Shipwright/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c

928 lines
32 KiB
C

#include "z_en_rd.h"
#include "objects/object_rd/object_rd.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_10)
void EnRd_Init(Actor* thisx, GlobalContext* globalCtx);
void EnRd_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnRd_Update(Actor* thisx, GlobalContext* globalCtx);
void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80AE269C(EnRd* this);
void func_80AE2744(EnRd* this, GlobalContext* globalCtx);
void func_80AE2970(EnRd* this);
void func_80AE2A10(EnRd* this, GlobalContext* globalCtx);
void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx);
void func_80AE2F50(EnRd* this, GlobalContext* globalCtx);
void func_80AE2FD0(EnRd* this, GlobalContext* globalCtx);
void func_80AE31DC(EnRd* this);
void func_80AE3260(EnRd* this, GlobalContext* globalCtx);
void func_80AE33F0(EnRd* this);
void func_80AE392C(EnRd* this);
void func_80AE39D4(EnRd* this);
void func_80AE3454(EnRd* this, GlobalContext* globalCtx);
void func_80AE37BC(EnRd* this);
void func_80AE3834(EnRd* this, GlobalContext* globalCtx);
void func_80AE3978(EnRd* this, GlobalContext* globalCtx);
void func_80AE3A54(EnRd* this, GlobalContext* globalCtx);
void func_80AE3B18(EnRd* this, GlobalContext* globalCtx);
void func_80AE3C98(EnRd* this, GlobalContext* globalCtx);
void func_80AE3ECC(EnRd* this, GlobalContext* globalCtx);
const ActorInit En_Rd_InitVars = {
ACTOR_EN_RD,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_RD,
sizeof(EnRd),
(ActorFunc)EnRd_Init,
(ActorFunc)EnRd_Destroy,
(ActorFunc)EnRd_Update,
(ActorFunc)EnRd_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT0,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK1,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 20, 70, 0, { 0, 0, 0 } },
};
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(2, 0xF),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(0, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(2, 0xF),
/* Hookshot */ DMG_ENTRY(0, 0x1),
/* Kokiri sword */ DMG_ENTRY(1, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(4, 0xE),
/* Ice magic */ DMG_ENTRY(0, 0x6),
/* Light magic */ DMG_ENTRY(3, 0xD),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(1, 0xF),
/* Giant spin */ DMG_ENTRY(4, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(2, 0xF),
/* Giant jump */ DMG_ENTRY(8, 0xF),
/* Master jump */ DMG_ENTRY(4, 0xF),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0xF),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
static Vec3f D_80AE4918 = { 0.0f, 0.0f, 0.0f };
// I'm guessing these are primitive and environment colors that go unused
static Color_RGBA8 D_80AE4924 = { 200, 200, 255, 255 };
static Color_RGBA8 D_80AE4928 = { 0, 0, 255, 0 };
static Vec3f D_80AE492C = { 0.0f, 0.0f, 0.0f };
static Color_RGBA8 D_80AE4938 = { 200, 200, 255, 255 };
static Color_RGBA8 D_80AE493C = { 0, 0, 255, 0 };
static Vec3f D_80AE4940 = { 300.0f, 0.0f, 0.0f };
static Vec3f D_80AE494C = { 300.0f, 0.0f, 0.0f };
static Vec3f D_80AE4958 = { 0.25f, 0.25f, 0.25f };
void EnRd_SetupAction(EnRd* this, EnRdActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnRd_Init(Actor* thisx, GlobalContext* globalCtx) {
EnRd* this = (EnRd*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
thisx->targetMode = 0;
thisx->colChkInfo.damageTable = &sDamageTable;
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
this->unk_310 = this->unk_30E = 0;
thisx->focus.pos = thisx->world.pos;
thisx->focus.pos.y += 50.0f;
thisx->colChkInfo.mass = MASS_HEAVY;
thisx->colChkInfo.health = 8;
this->unk_314 = this->unk_31D = 0xFF;
this->unk_312 = (thisx->params & 0xFF00) >> 8;
if (thisx->params & 0x80) {
thisx->params |= 0xFF00;
} else {
thisx->params &= 0xFF;
}
if (thisx->params >= -1) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gRedeadSkel, &gGibdoRedeadIdleAnim,
this->jointTable, this->morphTable, 26);
thisx->naviEnemyId = 0x2A;
} else {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGibdoSkel, &gGibdoRedeadIdleAnim,
this->jointTable, this->morphTable, 26);
thisx->naviEnemyId = 0x2D;
}
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
if (thisx->params >= -2) {
func_80AE269C(this);
} else {
func_80AE2970(this);
}
SkelAnime_Update(&this->skelAnime);
if (thisx->params == 3) {
thisx->flags |= ACTOR_FLAG_7;
}
}
void EnRd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnRd* this = (EnRd*)thisx;
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
}
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80AE2630(GlobalContext* globalCtx, Actor* thisx, s32 arg2) {
Actor* enemyIt = globalCtx->actorCtx.actorLists[ACTORCAT_ENEMY].head;
while (enemyIt != NULL) {
if ((enemyIt->id != ACTOR_EN_RD) || (enemyIt == thisx) || (enemyIt->params < 0)) {
enemyIt = enemyIt->next;
continue;
}
if (arg2 != 0) {
enemyIt->parent = thisx;
} else if (enemyIt->parent == thisx) {
enemyIt->parent = NULL;
}
enemyIt = enemyIt->next;
}
}
void func_80AE269C(EnRd* this) {
if (this->actor.params != 2) {
Animation_MorphToLoop(&this->skelAnime, &gGibdoRedeadIdleAnim, -6.0f);
} else {
Animation_PlayLoop(&this->skelAnime, &gGibdoRedeadSobbingAnim);
}
this->unk_31B = 0;
this->unk_30C = (Rand_ZeroOne() * 10.0f) + 5.0f;
this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
EnRd_SetupAction(this, func_80AE2744);
}
void func_80AE2744(EnRd* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
if ((this->actor.params == 2) && (0.0f == this->skelAnime.curFrame)) {
if (Rand_ZeroOne() >= 0.5f) {
Animation_PlayLoop(&this->skelAnime, &gGibdoRedeadSobbingAnim);
} else {
Animation_PlayLoop(&this->skelAnime, &gGibdoRedeadWipingTearsAnim);
}
} else {
this->unk_30C--;
if (this->unk_30C == 0) {
this->unk_30C = (Rand_ZeroOne() * 10.0f) + 10.0f;
this->skelAnime.curFrame = 0.0f;
}
}
if (this->actor.parent != NULL) {
if (this->unk_305 == 0) {
if (this->actor.params != 2) {
func_80AE31DC(this);
} else {
func_80AE392C(this);
}
}
} else {
if (this->unk_305 != 0) {
if (this->actor.params != 2) {
func_80AE37BC(this);
} else {
func_80AE392C(this);
}
}
this->unk_305 = 0;
if ((this->actor.xzDistToPlayer <= 150.0f) && func_8002DDE4(globalCtx)) {
if ((this->actor.params != 2) && (this->unk_305 == 0)) {
func_80AE37BC(this);
} else {
func_80AE392C(this);
}
}
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
void func_80AE2970(EnRd* this) {
Animation_Change(&this->skelAnime, &gGibdoRedeadIdleAnim, 0, 0, Animation_GetLastFrame(&gGibdoRedeadIdleAnim),
ANIMMODE_LOOP, -6.0f);
this->unk_31B = 11;
this->unk_30C = 6;
this->actor.shape.rot.x = -0x4000;
this->actor.gravity = 0.0f;
this->actor.shape.yOffset = 0.0f;
this->actor.speedXZ = 0.0f;
EnRd_SetupAction(this, func_80AE2A10);
}
// Rising out of coffin
void func_80AE2A10(EnRd* this, GlobalContext* globalCtx) {
if (this->actor.shape.rot.x != -0x4000) {
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.3f, 2.0f, 0.3f) == 0.0f) {
this->actor.gravity = -3.5f;
func_80AE269C(this);
}
} else {
if (this->actor.world.pos.y == this->actor.home.pos.y) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
}
if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 50.0f, 0.3f, 2.0f, 0.3f) == 0.0f) {
if (this->unk_30C != 0) {
this->unk_30C--;
Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.3f, 1.0f, 0.3f);
} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.3f, 1.0f, 0.3f) == 0.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
}
}
}
}
void func_80AE2B90(EnRd* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 1.0f, 4.0f,
Animation_GetLastFrame(&gGibdoRedeadWalkAnim), ANIMMODE_LOOP_INTERP, -4.0f);
this->actor.speedXZ = 0.4f;
this->unk_31B = 4;
EnRd_SetupAction(this, func_80AE2C1C);
}
void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
Vec3f sp44 = D_80AE4918;
Color_RGBA8 sp40 = D_80AE4924;
Color_RGBA8 sp3C = D_80AE4928;
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s16 sp32 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
this->skelAnime.playSpeed = this->actor.speedXZ;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA, 0);
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) {
func_80AE2F50(this, globalCtx);
}
if ((ABS(sp32) < 0x1554) && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 150.0f)) {
if (!(player->stateFlags1 & 0x2C6080) && !(player->stateFlags2 & 0x80)) {
if (this->unk_306 == 0) {
if (!(this->unk_312 & 0x80)) {
player->actor.freezeTimer = 40;
func_8008EEAC(globalCtx, &this->actor);
GET_PLAYER(globalCtx)->unk_684 = &this->actor;
func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
}
this->unk_306 = 0x3C;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM);
}
} else {
func_80AE2F50(this, globalCtx);
}
}
if (this->unk_307 != 0) {
this->unk_307--;
}
if (!this->unk_307 && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 45.0f) &&
Actor_IsFacingPlayer(&this->actor, 0x38E3)) {
player->actor.freezeTimer = 0;
if (globalCtx->grabPlayer(globalCtx, player)) {
this->actor.flags &= ~ACTOR_FLAG_0;
func_80AE33F0(this);
}
} else if (this->actor.params > 0) {
if (this->actor.parent != NULL) {
func_80AE31DC(this);
} else {
this->unk_305 = 0;
}
}
if ((this->skelAnime.curFrame == 10.0f) || (this->skelAnime.curFrame == 22.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
void func_80AE2F50(EnRd* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 0.5f, 0, Animation_GetLastFrame(&gGibdoRedeadWalkAnim),
ANIMMODE_LOOP_INTERP, -4.0f);
this->unk_31B = 2;
EnRd_SetupAction(this, func_80AE2FD0);
}
void func_80AE2FD0(EnRd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s16 targetY = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) >= 5.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0x1C2, 0);
} else {
this->actor.speedXZ = 0.0f;
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 0x1C2, 0) == 0) {
if (this->actor.params != 2) {
func_80AE269C(this);
} else {
func_80AE39D4(this);
}
}
}
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
if (!(player->stateFlags1 & 0x2C6080) && !(player->stateFlags2 & 0x80) &&
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
this->actor.targetMode = 0;
func_80AE2B90(this, globalCtx);
} else if (this->actor.params > 0) {
if (this->actor.parent != NULL) {
func_80AE31DC(this);
} else {
this->unk_305 = 0;
}
}
if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
void func_80AE31DC(EnRd* this) {
Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 0.5f, 0, Animation_GetLastFrame(&gGibdoRedeadWalkAnim),
ANIMMODE_LOOP_INTERP, -4.0f);
this->unk_31B = 3;
this->unk_305 = 1;
EnRd_SetupAction(this, func_80AE3260);
}
void func_80AE3260(EnRd* this, GlobalContext* globalCtx) {
if (this->actor.parent != NULL) {
s32 pad;
s16 targetY;
Vec3f thisPos = this->actor.parent->world.pos;
targetY = Actor_WorldYawTowardPoint(&this->actor, &thisPos);
Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0xFA, 0);
if (Actor_WorldDistXYZToPoint(&this->actor, &thisPos) >= 45.0f) {
this->actor.speedXZ = 0.4f;
} else {
this->actor.speedXZ = 0.0f;
if (this->actor.params != 2) {
func_80AE269C(this);
} else {
func_80AE39D4(this);
}
}
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x64, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x64, 0);
} else {
func_80AE2B90(this, globalCtx);
}
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
void func_80AE33F0(EnRd* this) {
Animation_PlayOnce(&this->skelAnime, &gGibdoRedeadGrabStartAnim);
this->unk_30C = this->unk_304 = 0;
this->unk_319 = 200;
this->unk_31B = 8;
this->actor.speedXZ = 0.0f;
EnRd_SetupAction(this, func_80AE3454);
}
void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
if (SkelAnime_Update(&this->skelAnime)) {
this->unk_304++;
}
switch (this->unk_304) {
case 1:
Animation_PlayLoop(&this->skelAnime, &gGibdoRedeadGrabAttackAnim);
this->unk_304++;
globalCtx->damagePlayer(globalCtx, -8);
func_800AA000(this->actor.xzDistToPlayer, 0xFF, 1, 0xC);
this->unk_319 = 20;
case 0:
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x5DC, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x5DC, 0);
case 2:
if (!(player->stateFlags2 & 0x80)) {
Animation_Change(&this->skelAnime, &gGibdoRedeadGrabEndAnim, 0.5f, 0.0f,
Animation_GetLastFrame(&gGibdoRedeadGrabEndAnim), ANIMMODE_ONCE_INTERP, 0.0f);
this->unk_304++;
this->unk_31B = 4;
return;
}
if (!LINK_IS_ADULT) {
Math_SmoothStepToF(&this->actor.shape.yOffset, -1500.0f, 1.0f, 150.0f, 0.0f);
}
Math_SmoothStepToF(&this->actor.world.pos.x,
(Math_SinS(player->actor.shape.rot.y) * -25.0f) + player->actor.world.pos.x, 1.0f, 10.0f,
0.0f);
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->actor.world.pos.z,
(Math_CosS(player->actor.shape.rot.y) * -25.0f) + player->actor.world.pos.z, 1.0f, 10.0f,
0.0f);
Math_SmoothStepToS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
if (this->skelAnime.curFrame == 0.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_ATTACK);
}
this->unk_319--;
if (this->unk_319 == 0) {
globalCtx->damagePlayer(globalCtx, -8);
func_800AA000(this->actor.xzDistToPlayer, 0xF0, 1, 0xC);
this->unk_319 = 20;
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S + player->ageProperties->unk_92);
}
break;
case 3:
if (!LINK_IS_ADULT) {
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
}
break;
case 4:
if (!LINK_IS_ADULT) {
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
}
this->actor.targetMode = 0;
this->actor.flags |= ACTOR_FLAG_0;
this->unk_306 = 0xA;
this->unk_307 = 0xF;
func_80AE2B90(this, globalCtx);
break;
}
}
void func_80AE37BC(EnRd* this) {
Animation_Change(&this->skelAnime, &gGibdoRedeadLookBackAnim, 0.0f, 0.0f,
Animation_GetLastFrame(&gGibdoRedeadLookBackAnim), ANIMMODE_ONCE, 0.0f);
this->unk_31B = 7;
EnRd_SetupAction(this, func_80AE3834);
}
void func_80AE3834(EnRd* this, GlobalContext* globalCtx) {
Vec3f sp34 = D_80AE492C;
Color_RGBA8 sp30 = D_80AE4938;
Color_RGBA8 sp2C = D_80AE493C;
Player* player = GET_PLAYER(globalCtx);
s16 temp_v0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
if (ABS(temp_v0) < 0x2008) {
if (!(this->unk_312 & 0x80)) {
player->actor.freezeTimer = 60;
func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
func_8008EEAC(globalCtx, &this->actor);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM);
func_80AE2B90(this, globalCtx);
}
}
void func_80AE392C(EnRd* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadStandUpAnim, -4.0f);
this->unk_31B = 5;
EnRd_SetupAction(this, func_80AE3978);
}
void func_80AE3978(EnRd* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.parent != NULL) {
func_80AE31DC(this);
} else {
func_80AE37BC(this);
}
}
}
void func_80AE39D4(EnRd* this) {
Animation_Change(&this->skelAnime, &gGibdoRedeadStandUpAnim, -1.0f, Animation_GetLastFrame(&gGibdoRedeadStandUpAnim),
0.0f, ANIMMODE_ONCE, -4.0f);
this->unk_31B = 6;
EnRd_SetupAction(this, func_80AE3A54);
}
void func_80AE3A54(EnRd* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
func_80AE269C(this);
}
}
void func_80AE3A8C(EnRd* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDamageAnim, -6.0f);
if (this->actor.bgCheckFlags & 1) {
this->actor.speedXZ = -2.0f;
}
this->actor.flags |= ACTOR_FLAG_0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
this->unk_31B = 9;
EnRd_SetupAction(this, func_80AE3B18);
}
void func_80AE3B18(EnRd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.15f;
}
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x12C, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x12C, 0);
if (SkelAnime_Update(&this->skelAnime)) {
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->actor.parent != NULL) {
func_80AE31DC(this);
} else if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) {
func_80AE2F50(this, globalCtx);
} else {
func_80AE2B90(this, globalCtx);
}
this->unk_31D = 0xFF;
}
}
void func_80AE3C20(EnRd* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f);
this->unk_31B = 10;
this->unk_30C = 300;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DEAD);
EnRd_SetupAction(this, func_80AE3C98);
}
void func_80AE3C98(EnRd* this, GlobalContext* globalCtx) {
if (this->actor.category != ACTORCAT_PROP) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
}
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x7D0, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x7D0, 0);
if (SkelAnime_Update(&this->skelAnime)) {
if (this->unk_30C == 0) {
if (!Flags_GetSwitch(globalCtx, this->unk_312 & 0x7F)) {
Flags_SetSwitch(globalCtx, this->unk_312 & 0x7F);
}
if (this->unk_314 != 0) {
if (this->unk_314 == 0xB4) {
func_80AE2630(globalCtx, &this->actor, 0);
}
this->actor.scale.y -= 0.000075f;
this->unk_314 -= 5;
} else {
Actor_Kill(&this->actor);
}
} else {
this->unk_30C--;
}
} else if (((s32)this->skelAnime.curFrame == 33) || ((s32)this->skelAnime.curFrame == 40)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
}
void func_80AE3DE4(EnRd* this) {
this->unk_31B = 1;
this->actor.speedXZ = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
this->unk_318 = 1;
this->unk_316 = 0x258;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_SetColorFilter(&this->actor, -0x8000, -0x7F38, 0, 0xFF);
} else if (this->unk_31C == 1) {
Actor_SetColorFilter(&this->actor, 0, 0xC8, 0, 0x50);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0x50);
}
EnRd_SetupAction(this, func_80AE3ECC);
}
void func_80AE3ECC(EnRd* this, GlobalContext* globalCtx) {
if ((this->unk_318 != 0) && (this->unk_316 != 0)) {
this->unk_316--;
if (this->unk_316 >= 0xFF) {
Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0xFF);
}
if (this->unk_316 == 0) {
this->unk_318 = 0;
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
}
}
if (this->actor.colorFilterTimer == 0) {
if (this->actor.colChkInfo.health == 0) {
func_80AE2630(globalCtx, &this->actor, 1);
func_80AE3C20(this);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
} else {
func_80AE3A8C(this);
}
}
}
void func_80AE3F9C(EnRd* this, GlobalContext* globalCtx) {
s16 temp1;
s16 temp2;
s16 temp3;
temp1 = this->actor.yawTowardsPlayer - (s16)(this->actor.shape.rot.y + this->unk_310);
temp2 = CLAMP(temp1, -500, 500);
temp1 -= this->unk_30E;
temp3 = CLAMP(temp1, -500, 500);
if ((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) >= 0) {
this->unk_310 += ABS(temp2);
this->unk_30E += ABS(temp3);
} else {
this->unk_310 -= ABS(temp2);
this->unk_30E -= ABS(temp3);
}
this->unk_310 = CLAMP(this->unk_310, -18783, 18783);
this->unk_30E = CLAMP(this->unk_30E, -9583, 9583);
}
void func_80AE4114(EnRd* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
if ((gSaveContext.sunsSongState != SUNSSONG_INACTIVE) && (this->actor.shape.rot.x == 0) && (this->unk_318 == 0) &&
(this->unk_31B != 9) && (this->unk_31B != 10) && (this->unk_31B != 1)) {
func_80AE3DE4(this);
return;
}
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->unk_31C = this->actor.colChkInfo.damageEffect;
if (this->unk_31B != 11) {
Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
if (player->unk_844 != 0) {
this->unk_31D = player->unk_845;
}
if ((this->unk_31C != 0) && (this->unk_31C != 6)) {
if (((this->unk_31C == 1) || (this->unk_31C == 13)) && (this->unk_31B != 1)) {
Actor_ApplyDamage(&this->actor);
func_80AE3DE4(this);
return;
}
this->unk_318 = 0;
this->unk_316 = 0;
if (this->unk_31C == 0xE) {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0x50);
this->unk_31A = 0x28;
} else {
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
}
Actor_ApplyDamage(&this->actor);
if (this->actor.colChkInfo.health == 0) {
func_80AE2630(globalCtx, &this->actor, 1);
func_80AE3C20(this);
Item_DropCollectibleRandom(globalCtx, 0, &this->actor.world.pos, 0x90);
} else {
func_80AE3A8C(this);
}
}
}
}
}
void EnRd_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnRd* this = (EnRd*)thisx;
Player* player = GET_PLAYER(globalCtx);
s32 pad2;
func_80AE4114(this, globalCtx);
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE && this->unk_318 == 0) {
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
}
if (this->unk_31C != 6 && ((this->unk_31B != 11) || (this->unk_31C != 14))) {
if (this->unk_306 != 0) {
this->unk_306--;
}
this->actionFunc(this, globalCtx);
if (this->unk_31B != 8 && this->actor.speedXZ != 0.0f) {
Actor_MoveForward(&this->actor);
}
if ((this->actor.shape.rot.x == 0) && (this->unk_31B != 8) && (this->actor.speedXZ != 0.0f)) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 20.0f, 35.0f, 0x1D);
}
if (this->unk_31B == 7) {
func_80AE3F9C(this, globalCtx);
}
}
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 50.0f;
if ((this->actor.colChkInfo.health > 0) && (this->unk_31B != 8)) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if ((this->unk_31B != 9) || ((player->unk_844 != 0) && (player->unk_845 != this->unk_31D))) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
s32 EnRd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
EnRd* this = (EnRd*)thisx;
if (limbIndex == 23) {
rot->y += this->unk_30E;
} else if (limbIndex == 12) {
rot->y += this->unk_310;
}
return false;
}
void EnRd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
Vec3f sp2C = D_80AE4940;
EnRd* this = (EnRd*)thisx;
s32 idx = -1;
Vec3f destPos;
if ((this->unk_31A != 0) || ((this->actor.colorFilterTimer != 0) && (this->actor.colorFilterParams & 0x4000))) {
switch (limbIndex - 1) {
case 23:
idx = 0;
break;
case 0:
idx = 1;
break;
case 21:
idx = 2;
break;
case 17:
idx = 3;
break;
case 13:
idx = 4;
break;
case 24:
idx = 5;
break;
case 8:
idx = 6;
break;
case 3:
idx = 7;
break;
case 10:
idx = 8;
break;
case 5:
idx = 9;
break;
}
if (idx >= 0) {
Matrix_MultVec3f(&sp2C, &destPos);
this->firePos[idx].x = destPos.x;
this->firePos[idx].y = destPos.y;
this->firePos[idx].z = destPos.z;
}
}
}
void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnRd* this = (EnRd*)thisx;
Vec3f thisPos = thisx->world.pos;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->unk_314 == 0xFF) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->unk_314);
gSPSegment(POLY_OPA_DISP++, 8, &D_80116280[2]);
POLY_OPA_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnRd_OverrideLimbDraw, EnRd_PostLimbDraw, this,
POLY_OPA_DISP);
func_80033C30(&thisPos, &D_80AE4958, 255, globalCtx);
if (this->unk_31A != 0) {
thisx->colorFilterTimer++;
this->unk_31A--;
if (this->unk_31A % 4 == 0) {
EffectSsEnFire_SpawnVec3s(globalCtx, thisx, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
(this->unk_31A >> 2));
}
}
} else {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->unk_314);
gSPSegment(POLY_XLU_DISP++, 8, &D_80116280[0]);
POLY_XLU_DISP =
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnRd_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
func_80033C30(&thisPos, &D_80AE4958, this->unk_314, globalCtx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}