mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
467 lines
15 KiB
C
467 lines
15 KiB
C
/*
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* File: z_en_dha.c
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* Overlay: ovl_En_Dha
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* Description: Dead Hand's Hand
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*/
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#include "z_en_dha.h"
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#include "overlays/actors/ovl_En_Dh/z_en_dh.h"
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#include "objects/object_dh/object_dh.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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void EnDha_Init(Actor* thisx, PlayState* play);
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void EnDha_Destroy(Actor* thisx, PlayState* play);
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void EnDha_Update(Actor* thisx, PlayState* play);
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void EnDha_Draw(Actor* thisx, PlayState* play);
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void EnDha_SetupWait(EnDha* this);
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void EnDha_Wait(EnDha* this, PlayState* play);
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void EnDha_SetupTakeDamage(EnDha* this);
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void EnDha_TakeDamage(EnDha* this, PlayState* play);
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void EnDha_SetupDeath(EnDha* this);
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void EnDha_Die(EnDha* this, PlayState* play);
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void EnDha_UpdateHealth(EnDha* this, PlayState* play);
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const ActorInit En_Dha_InitVars = {
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ACTOR_EN_DHA,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_DH,
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sizeof(EnDha),
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(ActorFunc)EnDha_Init,
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(ActorFunc)EnDha_Destroy,
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(ActorFunc)EnDha_Update,
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(ActorFunc)EnDha_Draw,
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NULL,
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};
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(2, 0xF),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(0, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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/* Hammer swing */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x0),
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/* Kokiri sword */ DMG_ENTRY(2, 0xF),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(2, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(4, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static ColliderJntSphElementInit sJntSphElementsInit[] = {
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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_NONE,
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},
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{ 1, { { 0, 0, 0 }, 12 }, 100 },
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},
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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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{ 2, { { 3200, 0, 0 }, 10 }, 100 },
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},
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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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{ 3, { { 1200, 0, 0 }, 10 }, 100 },
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},
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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_NONE,
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},
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{ 4, { { 2700, 0, 0 }, 10 }, 100 },
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},
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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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{ 5, { { 1200, 0, 0 }, 10 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{
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COLTYPE_HIT6,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER | OC1_TYPE_1,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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5,
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sJntSphElementsInit,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 0x2E, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
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};
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void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnDha_Init(Actor* thisx, PlayState* play) {
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EnDha* this = (EnDha*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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SkelAnime_InitFlex(play, &this->skelAnime, &object_dh_Skel_000BD8, &object_dh_Anim_0015B0, this->jointTable,
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this->morphTable, 4);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFeet, 90.0f);
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.focus.pos.y += 50.0f;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = 8;
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this->limbAngleX[0] = -0x4000;
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnDha_SetupWait(this);
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}
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void EnDha_Destroy(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDha* this = (EnDha*)thisx;
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Collider_DestroyJntSph(play, &this->collider);
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}
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void EnDha_SetupWait(EnDha* this) {
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Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_0015B0);
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this->unk_1C0 = 0;
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this->actionTimer = ((Rand_ZeroOne() * 10.0f) + 5.0f);
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this->actor.speedXZ = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->actor.home.rot.z = 1;
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EnDha_SetupAction(this, EnDha_Wait);
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}
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void EnDha_Wait(EnDha* this, PlayState* play) {
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused
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Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f };
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Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f };
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Player* player = GET_PLAYER(play);
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s32 pad;
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s32 pad2;
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Vec3f playerPos = player->actor.world.pos;
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Vec3s angle;
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s16 yaw;
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playerPos.x += Math_SinS(player->actor.shape.rot.y) * -5.0f;
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playerPos.z += Math_CosS(player->actor.shape.rot.y) * -5.0f;
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if (!LINK_IS_ADULT) {
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playerPos.y += 38.0f;
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} else {
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playerPos.y += 56.0f;
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}
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if (this->actor.xzDistToPlayer <= 100.0f) {
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this->handAngle.y = this->handAngle.x = this->limbAngleY = 0;
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if (Math_Vec3f_DistXYZ(&playerPos, &this->handPos[0]) <= 12.0f) {
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if (this->unk_1CC == 0) {
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if (play->grabPlayer(play, player)) {
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this->timer = 0;
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this->unk_1CC++;
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if (this->actor.parent != NULL) {
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this->actor.parent->params = ENDH_START_ATTACK_GRAB;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
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}
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} else {
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this->timer += 0x1194;
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this->limbAngleY = Math_SinS(this->timer) * 1820.0f;
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if (!(player->stateFlags2 & 0x80)) {
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this->unk_1CC = 0;
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EnDha_SetupTakeDamage(this);
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return;
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}
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if (this->timer < -0x6E6B) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
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}
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}
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func_80035844(&this->handPos[1], &playerPos, &this->handAngle, 0);
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this->handAngle.y -= this->actor.shape.rot.y + this->limbAngleY;
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this->handAngle.x -= this->actor.shape.rot.x + this->limbAngleX[0] + this->limbAngleX[1];
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} else {
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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if (this->actor.home.rot.z != 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT);
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this->actor.home.rot.z = 0;
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}
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}
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this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &playerPos);
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Math_SmoothStepToF(&this->handPos[0].x, playerPos.x, 1.0f, 16.0f, 0.0f);
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Math_SmoothStepToF(&this->handPos[0].y, playerPos.y, 1.0f, 16.0f, 0.0f);
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Math_SmoothStepToF(&this->handPos[0].z, playerPos.z, 1.0f, 16.0f, 0.0f);
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func_80035844(&this->armPos, &this->handPos[0], &angle, 0);
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Matrix_Translate(this->handPos[0].x, this->handPos[0].y, this->handPos[0].z, MTXMODE_NEW);
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Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
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Matrix_MultVec3f(&armPosMultiplier2, &this->armPos);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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func_80035844(&this->actor.world.pos, &this->armPos, &angle, 0);
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Matrix_RotateZYX(angle.x, angle.y, 0, MTXMODE_APPLY);
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Matrix_MultVec3f(&armPosMultiplier1, &this->armPos);
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this->limbAngleX[0] = Math_Vec3f_Pitch(&this->actor.world.pos, &this->armPos);
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->armPos) - this->actor.shape.rot.y;
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if (ABS(yaw) >= 0x4000) {
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this->limbAngleX[0] = -0x8000 - this->limbAngleX[0];
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}
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this->limbAngleX[1] = (Math_Vec3f_Pitch(&this->armPos, &this->handPos[0]) - this->limbAngleX[0]);
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if (this->limbAngleX[1] < 0) {
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this->limbAngleX[0] += this->limbAngleX[1] * 2;
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this->limbAngleX[1] *= -2;
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}
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} else {
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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this->actor.home.rot.z = 1;
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Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x3E8, 0);
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Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x3E8, 0);
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SkelAnime_Update(&this->skelAnime);
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}
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}
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void EnDha_SetupTakeDamage(EnDha* this) {
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this->actionTimer = 15;
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EnDha_SetupAction(this, EnDha_TakeDamage);
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}
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void EnDha_TakeDamage(EnDha* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 2000, 0);
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Math_SmoothStepToS(&this->limbAngleY, 0, 1, 600, 0);
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Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 2000, 0);
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SkelAnime_Update(&this->skelAnime);
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this->actionTimer--;
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if (this->actionTimer == 0) {
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EnDha_SetupWait(this);
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}
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}
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void EnDha_SetupDeath(EnDha* this) {
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this->unk_1C0 = 8;
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this->actionTimer = 300;
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if (this->actor.parent != NULL) {
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if (this->actor.parent->params != ENDH_DEATH) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD);
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}
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if (this->actor.parent->params <= ENDH_WAIT_UNDERGROUND) {
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this->actor.parent->params--;
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}
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}
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EnDha_SetupAction(this, EnDha_Die);
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}
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void EnDha_Die(EnDha* this, PlayState* play) {
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s16 angle;
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Vec3f vec;
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~0x80;
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player->actor.parent = NULL;
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player->unk_850 = 200;
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}
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Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x7D0, 0);
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angle = Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x7D0, 0);
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SkelAnime_Update(&this->skelAnime);
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if (angle == 0) {
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vec = this->actor.world.pos;
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if (this->actionTimer != 0) {
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if (-12000.0f < this->actor.shape.yOffset) {
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this->actor.shape.yOffset -= 1000.0f;
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func_80033480(play, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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} else {
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this->actionTimer--;
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if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
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Actor_Kill(&this->actor);
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}
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}
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} else {
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this->actor.shape.yOffset += 500.0f;
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func_80033480(play, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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if (this->actor.shape.yOffset == 0.0f) {
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EnDha_SetupWait(this);
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}
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}
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}
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}
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void EnDha_UpdateHealth(EnDha* this, PlayState* play) {
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if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) {
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return;
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} else {
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
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if (Actor_ApplyDamage(&this->actor) == 0) {
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EnDha_SetupDeath(this);
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this->actor.colChkInfo.health = 8;
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xE0);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
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this->unk_1C0 = 9;
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EnDha_SetupTakeDamage(this);
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}
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}
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}
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if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
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EnDha_SetupDeath(this);
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}
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}
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void EnDha_Update(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDha* this = (EnDha*)thisx;
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if (this->actor.parent == NULL) {
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this->actor.parent = Actor_FindNearby(play, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f);
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}
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EnDha_UpdateHealth(this, play);
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this->actionFunc(this, play);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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}
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s32 EnDha_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnDha* this = (EnDha*)thisx;
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if (limbIndex == 1) {
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rot->y = -(s16)(this->limbAngleX[0] + 0x4000);
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rot->z += this->limbAngleY;
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} else if (limbIndex == 2) {
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rot->z = this->limbAngleX[1];
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rot->y -= this->limbAngleY;
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} else if (limbIndex == 3) {
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rot->y = -this->handAngle.y;
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rot->z = -this->handAngle.x;
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}
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return false;
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}
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void EnDha_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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Vec3f handVec = { 1100.0f, 0.0f, 0.0f };
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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EnDha* this = (EnDha*)thisx;
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|
|
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switch (limbIndex) {
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|
case 1:
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|
Collider_UpdateSpheres(2, &this->collider);
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|
Collider_UpdateSpheres(3, &this->collider);
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|
break;
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|
case 2:
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|
Collider_UpdateSpheres(4, &this->collider);
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|
Collider_UpdateSpheres(5, &this->collider);
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|
Matrix_MultVec3f(&zeroVec, &this->armPos);
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|
break;
|
|
case 3:
|
|
Collider_UpdateSpheres(1, &this->collider);
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|
Matrix_MultVec3f(&handVec, &this->handPos[0]);
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|
Matrix_MultVec3f(&zeroVec, &this->handPos[1]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void EnDha_Draw(Actor* thisx, PlayState* play) {
|
|
s32 pad;
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|
EnDha* this = (EnDha*)thisx;
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|
|
|
Gfx_SetupDL_25Opa(play->state.gfxCtx);
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|
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
EnDha_OverrideLimbDraw, EnDha_PostLimbDraw, this);
|
|
}
|