnime, &gStalfosSidestepAnim);
|
|
this->unk_7C8 = 0xF;
|
|
this->actor.speedXZ = (Rand_ZeroOne() > 0.5f) ? -0.5f : 0.5f;
|
|
this->timer = (s16)((Rand_ZeroOne() * 15.0f) + 25.0f);
|
|
this->unk_7EC = 0.0f;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
EnTest_SetupAction(this, func_80860F84);
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
|
|
s16 playerYaw180;
|
|
s32 pad;
|
|
s32 prevFrame;
|
|
s32 temp_f16;
|
|
s16 yawDiff;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
f32 checkDist = 0.0f;
|
|
s16 newYaw;
|
|
s32 absPlaySpeed;
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
|
|
this->actor.world.rot.y = this->actor.shape.rot.y + 0x3E80;
|
|
playerYaw180 = player->actor.shape.rot.y + 0x8000;
|
|
|
|
if (this->actor.speedXZ >= 0.0f) {
|
|
if (this->actor.speedXZ < 6.0f) {
|
|
this->actor.speedXZ += 0.5f;
|
|
} else {
|
|
this->actor.speedXZ = 6.0f;
|
|
}
|
|
} else {
|
|
if (this->actor.speedXZ > -6.0f) {
|
|
this->actor.speedXZ -= 0.5f;
|
|
} else {
|
|
this->actor.speedXZ = -6.0f;
|
|
}
|
|
}
|
|
|
|
if ((this->actor.bgCheckFlags & 8) ||
|
|
((this->actor.params == STALFOS_TYPE_CEILING) &&
|
|
!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y))) {
|
|
if (this->actor.bgCheckFlags & 8) {
|
|
if (this->actor.speedXZ >= 0.0f) {
|
|
newYaw = this->actor.shape.rot.y + 0x3FFF;
|
|
} else {
|
|
newYaw = this->actor.shape.rot.y - 0x3FFF;
|
|
}
|
|
|
|
newYaw = this->actor.wallYaw - newYaw;
|
|
} else {
|
|
this->actor.speedXZ *= -0.8f;
|
|
newYaw = 0;
|
|
}
|
|
|
|
if (ABS(newYaw) > 0x4000) {
|
|
this->actor.speedXZ *= -0.8f;
|
|
|
|
if (this->actor.speedXZ < 0.0f) {
|
|
this->actor.speedXZ -= 0.5f;
|
|
} else {
|
|
this->actor.speedXZ += 0.5f;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Actor_OtherIsTargeted(globalCtx, &this->actor)) {
|
|
checkDist = 200.0f;
|
|
}
|
|
|
|
if (this->actor.xzDistToPlayer <= (80.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->unk_7EC, -2.5f, 1.0f, 0.8f, 0.0f);
|
|
} else if (this->actor.xzDistToPlayer > (110.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->unk_7EC, 2.5f, 1.0f, 0.8f, 0.0f);
|
|
} else {
|
|
Math_SmoothStepToF(&this->unk_7EC, 0.0f, 1.0f, 6.65f, 0.0f);
|
|
}
|
|
|
|
if (this->unk_7EC != 0.0f) {
|
|
this->actor.world.pos.x += Math_SinS(this->actor.shape.rot.y) * this->unk_7EC;
|
|
this->actor.world.pos.z += Math_CosS(this->actor.shape.rot.y) * this->unk_7EC;
|
|
}
|
|
|
|
this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
|
|
|
|
prevFrame = this->skelAnime.curFrame;
|
|
SkelAnime_Update(&this->skelAnime);
|
|
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
|
|
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
|
|
|
|
if ((s32)this->skelAnime.curFrame != prevFrame) {
|
|
s32 temp_v0_2 = absPlaySpeed + prevFrame;
|
|
|
|
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
|
|
}
|
|
}
|
|
|
|
if ((globalCtx->gameplayFrames & 95) == 0) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
|
|
}
|
|
|
|
yawDiff = playerYaw180 - this->actor.shape.rot.y;
|
|
yawDiff = ABS(yawDiff);
|
|
|
|
if ((yawDiff > 0x6800) || (this->timer == 0)) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
} else if (this->timer != 0) {
|
|
this->timer--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupSlashDown(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosDownSlashAnim);
|
|
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
|
|
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
|
|
this->unk_7C8 = 0x10;
|
|
this->actor.speedXZ = 0.0f;
|
|
EnTest_SetupAction(this, EnTest_SlashDown);
|
|
this->swordCollider.info.toucher.damage = 16;
|
|
|
|
if (this->unk_7DE != 0) {
|
|
this->unk_7DE = 3;
|
|
}
|
|
}
|
|
|
|
void EnTest_SlashDown(EnTest* this, GlobalContext* globalCtx) {
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if ((s32)this->skelAnime.curFrame < 4) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
|
|
}
|
|
|
|
if ((s32)this->skelAnime.curFrame == 7) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
|
|
}
|
|
|
|
if ((this->skelAnime.curFrame > 7.0f) && (this->skelAnime.curFrame < 11.0f)) {
|
|
this->swordState = 1;
|
|
} else {
|
|
this->swordState = 0;
|
|
}
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
if ((globalCtx->gameplayFrames % 2) != 0) {
|
|
EnTest_SetupSlashDownEnd(this);
|
|
} else {
|
|
EnTest_SetupSlashUp(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupSlashDownEnd(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosRecoverFromDownSlashAnim);
|
|
this->unk_7C8 = 0x12;
|
|
this->actor.speedXZ = 0.0f;
|
|
EnTest_SetupAction(this, EnTest_SlashDownEnd);
|
|
}
|
|
|
|
void EnTest_SlashDownEnd(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s16 yawDiff;
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
if (this->swordCollider.base.atFlags & AT_HIT) {
|
|
this->swordCollider.base.atFlags &= ~AT_HIT;
|
|
if (this->actor.params != STALFOS_TYPE_CEILING) {
|
|
EnTest_SetupJumpBack(this);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (Rand_ZeroOne() > 0.7f) {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f;
|
|
return;
|
|
}
|
|
|
|
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor);
|
|
|
|
if (Rand_ZeroOne() > 0.7f) {
|
|
if (this->actor.params != STALFOS_TYPE_CEILING) {
|
|
EnTest_SetupJumpBack(this);
|
|
return;
|
|
}
|
|
}
|
|
|
|
yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
|
|
|
|
if (ABS(yawDiff) <= 0x2710) {
|
|
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
|
|
|
|
if ((ABS(yawDiff) > 0x3E80) && (this->actor.params != STALFOS_TYPE_CEILING)) {
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
EnTest_SetupJumpBack(this);
|
|
} else if (player->stateFlags1 & 0x10) {
|
|
if (this->actor.isTargeted) {
|
|
EnTest_SetupSlashDown(this);
|
|
} else if ((globalCtx->gameplayFrames % 2) != 0) {
|
|
func_808627C4(this, globalCtx);
|
|
} else {
|
|
EnTest_SetupJumpBack(this);
|
|
}
|
|
} else {
|
|
EnTest_SetupSlashDown(this);
|
|
}
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupSlashUp(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosUpSlashAnim);
|
|
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
|
|
this->unk_7C8 = 0x11;
|
|
this->swordCollider.info.toucher.damage = 16;
|
|
this->actor.speedXZ = 0.0f;
|
|
EnTest_SetupAction(this, EnTest_SlashUp);
|
|
|
|
if (this->unk_7DE != 0) {
|
|
this->unk_7DE = 3;
|
|
}
|
|
}
|
|
|
|
void EnTest_SlashUp(EnTest* this, GlobalContext* globalCtx) {
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if ((s32)this->skelAnime.curFrame == 2) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
|
|
}
|
|
|
|
if ((this->skelAnime.curFrame > 1.0f) && (this->skelAnime.curFrame < 8.0f)) {
|
|
this->swordState = 1;
|
|
} else {
|
|
this->swordState = 0;
|
|
}
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
EnTest_SetupSlashDown(this);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupJumpBack(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosJumpBackwardsAnim);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
|
|
this->unk_7C8 = 0x14;
|
|
this->timer = 5;
|
|
EnTest_SetupAction(this, EnTest_JumpBack);
|
|
|
|
if (this->unk_7DE != 0) {
|
|
this->unk_7DE = 3;
|
|
}
|
|
|
|
if (this->actor.params != STALFOS_TYPE_CEILING) {
|
|
this->actor.speedXZ = -11.0f;
|
|
} else {
|
|
this->actor.speedXZ = -7.0f;
|
|
}
|
|
}
|
|
|
|
void EnTest_JumpBack(EnTest* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xBB8, 1);
|
|
|
|
if (this->timer == 0) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
|
|
} else {
|
|
this->timer--;
|
|
}
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
if (this->actor.xzDistToPlayer <= 100.0f) {
|
|
if (Actor_IsFacingPlayer(&this->actor, 0x1555)) {
|
|
EnTest_SetupSlashDown(this);
|
|
} else {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f;
|
|
}
|
|
} else {
|
|
if ((this->actor.xzDistToPlayer <= 220.0f) && Actor_IsFacingPlayer(&this->actor, 0xE38)) {
|
|
EnTest_SetupJumpslash(this);
|
|
} else {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f;
|
|
}
|
|
}
|
|
this->actor.flags |= ACTOR_FLAG_0;
|
|
}
|
|
} else if (this->skelAnime.curFrame == (this->skelAnime.endFrame - 4.0f)) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupJumpslash(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosJumpAnim);
|
|
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
|
|
this->timer = 0;
|
|
this->unk_7C8 = 0x17;
|
|
this->actor.velocity.y = 10.0f;
|
|
this->actor.speedXZ = 8.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
|
|
EnTest_SetupAction(this, EnTest_Jumpslash);
|
|
this->swordCollider.info.toucher.damage = 32;
|
|
|
|
if (this->unk_7DE != 0) {
|
|
this->unk_7DE = 3;
|
|
}
|
|
}
|
|
|
|
void EnTest_Jumpslash(EnTest* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
if (this->timer == 0) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosJumpslashAnim);
|
|
this->timer = 1;
|
|
this->swordState = 1;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_SAKEBI);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
|
|
} else {
|
|
this->actor.speedXZ = 0.0f;
|
|
EnTest_SetupIdle(this);
|
|
}
|
|
}
|
|
|
|
if ((this->timer != 0) && (this->skelAnime.curFrame >= 5.0f)) {
|
|
this->swordState = 0;
|
|
}
|
|
|
|
if (this->actor.world.pos.y <= this->actor.floorHeight) {
|
|
if (this->actor.speedXZ != 0.0f) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
}
|
|
|
|
this->actor.world.pos.y = this->actor.floorHeight;
|
|
this->actor.velocity.y = 0.0f;
|
|
this->actor.speedXZ = 0.0f;
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupJumpUp(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosJumpAnim);
|
|
this->timer = 0;
|
|
this->unk_7C8 = 4;
|
|
this->actor.velocity.y = 14.0f;
|
|
this->actor.speedXZ = 6.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
EnTest_SetupAction(this, EnTest_JumpUp);
|
|
}
|
|
|
|
void EnTest_JumpUp(EnTest* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if (this->actor.world.pos.y <= this->actor.floorHeight) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
|
this->actor.world.pos.y = this->actor.floorHeight;
|
|
this->unk_7E4 = -(s32)this->actor.velocity.y;
|
|
|
|
if (this->unk_7E4 == 0) {
|
|
this->unk_7E4 = 1;
|
|
}
|
|
|
|
this->actor.velocity.y = 0.0f;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->unk_7C8 = 0xC;
|
|
this->timer = 4;
|
|
Animation_Change(&this->skelAnime, &gStalfosLandFromLeapAnim, 0.0f, 0.0f, 0.0f, 2, 0.0f);
|
|
EnTest_SetupAction(this, EnTest_Land);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupStopAndBlock(EnTest* this) {
|
|
Animation_Change(&this->skelAnime, &gStalfosBlockWithShieldAnim, 2.0f, 0.0f,
|
|
Animation_GetLastFrame(&gStalfosBlockWithShieldAnim), 2, 2.0f);
|
|
this->unk_7C8 = 0x15;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 11.0f;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
this->unk_7DE = 5;
|
|
EnTest_SetupAction(this, EnTest_StopAndBlock);
|
|
}
|
|
|
|
void EnTest_StopAndBlock(EnTest* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) > 0x3E80) &&
|
|
(this->actor.params != STALFOS_TYPE_CEILING) && ((globalCtx->gameplayFrames % 2) != 0)) {
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
EnTest_SetupJumpBack(this);
|
|
}
|
|
|
|
if (this->timer == 0) {
|
|
EnTest_SetupIdleFromBlock(this);
|
|
} else {
|
|
this->timer--;
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupIdleFromBlock(EnTest* this) {
|
|
Animation_MorphToLoop(&this->skelAnime, &gStalfosMiddleGuardAnim, -4.0f);
|
|
this->unk_7C8 = 0x16;
|
|
EnTest_SetupAction(this, EnTest_IdleFromBlock);
|
|
}
|
|
|
|
void EnTest_IdleFromBlock(EnTest* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if (this->skelAnime.morphWeight == 0.0f) {
|
|
this->actor.speedXZ = 0.0f;
|
|
this->unk_7DE = 0;
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
if (this->actor.xzDistToPlayer < 500.0f) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_80862154(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosFlinchFromHitFrontAnim);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
|
|
this->unk_7C8 = 8;
|
|
this->actor.speedXZ = -2.0f;
|
|
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
|
EnTest_SetupAction(this, func_808621D4);
|
|
}
|
|
|
|
void func_808621D4(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.1f, 0.0f);
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if ((this->actor.bgCheckFlags & 8) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
|
|
(this->actor.xzDistToPlayer < 80.0f))) {
|
|
EnTest_SetupJumpUp(this);
|
|
} else if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (player->swordState != 0) {
|
|
if ((this->actor.bgCheckFlags & 8) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
|
|
(this->actor.xzDistToPlayer < 80.0f))) {
|
|
EnTest_SetupJumpUp(this);
|
|
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
|
|
(player->swordAnimation != 0x11)) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupStopAndBlock(this);
|
|
}
|
|
|
|
this->unk_7C8 = 8;
|
|
}
|
|
}
|
|
|
|
void func_80862398(EnTest* this) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosFlinchFromHitBehindAnim);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
|
|
this->unk_7C8 = 9;
|
|
this->actor.speedXZ = -2.0f;
|
|
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
|
EnTest_SetupAction(this, func_80862418);
|
|
}
|
|
|
|
void func_80862418(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.1f, 0.0f);
|
|
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (player->swordState != 0) {
|
|
if ((this->actor.bgCheckFlags & 8) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
|
|
(this->actor.xzDistToPlayer < 80.0f))) {
|
|
EnTest_SetupJumpUp(this);
|
|
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
|
|
(player->swordAnimation != 0x11)) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupStopAndBlock(this);
|
|
}
|
|
|
|
this->unk_7C8 = 8;
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupStunned(EnTest* this) {
|
|
this->unk_7C8 = 0xB;
|
|
this->unk_7DE = 0;
|
|
this->swordState = 0;
|
|
this->skelAnime.playSpeed = 0.0f;
|
|
this->actor.speedXZ = -4.0f;
|
|
|
|
if (this->lastDamageEffect == STALFOS_DMGEFF_LIGHT) {
|
|
Actor_SetColorFilter(&this->actor, -0x8000, 0x78, 0, 0x50);
|
|
} else {
|
|
Actor_SetColorFilter(&this->actor, 0, 0x78, 0, 0x50);
|
|
|
|
if (this->lastDamageEffect == STALFOS_DMGEFF_FREEZE) {
|
|
this->iceTimer = 36;
|
|
} else {
|
|
Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalfosFlinchFromHitFrontAnim, 0.0f);
|
|
}
|
|
}
|
|
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
|
EnTest_SetupAction(this, EnTest_Stunned);
|
|
}
|
|
|
|
void EnTest_Stunned(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
|
|
|
|
if (this->actor.colorFilterTimer == 0) {
|
|
if (this->actor.colChkInfo.health == 0) {
|
|
func_80862FA8(this, globalCtx);
|
|
} else if (player->swordState != 0) {
|
|
if ((this->actor.bgCheckFlags & 8) &&
|
|
((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
|
|
(this->actor.xzDistToPlayer < 80.0f))) {
|
|
EnTest_SetupJumpUp(this);
|
|
} else if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupStopAndBlock(this);
|
|
}
|
|
|
|
this->unk_7C8 = 8;
|
|
} else {
|
|
this->actor.speedXZ = 0.0f;
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_808627C4(EnTest* this, GlobalContext* globalCtx) {
|
|
if (Actor_OtherIsTargeted(globalCtx, &this->actor)) {
|
|
func_80860EC0(this);
|
|
return;
|
|
}
|
|
|
|
Animation_MorphToLoop(&this->skelAnime, &gStalfosSidestepAnim, -2.0f);
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
|
|
this->actor.speedXZ = ((globalCtx->gameplayFrames % 2) != 0) ? -4.0f : 4.0f;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y + 0x3FFF;
|
|
this->timer = (Rand_ZeroOne() * 20.0f) + 20.0f;
|
|
this->unk_7C8 = 0x18;
|
|
EnTest_SetupAction(this, func_808628C8);
|
|
this->unk_7EC = 0.0f;
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 pad1;
|
|
s32 prevFrame;
|
|
s32 temp_f16;
|
|
s32 pad2;
|
|
f32 checkDist = 0.0f;
|
|
s16 newYaw;
|
|
f32 absPlaySpeed;
|
|
|
|
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
|
|
|
|
if (this->unk_7DE == 0) {
|
|
this->unk_7DE++;
|
|
}
|
|
|
|
if (this->actor.speedXZ >= 0.0f) {
|
|
if (this->actor.speedXZ < 6.0f) {
|
|
this->actor.speedXZ += 0.125f;
|
|
} else {
|
|
this->actor.speedXZ = 6.0f;
|
|
}
|
|
} else {
|
|
if (this->actor.speedXZ > -6.0f) {
|
|
this->actor.speedXZ -= 0.125f;
|
|
} else {
|
|
this->actor.speedXZ = -6.0f;
|
|
}
|
|
}
|
|
|
|
if ((this->actor.bgCheckFlags & 8) ||
|
|
((this->actor.params == STALFOS_TYPE_CEILING) &&
|
|
!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3FFF))) {
|
|
if (this->actor.bgCheckFlags & 8) {
|
|
if (this->actor.speedXZ >= 0.0f) {
|
|
newYaw = (this->actor.shape.rot.y + 0x3FFF);
|
|
} else {
|
|
newYaw = (this->actor.shape.rot.y - 0x3FFF);
|
|
}
|
|
|
|
newYaw = this->actor.wallYaw - newYaw;
|
|
} else {
|
|
this->actor.speedXZ *= -0.8f;
|
|
newYaw = 0;
|
|
}
|
|
|
|
if (ABS(newYaw) > 0x4000) {
|
|
this->actor.speedXZ *= -0.8f;
|
|
|
|
if (this->actor.speedXZ < 0.0f) {
|
|
this->actor.speedXZ -= 0.5f;
|
|
} else {
|
|
this->actor.speedXZ += 0.5f;
|
|
}
|
|
}
|
|
}
|
|
|
|
this->actor.world.rot.y = this->actor.shape.rot.y + 0x3FFF;
|
|
|
|
if (Actor_OtherIsTargeted(globalCtx, &this->actor)) {
|
|
checkDist = 200.0f;
|
|
}
|
|
|
|
if (this->actor.xzDistToPlayer <= (80.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->unk_7EC, -2.5f, 1.0f, 0.8f, 0.0f);
|
|
} else if (this->actor.xzDistToPlayer > (110.0f + checkDist)) {
|
|
Math_SmoothStepToF(&this->unk_7EC, 2.5f, 1.0f, 0.8f, 0.0f);
|
|
} else {
|
|
Math_SmoothStepToF(&this->unk_7EC, 0.0f, 1.0f, 6.65f, 0.0f);
|
|
}
|
|
|
|
if (this->unk_7EC != 0.0f) {
|
|
this->actor.world.pos.x += (Math_SinS(this->actor.shape.rot.y) * this->unk_7EC);
|
|
this->actor.world.pos.z += (Math_CosS(this->actor.shape.rot.y) * this->unk_7EC);
|
|
}
|
|
|
|
this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
|
|
prevFrame = this->skelAnime.curFrame;
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
|
|
absPlaySpeed = ABS(this->skelAnime.playSpeed);
|
|
|
|
if ((this->timer % 32) == 0) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
|
|
}
|
|
if ((s32)this->skelAnime.curFrame != prevFrame) {
|
|
s32 temp_v0_2 = (s32)absPlaySpeed + prevFrame;
|
|
|
|
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
|
|
}
|
|
}
|
|
|
|
if (this->timer == 0) {
|
|
if (Actor_OtherIsTargeted(globalCtx, &this->actor)) {
|
|
EnTest_SetupIdle(this);
|
|
} else if (Actor_IsTargeted(globalCtx, &this->actor)) {
|
|
if (!EnTest_ReactToProjectile(globalCtx, this)) {
|
|
EnTest_ChooseAction(this, globalCtx);
|
|
}
|
|
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
|
|
if ((globalCtx->gameplayFrames % 2) != 0) {
|
|
EnTest_SetupIdle(this);
|
|
} else {
|
|
EnTest_SetupWalkAndBlock(this);
|
|
}
|
|
} else {
|
|
EnTest_SetupWalkAndBlock(this);
|
|
}
|
|
|
|
} else {
|
|
this->timer--;
|
|
}
|
|
}
|
|
|
|
void func_80862DBC(EnTest* this, GlobalContext* globalCtx) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DAMAGE);
|
|
this->unk_7C8 = 2;
|
|
BodyBreak_Alloc(&this->bodyBreak, 60, globalCtx);
|
|
this->actor.home.rot.x = 0;
|
|
|
|
if (this->swordState >= 0) {
|
|
EffectBlure_AddSpace(Effect_GetByIndex(this->effectIndex));
|
|
this->swordState = -1;
|
|
}
|
|
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
|
|
if (this->actor.params == STALFOS_TYPE_5) {
|
|
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
|
|
}
|
|
|
|
EnTest_SetupAction(this, func_80862E6C);
|
|
}
|
|
|
|
void func_80862E6C(EnTest* this, GlobalContext* globalCtx) {
|
|
if (this->actor.child == NULL) {
|
|
if (this->actor.home.rot.x == 0) {
|
|
this->actor.home.rot.x = this->bodyBreak.count;
|
|
}
|
|
|
|
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params + 8)) {
|
|
this->actor.child = &this->actor;
|
|
}
|
|
} else {
|
|
if (this->actor.home.rot.x == 0) {
|
|
this->actor.colChkInfo.health = 10;
|
|
|
|
if (this->actor.params == STALFOS_TYPE_4) {
|
|
this->actor.params = -1;
|
|
} else {
|
|
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_ENEMY);
|
|
}
|
|
|
|
this->actor.child = NULL;
|
|
this->actor.flags |= ACTOR_FLAG_0;
|
|
EnTest_SetupJumpBack(this);
|
|
} else if ((this->actor.params == STALFOS_TYPE_5) &&
|
|
!Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f)) {
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xD0);
|
|
|
|
if (this->actor.parent != NULL) {
|
|
this->actor.parent->home.rot.z--;
|
|
}
|
|
|
|
Actor_Kill(&this->actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_80862FA8(EnTest* this, GlobalContext* globalCtx) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverBackwardsAnim);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DEAD);
|
|
this->unk_7DE = 0;
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
this->actor.colorFilterTimer = 0;
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if (this->actor.params <= STALFOS_TYPE_CEILING) {
|
|
this->unk_7C8 = 5;
|
|
EnTest_SetupAction(this, func_80863044);
|
|
} else {
|
|
func_80862DBC(this, globalCtx);
|
|
}
|
|
}
|
|
|
|
void func_80863044(EnTest* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 10.0f;
|
|
this->unk_7C8 = 7;
|
|
EnTest_SetupAction(this, func_808633E8);
|
|
BodyBreak_Alloc(&this->bodyBreak, 60, globalCtx);
|
|
}
|
|
|
|
if ((s32)this->skelAnime.curFrame == 15) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
|
}
|
|
}
|
|
|
|
void func_808630F0(EnTest* this, GlobalContext* globalCtx) {
|
|
Animation_PlayOnce(&this->skelAnime, &gStalfosFallOverForwardsAnim);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_DEAD);
|
|
this->unk_7C8 = 6;
|
|
this->actor.colorFilterTimer = 0;
|
|
this->unk_7DE = 0;
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
if (this->actor.params <= STALFOS_TYPE_CEILING) {
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
EnTest_SetupAction(this, func_8086318C);
|
|
} else {
|
|
func_80862DBC(this, globalCtx);
|
|
}
|
|
}
|
|
|
|
void func_8086318C(EnTest* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->timer = (Rand_ZeroOne() * 10.0f) + 10.0f;
|
|
this->unk_7C8 = 7;
|
|
EnTest_SetupAction(this, func_808633E8);
|
|
BodyBreak_Alloc(&this->bodyBreak, 60, globalCtx);
|
|
}
|
|
|
|
if (((s32)this->skelAnime.curFrame == 10) || ((s32)this->skelAnime.curFrame == 25)) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
|
}
|
|
}
|
|
|
|
void EnTest_SetupRecoil(EnTest* this) {
|
|
this->swordState = 0;
|
|
this->skelAnime.moveFlags = 2;
|
|
this->unk_7C8 = 0x13;
|
|
this->skelAnime.playSpeed = -1.0f;
|
|
this->skelAnime.startFrame = this->skelAnime.curFrame;
|
|
this->skelAnime.endFrame = 0.0f;
|
|
EnTest_SetupAction(this, EnTest_Recoil);
|
|
}
|
|
|
|
void EnTest_Recoil(EnTest* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
if (Rand_ZeroOne() > 0.7f) {
|
|
EnTest_SetupIdle(this);
|
|
this->timer = (Rand_ZeroOne() * 5.0f) + 5.0f;
|
|
} else if (((globalCtx->gameplayFrames % 2) != 0) && (this->actor.params != STALFOS_TYPE_CEILING)) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
func_808627C4(this, globalCtx);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_Rise(EnTest* this, GlobalContext* globalCtx) {
|
|
SkelAnime_Update(&this->skelAnime);
|
|
|
|
if (this->actor.scale.y < 0.015f) {
|
|
this->actor.scale.y += 0.002f;
|
|
this->actor.world.pos.y = this->actor.home.pos.y - 3.5f;
|
|
} else {
|
|
this->actor.world.pos.y = this->actor.home.pos.y;
|
|
EnTest_SetupJumpBack(this);
|
|
}
|
|
}
|
|
|
|
void func_808633E8(EnTest* this, GlobalContext* globalCtx) {
|
|
this->actor.params = STALFOS_TYPE_1;
|
|
|
|
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params)) {
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xD0);
|
|
|
|
if (this->actor.parent != NULL) {
|
|
this->actor.parent->home.rot.z--;
|
|
}
|
|
|
|
Actor_Kill(&this->actor);
|
|
}
|
|
}
|
|
|
|
void EnTest_UpdateHeadRot(EnTest* this, GlobalContext* globalCtx) {
|
|
s16 lookAngle = this->actor.yawTowardsPlayer;
|
|
|
|
lookAngle -= (s16)(this->headRot.y + this->actor.shape.rot.y);
|
|
|
|
this->headRotOffset.y = CLAMP(lookAngle, -0x7D0, 0x7D0);
|
|
this->headRot.y += this->headRotOffset.y;
|
|
this->headRot.y = CLAMP(this->headRot.y, -0x382F, 0x382F);
|
|
}
|
|
|
|
void EnTest_UpdateDamage(EnTest* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
if (this->shieldCollider.base.acFlags & AC_BOUNCED) {
|
|
this->shieldCollider.base.acFlags &= ~AC_BOUNCED;
|
|
this->bodyCollider.base.acFlags &= ~AC_HIT;
|
|
|
|
if (this->unk_7C8 >= 0xA) {
|
|
this->actor.speedXZ = -4.0f;
|
|
}
|
|
} else if (this->bodyCollider.base.acFlags & AC_HIT) {
|
|
this->bodyCollider.base.acFlags &= ~AC_HIT;
|
|
|
|
if ((this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_SLING) &&
|
|
(this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_FIREMAGIC)) {
|
|
this->lastDamageEffect = this->actor.colChkInfo.damageEffect;
|
|
if (this->swordState >= 1) {
|
|
this->swordState = 0;
|
|
}
|
|
this->unk_7DC = player->unk_845;
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, false);
|
|
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
|
|
|
|
if ((this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_STUN) ||
|
|
(this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_FREEZE) ||
|
|
(this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_LIGHT)) {
|
|
if (this->unk_7C8 != 0xB) {
|
|
Actor_ApplyDamage(&this->actor);
|
|
EnTest_SetupStunned(this);
|
|
}
|
|
} else {
|
|
if (Actor_IsFacingPlayer(&this->actor, 0x4000)) {
|
|
if (Actor_ApplyDamage(&this->actor) == 0) {
|
|
Enemy_StartFinishingBlow(globalCtx, &this->actor);
|
|
func_80862FA8(this, globalCtx);
|
|
} else {
|
|
func_80862154(this);
|
|
}
|
|
} else if (Actor_ApplyDamage(&this->actor) == 0) {
|
|
func_808630F0(this, globalCtx);
|
|
Enemy_StartFinishingBlow(globalCtx, &this->actor);
|
|
} else {
|
|
func_80862398(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnTest* this = (EnTest*)thisx;
|
|
f32 oldWeight;
|
|
u32 floorProperty;
|
|
s32 pad;
|
|
|
|
EnTest_UpdateDamage(this, globalCtx);
|
|
|
|
if (this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_FIREMAGIC) {
|
|
Actor_MoveForward(&this->actor);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
|
|
|
|
if (this->actor.params == STALFOS_TYPE_1) {
|
|
if (this->actor.world.pos.y <= this->actor.home.pos.y) {
|
|
this->actor.world.pos.y = this->actor.home.pos.y;
|
|
this->actor.velocity.y = 0.0f;
|
|
}
|
|
|
|
if (this->actor.floorHeight <= this->actor.home.pos.y) {
|
|
this->actor.floorHeight = this->actor.home.pos.y;
|
|
}
|
|
} else if (this->actor.bgCheckFlags & 2) {
|
|
floorProperty = func_80041EA4(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
|
|
|
|
if ((floorProperty == 5) || (floorProperty == 0xC) ||
|
|
func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId) == 9) {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
}
|
|
|
|
this->actionFunc(this, globalCtx);
|
|
|
|
switch (this->unk_7DE) {
|
|
case 0:
|
|
break;
|
|
|
|
case 1:
|
|
Animation_Change(&this->upperSkelanime, &gStalfosBlockWithShieldAnim, 2.0f, 0.0f,
|
|
Animation_GetLastFrame(&gStalfosBlockWithShieldAnim), 2, 2.0f);
|
|
AnimationContext_SetCopyTrue(globalCtx, this->skelAnime.limbCount, this->skelAnime.jointTable,
|
|
this->upperSkelanime.jointTable, sJointCopyFlags);
|
|
this->unk_7DE++;
|
|
break;
|
|
|
|
case 2:
|
|
SkelAnime_Update(&this->upperSkelanime);
|
|
SkelAnime_CopyFrameTableTrue(&this->skelAnime, this->skelAnime.jointTable,
|
|
this->upperSkelanime.jointTable, sJointCopyFlags);
|
|
break;
|
|
|
|
case 3:
|
|
this->unk_7DE++;
|
|
this->upperSkelanime.morphWeight = 4.0f;
|
|
// fallthrough
|
|
case 4:
|
|
oldWeight = this->upperSkelanime.morphWeight;
|
|
this->upperSkelanime.morphWeight -= 1.0f;
|
|
|
|
if (this->upperSkelanime.morphWeight <= 0.0f) {
|
|
this->unk_7DE = 0;
|
|
}
|
|
|
|
SkelAnime_InterpFrameTable(this->skelAnime.limbCount, this->upperSkelanime.jointTable,
|
|
this->upperSkelanime.jointTable, this->skelAnime.jointTable,
|
|
1.0f - (this->upperSkelanime.morphWeight / oldWeight));
|
|
SkelAnime_CopyFrameTableTrue(&this->skelAnime, this->skelAnime.jointTable,
|
|
this->upperSkelanime.jointTable, sJointCopyFlags);
|
|
break;
|
|
}
|
|
|
|
if ((this->actor.colorFilterTimer == 0) && (this->actor.colChkInfo.health != 0)) {
|
|
if ((this->unk_7C8 != 0x10) && (this->unk_7C8 != 0x17)) {
|
|
EnTest_UpdateHeadRot(this, globalCtx);
|
|
} else {
|
|
Math_SmoothStepToS(&this->headRot.y, 0, 1, 0x3E8, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
|
|
|
|
this->actor.focus.pos = this->actor.world.pos;
|
|
this->actor.focus.pos.y += 45.0f;
|
|
|
|
if ((this->actor.colChkInfo.health > 0) || (this->actor.colorFilterTimer != 0)) {
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
|
|
|
|
if ((this->unk_7C8 >= 0xA) &&
|
|
((this->actor.colorFilterTimer == 0) || (!(this->actor.colorFilterParams & 0x4000)))) {
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
|
|
}
|
|
|
|
if (this->unk_7DE != 0) {
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->shieldCollider.base);
|
|
}
|
|
}
|
|
|
|
if (this->swordState >= 1) {
|
|
if (!(this->swordCollider.base.atFlags & AT_BOUNCED)) {
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->swordCollider.base);
|
|
} else {
|
|
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
|
|
EnTest_SetupRecoil(this);
|
|
}
|
|
}
|
|
|
|
if (this->actor.params == STALFOS_TYPE_INVISIBLE) {
|
|
if (globalCtx->actorCtx.unk_03 != 0) {
|
|
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_7;
|
|
this->actor.shape.shadowDraw = ActorShadow_DrawFeet;
|
|
} else {
|
|
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_7);
|
|
this->actor.shape.shadowDraw = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
s32 EnTest_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
EnTest* this = (EnTest*)thisx;
|
|
s32 pad;
|
|
|
|
if (limbIndex == STALFOS_LIMB_HEAD_ROOT) {
|
|
rot->x += this->headRot.y;
|
|
rot->y -= this->headRot.x;
|
|
rot->z += this->headRot.z;
|
|
} else if (limbIndex == STALFOS_LIMB_HEAD) {
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_test.c", 3582);
|
|
|
|
gDPPipeSync(POLY_OPA_DISP++);
|
|
gDPSetEnvColor(POLY_OPA_DISP++, 80 + ABS((s16)(Math_SinS(globalCtx->gameplayFrames * 2000) * 175.0f)), 0, 0,
|
|
255);
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_test.c", 3587);
|
|
}
|
|
|
|
if ((this->actor.params == STALFOS_TYPE_INVISIBLE) && !CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
|
|
*dList = NULL;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void EnTest_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
|
static Vec3f unused1 = { 1100.0f, -700.0f, 0.0f };
|
|
static Vec3f D_80864658 = { 300.0f, 0.0f, 0.0f };
|
|
static Vec3f D_80864664 = { 3400.0f, 0.0f, 0.0f };
|
|
static Vec3f D_80864670 = { 0.0f, 0.0f, 0.0f };
|
|
static Vec3f D_8086467C = { 7000.0f, 1000.0f, 0.0f };
|
|
static Vec3f D_80864688 = { 3000.0f, -2000.0f, -1000.0f };
|
|
static Vec3f D_80864694 = { 3000.0f, -2000.0f, 1000.0f };
|
|
static Vec3f D_808646A0 = { -1300.0f, 1100.0f, 0.0f };
|
|
static Vec3f unused2 = { -3000.0f, 1900.0f, 800.0f };
|
|
static Vec3f unused3 = { -3000.0f, -1100.0f, 800.0f };
|
|
static Vec3f unused4 = { 1900.0f, 1900.0f, 800.0f };
|
|
static Vec3f unused5 = { -3000.0f, -1100.0f, 800.0f };
|
|
static Vec3f unused6 = { 1900.0f, -1100.0f, 800.0f };
|
|
static Vec3f unused7 = { 1900.0f, 1900.0f, 800.0f };
|
|
s32 bodyPart = -1;
|
|
Vec3f sp70;
|
|
Vec3f sp64;
|
|
EnTest* this = (EnTest*)thisx;
|
|
s32 pad;
|
|
Vec3f sp50;
|
|
|
|
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 60, 60, dList, BODYBREAK_OBJECT_DEFAULT);
|
|
|
|
if (limbIndex == STALFOS_LIMB_SWORD) {
|
|
Matrix_MultVec3f(&D_8086467C, &this->swordCollider.dim.quad[1]);
|
|
Matrix_MultVec3f(&D_80864688, &this->swordCollider.dim.quad[0]);
|
|
Matrix_MultVec3f(&D_80864694, &this->swordCollider.dim.quad[3]);
|
|
Matrix_MultVec3f(&D_808646A0, &this->swordCollider.dim.quad[2]);
|
|
|
|
Collider_SetQuadVertices(&this->swordCollider, &this->swordCollider.dim.quad[0],
|
|
&this->swordCollider.dim.quad[1], &this->swordCollider.dim.quad[2],
|
|
&this->swordCollider.dim.quad[3]);
|
|
|
|
Matrix_MultVec3f(&D_80864664, &sp70);
|
|
Matrix_MultVec3f(&D_80864670, &sp64);
|
|
|
|
if ((this->swordState >= 1) &&
|
|
((this->actor.params != STALFOS_TYPE_INVISIBLE) || (globalCtx->actorCtx.unk_03 != 0))) {
|
|
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &sp70, &sp64);
|
|
} else if (this->swordState >= 0) {
|
|
EffectBlure_AddSpace(Effect_GetByIndex(this->effectIndex));
|
|
this->swordState = -1;
|
|
}
|
|
|
|
} else if ((limbIndex == STALFOS_LIMB_SHIELD) && (this->unk_7DE != 0)) {
|
|
Matrix_MultVec3f(&D_80864670, &sp64);
|
|
|
|
this->shieldCollider.dim.pos.x = sp64.x;
|
|
this->shieldCollider.dim.pos.y = sp64.y;
|
|
this->shieldCollider.dim.pos.z = sp64.z;
|
|
} else {
|
|
Actor_SetFeetPos(&this->actor, limbIndex, STALFOS_LIMB_FOOT_L, &D_80864658, STALFOS_LIMB_ANKLE_R, &D_80864658);
|
|
|
|
if ((limbIndex == STALFOS_LIMB_FOOT_L) || (limbIndex == STALFOS_LIMB_ANKLE_R)) {
|
|
if ((this->unk_7C8 == 0x15) || (this->unk_7C8 == 0x16)) {
|
|
if (this->actor.speedXZ != 0.0f) {
|
|
Matrix_MultVec3f(&D_80864658, &sp64);
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &sp64, 10.0f, 1, 8.0f, 0x64, 0xF, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this->iceTimer != 0) {
|
|
switch (limbIndex) {
|
|
case STALFOS_LIMB_HEAD:
|
|
bodyPart = 0;
|
|
break;
|
|
case STALFOS_LIMB_CHEST:
|
|
bodyPart = 1;
|
|
break;
|
|
case STALFOS_LIMB_SWORD:
|
|
bodyPart = 2;
|
|
break;
|
|
case STALFOS_LIMB_SHIELD:
|
|
bodyPart = 3;
|
|
break;
|
|
case STALFOS_LIMB_UPPERARM_R:
|
|
bodyPart = 4;
|
|
break;
|
|
case STALFOS_LIMB_UPPERARM_L:
|
|
bodyPart = 5;
|
|
break;
|
|
case STALFOS_LIMB_WAIST:
|
|
bodyPart = 6;
|
|
break;
|
|
case STALFOS_LIMB_FOOT_L:
|
|
bodyPart = 7;
|
|
break;
|
|
case STALFOS_LIMB_FOOT_R:
|
|
bodyPart = 8;
|
|
break;
|
|
}
|
|
|
|
if (bodyPart >= 0) {
|
|
Matrix_MultVec3f(&D_80864670, &sp50);
|
|
|
|
this->bodyPartsPos[bodyPart].x = sp50.x;
|
|
this->bodyPartsPos[bodyPart].y = sp50.y;
|
|
this->bodyPartsPos[bodyPart].z = sp50.z;
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnTest_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnTest* this = (EnTest*)thisx;
|
|
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
func_8002EBCC(&this->actor, globalCtx, 1);
|
|
|
|
if ((thisx->params <= STALFOS_TYPE_CEILING) || (thisx->child == NULL)) {
|
|
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnTest_OverrideLimbDraw,
|
|
EnTest_PostLimbDraw, this);
|
|
}
|
|
|
|
if (this->iceTimer != 0) {
|
|
thisx->colorFilterTimer++;
|
|
this->iceTimer--;
|
|
|
|
if ((this->iceTimer % 4) == 0) {
|
|
s32 iceIndex = this->iceTimer >> 2;
|
|
|
|
EffectSsEnIce_SpawnFlyingVec3s(globalCtx, thisx, &this->bodyPartsPos[iceIndex], 150, 150, 150, 250, 235,
|
|
245, 255, 1.5f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// a variation of sidestep
|
|
void func_80864158(EnTest* this, f32 xzSpeed) {
|
|
Animation_MorphToLoop(&this->skelAnime, &gStalfosSidestepAnim, -2.0f);
|
|
this->actor.speedXZ = xzSpeed;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y + 0x3FFF;
|
|
this->timer = (Rand_ZeroOne() * 20.0f) + 15.0f;
|
|
this->unk_7C8 = 0x18;
|
|
EnTest_SetupAction(this, func_808628C8);
|
|
}
|
|
|
|
/**
|
|
* Check if a projectile actor is within 300 units and react accordingly.
|
|
* Returns true if the projectile test passes and a new action is performed.
|
|
*/
|
|
s32 EnTest_ReactToProjectile(GlobalContext* globalCtx, EnTest* this) {
|
|
Actor* projectileActor;
|
|
s16 yawToProjectile;
|
|
s16 wallYawDiff;
|
|
s16 touchingWall;
|
|
s16 directionFlag;
|
|
|
|
projectileActor = Actor_GetProjectileActor(globalCtx, &this->actor, 300.0f);
|
|
|
|
if (projectileActor != NULL) {
|
|
yawToProjectile = Actor_WorldYawTowardActor(&this->actor, projectileActor) - (u16)this->actor.shape.rot.y;
|
|
|
|
if ((u8)(this->actor.bgCheckFlags & 8)) {
|
|
wallYawDiff = ((u16)this->actor.wallYaw - (u16)this->actor.shape.rot.y);
|
|
touchingWall = true;
|
|
} else {
|
|
touchingWall = false;
|
|
}
|
|
|
|
if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &projectileActor->world.pos) < 200.0f) {
|
|
if (Actor_IsTargeted(globalCtx, &this->actor) && (projectileActor->id == ACTOR_ARMS_HOOK)) {
|
|
EnTest_SetupJumpUp(this);
|
|
} else if (ABS(yawToProjectile) < 0x2000) {
|
|
EnTest_SetupStopAndBlock(this);
|
|
} else if (ABS(yawToProjectile) < 0x6000) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupJumpUp(this);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
if (Actor_IsTargeted(globalCtx, &this->actor) && (projectileActor->id == ACTOR_ARMS_HOOK)) {
|
|
EnTest_SetupJumpUp(this);
|
|
return true;
|
|
}
|
|
|
|
if ((ABS(yawToProjectile) < 0x2000) || (ABS(yawToProjectile) > 0x6000)) {
|
|
directionFlag = globalCtx->gameplayFrames % 2;
|
|
|
|
if (touchingWall && (wallYawDiff > 0x2000) && (wallYawDiff < 0x6000)) {
|
|
directionFlag = false;
|
|
} else if (touchingWall && (wallYawDiff < -0x2000) && (wallYawDiff > -0x6000)) {
|
|
directionFlag = true;
|
|
}
|
|
|
|
if (directionFlag) {
|
|
func_80864158(this, 4.0f);
|
|
} else {
|
|
func_80864158(this, -4.0f);
|
|
}
|
|
} else if (ABS(yawToProjectile) < 0x6000) {
|
|
directionFlag = globalCtx->gameplayFrames % 2;
|
|
|
|
if (touchingWall && (ABS(wallYawDiff) > 0x6000)) {
|
|
directionFlag = false;
|
|
} else if (touchingWall && (ABS(wallYawDiff) < 0x2000)) {
|
|
directionFlag = true;
|
|
}
|
|
|
|
if (directionFlag) {
|
|
EnTest_SetupJumpBack(this);
|
|
} else {
|
|
EnTest_SetupJumpUp(this);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|