Shipwright/soh/src/overlays/actors/ovl_En_Am/z_en_am.c

981 lines
36 KiB
C

/*
* File: z_en_am.c
* Overlay: ovl_En_Am
* Description: Armos
*/
#include "z_en_am.h"
#include "objects/object_am/object_am.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_26)
void EnAm_Init(Actor* thisx, GlobalContext* globalCtx);
void EnAm_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnAm_Update(Actor* thisx, GlobalContext* globalCtx);
void EnAm_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnAm_SetupStatue(EnAm* this);
void EnAm_SetupSleep(EnAm* this);
void EnAm_Statue(EnAm* this, GlobalContext* globalCtx);
void EnAm_Sleep(EnAm* this, GlobalContext* globalCtx);
void EnAm_Lunge(EnAm* this, GlobalContext* globalCtx);
void EnAm_RotateToHome(EnAm* this, GlobalContext* globalCtx);
void EnAm_MoveToHome(EnAm* this, GlobalContext* globalCtx);
void EnAm_RotateToInit(EnAm* this, GlobalContext* globalCtx);
void EnAm_Cooldown(EnAm* this, GlobalContext* globalCtx);
void EnAm_Ricochet(EnAm* this, GlobalContext* globalCtx);
void EnAm_Stunned(EnAm* this, GlobalContext* globalCtx);
void EnAm_RecoilFromDamage(EnAm* this, GlobalContext* globalCtx);
typedef enum {
/* 00 */ AM_BEHAVIOR_NONE,
/* 01 */ AM_BEHAVIOR_DAMAGED,
/* 03 */ AM_BEHAVIOR_DO_NOTHING = 3,
/* 05 */ AM_BEHAVIOR_5 = 5, // checked but never set
/* 06 */ AM_BEHAVIOR_STUNNED,
/* 07 */ AM_BEHAVIOR_GO_HOME,
/* 08 */ AM_BEHAVIOR_RICOCHET,
/* 10 */ AM_BEHAVIOR_AGGRO = 10
} ArmosBehavior;
const ActorInit En_Am_InitVars = {
ACTOR_EN_AM,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_AM,
sizeof(EnAm),
(ActorFunc)EnAm_Init,
(ActorFunc)EnAm_Destroy,
(ActorFunc)EnAm_Update,
(ActorFunc)EnAm_Draw,
NULL,
};
static ColliderCylinderInit sHurtCylinderInit = {
{
COLTYPE_HIT5,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 15, 70, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sBlockCylinderInit = {
{
COLTYPE_METAL,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00400106, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 15, 70, 0, { 0, 0, 0 } },
};
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
typedef enum {
/* 00 */ AM_DMGEFF_NONE, // used by anything that cant kill the armos
/* 01 */ AM_DMGEFF_NUT,
/* 06 */ AM_DMGEFF_STUN = 6, // doesnt include deku nuts
/* 13 */ AM_DMGEFF_ICE = 13,
/* 14 */ AM_DMGEFF_MAGIC_FIRE_LIGHT,
/* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isnt a special case)
} ArmosDamageEffect;
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, AM_DMGEFF_NUT),
/* Deku stick */ DMG_ENTRY(2, AM_DMGEFF_NONE),
/* Slingshot */ DMG_ENTRY(1, AM_DMGEFF_NONE),
/* Explosive */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Boomerang */ DMG_ENTRY(0, AM_DMGEFF_STUN),
/* Normal arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Hammer swing */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Hookshot */ DMG_ENTRY(0, AM_DMGEFF_STUN),
/* Kokiri sword */ DMG_ENTRY(1, AM_DMGEFF_NONE),
/* Master sword */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Giant's Knife */ DMG_ENTRY(4, AM_DMGEFF_KILL),
/* Fire arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Ice arrow */ DMG_ENTRY(4, AM_DMGEFF_ICE),
/* Light arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Unk arrow 1 */ DMG_ENTRY(2, AM_DMGEFF_NONE),
/* Unk arrow 2 */ DMG_ENTRY(2, AM_DMGEFF_NONE),
/* Unk arrow 3 */ DMG_ENTRY(2, AM_DMGEFF_NONE),
/* Fire magic */ DMG_ENTRY(0, AM_DMGEFF_MAGIC_FIRE_LIGHT),
/* Ice magic */ DMG_ENTRY(3, AM_DMGEFF_ICE),
/* Light magic */ DMG_ENTRY(0, AM_DMGEFF_MAGIC_FIRE_LIGHT),
/* Shield */ DMG_ENTRY(0, AM_DMGEFF_NONE),
/* Mirror Ray */ DMG_ENTRY(0, AM_DMGEFF_NONE),
/* Kokiri spin */ DMG_ENTRY(1, AM_DMGEFF_NONE),
/* Giant spin */ DMG_ENTRY(4, AM_DMGEFF_KILL),
/* Master spin */ DMG_ENTRY(2, AM_DMGEFF_KILL),
/* Kokiri jump */ DMG_ENTRY(2, AM_DMGEFF_NONE),
/* Giant jump */ DMG_ENTRY(8, AM_DMGEFF_KILL),
/* Master jump */ DMG_ENTRY(4, AM_DMGEFF_KILL),
/* Unknown 1 */ DMG_ENTRY(0, AM_DMGEFF_NONE),
/* Unblockable */ DMG_ENTRY(0, AM_DMGEFF_NONE),
/* Hammer jump */ DMG_ENTRY(4, AM_DMGEFF_KILL),
/* Unknown 2 */ DMG_ENTRY(0, AM_DMGEFF_NONE),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x13, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 5300, ICHAIN_STOP),
};
void EnAm_SetupAction(EnAm* this, EnAmActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
/**
* Checks bgCheckFlags in the direction of current yaw at the specified distance.
*
* Returns true if the armos would land on the ground in the resulting position.
*
* If it won't land on the ground, it will return true anyway if the floor the armos will be on
* is no more than 20 units lower than the home position. This prevents the armos from going down steep slopes.
*/
s32 EnAm_CanMove(EnAm* this, GlobalContext* globalCtx, f32 distance, s16 yaw) {
s16 ret;
s16 curBgCheckFlags;
f32 sin;
f32 cos;
Vec3f curPos;
// save current position and bgCheckFlags to restore later
curPos = this->dyna.actor.world.pos;
curBgCheckFlags = this->dyna.actor.bgCheckFlags;
sin = Math_SinS(yaw) * distance;
cos = Math_CosS(yaw) * distance;
this->dyna.actor.world.pos.x += sin;
this->dyna.actor.world.pos.z += cos;
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
this->dyna.actor.world.pos = curPos;
ret = this->dyna.actor.bgCheckFlags & 1;
if (!ret && (this->dyna.actor.floorHeight >= (this->dyna.actor.home.pos.y - 20.0f))) {
ret = true;
}
this->dyna.actor.bgCheckFlags = curBgCheckFlags;
return ret;
}
void EnAm_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
s32 pad;
EnAm* this = (EnAm*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &gArmosSkel, &gArmosRicochetAnim, this->jointTable, this->morphTable,
14);
Actor_SetScale(&this->dyna.actor, 0.01f);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
Collider_InitCylinder(globalCtx, &this->hurtCollider);
Collider_InitCylinder(globalCtx, &this->blockCollider);
Collider_SetCylinder(globalCtx, &this->hurtCollider, &this->dyna.actor, &sHurtCylinderInit);
if (this->dyna.actor.params == ARMOS_STATUE) {
this->dyna.actor.colChkInfo.health = 1;
Collider_SetCylinder(globalCtx, &this->blockCollider, &this->dyna.actor, &sHurtCylinderInit);
this->hurtCollider.base.ocFlags1 = (OC1_ON | OC1_NO_PUSH | OC1_TYPE_1 | OC1_TYPE_2);
this->blockCollider.base.ocFlags1 = (OC1_ON | OC1_NO_PUSH | OC1_TYPE_PLAYER);
CollisionHeader_GetVirtual(&gArmosCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->dyna.actor, ACTORCAT_BG);
EnAm_SetupStatue(this);
} else {
Collider_SetCylinder(globalCtx, &this->blockCollider, &this->dyna.actor, &sBlockCylinderInit);
Collider_InitQuad(globalCtx, &this->hitCollider);
Collider_SetQuad(globalCtx, &this->hitCollider, &this->dyna.actor, &sQuadInit);
this->dyna.actor.colChkInfo.health = 1;
this->dyna.actor.colChkInfo.damageTable = &sDamageTable;
EnAm_SetupSleep(this);
this->unk_258 = 0;
}
this->dyna.actor.colChkInfo.mass = MASS_HEAVY;
}
void EnAm_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnAm* this = (EnAm*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(globalCtx, &this->hurtCollider);
Collider_DestroyCylinder(globalCtx, &this->blockCollider);
//! @bug Quad collider is not destroyed (though destroy doesnt really do anything anyway)
}
void EnAm_SpawnEffects(EnAm* this, GlobalContext* globalCtx) {
static Vec3f velocity = { 0.0f, -1.5f, 0.0f };
static Vec3f accel = { 0.0f, -0.2f, 0.0f };
s32 i;
Vec3f pos;
Color_RGBA8 primColor = { 100, 100, 100, 0 };
Color_RGBA8 envColor = { 40, 40, 40, 0 };
s32 pad;
for (i = 4; i > 0; i--) {
pos.x = this->dyna.actor.world.pos.x + ((Rand_ZeroOne() - 0.5f) * 65.0f);
pos.y = (this->dyna.actor.world.pos.y + 40.0f) + ((Rand_ZeroOne() - 0.5f) * 10.0f);
pos.z = this->dyna.actor.world.pos.z + ((Rand_ZeroOne() - 0.5f) * 65.0f);
EffectSsKiraKira_SpawnSmall(globalCtx, &pos, &velocity, &accel, &primColor, &envColor);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
}
void EnAm_SetupSleep(EnAm* this) {
f32 lastFrame = Animation_GetLastFrame(&gArmosRicochetAnim);
Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f);
this->behavior = AM_BEHAVIOR_DO_NOTHING;
this->dyna.actor.speedXZ = 0.0f;
this->unk_258 = (this->textureBlend == 255) ? 0 : 1;
EnAm_SetupAction(this, EnAm_Sleep);
}
void EnAm_SetupStatue(EnAm* this) {
f32 lastFrame = Animation_GetLastFrame(&gArmosRicochetAnim);
Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f);
this->dyna.actor.flags &= ~ACTOR_FLAG_0;
this->behavior = AM_BEHAVIOR_DO_NOTHING;
this->dyna.actor.speedXZ = 0.0f;
EnAm_SetupAction(this, EnAm_Statue);
}
void EnAm_SetupLunge(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->unk_258 = 3;
this->behavior = AM_BEHAVIOR_AGGRO;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_Lunge);
}
void EnAm_SetupCooldown(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->unk_258 = 3;
this->cooldownTimer = 40;
this->behavior = AM_BEHAVIOR_AGGRO;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_Cooldown);
}
void EnAm_SetupMoveToHome(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->unk_258 = 1;
this->dyna.actor.speedXZ = 0.0f;
EnAm_SetupAction(this, EnAm_MoveToHome);
}
void EnAm_SetupRotateToInit(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->unk_258 = 1;
this->dyna.actor.speedXZ = 0.0f;
EnAm_SetupAction(this, EnAm_RotateToInit);
}
void EnAm_SetupRotateToHome(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_RotateToHome);
}
void EnAm_SetupRecoilFromDamage(EnAm* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gArmosDamagedAnim, 1.0f, 4.0f,
Animation_GetLastFrame(&gArmosDamagedAnim) - 6.0f, ANIMMODE_ONCE, 0.0f);
this->behavior = AM_BEHAVIOR_DAMAGED;
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
if (EnAm_CanMove(this, globalCtx, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
}
this->dyna.actor.colorFilterTimer = 0;
Enemy_StartFinishingBlow(globalCtx, &this->dyna.actor);
EnAm_SetupAction(this, EnAm_RecoilFromDamage);
}
void EnAm_SetupRicochet(EnAm* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 1.0f, 0.0f, 8.0f, ANIMMODE_ONCE, 0.0f);
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
if (EnAm_CanMove(this, globalCtx, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
}
this->unk_264 = 0;
this->unk_258 = 0;
this->cooldownTimer = 5;
this->behavior = AM_BEHAVIOR_RICOCHET;
EnAm_SetupAction(this, EnAm_Ricochet);
}
void EnAm_Sleep(EnAm* this, GlobalContext* globalCtx) {
f32 cos;
s32 pad;
f32 rand;
f32 sin;
Player* player = GET_PLAYER(globalCtx);
if ((this->unk_258 != 0) ||
((this->hurtCollider.base.ocFlags1 & OC1_HIT) && (this->hurtCollider.base.oc == &player->actor)) ||
(this->hurtCollider.base.acFlags & AC_HIT)) {
this->hurtCollider.base.acFlags &= ~AC_HIT;
if (this->textureBlend == 0) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
Actor_SetColorFilter(&this->dyna.actor, 0x4000, 255, 0, 8);
}
if (this->textureBlend >= 240) {
this->attackTimer = 200;
this->textureBlend = 255;
this->dyna.actor.flags |= ACTOR_FLAG_0;
this->dyna.actor.shape.yOffset = 0.0f;
EnAm_SetupLunge(this);
} else {
// shake randomly about the origin while waking up
rand = (Rand_ZeroOne() - 0.5f) * 10.0f;
cos = Math_CosS(this->dyna.actor.shape.rot.y) * rand;
sin = Math_SinS(this->dyna.actor.shape.rot.y) * rand;
this->dyna.actor.world.pos.x = this->shakeOrigin.x + cos;
this->dyna.actor.world.pos.z = this->shakeOrigin.z + sin;
this->textureBlend += 20;
this->unk_258 = 1;
}
} else {
if (this->textureBlend > 10) {
this->textureBlend -= 10;
} else {
this->textureBlend = 0;
this->dyna.actor.flags &= ~ACTOR_FLAG_0;
if (this->dyna.bgId < 0) {
this->unk_264 = 0;
}
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->shakeOrigin = this->dyna.actor.world.pos;
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
this->dyna.unk_154 = 0.0f;
this->dyna.unk_150 = 0.0f;
}
}
}
/**
* Spin toward the direction of the home position to start moving back to it.
*/
void EnAm_RotateToHome(EnAm* this, GlobalContext* globalCtx) {
s16 yawToHome = Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
if (this->skelAnime.curFrame == 8.0f) {
Math_SmoothStepToS(&this->dyna.actor.world.rot.y, yawToHome, 1, 0x1F40, 0);
this->dyna.actor.velocity.y = 12.0f;
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & 1)) {
this->skelAnime.curFrame = 11;
} else {
EnAm_SpawnEffects(this, globalCtx);
if (this->dyna.actor.world.rot.y == yawToHome) {
this->unk_258 = 0;
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
}
}
SkelAnime_Update(&this->skelAnime);
if (this->unk_258 == 0) {
EnAm_SetupMoveToHome(this);
}
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
}
/**
* After reaching the home position, spin back to the starting rotation.
*/
void EnAm_RotateToInit(EnAm* this, GlobalContext* globalCtx) {
if (this->skelAnime.curFrame == 8.0f) {
if ((this->dyna.actor.world.pos.x == this->dyna.actor.home.pos.x) &&
(this->dyna.actor.world.pos.z == this->dyna.actor.home.pos.z)) {
Math_SmoothStepToS(&this->dyna.actor.world.rot.y, this->dyna.actor.home.rot.y, 1, 0x1F40, 0);
}
this->unk_258 = 2;
this->dyna.actor.velocity.y = 12.0f;
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & 1)) {
this->skelAnime.curFrame = 11;
} else {
this->unk_258 = 1;
EnAm_SpawnEffects(this, globalCtx);
if (this->dyna.actor.home.rot.y == this->dyna.actor.world.rot.y) {
this->unk_258 = 0;
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
}
}
if (this->unk_258 == 2) {
Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x, 1.0f, 8.0f, 0.0f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->dyna.actor.home.pos.z, 1.0f, 8.0f, 0.0f);
}
SkelAnime_Update(&this->skelAnime);
if (this->unk_258 == 0) {
EnAm_SetupSleep(this);
}
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
}
void EnAm_MoveToHome(EnAm* this, GlobalContext* globalCtx) {
s16 yawToHome = Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
if (this->skelAnime.curFrame == 8.0f) {
this->dyna.actor.velocity.y = 12.0f;
this->dyna.actor.speedXZ = 6.0f;
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & 1)) {
this->skelAnime.curFrame = 11;
} else {
Math_SmoothStepToS(&this->dyna.actor.world.rot.y, yawToHome, 1, 0xBB8, 0);
if (this->dyna.actor.bgCheckFlags & 2) {
this->unk_258--;
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnAm_SpawnEffects(this, globalCtx);
if (Actor_WorldDistXYZToPoint(&this->dyna.actor, &this->dyna.actor.home.pos) < 80.0f) {
EnAm_SetupRotateToInit(this);
}
}
}
// turn away from a wall if touching one
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 8)) {
this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw;
Actor_MoveForward(&this->dyna.actor);
}
SkelAnime_Update(&this->skelAnime);
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
}
void EnAm_RecoilFromDamage(EnAm* this, GlobalContext* globalCtx) {
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) && !EnAm_CanMove(this, globalCtx, -8.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
}
if (SkelAnime_Update(&this->skelAnime)) {
EnAm_SetupLunge(this);
this->deathTimer = 64;
this->panicSpinRot = 0;
}
}
/**
* After doing 3 lunges, wait for 2 seconds before attacking again.
* Turn toward the player before lunging again.
*/
void EnAm_Cooldown(EnAm* this, GlobalContext* globalCtx) {
s16 yawDiff = this->dyna.actor.yawTowardsPlayer - this->dyna.actor.world.rot.y;
yawDiff = ABS(yawDiff);
if (this->cooldownTimer != 0) {
this->cooldownTimer--;
} else {
if (this->skelAnime.curFrame == 8.0f) {
Math_SmoothStepToS(&this->dyna.actor.world.rot.y, this->dyna.actor.yawTowardsPlayer, 1, 0x1F40, 0);
this->dyna.actor.velocity.y = 12.0f;
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & 1)) {
this->skelAnime.curFrame = 11;
} else {
if (yawDiff < 3500) {
this->unk_258 = 0;
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnAm_SpawnEffects(this, globalCtx);
}
}
SkelAnime_Update(&this->skelAnime);
if (this->unk_258 == 0) {
EnAm_SetupLunge(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
}
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
}
}
/**
* Lunge toward the player in an attempt to deal damage. Hop 3 times.
* Used for both normal attacks and the death sequence.
*/
void EnAm_Lunge(EnAm* this, GlobalContext* globalCtx) {
if (this->deathTimer < 52) {
if (this->skelAnime.curFrame == 8.0f) {
this->dyna.actor.velocity.y = 12.0f;
if (EnAm_CanMove(this, globalCtx, 80.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 6.0f;
} else {
this->dyna.actor.speedXZ = 0.0f;
}
this->unk_264 = 1;
this->hitCollider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & 1)) {
this->skelAnime.curFrame = 11;
} else {
Math_SmoothStepToS(&this->dyna.actor.world.rot.y, this->dyna.actor.yawTowardsPlayer, 1, 0x1770, 0);
if (this->dyna.actor.bgCheckFlags & 2) {
this->unk_258--;
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.speedXZ = 0.0f;
this->unk_264 = 0;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnAm_SpawnEffects(this, globalCtx);
if (((Actor_WorldDistXZToPoint(&this->dyna.actor, &this->dyna.actor.home.pos) > 240.0f) ||
(this->attackTimer == 0)) &&
(this->deathTimer == 0)) {
EnAm_SetupRotateToHome(this);
}
}
}
// turn and move away from a wall if contact is made with one
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 8)) {
this->dyna.actor.world.rot.y =
(this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y) + this->dyna.actor.wallYaw;
Actor_MoveForward(&this->dyna.actor);
this->dyna.actor.bgCheckFlags &= ~8;
}
SkelAnime_Update(&this->skelAnime);
if ((this->unk_258 == 0) && (this->deathTimer == 0)) {
EnAm_SetupCooldown(this);
}
if (this->deathTimer == 0) {
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
} else {
if (this->panicSpinRot < 8000) {
this->panicSpinRot += 800;
}
this->dyna.actor.shape.rot.y += this->panicSpinRot;
}
}
}
void EnAm_Statue(EnAm* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 temp158f = this->dyna.unk_158;
s16 moveDir = 0;
s32 blockSpeed = CVar_GetS32("gFasterBlockPush", 0);
if (this->unk_258 == 0) {
if (this->dyna.unk_150 != 0.0f) {
this->unk_258 = 0x8000 - (blockSpeed * 0x1000);
}
} else {
this->unk_258 -= 0x800;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
if (this->dyna.unk_150 < 0.0f) {
temp158f = this->dyna.unk_158 + 0x8000;
}
if (this->hurtCollider.base.ocFlags1 & OC1_HIT) {
moveDir = Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &this->hurtCollider.base.oc->world.pos) - temp158f;
}
if ((this->dyna.unk_150 == 0.0f) || (this->unk_258 == 0) || !(this->dyna.actor.bgCheckFlags & 1) ||
!func_800435D8(globalCtx, &this->dyna, 0x14,
(Math_SinS(this->unk_258) * (this->dyna.unk_150 * 0.5f)) + 40.0f, 0xA) ||
((this->hurtCollider.base.ocFlags1 & OC1_HIT) && (ABS(moveDir) <= 0x2000))) {
this->unk_258 = 0;
player->stateFlags2 &= ~0x151;
player->actor.speedXZ = 0.0f;
this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
}
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = Math_SinS(this->unk_258 * 8 / (8 - blockSpeed)) * (this->dyna.unk_150 * 0.5f) +
(blockSpeed == 5 ? blockSpeed * (this->dyna.unk_150 * 0.5f) * 0.25681 :
(blockSpeed == 4 ? blockSpeed * (this->dyna.unk_150 * 0.5f) * 0.18305 :
(blockSpeed == 3 ? blockSpeed * (this->dyna.unk_150 * 0.5f) * 0.14222 :
(blockSpeed == 2 ? blockSpeed * (this->dyna.unk_150 * 0.5f) * 0.11625 :
(blockSpeed == 1 ? blockSpeed * (this->dyna.unk_150 * 0.5f) * 0.09828 : 0)))));
}
if (this->dyna.actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
}
void EnAm_SetupStunned(EnAm* this, GlobalContext* globalCtx) {
// animation is set but SkelAnime_Update is not called in the action
// likely copy pasted from EnAm_SetupRecoilFromDamage
Animation_Change(&this->skelAnime, &gArmosDamagedAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gArmosDamagedAnim),
ANIMMODE_ONCE, 0.0f);
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
if (EnAm_CanMove(this, globalCtx, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
}
Actor_SetColorFilter(&this->dyna.actor, 0, 120, 0, 100);
if (this->damageEffect == AM_DMGEFF_ICE) {
this->iceTimer = 48;
}
this->behavior = AM_BEHAVIOR_STUNNED;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
EnAm_SetupAction(this, EnAm_Stunned);
}
void EnAm_Stunned(EnAm* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->dyna.actor.shape.rot.y, this->dyna.actor.world.rot.y, 1, 0xFA0, 0);
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) && !EnAm_CanMove(this, globalCtx, -9.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
}
if (this->dyna.actor.colorFilterTimer == 0) {
if (this->dyna.actor.colChkInfo.health != 0) {
EnAm_SetupLunge(this);
} else {
EnAm_SetupRecoilFromDamage(this, globalCtx);
}
}
}
void EnAm_Ricochet(EnAm* this, GlobalContext* globalCtx) {
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) &&
!EnAm_CanMove(this, globalCtx, this->dyna.actor.speedXZ * 1.5f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
}
if (SkelAnime_Update(&this->skelAnime)) {
this->dyna.actor.speedXZ = 0.0f;
EnAm_SetupLunge(this);
}
}
void EnAm_TransformSwordHitbox(Actor* thisx, GlobalContext* globalCtx) {
static Vec3f D_809B0074 = { 2500.0f, 7000.0f, 0.0f };
static Vec3f D_809B0080 = { -2500.0f, 0.0f, 0.0f };
static Vec3f D_809B008C = { 2500.0f, 7000.0f, 4000.0f };
static Vec3f D_809B0098 = { -2500.0f, 0.0f, 4000.0f };
EnAm* this = (EnAm*)thisx;
Matrix_MultVec3f(&D_809B0074, &this->hitCollider.dim.quad[1]);
Matrix_MultVec3f(&D_809B0080, &this->hitCollider.dim.quad[0]);
Matrix_MultVec3f(&D_809B008C, &this->hitCollider.dim.quad[3]);
Matrix_MultVec3f(&D_809B0098, &this->hitCollider.dim.quad[2]);
Collider_SetQuadVertices(&this->hitCollider, &this->hitCollider.dim.quad[0], &this->hitCollider.dim.quad[1],
&this->hitCollider.dim.quad[2], &this->hitCollider.dim.quad[3]);
}
void EnAm_UpdateDamage(EnAm* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f sparkPos;
if (this->deathTimer == 0) {
if (this->blockCollider.base.acFlags & AC_BOUNCED) {
this->blockCollider.base.acFlags &= ~(AC_HIT | AC_BOUNCED);
this->hurtCollider.base.acFlags &= ~AC_HIT;
if (this->behavior >= AM_BEHAVIOR_5) {
EnAm_SetupRicochet(this, globalCtx);
}
} else if ((this->hurtCollider.base.acFlags & AC_HIT) && (this->behavior >= AM_BEHAVIOR_5)) {
this->hurtCollider.base.acFlags &= ~AC_HIT;
if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
this->unk_264 = 0;
this->damageEffect = this->dyna.actor.colChkInfo.damageEffect;
Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.info, 0);
if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_NUT) ||
(this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) ||
(this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_ICE)) {
if (this->behavior != AM_BEHAVIOR_STUNNED) {
EnAm_SetupStunned(this, globalCtx);
if (this->dyna.actor.colChkInfo.damage != 0) {
this->dyna.actor.colChkInfo.health = 0;
}
} else if (this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) {
sparkPos = this->dyna.actor.world.pos;
sparkPos.y += 50.0f;
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &sparkPos);
}
} else if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_KILL) ||
(this->behavior == AM_BEHAVIOR_STUNNED)) {
this->dyna.actor.colChkInfo.health = 0;
EnAm_SetupRecoilFromDamage(this, globalCtx);
} else {
EnAm_SetupRicochet(this, globalCtx);
}
}
}
}
}
void EnAm_Update(Actor* thisx, GlobalContext* globalCtx) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
static Color_RGBA8 dustPrimColor = { 150, 150, 150, 255 };
static Color_RGBA8 dustEnvColor = { 100, 100, 100, 150 };
s32 pad;
EnAm* this = (EnAm*)thisx;
EnBom* bomb;
Vec3f dustPos;
s32 i;
f32 dustPosScale;
s32 pad1;
if (this->dyna.actor.params != ARMOS_STATUE) {
EnAm_UpdateDamage(this, globalCtx);
}
if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
if (this->attackTimer != 0) {
this->attackTimer--;
}
this->actionFunc(this, globalCtx);
if (this->deathTimer != 0) {
this->deathTimer--;
if (this->deathTimer == 0) {
dustPosScale = globalCtx->gameplayFrames * 10;
EnAm_SpawnEffects(this, globalCtx);
bomb =
(EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 2, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
Item_DropCollectibleRandom(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 0xA0);
for (i = 9; i >= 0; i--) {
dustPos.x = (sinf(dustPosScale) * 7.0f) + this->dyna.actor.world.pos.x;
dustPos.y = (Rand_CenteredFloat(10.0f) * 6.0f) + (this->dyna.actor.world.pos.y + 40.0f);
dustPos.z = (cosf(dustPosScale) * 7.0f) + this->dyna.actor.world.pos.z;
func_8002836C(globalCtx, &dustPos, &zeroVec, &zeroVec, &dustPrimColor, &dustEnvColor, 200, 45, 12);
dustPosScale += 60.0f;
}
Actor_Kill(&this->dyna.actor);
return;
}
if ((this->deathTimer % 4) == 0) {
Actor_SetColorFilter(&this->dyna.actor, 0x4000, 255, 0, 4);
}
}
Actor_MoveForward(&this->dyna.actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 28.0f, 80.0f, 0x1D);
}
Collider_UpdateCylinder(&this->dyna.actor, &this->hurtCollider);
Collider_UpdateCylinder(&this->dyna.actor, &this->blockCollider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->hurtCollider.base);
if (this->dyna.actor.params != ARMOS_STATUE) {
Actor_SetFocus(&this->dyna.actor, this->dyna.actor.scale.x * 4500.0f);
if (this->dyna.actor.colorFilterTimer == 0) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->blockCollider.base);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->hurtCollider.base);
if ((this->behavior >= 4) && (this->unk_264 > 0)) {
if (!(this->hitCollider.base.atFlags & AT_BOUNCED)) {
if (this->hitCollider.base.atFlags & AT_HIT) {
Player* player = GET_PLAYER(globalCtx);
if (this->hitCollider.base.at == &player->actor) {
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
}
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->hitCollider.base);
} else {
this->hitCollider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->hitCollider.base.at = NULL;
EnAm_SetupRicochet(this, globalCtx);
}
}
} else {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->blockCollider.base);
}
}
static Vec3f sUnused1 = { 1100.0f, -700.0f, 0.0f };
static Vec3f sUnused2 = { 0.0f, 0.0f, 0.0f };
void EnAm_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnAm* this = (EnAm*)thisx;
if ((limbIndex == 1) && (this->unk_264 != 0)) {
EnAm_TransformSwordHitbox(&this->dyna.actor, globalCtx);
}
}
static Vec3f sIcePosOffsets[] = {
{ 20.0f, 40.0f, 0.0f }, { 10.0f, 60.0f, 10.0f }, { -10.0f, 60.0f, 10.0f }, { -20.0f, 40.0f, 0.0f },
{ 10.0f, 60.0f, -10.0f }, { -10.0f, 60.0f, -10.0f }, { 0.0f, 40.0f, -20.0f }, { 10.0f, 20.0f, 10.0f },
{ 10.0f, 20.0f, -10.0f }, { 0.0f, 40.0f, 20.0f }, { -10.0f, 20.0f, 10.0f }, { -10.0f, 20.0f, -10.0f },
};
void EnAm_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
Vec3f sp68;
EnAm* this = (EnAm*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->textureBlend);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnAm_PostLimbDraw, this);
if (this->iceTimer != 0) {
this->dyna.actor.colorFilterTimer++;
this->iceTimer--;
if ((this->iceTimer % 4) == 0) {
s32 index;
index = this->iceTimer >> 2;
sp68.x = this->dyna.actor.world.pos.x + sIcePosOffsets[index].x;
sp68.y = this->dyna.actor.world.pos.y + sIcePosOffsets[index].y;
sp68.z = this->dyna.actor.world.pos.z + sIcePosOffsets[index].z;
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->dyna.actor, &sp68, 150, 150, 150, 250, 235, 245, 255,
1.4f);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}