mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
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: "???"
583 lines
23 KiB
C
583 lines
23 KiB
C
#include "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 | ACTOR_FLAG_10)
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typedef enum {
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/* 0 */ DH_WAIT,
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/* 1 */ DH_RETREAT,
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/* 2 */ DH_BURROW,
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/* 3 */ DH_WALK,
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/* 4 */ DH_ATTACK,
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/* 5 */ DH_DEATH,
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/* 6 */ DH_DAMAGE
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} EnDhAction;
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void EnDh_Init(Actor* this, GlobalContext* globalCtx);
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void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_SetupWait(EnDh* this);
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void EnDh_SetupWalk(EnDh* this);
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void EnDh_SetupAttack(EnDh* this);
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void EnDh_SetupBurrow(EnDh* this);
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void EnDh_Wait(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Walk(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Attack(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Damage(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Death(EnDh* this, GlobalContext* globalCtx);
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const ActorInit En_Dh_InitVars = {
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ACTOR_EN_DH,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_DH,
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sizeof(EnDh),
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(ActorFunc)EnDh_Init,
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(ActorFunc)EnDh_Destroy,
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(ActorFunc)EnDh_Update,
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(ActorFunc)EnDh_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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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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{ 0x00000008, 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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{ 35, 70, 0, { 0, 0, 0 } },
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};
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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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 | OCELEM_UNK3,
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},
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{ 1, { { 0, 0, 0 }, 20 }, 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,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphElementsInit,
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};
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static DamageTable D_809EC620 = {
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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 InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 0x2F, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
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};
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void EnDh_SetupAction(EnDh* this, EnDhActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnDh* this = (EnDh*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &D_809EC620;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_007E88, &object_dh_Anim_005880, this->jointTable,
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this->limbRotTable, 16);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 64.0f);
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this->actor.params = ENDH_WAIT_UNDERGROUND;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = LINK_IS_ADULT ? 14 : 20;
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this->alpha = this->unk_258 = 255;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Collider_InitCylinder(globalCtx, &this->collider1);
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Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
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Collider_InitJntSph(globalCtx, &this->collider2);
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Collider_SetJntSph(globalCtx, &this->collider2, &this->actor, &sJntSphInit, this->elements);
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EnDh_SetupWait(this);
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}
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void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnDh* this = (EnDh*)thisx;
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func_800F5B58();
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Collider_DestroyCylinder(globalCtx, &this->collider1);
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Collider_DestroyJntSph(globalCtx, &this->collider2);
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}
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void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32 spread, s32 arg4, f32 accelXZ,
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f32 scale) {
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Vec3f pos;
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Vec3f vel = { 0.0f, 8.0f, 0.0f };
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Vec3f accel = { 0.0f, -1.5f, 0.0f };
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f32 spreadAngle;
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f32 scaleMod;
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spreadAngle = (Rand_ZeroOne() - 0.5f) * 6.28f;
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pos.y = this->actor.floorHeight;
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pos.x = (Math_SinF(spreadAngle) * spread) + spawnPos->x;
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pos.z = (Math_CosF(spreadAngle) * spread) + spawnPos->z;
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accel.x = (Rand_ZeroOne() - 0.5f) * accelXZ;
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accel.z = (Rand_ZeroOne() - 0.5f) * accelXZ;
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vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
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scaleMod = (Rand_ZeroOne() * 5.0f) + 12.0f;
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EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
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}
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void EnDh_SetupWait(EnDh* this) {
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Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_003A8C);
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this->curAction = DH_WAIT;
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this->actor.world.pos.x = Rand_CenteredFloat(600.0f) + this->actor.home.pos.x;
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this->actor.world.pos.z = Rand_CenteredFloat(600.0f) + this->actor.home.pos.z;
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this->actor.shape.yOffset = -15000.0f;
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this->dirtWaveSpread = 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.flags |= ACTOR_FLAG_7;
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this->dirtWavePhase = this->actionState = this->actor.params = ENDH_WAIT_UNDERGROUND;
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EnDh_SetupAction(this, EnDh_Wait);
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}
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void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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if ((s32)this->skelAnime.curFrame == 5) {
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func_800F5ACC(NA_BGM_MINI_BOSS);
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}
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if (Actor_GetCollidedExplosive(globalCtx, &this->collider1.base)) {
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this->actor.params = ENDH_START_ATTACK_BOMB;
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}
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if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) {
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switch (this->actionState) {
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case 0:
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.flags &= ~ACTOR_FLAG_7;
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this->actionState++;
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this->drawDirtWave++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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case 1:
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this->dirtWavePhase += 0x3A7;
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
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this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
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EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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if (this->actor.shape.yOffset == 0.0f) {
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this->drawDirtWave = false;
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this->actionState++;
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} else if (this->dirtWavePhase > 0x12C0) {
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this->actor.shape.yOffset += 500.0f;
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}
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break;
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case 2:
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EnDh_SetupWalk(this);
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break;
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}
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.params != ENDH_START_ATTACK_BOMB) {
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func_8008EEAC(globalCtx, &this->actor);
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}
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}
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}
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void EnDh_SetupWalk(EnDh* this) {
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Animation_Change(&this->skelAnime, &object_dh_Anim_003A8C, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_dh_Anim_003A8C) - 3.0f, ANIMMODE_LOOP, -6.0f);
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this->curAction = DH_WALK;
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this->timer = 300;
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this->actor.speedXZ = 1.0f;
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EnDh_SetupAction(this, EnDh_Walk);
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}
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void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA, 0);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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SkelAnime_Update(&this->skelAnime);
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if (((s32)this->skelAnime.curFrame % 8) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_WALK);
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}
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if ((globalCtx->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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}
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if (this->actor.xzDistToPlayer <= 100.0f) {
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this->actor.speedXZ = 0.0f;
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if (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
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EnDh_SetupAttack(this);
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}
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} else if (--this->timer == 0) {
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EnDh_SetupBurrow(this);
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}
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}
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void EnDh_SetupRetreat(EnDh* this, GlobalContext* globalCtx) {
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Animation_MorphToLoop(&this->skelAnime, &object_dh_Anim_005880, -4.0f);
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this->curAction = DH_RETREAT;
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this->timer = 70;
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this->actor.speedXZ = 1.0f;
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EnDh_SetupAction(this, EnDh_Retreat);
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}
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void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx) {
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this->timer--;
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if (this->timer == 0) {
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this->retreat = false;
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EnDh_SetupBurrow(this);
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} else {
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Math_SmoothStepToS(&this->actor.shape.rot.y, (s16)(this->actor.yawTowardsPlayer + 0x8000), 1, 0xBB8, 0);
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}
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this->actor.world.rot.y = this->actor.shape.rot.y;
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SkelAnime_Update(&this->skelAnime);
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}
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void EnDh_SetupAttack(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_004658, -6.0f);
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this->timer = this->actionState = 0;
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this->curAction = DH_ATTACK;
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this->actor.speedXZ = 0.0f;
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EnDh_SetupAction(this, EnDh_Attack);
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}
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void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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s32 pad;
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actionState++;
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} else if ((this->actor.xzDistToPlayer > 100.0f) || !Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
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Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE,
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-4.0f);
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this->actionState = 4;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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}
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switch (this->actionState) {
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case 1:
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Animation_PlayOnce(&this->skelAnime, &object_dh_Anim_001A3C);
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this->actionState++;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_BITE);
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case 0:
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
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break;
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case 2:
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if (this->skelAnime.curFrame >= 4.0f) {
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider2.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider2.elements[0].info.toucher.damage = 8;
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}
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if (this->collider2.base.atFlags & AT_BOUNCED) {
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this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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this->actionState++;
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} else if (this->collider2.base.atFlags & AT_HIT) {
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this->collider2.base.atFlags &= ~AT_HIT;
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func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
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}
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break;
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case 3:
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if ((this->actor.xzDistToPlayer <= 100.0f) && (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360))) {
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Animation_Change(&this->skelAnime, &object_dh_Anim_004658, 1.0f, 20.0f,
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Animation_GetLastFrame(&object_dh_Anim_004658), ANIMMODE_ONCE, -6.0f);
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this->actionState = 0;
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} else {
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Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f,
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Animation_GetLastFrame(&object_dh_Anim_004658), 0.0f, ANIMMODE_ONCE, -4.0f);
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this->actionState++;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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}
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break;
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case 5:
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EnDh_SetupWalk(this);
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break;
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case 4:
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break;
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}
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this->actor.world.rot.y = this->actor.shape.rot.y;
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}
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void EnDh_SetupBurrow(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_002148, -6.0f);
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this->curAction = DH_BURROW;
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this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->dirtWavePhase = 0;
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this->actionState = 0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
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EnDh_SetupAction(this, EnDh_Burrow);
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}
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void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
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switch (this->actionState) {
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case 0:
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this->actionState++;
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this->drawDirtWave++;
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this->collider1.base.atFlags = this->collider1.info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider1.info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider1.info.toucher.damage = 4;
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case 1:
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this->dirtWavePhase += 0x47E;
|
|
Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
|
|
this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
|
|
this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
|
|
EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
|
|
this->collider1.dim.radius = this->dirtWaveSpread * 0.6f;
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->actionState++;
|
|
}
|
|
break;
|
|
case 2:
|
|
this->drawDirtWave = false;
|
|
this->collider1.dim.radius = 35;
|
|
this->collider1.base.atFlags = this->collider1.info.toucherFlags = AT_NONE; // Also TOUCH_NONE
|
|
this->collider1.info.toucher.dmgFlags = this->collider1.info.toucher.damage = 0;
|
|
EnDh_SetupWait(this);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void EnDh_SetupDamage(EnDh* this) {
|
|
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_003D6C, -6.0f);
|
|
if (this->actor.bgCheckFlags & 1) {
|
|
this->actor.speedXZ = -1.0f;
|
|
}
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
|
|
this->curAction = DH_DAMAGE;
|
|
EnDh_SetupAction(this, EnDh_Damage);
|
|
}
|
|
|
|
void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
|
|
if (this->actor.speedXZ < 0.0f) {
|
|
this->actor.speedXZ += 0.15f;
|
|
}
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
if (SkelAnime_Update(&this->skelAnime)) {
|
|
this->actor.world.rot.y = this->actor.shape.rot.y;
|
|
if (this->retreat) {
|
|
EnDh_SetupRetreat(this, globalCtx);
|
|
} else if ((this->actor.xzDistToPlayer <= 105.0f) && Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
|
|
f32 frames = Animation_GetLastFrame(&object_dh_Anim_004658);
|
|
|
|
EnDh_SetupAttack(this);
|
|
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, 1.0f, 20.0f, frames, ANIMMODE_ONCE, -6.0f);
|
|
} else {
|
|
EnDh_SetupWalk(this);
|
|
}
|
|
this->unk_258 = 255;
|
|
}
|
|
}
|
|
|
|
void EnDh_SetupDeath(EnDh* this) {
|
|
Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_0032BC, -1.0f);
|
|
this->curAction = DH_DEATH;
|
|
this->timer = 300;
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
this->actor.speedXZ = 0.0f;
|
|
func_800F5B58();
|
|
this->actor.params = ENDH_DEATH;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DEAD);
|
|
EnDh_SetupAction(this, EnDh_Death);
|
|
}
|
|
|
|
void EnDh_Death(EnDh* this, GlobalContext* globalCtx) {
|
|
if (SkelAnime_Update(&this->skelAnime) || (this->timer != 300)) {
|
|
if (this->timer == 300) {
|
|
Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_00375C);
|
|
}
|
|
this->timer--;
|
|
if (this->timer < 150) {
|
|
if (this->alpha != 0) {
|
|
this->actor.scale.y -= 0.000075f;
|
|
this->actor.shape.shadowAlpha = this->alpha -= 5;
|
|
} else {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
if (((s32)this->skelAnime.curFrame == 53) || ((s32)this->skelAnime.curFrame == 56) ||
|
|
((s32)this->skelAnime.curFrame == 61)) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
|
}
|
|
if ((s32)this->skelAnime.curFrame == 61) {
|
|
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 lastHealth;
|
|
|
|
if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
|
|
this->collider2.base.acFlags &= ~AC_HIT;
|
|
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
|
|
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
|
|
this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
|
|
if (player->unk_844 != 0) {
|
|
this->unk_258 = player->unk_845;
|
|
}
|
|
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
|
lastHealth = this->actor.colChkInfo.health;
|
|
if (Actor_ApplyDamage(&this->actor) == 0) {
|
|
EnDh_SetupDeath(this);
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
|
|
} else {
|
|
if (((lastHealth >= 15) && (this->actor.colChkInfo.health < 15)) ||
|
|
((lastHealth >= 9) && (this->actor.colChkInfo.health < 9)) ||
|
|
((lastHealth >= 3) && (this->actor.colChkInfo.health < 3))) {
|
|
|
|
this->retreat++;
|
|
}
|
|
EnDh_SetupDamage(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
EnDh* this = (EnDh*)thisx;
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 pad40;
|
|
|
|
EnDh_CollisionCheck(this, globalCtx);
|
|
this->actionFunc(this, globalCtx);
|
|
Actor_MoveForward(&this->actor);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D);
|
|
this->actor.focus.pos = this->headPos;
|
|
Collider_UpdateCylinder(&this->actor, &this->collider1);
|
|
if (this->actor.colChkInfo.health > 0) {
|
|
if (this->curAction == DH_WAIT) {
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
|
} else {
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
|
}
|
|
if (((this->curAction != DH_DAMAGE) && (this->actor.shape.yOffset == 0.0f)) ||
|
|
((player->unk_844 != 0) && (player->unk_845 != this->unk_258))) {
|
|
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
|
}
|
|
} else {
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
|
}
|
|
}
|
|
|
|
void EnDh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
|
|
Vec3f headOffset = { 2000.0f, 1000.0f, 0.0f };
|
|
EnDh* this = (EnDh*)thisx;
|
|
|
|
if (limbIndex == 13) {
|
|
Matrix_MultVec3f(&headOffset, &this->headPos);
|
|
Matrix_Push();
|
|
Matrix_Translate(headOffset.x, headOffset.y, headOffset.z, MTXMODE_APPLY);
|
|
Collider_UpdateSpheres(1, &this->collider2);
|
|
Matrix_Pop();
|
|
}
|
|
}
|
|
|
|
void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
s32 pad;
|
|
EnDh* this = (EnDh*)thisx;
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1099);
|
|
if (this->alpha == 255) {
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
|
|
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
|
|
POLY_OPA_DISP =
|
|
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
|
this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
|
|
} else {
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
|
|
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
|
|
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
|
this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
|
|
}
|
|
if (this->drawDirtWave) {
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
|
|
gSPSegment(POLY_XLU_DISP++, 0x08,
|
|
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
|
|
(globalCtx->state.frames * -10) % 0x80, (globalCtx->state.frames * -20) % 0x100,
|
|
0x20, 0x40));
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
|
|
|
|
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
|
|
Matrix_Scale(this->dirtWaveSpread * 0.01f, this->dirtWaveHeight * 0.01f, this->dirtWaveSpread * 0.01f,
|
|
MTXMODE_APPLY);
|
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dh.c", 1160),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, object_dh_DL_007FC0);
|
|
}
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1166);
|
|
}
|