Shipwright/soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c

886 lines
28 KiB
C

#include "z_en_ssh.h"
#include "objects/object_ssh/object_ssh.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
#define SSH_STATE_STUNNED (1 << 0)
#define SSH_STATE_GROUND_START (1 << 2)
#define SSH_STATE_ATTACKED (1 << 3)
#define SSH_STATE_SPIN (1 << 4)
typedef enum {
SSH_ANIM_UNK0, // Unused animation. Possibly being knocked back?
SSH_ANIM_UP,
SSH_ANIM_WAIT,
SSH_ANIM_LAND,
SSH_ANIM_DROP,
SSH_ANIM_UNK5, // Slower version of ANIM_DROP
SSH_ANIM_UNK6 // Faster repeating version of ANIM_UNK0
} EnSshAnimation;
void EnSsh_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSsh_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnSsh_Update(Actor* thisx, GlobalContext* globalCtx);
void EnSsh_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnSsh_Idle(EnSsh* this, GlobalContext* globalCtx);
void EnSsh_Drop(EnSsh* this, GlobalContext* globalCtx);
void EnSsh_Return(EnSsh* this, GlobalContext* globalCtx);
void EnSsh_Start(EnSsh* this, GlobalContext* globalCtx);
#include "overlays/ovl_En_Ssh/ovl_En_Ssh.h"
const ActorInit En_Ssh_InitVars = {
ACTOR_EN_SSH,
ACTORCAT_NPC,
FLAGS,
OBJECT_SSH,
sizeof(EnSsh),
(ActorFunc)EnSsh_Init,
(ActorFunc)EnSsh_Destroy,
(ActorFunc)EnSsh_Update,
(ActorFunc)EnSsh_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit1 = {
{
COLTYPE_HIT6,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 32, 50, -24, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = { 1, 0, 0, 0, MASS_IMMOVABLE };
static ColliderCylinderInit sCylinderInit2 = {
{
COLTYPE_HIT6,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 20, 60, -30, { 0, 0, 0 } },
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_ON,
},
{ 1, { { 0, -240, 0 }, 28 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT6,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
ARRAY_COUNT(sJntSphElementsInit),
sJntSphElementsInit,
};
void EnSsh_SetupAction(EnSsh* this, EnSshActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnSsh_SpawnShockwave(EnSsh* this, GlobalContext* globalCtx) {
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.floorHeight;
pos.z = this->actor.world.pos.z;
EffectSsBlast_SpawnWhiteCustomScale(globalCtx, &pos, &zeroVec, &zeroVec, 100, 220, 8);
}
s32 EnSsh_CreateBlureEffect(GlobalContext* globalCtx) {
EffectBlureInit1 blureInit;
u8 p1StartColor[] = { 255, 255, 255, 75 };
u8 p2StartColor[] = { 255, 255, 255, 75 };
u8 p1EndColor[] = { 255, 255, 255, 0 };
u8 p2EndColor[] = { 255, 255, 255, 0 };
s32 i;
s32 blureIdx;
for (i = 0; i < 4; i++) {
blureInit.p1StartColor[i] = p1StartColor[i];
blureInit.p2StartColor[i] = p2StartColor[i];
blureInit.p1EndColor[i] = p1EndColor[i];
blureInit.p2EndColor[i] = p2EndColor[i];
}
blureInit.elemDuration = 6;
blureInit.unkFlag = 0;
blureInit.calcMode = 3;
Effect_Add(globalCtx, &blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
return blureIdx;
}
s32 EnSsh_CheckCeilingPos(EnSsh* this, GlobalContext* globalCtx) {
CollisionPoly* poly;
s32 bgId;
Vec3f posB;
posB.x = this->actor.world.pos.x;
posB.y = this->actor.world.pos.y + 1000.0f;
posB.z = this->actor.world.pos.z;
if (!BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->actor.world.pos, &posB, &this->ceilingPos, &poly, false,
false, true, true, &bgId)) {
return false;
} else {
return true;
}
}
void EnSsh_AddBlureVertex(EnSsh* this) {
Vec3f p1base = { 834.0f, 834.0f, 0.0f };
Vec3f p2base = { 834.0f, -584.0f, 0.0f };
Vec3f p1;
Vec3f p2;
p1base.x *= this->colliderScale;
p1base.y *= this->colliderScale;
p1base.z *= this->colliderScale;
p2base.x *= this->colliderScale;
p2base.y *= this->colliderScale;
p2base.z *= this->colliderScale;
Matrix_Push();
Matrix_MultVec3f(&p1base, &p1);
Matrix_MultVec3f(&p2base, &p2);
Matrix_Pop();
EffectBlure_AddVertex(Effect_GetByIndex(this->blureIdx), &p1, &p2);
}
void EnSsh_AddBlureSpace(EnSsh* this) {
EffectBlure_AddSpace(Effect_GetByIndex(this->blureIdx));
}
void EnSsh_InitColliders(EnSsh* this, GlobalContext* globalCtx) {
ColliderCylinderInit* cylinders[6] = {
&sCylinderInit1, &sCylinderInit1, &sCylinderInit1, &sCylinderInit2, &sCylinderInit2, &sCylinderInit2,
};
s32 i;
s32 pad;
for (i = 0; i < ARRAY_COUNT(cylinders); i++) {
Collider_InitCylinder(globalCtx, &this->colCylinder[i]);
Collider_SetCylinder(globalCtx, &this->colCylinder[i], &this->actor, cylinders[i]);
}
this->colCylinder[0].info.bumper.dmgFlags = 0x0003F8E9;
this->colCylinder[1].info.bumper.dmgFlags = 0xFFC00716;
this->colCylinder[2].base.colType = COLTYPE_METAL;
this->colCylinder[2].info.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
this->colCylinder[2].info.elemType = ELEMTYPE_UNK2;
this->colCylinder[2].info.bumper.dmgFlags = 0xFFCC0716;
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(2), &sColChkInfoInit);
Collider_InitJntSph(globalCtx, &this->colSph);
Collider_SetJntSph(globalCtx, &this->colSph, &this->actor, &sJntSphInit, this->colSphElements);
}
f32 EnSsh_SetAnimation(EnSsh* this, s32 animIndex) {
AnimationHeader* animation[] = {
&object_ssh_Anim_005BE8, &object_ssh_Anim_000304, &object_ssh_Anim_000304, &object_ssh_Anim_0055F8,
&object_ssh_Anim_000304, &object_ssh_Anim_000304, &object_ssh_Anim_005BE8,
};
f32 playbackSpeed[] = { 1.0f, 4.0f, 1.0f, 1.0f, 8.0f, 6.0f, 2.0f };
u8 mode[] = { 3, 3, 1, 3, 1, 1, 1 };
f32 frameCount = Animation_GetLastFrame(animation[animIndex]);
s32 pad;
Animation_Change(&this->skelAnime, animation[animIndex], playbackSpeed[animIndex], 0.0f, frameCount,
mode[animIndex], -6.0f);
return frameCount;
}
void EnSsh_SetWaitAnimation(EnSsh* this) {
EnSsh_SetAnimation(this, SSH_ANIM_WAIT);
}
void EnSsh_SetReturnAnimation(EnSsh* this) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_UP);
EnSsh_SetAnimation(this, SSH_ANIM_UP);
}
void EnSsh_SetLandAnimation(EnSsh* this) {
this->actor.world.pos.y = this->floorHeightOffset + this->actor.floorHeight;
this->animTimer = EnSsh_SetAnimation(this, SSH_ANIM_LAND);
}
void EnSsh_SetDropAnimation(EnSsh* this) {
if (this->unkTimer == 0) {
this->animTimer = EnSsh_SetAnimation(this, SSH_ANIM_DROP);
}
this->actor.velocity.y = -10.0f;
}
void EnSsh_SetStunned(EnSsh* this) {
if (this->stunTimer == 0) {
this->stateFlags |= SSH_STATE_ATTACKED;
this->stunTimer = 120;
this->actor.colorFilterTimer = 0;
}
}
void EnSsh_SetColliderScale(EnSsh* this, f32 scale, f32 radiusMod) {
f32 radius;
f32 height;
f32 yShift;
s32 i;
radius = this->colSph.elements[0].dim.modelSphere.radius;
radius *= scale;
this->colSph.elements[0].dim.modelSphere.radius = radius;
for (i = 0; i < 6; i++) {
yShift = this->colCylinder[i].dim.yShift;
radius = this->colCylinder[i].dim.radius;
height = this->colCylinder[i].dim.height;
yShift *= scale;
radius *= scale * radiusMod;
height *= scale;
this->colCylinder[i].dim.yShift = yShift;
this->colCylinder[i].dim.radius = radius;
this->colCylinder[i].dim.height = height;
}
Actor_SetScale(&this->actor, 0.04f * scale);
this->floorHeightOffset = 40.0f * scale;
this->colliderScale = scale * 1.5f;
}
s32 EnSsh_Damaged(EnSsh* this) {
if ((this->stunTimer == 120) && (this->stateFlags & SSH_STATE_STUNNED)) {
Actor_SetColorFilter(&this->actor, 0, 0xC8, 0, this->stunTimer);
}
if (DECR(this->stunTimer) != 0) {
Math_SmoothStepToS(&this->maxTurnRate, 0x2710, 0xA, 0x3E8, 1);
return false;
} else {
this->stunTimer = 0;
this->stateFlags &= ~SSH_STATE_STUNNED;
this->spinTimer = 0;
if (this->swayTimer == 0) {
this->spinTimer = 30;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSound2(&this->actor, NA_SE_VO_ST_ATTACK);
return true;
}
}
void EnSsh_Turn(EnSsh* this, GlobalContext* globalCtx) {
if (this->hitTimer != 0) {
this->hitTimer--;
}
if (DECR(this->spinTimer) != 0) {
this->actor.world.rot.y += 10000.0f * (this->spinTimer / 30.0f);
} else if ((this->swayTimer == 0) && (this->stunTimer == 0)) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 4, 0x2710, 1);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void EnSsh_Stunned(EnSsh* this, GlobalContext* globalCtx) {
if ((this->swayTimer == 0) && (this->stunTimer == 0)) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer ^ 0x8000, 4, this->maxTurnRate, 1);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->stunTimer < 30) {
if (this->stunTimer & 1) {
this->actor.shape.rot.y += 0x7D0;
} else {
this->actor.shape.rot.y -= 0x7D0;
}
}
}
void EnSsh_UpdateYaw(EnSsh* this, GlobalContext* globalCtx) {
if (this->stunTimer != 0) {
EnSsh_Stunned(this, globalCtx);
} else {
EnSsh_Turn(this, globalCtx);
}
}
void EnSsh_Bob(EnSsh* this, GlobalContext* globalCtx) {
f32 bobVel = 0.5f;
if ((globalCtx->state.frames & 8) != 0) {
bobVel *= -1.0f;
}
Math_SmoothStepToF(&this->actor.velocity.y, bobVel, 0.4f, 1000.0f, 0.0f);
}
s32 EnSsh_IsCloseToLink(EnSsh* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 yDist;
if (this->stateFlags & SSH_STATE_GROUND_START) {
return true;
}
if (this->unkTimer != 0) {
return true;
}
if (this->swayTimer != 0) {
return true;
}
if (this->animTimer != 0) {
return true;
}
if (this->actor.xzDistToPlayer > 160.0f) {
return false;
}
yDist = this->actor.world.pos.y - player->actor.world.pos.y;
if (yDist < 0.0f || yDist > 400.0f) {
return false;
}
if (player->actor.world.pos.y < this->actor.floorHeight) {
return false;
}
return true;
}
s32 EnSsh_IsCloseToHome(EnSsh* this) {
f32 vel = this->actor.velocity.y;
f32 nextY = this->actor.world.pos.y + 2.0f * this->actor.velocity.y;
if (nextY >= this->actor.home.pos.y) {
return 1;
}
return 0;
}
s32 EnSsh_IsCloseToGround(EnSsh* this) {
f32 vel = this->actor.velocity.y;
f32 nextY = this->actor.world.pos.y + 2.0f * this->actor.velocity.y;
if ((nextY - this->actor.floorHeight) <= this->floorHeightOffset) {
return 1;
}
return 0;
}
void EnSsh_Sway(EnSsh* this) {
Vec3f swayVecBase;
Vec3f swayVec;
f32 temp;
s16 swayAngle;
if (this->swayTimer != 0) {
this->swayAngle += 0x640;
this->swayTimer--;
if (this->swayTimer == 0) {
this->swayAngle = 0;
}
temp = this->swayTimer * (1.0f / 6);
swayAngle = temp * (0x10000 / 360.0f) * Math_SinS(this->swayAngle);
temp = this->actor.world.pos.y - this->ceilingPos.y;
swayVecBase.x = Math_SinS(swayAngle) * temp;
swayVecBase.y = Math_CosS(swayAngle) * temp;
swayVecBase.z = 0.0f;
Matrix_Push();
Matrix_Translate(this->ceilingPos.x, this->ceilingPos.y, this->ceilingPos.z, MTXMODE_NEW);
Matrix_RotateY(this->actor.world.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_MultVec3f(&swayVecBase, &swayVec);
Matrix_Pop();
this->actor.shape.rot.z = -(swayAngle * 2);
this->actor.world.pos.x = swayVec.x;
this->actor.world.pos.z = swayVec.z;
}
}
void EnSsh_CheckBodyStickHit(EnSsh* this, GlobalContext* globalCtx) {
ColliderInfo* info = &this->colCylinder[0].info;
Player* player = GET_PLAYER(globalCtx);
if (player->unk_860 != 0) {
info->bumper.dmgFlags |= 2;
this->colCylinder[1].info.bumper.dmgFlags &= ~2;
this->colCylinder[2].info.bumper.dmgFlags &= ~2;
} else {
info->bumper.dmgFlags &= ~2;
this->colCylinder[1].info.bumper.dmgFlags |= 2;
this->colCylinder[2].info.bumper.dmgFlags |= 2;
}
}
s32 EnSsh_CheckHitPlayer(EnSsh* this, GlobalContext* globalCtx) {
s32 i;
s32 hit = false;
if ((this->hitCount == 0) && (this->spinTimer == 0)) {
return false;
}
for (i = 0; i < 3; i++) {
if (this->colCylinder[i + 3].base.ocFlags2 & OC2_HIT_PLAYER) {
this->colCylinder[i + 3].base.ocFlags2 &= ~OC2_HIT_PLAYER;
hit = true;
}
}
if (!hit) {
return false;
}
this->hitTimer = 30;
if (this->swayTimer == 0) {
this->spinTimer = this->hitTimer;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSound2(&this->actor, NA_SE_VO_ST_ATTACK);
globalCtx->damagePlayer(globalCtx, -8);
func_8002F71C(globalCtx, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
this->hitCount--;
return true;
}
s32 EnSsh_CheckHitFront(EnSsh* this) {
u32 acFlags;
if (this->colCylinder[2].base.acFlags) {} // Needed for matching
acFlags = this->colCylinder[2].base.acFlags;
if (!!(acFlags & AC_HIT) == 0) {
return 0;
} else {
this->colCylinder[2].base.acFlags &= ~AC_HIT;
this->invincibilityTimer = 8;
if ((this->swayTimer == 0) && (this->hitTimer == 0) && (this->stunTimer == 0)) {
this->swayTimer = 60;
}
return 1;
}
}
s32 EnSsh_CheckHitBack(EnSsh* this, GlobalContext* globalCtx) {
ColliderCylinder* cyl = &this->colCylinder[0];
s32 hit = false;
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
}
cyl = &this->colCylinder[1];
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
}
if (!hit) {
return false;
}
this->invincibilityTimer = 8;
if (this->hitCount <= 0) {
this->hitCount++;
}
if (this->stunTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSound2(&this->actor, NA_SE_VO_ST_DAMAGE);
}
EnSsh_SetStunned(this);
this->stateFlags |= SSH_STATE_STUNNED;
return false;
}
s32 EnSsh_CollisionCheck(EnSsh* this, GlobalContext* globalCtx) {
if (this->stunTimer == 0) {
EnSsh_CheckHitPlayer(this, globalCtx);
}
if (EnSsh_CheckHitFront(this)) {
return false;
} else if (globalCtx->actorCtx.unk_02 != 0) {
this->invincibilityTimer = 8;
if (this->stunTimer == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSound2(&this->actor, NA_SE_VO_ST_DAMAGE);
}
EnSsh_SetStunned(this);
this->stateFlags |= SSH_STATE_STUNNED;
return false;
} else {
return EnSsh_CheckHitBack(this, globalCtx);
// Always returns false
}
}
void EnSsh_SetBodyCylinderAC(EnSsh* this, GlobalContext* globalCtx) {
Collider_UpdateCylinder(&this->actor, &this->colCylinder[0]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colCylinder[0].base);
}
void EnSsh_SetLegsCylinderAC(EnSsh* this, GlobalContext* globalCtx) {
s16 angleTowardsLink = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if (angleTowardsLink < 90 * (0x10000 / 360)) {
Collider_UpdateCylinder(&this->actor, &this->colCylinder[2]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colCylinder[2].base);
} else {
Collider_UpdateCylinder(&this->actor, &this->colCylinder[1]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colCylinder[1].base);
}
}
s32 EnSsh_SetCylinderOC(EnSsh* this, GlobalContext* globalCtx) {
Vec3f cyloffsets[] = {
{ 40.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ -40.0f, 0.0f, 0.0f },
};
Vec3f cylPos;
s32 i;
for (i = 0; i < 3; i++) {
cylPos = this->actor.world.pos;
cyloffsets[i].x *= this->colliderScale;
cyloffsets[i].y *= this->colliderScale;
cyloffsets[i].z *= this->colliderScale;
Matrix_Push();
Matrix_Translate(cylPos.x, cylPos.y, cylPos.z, MTXMODE_NEW);
Matrix_RotateY((this->initialYaw / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_MultVec3f(&cyloffsets[i], &cylPos);
Matrix_Pop();
this->colCylinder[i + 3].dim.pos.x = cylPos.x;
this->colCylinder[i + 3].dim.pos.y = cylPos.y;
this->colCylinder[i + 3].dim.pos.z = cylPos.z;
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colCylinder[i + 3].base);
}
return 1;
}
void EnSsh_SetColliders(EnSsh* this, GlobalContext* globalCtx) {
if (this->actor.colChkInfo.health == 0) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colSph.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colSph.base);
} else {
if (this->hitTimer == 0) {
EnSsh_SetCylinderOC(this, globalCtx);
}
if (DECR(this->invincibilityTimer) == 0) {
EnSsh_SetBodyCylinderAC(this, globalCtx);
EnSsh_SetLegsCylinderAC(this, globalCtx);
}
}
}
void EnSsh_Init(Actor* thisx, GlobalContext* globalCtx) {
f32 frameCount;
s32 pad;
EnSsh* this = (EnSsh*)thisx;
frameCount = Animation_GetLastFrame(&object_ssh_Anim_000304);
if (this->actor.params == ENSSH_FATHER) {
if (gSaveContext.inventory.gsTokens >= 100) {
Actor_Kill(&this->actor);
return;
}
} else if (gSaveContext.inventory.gsTokens >= (this->actor.params * 10)) {
Actor_Kill(&this->actor);
return;
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &object_ssh_Skel_0052E0, NULL, this->jointTable, this->morphTable, 30);
Animation_Change(&this->skelAnime, &object_ssh_Anim_000304, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP_INTERP, 0.0f);
this->blureIdx = EnSsh_CreateBlureEffect(globalCtx);
EnSsh_InitColliders(this, globalCtx);
this->stateFlags = 0;
this->hitCount = 0;
EnSsh_CheckCeilingPos(this, globalCtx);
if (this->actor.params != ENSSH_FATHER) {
EnSsh_SetColliderScale(this, 0.5f, 1.0f);
} else {
EnSsh_SetColliderScale(this, 0.75f, 1.0f);
}
this->actor.gravity = 0.0f;
this->initialYaw = this->actor.world.rot.y;
EnSsh_SetupAction(this, EnSsh_Start);
}
void EnSsh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnSsh* this = (EnSsh*)thisx;
s32 i;
Effect_Delete(globalCtx, this->blureIdx);
for (i = 0; i < 6; i++) {
Collider_DestroyCylinder(globalCtx, &this->colCylinder[i]);
}
Collider_DestroyJntSph(globalCtx, &this->colSph);
}
void EnSsh_Wait(EnSsh* this, GlobalContext* globalCtx) {
if (EnSsh_IsCloseToLink(this, globalCtx)) {
EnSsh_SetDropAnimation(this);
EnSsh_SetupAction(this, EnSsh_Drop);
} else {
EnSsh_Bob(this, globalCtx);
}
}
void EnSsh_Talk(EnSsh* this, GlobalContext* globalCtx) {
EnSsh_Bob(this, globalCtx);
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnSsh_Idle;
}
}
void EnSsh_Idle(EnSsh* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnSsh_Talk;
if (this->actor.params == ENSSH_FATHER) {
gSaveContext.eventChkInf[9] |= 0x40;
}
if ((this->actor.textId == 0x26) || (this->actor.textId == 0x27)) {
gSaveContext.infTable[25] |= 0x40;
}
if ((this->actor.textId == 0x24) || (this->actor.textId == 0x25)) {
gSaveContext.infTable[25] |= 0x80;
}
} else {
if ((this->unkTimer != 0) && (DECR(this->unkTimer) == 0)) {
EnSsh_SetAnimation(this, SSH_ANIM_WAIT);
}
if ((this->animTimer != 0) && (DECR(this->animTimer) == 0)) {
EnSsh_SetAnimation(this, SSH_ANIM_WAIT);
}
if (!EnSsh_IsCloseToLink(this, globalCtx)) {
EnSsh_SetReturnAnimation(this);
EnSsh_SetupAction(this, EnSsh_Return);
} else {
if (DECR(this->sfxTimer) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_LAUGH);
this->sfxTimer = 64;
}
EnSsh_Bob(this, globalCtx);
if ((this->unkTimer == 0) && (this->animTimer == 0)) {
this->actor.textId = Text_GetFaceReaction(globalCtx, 0xD);
if (this->actor.textId == 0) {
if (this->actor.params == ENSSH_FATHER) {
if (gSaveContext.inventory.gsTokens >= 50) {
this->actor.textId = 0x29;
} else if (gSaveContext.inventory.gsTokens >= 10) {
if (gSaveContext.infTable[25] & 0x80) {
this->actor.textId = 0x24;
} else {
this->actor.textId = 0x25;
}
} else {
if (gSaveContext.infTable[25] & 0x40) {
this->actor.textId = 0x27;
} else {
this->actor.textId = 0x26;
}
}
} else {
this->actor.textId = 0x22;
}
}
func_8002F2CC(&this->actor, globalCtx, 100.0f);
}
}
}
}
void EnSsh_Land(EnSsh* this, GlobalContext* globalCtx) {
if ((this->unkTimer != 0) && (DECR(this->unkTimer) == 0)) {
EnSsh_SetAnimation(this, SSH_ANIM_WAIT);
}
if ((this->animTimer != 0) && (DECR(this->animTimer) == 0)) {
EnSsh_SetAnimation(this, SSH_ANIM_WAIT);
}
if ((this->actor.floorHeight + this->floorHeightOffset) <= this->actor.world.pos.y) {
EnSsh_SetupAction(this, EnSsh_Idle);
} else {
Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.6f, 1000.0f, 0.0f);
}
}
void EnSsh_Drop(EnSsh* this, GlobalContext* globalCtx) {
if ((this->unkTimer != 0) && (DECR(this->unkTimer) == 0)) {
EnSsh_SetAnimation(this, SSH_ANIM_DROP);
}
if (!EnSsh_IsCloseToLink(this, globalCtx)) {
EnSsh_SetReturnAnimation(this);
EnSsh_SetupAction(this, EnSsh_Return);
} else if (EnSsh_IsCloseToGround(this)) {
EnSsh_SpawnShockwave(this, globalCtx);
EnSsh_SetLandAnimation(this);
EnSsh_SetupAction(this, EnSsh_Land);
} else if (DECR(this->sfxTimer) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_DOWN);
this->sfxTimer = 3;
}
}
void EnSsh_Return(EnSsh* this, GlobalContext* globalCtx) {
f32 frameRatio = this->skelAnime.curFrame / (this->skelAnime.animLength - 1.0f);
if (frameRatio == 1.0f) {
EnSsh_SetReturnAnimation(this);
}
if (EnSsh_IsCloseToLink(this, globalCtx)) {
EnSsh_SetDropAnimation(this);
EnSsh_SetupAction(this, EnSsh_Drop);
} else if (EnSsh_IsCloseToHome(this)) {
EnSsh_SetWaitAnimation(this);
EnSsh_SetupAction(this, EnSsh_Wait);
} else {
this->actor.velocity.y = 4.0f * frameRatio;
}
}
void EnSsh_UpdateColliderScale(EnSsh* this) {
if (this->stateFlags & SSH_STATE_SPIN) {
if (this->spinTimer == 0) {
this->stateFlags &= ~SSH_STATE_SPIN;
if (this->actor.params != ENSSH_FATHER) {
EnSsh_SetColliderScale(this, 0.5f, 1.0f);
} else {
EnSsh_SetColliderScale(this, 0.75f, 1.0f);
}
}
} else {
if (this->spinTimer != 0) {
this->stateFlags |= SSH_STATE_SPIN;
if (this->actor.params != ENSSH_FATHER) {
EnSsh_SetColliderScale(this, 0.5f, 2.0f);
} else {
EnSsh_SetColliderScale(this, 0.75f, 2.0f);
}
}
}
}
void EnSsh_Start(EnSsh* this, GlobalContext* globalCtx) {
if (!EnSsh_IsCloseToGround(this)) {
EnSsh_SetupAction(this, EnSsh_Wait);
EnSsh_Wait(this, globalCtx);
} else {
EnSsh_SetLandAnimation(this);
this->stateFlags |= 4;
EnSsh_SetupAction(this, EnSsh_Land);
EnSsh_Land(this, globalCtx);
}
}
void EnSsh_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnSsh* this = (EnSsh*)thisx;
EnSsh_UpdateColliderScale(this);
if (EnSsh_CollisionCheck(this, globalCtx)) {
return; // EnSsh_CollisionCheck always returns false, so this never happens
}
if (this->stunTimer != 0) {
EnSsh_Damaged(this);
} else {
SkelAnime_Update(&this->skelAnime);
func_8002D7EC(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actionFunc(this, globalCtx);
}
EnSsh_UpdateYaw(this, globalCtx);
if (DECR(this->blinkTimer) == 0) {
this->blinkTimer = Rand_S16Offset(60, 60);
}
this->blinkState = this->blinkTimer;
if (this->blinkState >= 3) {
this->blinkState = 0;
}
EnSsh_SetColliders(this, globalCtx);
Actor_SetFocus(&this->actor, 0.0f);
}
s32 EnSsh_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnSsh* this = (EnSsh*)thisx;
switch (limbIndex) {
case 1:
if ((this->spinTimer != 0) && (this->swayTimer == 0)) {
if (this->spinTimer >= 2) {
EnSsh_AddBlureVertex(this);
} else {
EnSsh_AddBlureSpace(this);
}
}
break;
case 4:
if (this->actor.params == ENSSH_FATHER) {
*dList = object_ssh_DL_0046C0;
}
break;
case 5:
if (this->actor.params == ENSSH_FATHER) {
*dList = object_ssh_DL_004080;
}
break;
case 8:
if (this->actor.params == ENSSH_FATHER) {
*dList = object_ssh_DL_004DE8;
}
break;
}
return false;
}
void EnSsh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnSsh* this = (EnSsh*)thisx;
Collider_UpdateSpheres(limbIndex, &this->colSph);
}
void EnSsh_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* blinkTex[] = {
object_ssh_Tex_0007E0,
object_ssh_Tex_000C60,
object_ssh_Tex_001060,
};
s32 pad;
EnSsh* this = (EnSsh*)thisx;
EnSsh_CheckBodyStickHit(this, globalCtx);
EnSsh_Sway(this);
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(blinkTex[this->blinkState]));
CLOSE_DISPS(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnSsh_OverrideLimbDraw,
EnSsh_PostLimbDraw, &this->actor);
}