mirror of https://github.com/zeldaret/mm.git
EnBat OK and documented (#924)
* OK, start documentation * Name some more stuff * Name rest of functions and bss var, tidy up floats * Document object and paramflags * Cleanup bat * Cleanup crow * Cleanup firefly * Couple of minor things in arrow * Review 1 * PLAYER_STATE * Remove unnecessary f32 casts * Review * Review
This commit is contained in:
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@ -1,17 +1,21 @@
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<Root>
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<!-- Assets for ovl_En_Bat (Bad Bats) -->
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<File Name="object_bat" Segment="6">
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<DList Name="object_bat_DL_0000A0" Offset="0xA0" />
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<DList Name="object_bat_DL_0000C8" Offset="0xC8" />
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<DList Name="object_bat_DL_0001B0" Offset="0x1B0" />
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<DList Name="object_bat_DL_0002A0" Offset="0x2A0" />
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<DList Name="object_bat_DL_000390" Offset="0x390" />
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<DList Name="object_bat_DL_000480" Offset="0x480" />
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<DList Name="object_bat_DL_000570" Offset="0x570" />
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<DList Name="object_bat_DL_000660" Offset="0x660" />
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<DList Name="object_bat_DL_000750" Offset="0x750" />
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<DList Name="object_bat_DL_000840" Offset="0x840" />
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<DList Name="object_bat_DL_000930" Offset="0x930" />
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<Texture Name="object_bat_Tex_0009A0" OutName="tex_0009A0" Format="rgba16" Width="8" Height="16" Offset="0x9A0" />
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<Texture Name="object_bat_Tex_000AA0" OutName="tex_000AA0" Format="rgba16" Width="16" Height="16" Offset="0xAA0" />
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<DList Name="gBadBatSetupDL" Offset="0xA0" />
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<DList Name="gBadBatBodyDL" Offset="0xC8" />
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<!-- Wings used in manual animation -->
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<DList Name="gBadBatWingsFrame0DL" Offset="0x1B0" />
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<DList Name="gBadBatWingsFrame1DL" Offset="0x2A0" />
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<DList Name="gBadBatWingsFrame2DL" Offset="0x390" />
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<DList Name="gBadBatWingsFrame3DL" Offset="0x480" />
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<DList Name="gBadBatWingsFrame4DL" Offset="0x570" />
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<DList Name="gBadBatWingsFrame5DL" Offset="0x660" />
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<DList Name="gBadBatWingsFrame6DL" Offset="0x750" />
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<DList Name="gBadBatWingsFrame7DL" Offset="0x840" />
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<DList Name="gBadBatWingsFrame8DL" Offset="0x930" />
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<Texture Name="gBadBatWingTex" OutName="bad_bat_wing" Format="rgba16" Width="8" Height="16" Offset="0x9A0" />
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<Texture Name="gBatBatBodyTex" OutName="bad_bat_body" Format="rgba16" Width="16" Height="16" Offset="0xAA0" />
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</File>
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</Root>
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@ -1138,7 +1138,7 @@ typedef enum {
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#define ACTOR_FLAG_2000 (1 << 13)
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//
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#define ACTOR_FLAG_4000 (1 << 14)
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//
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//! Carried by arrow
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#define ACTOR_FLAG_8000 (1 << 15)
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//
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#define ACTOR_FLAG_10000 (1 << 16)
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4
spec
4
spec
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@ -2756,9 +2756,7 @@ beginseg
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name "ovl_En_Bat"
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compress
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include "build/src/overlays/actors/ovl_En_Bat/z_en_bat.o"
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include "build/data/ovl_En_Bat/ovl_En_Bat.data.o"
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include "build/data/ovl_En_Bat/ovl_En_Bat.bss.o"
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include "build/data/ovl_En_Bat/ovl_En_Bat.reloc.o"
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include "build/src/overlays/actors/ovl_En_Bat/ovl_En_Bat_reloc.o"
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endseg
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beginseg
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@ -135,7 +135,7 @@ void EnArrow_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyQuad(play, &this->collider);
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if ((this->unk_264 != NULL) && (this->unk_264->update != NULL)) {
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this->unk_264->flags &= ~0x8000;
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this->unk_264->flags &= ~ACTOR_FLAG_8000;
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}
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if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6) && (this->actor.child == NULL)) {
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@ -496,14 +496,14 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
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this->unk_264->world.pos.z = ((sp54.z <= sp9C.z) ? 1.0f : -1.0f) + sp9C.z;
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Math_Vec3f_Diff(&this->unk_264->world.pos, &this->actor.world.pos, &this->unk_268);
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this->unk_264->flags &= ~0x8000;
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this->unk_264->flags &= ~ACTOR_FLAG_8000;
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this->unk_264 = NULL;
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} else {
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Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_268, &this->unk_264->world.pos);
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}
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if ((this->unk_262 != 0) && (this->unk_264 != NULL)) {
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this->unk_264->flags &= ~0x8000;
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this->unk_264->flags &= ~ACTOR_FLAG_8000;
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this->unk_264 = NULL;
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}
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} else {
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@ -588,7 +588,7 @@ void func_8088B88C(PlayState* play, EnArrow* this, EnArrowUnkStruct* arg2) {
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Matrix_MultVec3f(&sp4C[1], &sp34);
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if (this->actor.params < ENARROW_8) {
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sp30 = this->actor.params < ENARROW_6;
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if (this->unk_264 == 0) {
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if (this->unk_264 == NULL) {
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sp30 &= func_80126440(play, &this->collider, &this->unk_244, &sp40, &sp34);
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} else if (sp30 && (sp40.x == this->unk_244.tip.x) && (sp40.y == this->unk_244.tip.y) &&
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(sp40.z == this->unk_244.tip.z) && (sp34.x == this->unk_244.base.x) &&
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@ -5,22 +5,29 @@
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*/
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#include "z_en_bat.h"
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#include "objects/object_bat/object_bat.h"
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#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_1000 | ACTOR_FLAG_4000)
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#define THIS ((EnBat*)thisx)
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#define BAD_BAT_FLAP_FRAME 5
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void EnBat_Init(Actor* thisx, PlayState* play);
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void EnBat_Destroy(Actor* thisx, PlayState* play);
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void EnBat_Update(Actor* thisx, PlayState* play);
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void EnBat_Draw(Actor* thisx, PlayState* play);
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void func_80A438D4(EnBat* this, PlayState* play);
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void func_80A4392C(EnBat* this, PlayState* play);
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void func_80A43CE8(EnBat* this, PlayState* play);
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void func_80A44114(EnBat* this, PlayState* play);
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s32 EnBat_IsGraveyardOnSecondDay(PlayState* play);
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void EnBat_SetupPerch(EnBat* this);
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void EnBat_Perch(EnBat* this, PlayState* play);
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void EnBat_SetupFlyIdle(EnBat* this);
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void EnBat_FlyIdle(EnBat* this, PlayState* play);
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void EnBat_SetupDiveAttack(EnBat* this);
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void EnBat_DiveAttack(EnBat* this, PlayState* play);
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void EnBat_Die(EnBat* this, PlayState* play);
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void EnBat_Stunned(EnBat* this, PlayState* play);
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#if 0
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const ActorInit En_Bat_InitVars = {
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ACTOR_EN_BAT,
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ACTORCAT_ENEMY,
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@ -33,99 +40,522 @@ const ActorInit En_Bat_InitVars = {
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(ActorFunc)EnBat_Draw,
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};
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// static ColliderSphereInit sSphereInit = {
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static ColliderSphereInit D_80A44A00 = {
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{ COLTYPE_HIT3, AT_NONE | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_SPHERE, },
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{ ELEMTYPE_UNK0, { 0xF7CFFFFF, 0x00, 0x04 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_HARD, BUMP_ON, OCELEM_ON, },
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static ColliderSphereInit sSphereInit = {
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{
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COLTYPE_HIT3,
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AT_NONE | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_SPHERE,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xF7CFFFFF, 0x00, 0x04 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_HARD,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 1, { { 0, 0, 0 }, 15 }, 100 },
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};
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// static DamageTable sDamageTable = {
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static DamageTable D_80A44A2C = {
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/* Deku Nut */ DMG_ENTRY(0, 0x1),
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/* Deku Stick */ DMG_ENTRY(1, 0x0),
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/* Horse trample */ DMG_ENTRY(1, 0x0),
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/* Explosives */ DMG_ENTRY(1, 0x0),
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/* Zora boomerang */ DMG_ENTRY(1, 0x0),
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/* Normal arrow */ DMG_ENTRY(1, 0x0),
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(1, 0x0),
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/* Goron punch */ DMG_ENTRY(1, 0x0),
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/* Sword */ DMG_ENTRY(1, 0x0),
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/* Goron pound */ DMG_ENTRY(1, 0x0),
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/* Fire arrow */ DMG_ENTRY(2, 0x2),
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/* Ice arrow */ DMG_ENTRY(2, 0x3),
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/* Light arrow */ DMG_ENTRY(2, 0x4),
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/* Goron spikes */ DMG_ENTRY(1, 0x0),
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/* Deku spin */ DMG_ENTRY(1, 0x0),
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/* Deku bubble */ DMG_ENTRY(1, 0x0),
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/* Deku launch */ DMG_ENTRY(2, 0x0),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x1),
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/* Zora barrier */ DMG_ENTRY(0, 0x5),
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/* Normal shield */ DMG_ENTRY(0, 0x0),
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/* Light ray */ DMG_ENTRY(0, 0x0),
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/* Thrown object */ DMG_ENTRY(1, 0x0),
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/* Zora punch */ DMG_ENTRY(1, 0x0),
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/* Spin attack */ DMG_ENTRY(1, 0x0),
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/* Sword beam */ DMG_ENTRY(0, 0x0),
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/* Normal Roll */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0),
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/* Powder Keg */ DMG_ENTRY(1, 0x0),
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typedef enum {
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/* 0 */ BAD_BAT_DMGEFF_NONE,
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/* 1 */ BAD_BAT_DMGEFF_STUN,
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/* 2 */ BAD_BAT_DMGEFF_FIRE,
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/* 3 */ BAD_BAT_DMGEFF_ICE,
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/* 4 */ BAD_BAT_DMGEFF_LIGHT,
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/* 5 */ BAD_BAT_DMGEFF_ELECTRIC
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} BatDamageEffect;
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static DamageTable sDamageTable = {
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/* Deku Nut */ DMG_ENTRY(0, BAD_BAT_DMGEFF_STUN),
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/* Deku Stick */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Horse trample */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Explosives */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Zora boomerang */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Normal arrow */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Hookshot */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Goron punch */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Sword */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Goron pound */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Fire arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_FIRE),
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/* Ice arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_ICE),
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/* Light arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_LIGHT),
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/* Goron spikes */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Deku spin */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Deku bubble */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Deku launch */ DMG_ENTRY(2, BAD_BAT_DMGEFF_NONE),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, BAD_BAT_DMGEFF_STUN),
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/* Zora barrier */ DMG_ENTRY(0, BAD_BAT_DMGEFF_ELECTRIC),
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/* Normal shield */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Light ray */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Thrown object */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Zora punch */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Spin attack */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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/* Sword beam */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Normal Roll */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Unblockable */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
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/* Powder Keg */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
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};
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// sColChkInfoInit
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static CollisionCheckInfoInit D_80A44A4C = { 1, 15, 30, 10 };
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static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 30, 10 };
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// static InitChainEntry sInitChain[] = {
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static InitChainEntry D_80A44A54[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(hintId, 96, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
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};
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#endif
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static Gfx* sWingsDLs[] = {
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gBadBatWingsFrame0DL, gBadBatWingsFrame1DL, gBadBatWingsFrame2DL, gBadBatWingsFrame3DL, gBadBatWingsFrame4DL,
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gBadBatWingsFrame5DL, gBadBatWingsFrame6DL, gBadBatWingsFrame7DL, gBadBatWingsFrame8DL,
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};
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extern ColliderSphereInit D_80A44A00;
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extern DamageTable D_80A44A2C;
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extern CollisionCheckInfoInit D_80A44A4C;
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extern InitChainEntry D_80A44A54[];
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#define BAD_BAT_MAX_NUMBER_ATTACKING 3
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extern UNK_TYPE D_060000A0;
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s32 sNumberAttacking; //!< Limit number attacking player to at most `BAD_BAT_MAX_NUMBER_ATTACKING`
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s32 sAlreadySpawned; //!< used for those spawned with room -1 in Graveyard to avoid respawn on room change
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Init.s")
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void EnBat_Init(Actor* thisx, PlayState* play) {
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EnBat* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Destroy.s")
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Actor_ProcessInitChain(thisx, sInitChain);
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Collider_InitAndSetSphere(play, &this->collider, thisx, &sSphereInit);
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this->collider.dim.worldSphere.radius = sSphereInit.dim.modelSphere.radius;
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CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
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ActorShape_Init(&thisx->shape, 2000.0f, ActorShadow_DrawCircle, 25.0f);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A437CC.s")
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this->animationFrame = Rand_ZeroOne() * 9.0f;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43810.s")
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this->paramFlags = BAD_BAT_GET_PARAMFLAGS(thisx);
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this->switchFlag = BAD_BAT_GET_SWITCHFLAG(thisx);
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thisx->params = BAD_BAT_GET_TYPE(thisx);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43870.s")
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thisx->depthInWater = BGCHECK_Y_MIN;
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Actor_SetFocus(thisx, 20.0f);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A438D4.s")
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if (sAlreadySpawned) {
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Actor_MarkForDeath(thisx);
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} else if (EnBat_IsGraveyardOnSecondDay(play)) {
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if (Flags_GetSwitch(play, this->switchFlag)) {
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Actor_MarkForDeath(thisx);
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} else {
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this->actor.room = -1;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A438F8.s")
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if (this->paramFlags & BAD_BAT_PARAMFLAG_PERCH) {
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thisx->params = 0;
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EnBat_SetupPerch(this);
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} else {
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if (thisx->params == 0x1F) {
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thisx->params = 0;
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}
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EnBat_SetupFlyIdle(this);
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while (BAD_BAT_GET_NUMBER_TO_SPAWN(thisx) > 1) {
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Actor_SpawnAsChildAndCutscene(
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&play->actorCtx, play, ACTOR_EN_BAT, thisx->world.pos.x + randPlusMinusPoint5Scaled(200.0f),
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thisx->world.pos.y + randPlusMinusPoint5Scaled(100.0f),
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thisx->world.pos.z + randPlusMinusPoint5Scaled(200.0f), randPlusMinusPoint5Scaled(0x2000),
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0xFFFF * Rand_ZeroOne(), 0, BAD_BAT_PARAMS(this->switchFlag, this->paramFlags, 0), -1, thisx->unk20,
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NULL);
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BAD_BAT_GET_NUMBER_TO_SPAWN(thisx)--;
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A4392C.s")
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void EnBat_Destroy(Actor* thisx, PlayState* play) {
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EnBat* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43CA0.s")
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Collider_DestroySphere(play, &this->collider);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43CE8.s")
|
||||
s32 EnBat_IsGraveyardOnSecondDay(PlayState* play) {
|
||||
if ((CURRENT_DAY == 2) && (play->sceneNum == SCENE_BOTI)) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43F60.s")
|
||||
void EnBat_StepAnimation(EnBat* this, s32 frameStep) {
|
||||
s32 prevFrame = this->animationFrame;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A44114.s")
|
||||
this->animationFrame += frameStep;
|
||||
if (this->animationFrame >= ARRAY_COUNT(sWingsDLs)) {
|
||||
this->animationFrame -= ARRAY_COUNT(sWingsDLs);
|
||||
}
|
||||
if ((prevFrame < BAD_BAT_FLAP_FRAME) && (this->animationFrame >= BAD_BAT_FLAP_FRAME)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_FLY);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A44294.s")
|
||||
void EnBat_SetupPerch(EnBat* this) {
|
||||
this->collider.base.acFlags |= AC_ON;
|
||||
this->collider.base.atFlags |= AT_ON;
|
||||
this->collider.dim.worldSphere.center.x = this->actor.focus.pos.x;
|
||||
this->collider.dim.worldSphere.center.y = this->actor.focus.pos.y;
|
||||
this->collider.dim.worldSphere.center.z = this->actor.focus.pos.z;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
this->actionFunc = EnBat_Perch;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A4431C.s")
|
||||
void EnBat_Perch(EnBat* this, PlayState* play) {
|
||||
EnBat_StepAnimation(this, 1);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A443D8.s")
|
||||
void EnBat_SetupFlyIdle(EnBat* this) {
|
||||
this->timer = 100;
|
||||
this->collider.base.acFlags |= AC_ON;
|
||||
this->actor.speedXZ = 3.5f;
|
||||
this->actionFunc = EnBat_FlyIdle;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Update.s")
|
||||
void EnBat_FlyIdle(EnBat* this, PlayState* play) {
|
||||
s32 finishedRotStep;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Draw.s")
|
||||
EnBat_StepAnimation(this, 1);
|
||||
|
||||
finishedRotStep = Math_ScaledStepToS(&this->actor.shape.rot.y, this->yawTarget, 0x300);
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
this->actor.bgCheckFlags &= ~8;
|
||||
this->yawTarget = this->actor.wallYaw;
|
||||
} else if (Math3D_XZDistanceSquared(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
|
||||
this->actor.home.pos.z) > SQ(300.0f)) {
|
||||
this->yawTarget = Actor_YawToPoint(&this->actor, &this->actor.home.pos);
|
||||
} else if (finishedRotStep && (Rand_ZeroOne() < 0.015f)) {
|
||||
this->yawTarget =
|
||||
this->actor.shape.rot.y + (((s32)(0x1000 * Rand_ZeroOne()) + 0x1000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1));
|
||||
}
|
||||
|
||||
finishedRotStep = Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100);
|
||||
|
||||
if ((this->actor.bgCheckFlags & 1) || (this->actor.depthInWater > -40.0f)) {
|
||||
this->pitchTarget = -0x1000;
|
||||
} else if (this->actor.world.pos.y < (this->actor.home.pos.y - 100.0f)) {
|
||||
this->pitchTarget = -((s32)(0x800 * Rand_ZeroOne()) + 0x800);
|
||||
} else if ((this->actor.home.pos.y + 100.0f) < this->actor.world.pos.y) {
|
||||
this->pitchTarget = (s32)(0x800 * Rand_ZeroOne()) + 0x800;
|
||||
} else if ((finishedRotStep) && (Rand_ZeroOne() < 0.015f)) {
|
||||
this->pitchTarget += (s16)(((s32)(0x400 * Rand_ZeroOne()) + 0x400) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1));
|
||||
this->pitchTarget = CLAMP(this->pitchTarget, -0x1000, 0x1000);
|
||||
}
|
||||
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
if ((this->actor.xzDistToPlayer < 300.0f) && (this->timer == 0) && (Player_GetMask(play) != PLAYER_MASK_STONE) &&
|
||||
(sNumberAttacking < BAD_BAT_MAX_NUMBER_ATTACKING) &&
|
||||
(!(this->paramFlags & BAD_BAT_PARAMFLAG_CHECK_HEIGHTREL) || (fabsf(this->actor.playerHeightRel) < 150.0f))) {
|
||||
EnBat_SetupDiveAttack(this);
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_SetupDiveAttack(EnBat* this) {
|
||||
this->collider.base.atFlags |= AT_ON;
|
||||
this->timer = 300;
|
||||
this->actor.speedXZ = 4.0f;
|
||||
sNumberAttacking++;
|
||||
this->actionFunc = EnBat_DiveAttack;
|
||||
}
|
||||
|
||||
void EnBat_DiveAttack(EnBat* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 isFacingPlayer;
|
||||
Vec3f preyPos;
|
||||
|
||||
EnBat_StepAnimation(this, 2);
|
||||
isFacingPlayer = Actor_IsFacingPlayer(&this->actor, 0x2800);
|
||||
|
||||
if (isFacingPlayer) {
|
||||
s16 pitchTarget;
|
||||
|
||||
preyPos.x = player->actor.world.pos.x;
|
||||
preyPos.y = player->actor.world.pos.y + 20.0f;
|
||||
preyPos.z = player->actor.world.pos.z;
|
||||
|
||||
pitchTarget = Actor_PitchToPoint(&this->actor, &preyPos);
|
||||
pitchTarget = CLAMP(pitchTarget, -0x3000, 0x3000);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 0x40);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, -0x800, 2, 0x100, 0x10);
|
||||
}
|
||||
if (isFacingPlayer || (this->actor.xzDistToPlayer > 80.0f)) {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 4, 0xC00, 0xC0);
|
||||
}
|
||||
|
||||
this->timer--;
|
||||
|
||||
if ((this->timer == 0) || (this->collider.base.atFlags & AT_HIT) || (Player_GetMask(play) == PLAYER_MASK_STONE) ||
|
||||
(this->actor.bgCheckFlags & 1) || (player->stateFlags1 & PLAYER_STATE1_800000) ||
|
||||
(this->actor.depthInWater > -40.0f)) {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_ATTACK);
|
||||
}
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
sNumberAttacking--;
|
||||
EnBat_SetupFlyIdle(this);
|
||||
} else if ((this->actor.bgCheckFlags & 8) &&
|
||||
(ABS_ALT(BINANG_SUB(this->actor.wallYaw, this->actor.yawTowardsPlayer)) > 0x6800)) {
|
||||
sNumberAttacking--;
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
this->actor.bgCheckFlags &= ~8;
|
||||
this->yawTarget = this->actor.wallYaw;
|
||||
EnBat_SetupFlyIdle(this);
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_SetupDie(EnBat* this, PlayState* play) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
|
||||
this->actor.bgCheckFlags &= ~1;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_DEAD);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_ICE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
|
||||
this->drawDmgEffAlpha = 1.0f;
|
||||
this->drawDmgEffFrozenSteamScale = 60.0f * (0.45f / 40.0f);
|
||||
this->drawDmgEffScale = 0.45f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_LIGHT) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_LIGHT_ORBS;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffScale = 0.45f;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->collider.info.bumper.hitPos.x,
|
||||
this->collider.info.bumper.hitPos.y, this->collider.info.bumper.hitPos.z, 0, 0, 0,
|
||||
CLEAR_TAG_SMALL_LIGHT_RAYS);
|
||||
} else if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_FIRE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffScale = 0.45f;
|
||||
}
|
||||
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
|
||||
|
||||
if (this->actor.flags & ACTOR_FLAG_8000) {
|
||||
this->actor.speedXZ = 0.0f;
|
||||
}
|
||||
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
this->actor.flags |= ACTOR_FLAG_10;
|
||||
this->actionFunc = EnBat_Die;
|
||||
}
|
||||
|
||||
void EnBat_Die(EnBat* this, PlayState* play) {
|
||||
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
|
||||
this->actor.colorFilterTimer = 40;
|
||||
|
||||
if (!(this->actor.flags & ACTOR_FLAG_8000)) { // Carried by arrow
|
||||
if (this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
|
||||
this->actor.shape.rot.z += 0x1780;
|
||||
}
|
||||
|
||||
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
|
||||
if (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
Actor_SpawnIceEffects(play, &this->actor, this->bodyPartPoss, ARRAY_COUNT(this->bodyPartPoss), 2, 0.2f,
|
||||
0.2f);
|
||||
}
|
||||
|
||||
func_800B3030(play, &this->actor.world.pos, &gZeroVec3f, &gZeroVec3f, 100, 0, 0);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 11, NA_SE_EN_EXTINCT);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
|
||||
if (this->actor.room == -1) {
|
||||
Actor* enemy = NULL;
|
||||
|
||||
// Search for other EnBats. If find none, set switch flag.
|
||||
do {
|
||||
enemy = SubS_FindActor(play, enemy, ACTORCAT_ENEMY, ACTOR_EN_BAT);
|
||||
if (enemy != NULL) {
|
||||
if (enemy != &this->actor) {
|
||||
break;
|
||||
}
|
||||
enemy = enemy->next;
|
||||
}
|
||||
} while (enemy != NULL);
|
||||
|
||||
if (enemy == NULL) {
|
||||
Flags_SetSwitch(play, this->switchFlag);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_SetupStunned(EnBat* this) {
|
||||
if (this->actionFunc != EnBat_Stunned) {
|
||||
this->actor.shape.yOffset = 700.0f;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.world.pos.y += 13.0f;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, this->timer);
|
||||
this->actionFunc = EnBat_Stunned;
|
||||
}
|
||||
|
||||
void EnBat_Stunned(EnBat* this, PlayState* play) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x100);
|
||||
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
EnBat_SetupFlyIdle(this);
|
||||
}
|
||||
} else {
|
||||
this->actor.colorFilterTimer = 40;
|
||||
if (this->drawDmgEffAlpha > 0.0f) {
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_UpdateDamage(EnBat* this, PlayState* play) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
|
||||
Actor_SetDropFlag(&this->actor, &this->collider.info);
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
|
||||
if (this->actionFunc == EnBat_DiveAttack) {
|
||||
sNumberAttacking--;
|
||||
}
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_ELECTRIC) {
|
||||
this->timer = 40;
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_LARGE;
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
this->drawDmgEffScale = 0.45f;
|
||||
EnBat_SetupStunned(this);
|
||||
} else if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_STUN) {
|
||||
this->timer = 40;
|
||||
EnBat_SetupStunned(this);
|
||||
} else {
|
||||
Actor_ApplyDamage(&this->actor);
|
||||
EnBat_SetupDie(this, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_Update(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
EnBat* this = THIS;
|
||||
|
||||
if (this->actor.room == -1) {
|
||||
sAlreadySpawned = true;
|
||||
}
|
||||
|
||||
EnBat_UpdateDamage(this, play);
|
||||
this->actionFunc(this, play);
|
||||
|
||||
if (this->actionFunc != EnBat_Stunned) {
|
||||
Math_StepToF(&this->actor.shape.yOffset, 2000.0f, 200.0f);
|
||||
}
|
||||
|
||||
if (this->actionFunc != EnBat_Perch) {
|
||||
Vec3f prevPos;
|
||||
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.world.rot.x = -this->actor.shape.rot.x;
|
||||
Math_Vec3f_Copy(&prevPos, &this->actor.prevPos);
|
||||
|
||||
if ((this->actor.colChkInfo.health != 0) && (this->actionFunc != EnBat_Stunned)) {
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
}
|
||||
|
||||
if (this->actionFunc == EnBat_DiveAttack) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 5);
|
||||
} else if ((this->actionFunc != EnBat_FlyIdle) ||
|
||||
((this->actor.xzDistToPlayer < 400.0f) && (this->actor.projectedPos.z > 0.0f))) {
|
||||
if (this->paramFlags & BAD_BAT_PARAMFLAG_0) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 5);
|
||||
} else {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 4);
|
||||
}
|
||||
} else {
|
||||
Math_Vec3f_Copy(&this->actor.prevPos, &prevPos);
|
||||
}
|
||||
|
||||
Actor_SetFocus(&this->actor, this->actor.shape.yOffset * 0.01f);
|
||||
this->collider.dim.worldSphere.center.x = this->actor.focus.pos.x;
|
||||
this->collider.dim.worldSphere.center.y = this->actor.focus.pos.y;
|
||||
this->collider.dim.worldSphere.center.z = this->actor.focus.pos.z;
|
||||
}
|
||||
|
||||
if (this->collider.base.atFlags & AT_ON) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
if (this->actionFunc == EnBat_DiveAttack) {
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
if (this->collider.base.acFlags & AC_ON) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
if (this->drawDmgEffAlpha > 0.0f) {
|
||||
if (this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
Math_StepToF(&this->drawDmgEffAlpha, 0.0f, 0.05f);
|
||||
this->drawDmgEffScale = (this->drawDmgEffAlpha + 1.0f) * 0.225f;
|
||||
this->drawDmgEffScale = CLAMP_MAX(this->drawDmgEffScale, 0.45f);
|
||||
} else if (!Math_StepToF(&this->drawDmgEffFrozenSteamScale, 0.45f, 0.45f / 40.0f)) {
|
||||
func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBat_Draw(Actor* thisx, PlayState* play) {
|
||||
EnBat* this = THIS;
|
||||
Gfx* gfx;
|
||||
|
||||
// Draw body and wings
|
||||
if (this->actor.projectedPos.z > 0.0f) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gfx = POLY_OPA_DISP;
|
||||
|
||||
gSPDisplayList(&gfx[0], &sSetupDL[6 * 25]);
|
||||
gSPMatrix(&gfx[1], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(&gfx[2], gBadBatSetupDL);
|
||||
gSPDisplayList(&gfx[3], gBadBatBodyDL);
|
||||
gSPDisplayList(&gfx[4], sWingsDLs[this->animationFrame]);
|
||||
|
||||
POLY_OPA_DISP = &gfx[5];
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
// Draw damage effects
|
||||
if (this->drawDmgEffAlpha > 0.0f) {
|
||||
s16 rollAngle;
|
||||
|
||||
if (this->animationFrame < BAD_BAT_FLAP_FRAME - 1) {
|
||||
rollAngle = this->animationFrame * (15 * (0x10000 / 360));
|
||||
} else {
|
||||
rollAngle = (this->animationFrame >= BAD_BAT_FLAP_FRAME)
|
||||
? (this->animationFrame * (15 * (0x10000 / 360))) - (120 * (0x10000 / 360))
|
||||
: 0;
|
||||
}
|
||||
Matrix_MultZero(&this->bodyPartPoss[0]);
|
||||
Matrix_RotateZS(rollAngle, MTXMODE_APPLY);
|
||||
Matrix_MultVecX(1700.0f, &this->bodyPartPoss[1]);
|
||||
Matrix_RotateZS(-2 * rollAngle, MTXMODE_APPLY);
|
||||
Matrix_MultVecX(-1700.0f, &this->bodyPartPoss[2]);
|
||||
Actor_DrawDamageEffects(play, &this->actor, this->bodyPartPoss, ARRAY_COUNT(this->bodyPartPoss),
|
||||
this->drawDmgEffScale, this->drawDmgEffFrozenSteamScale, this->drawDmgEffAlpha,
|
||||
this->drawDmgEffType);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,6 +3,22 @@
|
|||
|
||||
#include "global.h"
|
||||
|
||||
#define BAD_BAT_GET_TYPE(thisx) (((thisx)->params >> 0) & 0x1F)
|
||||
#define BAD_BAT_GET_PARAMFLAGS(thisx) (((thisx)->params >> 5) & 7)
|
||||
#define BAD_BAT_GET_SWITCHFLAG(thisx) (((thisx)->params >> 8) & 0xFF)
|
||||
#define BAD_BAT_PARAMS(switchFlag, paramflags, type) ((type) | ((paramflags) << 5) | ((switchFlag) << 8))
|
||||
|
||||
//! PARAMFLAGS
|
||||
//! Affects which flags are used in Actor_UpdateBgCheckInfo in certain circumstances
|
||||
#define BAD_BAT_PARAMFLAG_0 (1 << 0)
|
||||
//! Whether to apply a height range check to attack
|
||||
#define BAD_BAT_PARAMFLAG_CHECK_HEIGHTREL (1 << 1)
|
||||
//! Spawn as perching instead of flying
|
||||
#define BAD_BAT_PARAMFLAG_PERCH (1 << 2)
|
||||
|
||||
#define BAD_BAT_GET_NUMBER_TO_SPAWN(thisx) ((thisx)->params)
|
||||
#define BAD_BAT_SPAWN_COUNT(n) (n)
|
||||
|
||||
struct EnBat;
|
||||
|
||||
typedef void (*EnBatActionFunc)(struct EnBat*, PlayState*);
|
||||
|
|
@ -10,7 +26,18 @@ typedef void (*EnBatActionFunc)(struct EnBat*, PlayState*);
|
|||
typedef struct EnBat {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ EnBatActionFunc actionFunc;
|
||||
/* 0x148 */ char unk_148[0x94];
|
||||
/* 0x148 */ u8 drawDmgEffType;
|
||||
/* 0x149 */ u8 paramFlags;
|
||||
/* 0x14A */ s16 switchFlag;
|
||||
/* 0x14C */ s16 timer;
|
||||
/* 0x14E */ s16 pitchTarget;
|
||||
/* 0x150 */ s16 yawTarget;
|
||||
/* 0x152 */ s16 animationFrame; //!< Manual animation using displaylists
|
||||
/* 0x154 */ f32 drawDmgEffScale;
|
||||
/* 0x158 */ f32 drawDmgEffFrozenSteamScale;
|
||||
/* 0x15C */ f32 drawDmgEffAlpha;
|
||||
/* 0x160 */ Vec3f bodyPartPoss[3];
|
||||
/* 0x184 */ ColliderSphere collider;
|
||||
} EnBat; // size = 0x1DC
|
||||
|
||||
extern const ActorInit En_Bat_InitVars;
|
||||
|
|
|
|||
|
|
@ -68,42 +68,53 @@ static ColliderJntSphInit sJntSphInit = {
|
|||
|
||||
static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 30, 30 };
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ GUAY_DMGEFF_NONE,
|
||||
/* 1 */ GUAY_DMGEFF_STUN,
|
||||
/* 2 */ GUAY_DMGEFF_FIRE,
|
||||
/* 3 */ GUAY_DMGEFF_ICE,
|
||||
/* 4 */ GUAY_DMGEFF_LIGHT,
|
||||
/* 5 */ GUAY_DMGEFF_ELECTRIC,
|
||||
} GuayDamageEffect;
|
||||
|
||||
static DamageTable sDamageTable = {
|
||||
/* Deku Nut */ DMG_ENTRY(0, 0x1),
|
||||
/* Deku Stick */ DMG_ENTRY(1, 0x0),
|
||||
/* Horse trample */ DMG_ENTRY(1, 0x0),
|
||||
/* Explosives */ DMG_ENTRY(1, 0x0),
|
||||
/* Zora boomerang */ DMG_ENTRY(1, 0x0),
|
||||
/* Normal arrow */ DMG_ENTRY(1, 0x0),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0),
|
||||
/* Hookshot */ DMG_ENTRY(1, 0x0),
|
||||
/* Goron punch */ DMG_ENTRY(1, 0x0),
|
||||
/* Sword */ DMG_ENTRY(1, 0x0),
|
||||
/* Goron pound */ DMG_ENTRY(1, 0x0),
|
||||
/* Fire arrow */ DMG_ENTRY(2, 0x2),
|
||||
/* Ice arrow */ DMG_ENTRY(2, 0x3),
|
||||
/* Light arrow */ DMG_ENTRY(2, 0x4),
|
||||
/* Goron spikes */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku spin */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku bubble */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku launch */ DMG_ENTRY(2, 0x0),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x1),
|
||||
/* Zora barrier */ DMG_ENTRY(0, 0x5),
|
||||
/* Normal shield */ DMG_ENTRY(0, 0x0),
|
||||
/* Light ray */ DMG_ENTRY(0, 0x0),
|
||||
/* Thrown object */ DMG_ENTRY(1, 0x0),
|
||||
/* Zora punch */ DMG_ENTRY(1, 0x0),
|
||||
/* Spin attack */ DMG_ENTRY(1, 0x0),
|
||||
/* Sword beam */ DMG_ENTRY(0, 0x0),
|
||||
/* Normal Roll */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
|
||||
/* Unblockable */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0),
|
||||
/* Powder Keg */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku Nut */ DMG_ENTRY(0, GUAY_DMGEFF_STUN),
|
||||
/* Deku Stick */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Horse trample */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Explosives */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Zora boomerang */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Normal arrow */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Hookshot */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Goron punch */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Sword */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Goron pound */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Fire arrow */ DMG_ENTRY(2, GUAY_DMGEFF_FIRE),
|
||||
/* Ice arrow */ DMG_ENTRY(2, GUAY_DMGEFF_ICE),
|
||||
/* Light arrow */ DMG_ENTRY(2, GUAY_DMGEFF_LIGHT),
|
||||
/* Goron spikes */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Deku spin */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Deku bubble */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Deku launch */ DMG_ENTRY(2, GUAY_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, GUAY_DMGEFF_STUN),
|
||||
/* Zora barrier */ DMG_ENTRY(0, GUAY_DMGEFF_ELECTRIC),
|
||||
/* Normal shield */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Light ray */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Thrown object */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Zora punch */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Spin attack */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
/* Sword beam */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Normal Roll */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Unblockable */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, GUAY_DMGEFF_NONE),
|
||||
/* Powder Keg */ DMG_ENTRY(1, GUAY_DMGEFF_NONE),
|
||||
};
|
||||
|
||||
static s32 D_8099C0CC = 0;
|
||||
#define GUAY_NUMBER_OF_DEAD_TO_SPAWN_MEGAGUAY 10
|
||||
|
||||
static s32 sDeadCount = 0;
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
|
||||
|
|
@ -122,7 +133,9 @@ void EnCrow_Init(Actor* thisx, PlayState* play) {
|
|||
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
|
||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
|
||||
ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
|
||||
D_8099C0CC = 0;
|
||||
|
||||
sDeadCount = 0;
|
||||
|
||||
if (this->actor.parent != NULL) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
}
|
||||
|
|
@ -162,40 +175,40 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
this->aimRotY = this->actor.wallYaw;
|
||||
this->yawTarget = this->actor.wallYaw;
|
||||
} else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 300.0f) {
|
||||
this->aimRotY = Actor_YawToPoint(&this->actor, &this->actor.home.pos);
|
||||
this->yawTarget = Actor_YawToPoint(&this->actor, &this->actor.home.pos);
|
||||
}
|
||||
|
||||
if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 5, 0x300, 0x10) == 0) && onInitialAnimFrame &&
|
||||
if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->yawTarget, 5, 0x300, 0x10) == 0) && onInitialAnimFrame &&
|
||||
(Rand_ZeroOne() < 0.1f)) {
|
||||
|
||||
yaw = (Actor_YawToPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y);
|
||||
if (yaw > 0) {
|
||||
this->aimRotY += Rand_S16Offset(0x1000, 0x1000);
|
||||
this->yawTarget += Rand_S16Offset(0x1000, 0x1000);
|
||||
} else {
|
||||
this->aimRotY -= Rand_S16Offset(0x1000, 0x1000);
|
||||
this->yawTarget -= Rand_S16Offset(0x1000, 0x1000);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_CRY);
|
||||
}
|
||||
|
||||
if ((this->actor.depthInWater > -40.0f) || (this->actor.bgCheckFlags & 1)) {
|
||||
this->aimRotX = -0x1000;
|
||||
this->pitchTarget = -0x1000;
|
||||
} else if (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f)) {
|
||||
this->aimRotX = -Rand_S16Offset(0x800, 0x800);
|
||||
this->pitchTarget = -Rand_S16Offset(0x800, 0x800);
|
||||
} else if (this->actor.world.pos.y > (this->actor.home.pos.y + 50.0f)) {
|
||||
this->aimRotX = Rand_S16Offset(0x800, 0x800);
|
||||
this->pitchTarget = Rand_S16Offset(0x800, 0x800);
|
||||
}
|
||||
|
||||
if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 0xA, 0x100, 8) == 0) && onInitialAnimFrame &&
|
||||
if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0xA, 0x100, 8) == 0) && onInitialAnimFrame &&
|
||||
(Rand_ZeroOne() < 0.1f)) {
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
this->aimRotX -= Rand_S16Offset(0x400, 0x400);
|
||||
this->pitchTarget -= Rand_S16Offset(0x400, 0x400);
|
||||
} else {
|
||||
this->aimRotX += Rand_S16Offset(0x400, 0x400);
|
||||
this->pitchTarget += Rand_S16Offset(0x400, 0x400);
|
||||
}
|
||||
|
||||
this->aimRotX = CLAMP(this->aimRotX, -0x1000, 0x1000);
|
||||
this->pitchTarget = CLAMP(this->pitchTarget, -0x1000, 0x1000);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
|
|
@ -206,7 +219,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) {
|
|||
this->timer--;
|
||||
}
|
||||
if ((this->timer == 0) &&
|
||||
(((this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & 0x800000)) || (dist < 300.0f)) &&
|
||||
(((this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & PLAYER_STATE1_800000)) || (dist < 300.0f)) &&
|
||||
(this->actor.depthInWater < -40.0f) && (Player_GetMask(play) != PLAYER_MASK_STONE)) {
|
||||
if (dist < this->actor.xzDistToPlayer) {
|
||||
this->actor.child = this->actor.parent;
|
||||
|
|
@ -227,9 +240,7 @@ void EnCrow_SetupDiveAttack(EnCrow* this) {
|
|||
void EnCrow_DiveAttack(EnCrow* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 isFacingActor;
|
||||
Vec3f pos;
|
||||
s16 pitch;
|
||||
s16 pitchTarget;
|
||||
Vec3f targetPos;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (this->timer != 0) {
|
||||
|
|
@ -238,27 +249,30 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) {
|
|||
isFacingActor = Actor_ActorAIsFacingActorB(&this->actor, this->actor.child, 0x2800);
|
||||
|
||||
if (isFacingActor) {
|
||||
s16 pitchTarget;
|
||||
|
||||
if (&player->actor == this->actor.child) {
|
||||
pos.y = this->actor.child->world.pos.y + 20.0f;
|
||||
targetPos.y = this->actor.child->world.pos.y + 20.0f;
|
||||
} else {
|
||||
pos.y = this->actor.child->world.pos.y + 40.0f;
|
||||
targetPos.y = this->actor.child->world.pos.y + 40.0f;
|
||||
}
|
||||
pos.x = this->actor.child->world.pos.x;
|
||||
pos.z = this->actor.child->world.pos.z;
|
||||
pitch = Actor_PitchToPoint(&this->actor, &pos);
|
||||
pitchTarget = CLAMP(pitch, -0x3000, 0x3000);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 64);
|
||||
targetPos.x = this->actor.child->world.pos.x;
|
||||
targetPos.z = this->actor.child->world.pos.z;
|
||||
pitchTarget = Actor_PitchToPoint(&this->actor, &targetPos);
|
||||
pitchTarget = CLAMP(pitchTarget, -0x3000, 0x3000);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 0x40);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, -0x800, 2, 0x100, 16);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, -0x800, 2, 0x100, 0x10);
|
||||
}
|
||||
|
||||
if (isFacingActor || (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) > 80.0f)) {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, this->actor.child), 4, 0xC00,
|
||||
0xC0);
|
||||
}
|
||||
|
||||
if (((this->timer == 0) || ((&player->actor != this->actor.child) && (this->actor.child->home.rot.z != 0)) ||
|
||||
((&player->actor == this->actor.child) &&
|
||||
((Player_GetMask(play) == PLAYER_MASK_STONE) || (player->stateFlags1 & 0x800000))) ||
|
||||
((Player_GetMask(play) == PLAYER_MASK_STONE) || (player->stateFlags1 & PLAYER_STATE1_800000))) ||
|
||||
((this->collider.base.atFlags & AT_HIT) || (this->actor.bgCheckFlags & 9))) ||
|
||||
(this->actor.depthInWater > -40.0f)) {
|
||||
|
||||
|
|
@ -271,9 +285,9 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnCrow_CheckIfFrozen(EnCrow* this, PlayState* play) {
|
||||
if (this->deathMode == 10) {
|
||||
this->deathMode = 0;
|
||||
this->effectAlpha = 0.0f;
|
||||
if (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
|
||||
this->drawDmgEffAlpha = 0.0f;
|
||||
Actor_SpawnIceEffects(play, &this->actor, this->bodyPartsPos, 4, 2, 0.2f, 0.2f);
|
||||
}
|
||||
}
|
||||
|
|
@ -291,22 +305,22 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
|
|||
this->actor.world.pos.y += 20.0f * scale;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == 3) {
|
||||
this->deathMode = 10; // Ice arrows
|
||||
this->effectAlpha = 1.0f;
|
||||
this->effectScale = 0.75f;
|
||||
this->steamScale = 0.5f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == 4) {
|
||||
this->deathMode = 20; // Light Arrows
|
||||
this->effectAlpha = 4.0f;
|
||||
this->steamScale = 0.5f;
|
||||
if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_ICE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
|
||||
this->drawDmgEffAlpha = 1.0f;
|
||||
this->drawDmgEffScale = 0.75f;
|
||||
this->drawDmgEffFrozenSteamScale = 0.5f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_LIGHT) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_LIGHT_ORBS;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffFrozenSteamScale = 0.5f;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->collider.elements->info.bumper.hitPos.x,
|
||||
this->collider.elements->info.bumper.hitPos.y, this->collider.elements->info.bumper.hitPos.z, 0, 0,
|
||||
0, CLEAR_TAG_SMALL_LIGHT_RAYS);
|
||||
} else if (this->actor.colChkInfo.damageEffect == 2) {
|
||||
this->deathMode = 0; // Fire arrows
|
||||
this->effectAlpha = 4.0f;
|
||||
this->steamScale = 0.5f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_FIRE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffFrozenSteamScale = 0.5f;
|
||||
}
|
||||
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
|
||||
|
|
@ -325,7 +339,7 @@ void EnCrow_Damaged(EnCrow* this, PlayState* play) {
|
|||
this->actor.colorFilterTimer = 40;
|
||||
|
||||
if (!(this->actor.flags & ACTOR_FLAG_8000)) {
|
||||
if (this->deathMode != 10) {
|
||||
if (this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
|
||||
this->actor.shape.rot.z += 0x1780;
|
||||
}
|
||||
|
|
@ -351,14 +365,14 @@ void EnCrow_SetupDie(EnCrow* this) {
|
|||
void EnCrow_Die(EnCrow* this, PlayState* play) {
|
||||
f32 stepScale;
|
||||
|
||||
if (this->actor.params != 0) {
|
||||
if (this->actor.params != GUAY_TYPE_NORMAL) {
|
||||
stepScale = 0.006f;
|
||||
} else {
|
||||
stepScale = 0.002f;
|
||||
}
|
||||
if (Math_StepToF(&this->actor.scale.x, 0.0f, stepScale) != 0) {
|
||||
if (this->actor.params == 0) {
|
||||
D_8099C0CC++;
|
||||
if (Math_StepToF(&this->actor.scale.x, 0.0f, stepScale)) {
|
||||
if (this->actor.params == GUAY_TYPE_NORMAL) {
|
||||
sDeadCount++;
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x80);
|
||||
} else {
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x90);
|
||||
|
|
@ -370,11 +384,11 @@ void EnCrow_Die(EnCrow* this, PlayState* play) {
|
|||
|
||||
void EnCrow_SetupTurnAway(EnCrow* this) {
|
||||
this->timer = 100;
|
||||
this->aimRotX = -0x1000;
|
||||
this->pitchTarget = -0x1000;
|
||||
this->actor.speedXZ = 3.5f;
|
||||
this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->yawTarget = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->skelAnime.playSpeed = 2.0f;
|
||||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_STUN) {
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
|
||||
} else {
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
|
||||
|
|
@ -387,13 +401,13 @@ void EnCrow_TurnAway(EnCrow* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
this->aimRotY = this->actor.wallYaw;
|
||||
this->yawTarget = this->actor.wallYaw;
|
||||
} else {
|
||||
this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->yawTarget = this->actor.yawTowardsPlayer + 0x8000;
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 3, 0xC00, 0xC0);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 5, 0x100, 0x10);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->yawTarget, 3, 0xC00, 0xC0);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, this->pitchTarget, 5, 0x100, 0x10);
|
||||
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
|
|
@ -405,12 +419,12 @@ void EnCrow_TurnAway(EnCrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnCrow_SetupRespawn(EnCrow* this) {
|
||||
if (D_8099C0CC == 10) {
|
||||
this->actor.params = 1;
|
||||
D_8099C0CC = 0;
|
||||
if (sDeadCount == GUAY_NUMBER_OF_DEAD_TO_SPAWN_MEGAGUAY) {
|
||||
this->actor.params = GUAY_TYPE_MEGA;
|
||||
sDeadCount = 0;
|
||||
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements->dim.modelSphere.radius * 0.03f * 100.0f;
|
||||
} else {
|
||||
this->actor.params = 0;
|
||||
this->actor.params = GUAY_TYPE_NORMAL;
|
||||
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements->dim.modelSphere.radius;
|
||||
}
|
||||
Animation_PlayLoop(&this->skelAnime, &gGuayFlyAnim);
|
||||
|
|
@ -421,12 +435,12 @@ void EnCrow_SetupRespawn(EnCrow* this) {
|
|||
this->actor.draw = NULL;
|
||||
this->actor.shape.yOffset = 2000.0f;
|
||||
this->actor.targetArrowOffset = 2000.0;
|
||||
this->effectAlpha = 0.0f;
|
||||
this->drawDmgEffAlpha = 0.0f;
|
||||
this->actionFunc = EnCrow_Respawn;
|
||||
}
|
||||
|
||||
void EnCrow_Respawn(EnCrow* this, PlayState* play) {
|
||||
f32 target;
|
||||
f32 scaleTarget;
|
||||
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
|
|
@ -434,12 +448,12 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) {
|
|||
if (this->timer == 0) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
this->actor.draw = EnCrow_Draw;
|
||||
if (this->actor.params != 0) {
|
||||
target = 0.03f;
|
||||
if (this->actor.params != GUAY_TYPE_NORMAL) {
|
||||
scaleTarget = 0.03f;
|
||||
} else {
|
||||
target = 0.01f;
|
||||
scaleTarget = 0.01f;
|
||||
}
|
||||
if (Math_StepToF(&this->actor.scale.x, target, target * 0.1f)) {
|
||||
if (Math_StepToF(&this->actor.scale.x, scaleTarget, scaleTarget * 0.1f)) {
|
||||
this->actor.flags |= ACTOR_FLAG_1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_10;
|
||||
this->actor.colChkInfo.health = 1;
|
||||
|
|
@ -450,18 +464,17 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) {
|
||||
|
||||
if (this->collider.base.acFlags & AT_HIT) {
|
||||
this->collider.base.acFlags &= ~AT_HIT;
|
||||
Actor_SetDropFlag(&this->actor, &this->collider.elements->info);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_STUN) {
|
||||
EnCrow_SetupTurnAway(this);
|
||||
|
||||
} else if (this->actor.colChkInfo.damageEffect == 5) {
|
||||
this->deathMode = 31; // Stunned via deku nuts or zora barrier
|
||||
this->effectAlpha = 2.0f;
|
||||
this->steamScale = 0.5f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_ELECTRIC) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM;
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
this->drawDmgEffFrozenSteamScale = 0.5f;
|
||||
EnCrow_SetupTurnAway(this);
|
||||
|
||||
} else {
|
||||
|
|
@ -475,7 +488,7 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) {
|
|||
|
||||
void EnCrow_Update(Actor* thisx, PlayState* play) {
|
||||
f32 pad;
|
||||
EnCrow* this = (EnCrow*)thisx;
|
||||
EnCrow* this = THIS;
|
||||
f32 height;
|
||||
f32 scale;
|
||||
|
||||
|
|
@ -517,23 +530,23 @@ void EnCrow_Update(Actor* thisx, PlayState* play) {
|
|||
if ((this->actor.colChkInfo.health != 0) && (Animation_OnFrame(&this->skelAnime, 3.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
||||
}
|
||||
if (this->effectAlpha > 0.0f) {
|
||||
if (this->deathMode != 10) {
|
||||
Math_StepToF(&this->effectAlpha, 0.0f, 0.05f);
|
||||
this->steamScale = (this->effectAlpha + 1.0f) * 0.25f;
|
||||
if (this->steamScale > 0.5f) {
|
||||
this->steamScale = 0.5f;
|
||||
if (this->drawDmgEffAlpha > 0.0f) {
|
||||
if (this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
Math_StepToF(&this->drawDmgEffAlpha, 0.0f, 0.05f);
|
||||
this->drawDmgEffFrozenSteamScale = (this->drawDmgEffAlpha + 1.0f) * 0.25f;
|
||||
if (this->drawDmgEffFrozenSteamScale > 0.5f) {
|
||||
this->drawDmgEffFrozenSteamScale = 0.5f;
|
||||
} else {
|
||||
this->steamScale = this->steamScale;
|
||||
this->drawDmgEffFrozenSteamScale = this->drawDmgEffFrozenSteamScale;
|
||||
}
|
||||
} else if (Math_StepToF(&this->effectScale, 0.5f, 0.0125f) == 0) {
|
||||
} else if (!Math_StepToF(&this->drawDmgEffScale, 0.5f, 0.5f * 0.025f)) {
|
||||
func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
s32 EnCrow_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnCrow* this = (EnCrow*)thisx;
|
||||
EnCrow* this = THIS;
|
||||
|
||||
if (this->actor.colChkInfo.health != 0) {
|
||||
if (limbIndex == OBJECT_CROW_LIMB_UPPER_TAIL) {
|
||||
|
|
@ -546,25 +559,23 @@ s32 EnCrow_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
|||
}
|
||||
|
||||
void EnCrow_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
EnCrow* this = (EnCrow*)thisx;
|
||||
EnCrow* this = THIS;
|
||||
|
||||
if (limbIndex == OBJECT_CROW_LIMB_BODY) {
|
||||
Matrix_MultVecX(2500.0f, this->bodyPartsPos);
|
||||
return;
|
||||
}
|
||||
if ((limbIndex == OBJECT_CROW_LIMB_RIGHT_WING_TIP) || (limbIndex == OBJECT_CROW_LIMB_LEFT_WING_TIP) ||
|
||||
(limbIndex == OBJECT_CROW_LIMB_TAIL)) {
|
||||
} else if ((limbIndex == OBJECT_CROW_LIMB_RIGHT_WING_TIP) || (limbIndex == OBJECT_CROW_LIMB_LEFT_WING_TIP) ||
|
||||
(limbIndex == OBJECT_CROW_LIMB_TAIL)) {
|
||||
Matrix_MultZero(&this->bodyPartsPos[(limbIndex >> 1) - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
void EnCrow_Draw(Actor* thisx, PlayState* play) {
|
||||
EnCrow* this = (EnCrow*)thisx;
|
||||
EnCrow* this = THIS;
|
||||
|
||||
func_8012C28C(play->state.gfxCtx);
|
||||
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
EnCrow_OverrideLimbDraw, EnCrow_PostLimbDraw, &this->actor);
|
||||
Actor_DrawDamageEffects(play, &this->actor, this->bodyPartsPos, ARRAY_COUNT(this->bodyPartsPos),
|
||||
this->actor.scale.x * 100.0f * this->steamScale, this->effectScale, this->effectAlpha,
|
||||
this->deathMode);
|
||||
this->actor.scale.x * 100.0f * this->drawDmgEffFrozenSteamScale, this->drawDmgEffScale,
|
||||
this->drawDmgEffAlpha, this->drawDmgEffType);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,6 +4,11 @@
|
|||
#include "global.h"
|
||||
#include "objects/object_crow/object_crow.h"
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ GUAY_TYPE_NORMAL,
|
||||
/* 1 */ GUAY_TYPE_MEGA
|
||||
} GuayType;
|
||||
|
||||
struct EnCrow;
|
||||
|
||||
typedef void (*EnCrowActionFunc)(struct EnCrow*, PlayState*);
|
||||
|
|
@ -12,18 +17,18 @@ typedef struct EnCrow {
|
|||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ EnCrowActionFunc actionFunc;
|
||||
/* 0x18C */ u8 deathMode;
|
||||
/* 0x18C */ u8 drawDmgEffType;
|
||||
/* 0x18E */ s16 timer;
|
||||
/* 0x190 */ s16 aimRotX;
|
||||
/* 0x192 */ s16 aimRotY;
|
||||
/* 0x190 */ s16 pitchTarget;
|
||||
/* 0x192 */ s16 yawTarget;
|
||||
/* 0x194 */ Vec3s jointTable[OBJECT_CROW_LIMB_MAX];
|
||||
/* 0x1CA */ Vec3s morphTable[OBJECT_CROW_LIMB_MAX];
|
||||
/* 0x200 */ ColliderJntSph collider;
|
||||
/* 0x220 */ ColliderJntSphElement colliderItems[1];
|
||||
/* 0x260 */ Vec3f bodyPartsPos[4];
|
||||
/* 0x290 */ f32 effectAlpha;
|
||||
/* 0x294 */ f32 steamScale;
|
||||
/* 0x298 */ f32 effectScale;
|
||||
/* 0x290 */ f32 drawDmgEffAlpha;
|
||||
/* 0x294 */ f32 drawDmgEffFrozenSteamScale;
|
||||
/* 0x298 */ f32 drawDmgEffScale;
|
||||
} EnCrow; // size = 0x29C
|
||||
|
||||
extern const ActorInit En_Crow_InitVars;
|
||||
|
|
|
|||
|
|
@ -78,39 +78,48 @@ static ColliderSphereInit sSphereInit = {
|
|||
|
||||
static CollisionCheckInfoInit sColChkInfoInit = { 1, 10, 10, 10 };
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ KEESE_DMGEFF_NONE,
|
||||
/* 1 */ KEESE_DMGEFF_STUN,
|
||||
/* 2 */ KEESE_DMGEFF_FIRE,
|
||||
/* 3 */ KEESE_DMGEFF_ICE,
|
||||
/* 4 */ KEESE_DMGEFF_LIGHT,
|
||||
/* 5 */ KEESE_DMGEFF_ELECTRIC
|
||||
} BatDamageEffect;
|
||||
|
||||
static DamageTable sDamageTable = {
|
||||
/* Deku Nut */ DMG_ENTRY(0, 0x1),
|
||||
/* Deku Stick */ DMG_ENTRY(1, 0x0),
|
||||
/* Horse trample */ DMG_ENTRY(0, 0x0),
|
||||
/* Explosives */ DMG_ENTRY(1, 0x0),
|
||||
/* Zora boomerang */ DMG_ENTRY(1, 0x0),
|
||||
/* Normal arrow */ DMG_ENTRY(1, 0x0),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0),
|
||||
/* Hookshot */ DMG_ENTRY(1, 0x0),
|
||||
/* Goron punch */ DMG_ENTRY(1, 0x0),
|
||||
/* Sword */ DMG_ENTRY(1, 0x0),
|
||||
/* Goron pound */ DMG_ENTRY(1, 0x0),
|
||||
/* Fire arrow */ DMG_ENTRY(2, 0x2),
|
||||
/* Ice arrow */ DMG_ENTRY(2, 0x3),
|
||||
/* Light arrow */ DMG_ENTRY(2, 0x4),
|
||||
/* Goron spikes */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku spin */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku bubble */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku launch */ DMG_ENTRY(2, 0x0),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x1),
|
||||
/* Zora barrier */ DMG_ENTRY(0, 0x5),
|
||||
/* Normal shield */ DMG_ENTRY(0, 0x0),
|
||||
/* Light ray */ DMG_ENTRY(0, 0x0),
|
||||
/* Thrown object */ DMG_ENTRY(1, 0x0),
|
||||
/* Zora punch */ DMG_ENTRY(1, 0x0),
|
||||
/* Spin attack */ DMG_ENTRY(1, 0x0),
|
||||
/* Sword beam */ DMG_ENTRY(0, 0x0),
|
||||
/* Normal Roll */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
|
||||
/* Unblockable */ DMG_ENTRY(0, 0x0),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0),
|
||||
/* Powder Keg */ DMG_ENTRY(1, 0x0),
|
||||
/* Deku Nut */ DMG_ENTRY(0, KEESE_DMGEFF_STUN),
|
||||
/* Deku Stick */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Horse trample */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Explosives */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Zora boomerang */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Normal arrow */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Hookshot */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Goron punch */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Sword */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Goron pound */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Fire arrow */ DMG_ENTRY(2, KEESE_DMGEFF_FIRE),
|
||||
/* Ice arrow */ DMG_ENTRY(2, KEESE_DMGEFF_ICE),
|
||||
/* Light arrow */ DMG_ENTRY(2, KEESE_DMGEFF_LIGHT),
|
||||
/* Goron spikes */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Deku spin */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Deku bubble */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Deku launch */ DMG_ENTRY(2, KEESE_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, KEESE_DMGEFF_STUN),
|
||||
/* Zora barrier */ DMG_ENTRY(0, KEESE_DMGEFF_ELECTRIC),
|
||||
/* Normal shield */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Light ray */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Thrown object */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Zora punch */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Spin attack */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
/* Sword beam */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Normal Roll */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Unblockable */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, KEESE_DMGEFF_NONE),
|
||||
/* Powder Keg */ DMG_ENTRY(1, KEESE_DMGEFF_NONE),
|
||||
};
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
|
|
@ -265,7 +274,7 @@ void EnFirefly_SetupFlyIdle(EnFirefly* this) {
|
|||
this->timer = Rand_S16Offset(70, 100);
|
||||
this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 1.5f;
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x300);
|
||||
this->targetPitch = ((this->maxAltitude < this->actor.world.pos.y) ? 0xC00 : -0xC00) + 0x1554;
|
||||
this->pitchTarget = ((this->maxAltitude < this->actor.world.pos.y) ? 0xC00 : -0xC00) + 0x1554;
|
||||
this->skelAnime.playSpeed = 1.0f;
|
||||
this->actionFunc = EnFirefly_FlyIdle;
|
||||
}
|
||||
|
|
@ -295,25 +304,25 @@ void EnFirefly_FlyIdle(EnFirefly* this, PlayState* play) {
|
|||
|
||||
// Climb if too close to ground
|
||||
if (this->actor.world.pos.y < this->actor.floorHeight + 20.0f) {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
// Descend if above maxAltitude
|
||||
} else if (this->maxAltitude < this->actor.world.pos.y) {
|
||||
this->targetPitch = 0x2154;
|
||||
this->pitchTarget = 0x2154;
|
||||
// Otherwise ascend or descend at random, biased towards ascending
|
||||
} else if (Rand_ZeroOne() > 0.35f) {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
} else {
|
||||
this->targetPitch = 0x2154;
|
||||
this->pitchTarget = 0x2154;
|
||||
}
|
||||
} else {
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
|
||||
this->targetPitch = 0x2154;
|
||||
this->pitchTarget = 0x2154;
|
||||
}
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
|
|
@ -338,19 +347,19 @@ void EnFirefly_SetupFall(EnFirefly* this, PlayState* play) {
|
|||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
|
||||
}
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == 3) {
|
||||
if (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_ICE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
|
||||
this->drawDmgEffAlpha = 1.0f;
|
||||
this->drawDmgEffScale = 0.55f;
|
||||
this->drawDmgEffFrozenSteamScale = 0.82500005f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == 4) {
|
||||
this->drawDmgEffFrozenSteamScale = 0.55f * 1.5f;
|
||||
} else if (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_LIGHT) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_LIGHT_ORBS;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffScale = 0.55f;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->collider.info.bumper.hitPos.x,
|
||||
this->collider.info.bumper.hitPos.y, this->collider.info.bumper.hitPos.z, 0, 0, 0,
|
||||
CLEAR_TAG_SMALL_LIGHT_RAYS);
|
||||
} else if (this->actor.colChkInfo.damageEffect == 2) {
|
||||
} else if (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_FIRE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
|
||||
this->drawDmgEffAlpha = 4.0f;
|
||||
this->drawDmgEffScale = 0.55f;
|
||||
|
|
@ -409,7 +418,7 @@ void EnFirefly_Die(EnFirefly* this, PlayState* play) {
|
|||
void EnFirefly_SetupDiveAttack(EnFirefly* this) {
|
||||
this->timer = Rand_S16Offset(70, 100);
|
||||
this->skelAnime.playSpeed = 1.0f;
|
||||
this->targetPitch = ((this->actor.playerHeightRel > 0.0f) ? -0xC00 : 0xC00) + 0x1554;
|
||||
this->pitchTarget = ((this->actor.playerHeightRel > 0.0f) ? -0xC00 : 0xC00) + 0x1554;
|
||||
this->actionFunc = EnFirefly_DiveAttack;
|
||||
}
|
||||
|
||||
|
|
@ -427,7 +436,7 @@ void EnFirefly_DiveAttack(EnFirefly* this, PlayState* play) {
|
|||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 2, 0xC00, 0x300);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100);
|
||||
} else if (Actor_IsFacingPlayer(&this->actor, 0x2800)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 4.0f)) {
|
||||
this->skelAnime.playSpeed = 0.0f;
|
||||
|
|
@ -447,19 +456,19 @@ void EnFirefly_DiveAttack(EnFirefly* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
}
|
||||
|
||||
if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
|
||||
this->targetPitch = 0x2154;
|
||||
this->pitchTarget = 0x2154;
|
||||
} else {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100);
|
||||
}
|
||||
|
||||
if ((this->timer == 0) || (Player_GetMask(play) == PLAYER_MASK_STONE) || (player->stateFlags2 & 0x80) ||
|
||||
if ((this->timer == 0) || (Player_GetMask(play) == PLAYER_MASK_STONE) || (player->stateFlags2 & PLAYER_STATE2_80) ||
|
||||
(player->actor.freezeTimer > 0)) {
|
||||
EnFirefly_SetupFlyAway(this);
|
||||
}
|
||||
|
|
@ -491,7 +500,7 @@ void EnFirefly_Rebound(EnFirefly* this, PlayState* play) {
|
|||
|
||||
void EnFirefly_SetupFlyAway(EnFirefly* this) {
|
||||
this->timer = 150;
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
this->actionFunc = EnFirefly_FlyAway;
|
||||
this->skelAnime.playSpeed = 1.0f;
|
||||
}
|
||||
|
|
@ -513,11 +522,11 @@ void EnFirefly_FlyAway(EnFirefly* this, PlayState* play) {
|
|||
Math_StepToF(&this->actor.speedXZ, 3.0f, 0.3f);
|
||||
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
|
||||
this->targetPitch = 0x2154;
|
||||
this->pitchTarget = 0x2154;
|
||||
} else {
|
||||
this->targetPitch = 0x954;
|
||||
this->pitchTarget = 0x954;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
|
|
@ -526,7 +535,7 @@ void EnFirefly_FlyAway(EnFirefly* this, PlayState* play) {
|
|||
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x300);
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100);
|
||||
}
|
||||
|
||||
void EnFirefly_SetupStunned(EnFirefly* this) {
|
||||
|
|
@ -632,10 +641,10 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
|
|||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
Actor_SetDropFlag(&this->actor, &this->collider.info);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
if (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_STUN) {
|
||||
this->timer = 40;
|
||||
EnFirefly_SetupStunned(this);
|
||||
} else if (this->actor.colChkInfo.damageEffect == 5) {
|
||||
} else if (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_ELECTRIC) {
|
||||
this->timer = 40;
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM;
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
|
|
@ -647,9 +656,9 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
|
|||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
|
||||
// Negate effects of fire on Fire Keese and Ice on Ice Keese
|
||||
if (((this->currentType == KEESE_FIRE) && (this->actor.colChkInfo.damageEffect == 2)) ||
|
||||
((this->currentType == KEESE_ICE) && (this->actor.colChkInfo.damageEffect == 3))) {
|
||||
this->actor.colChkInfo.damageEffect = 0;
|
||||
if (((this->currentType == KEESE_FIRE) && (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_FIRE)) ||
|
||||
((this->currentType == KEESE_ICE) && (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_ICE))) {
|
||||
this->actor.colChkInfo.damageEffect = KEESE_DMGEFF_NONE;
|
||||
}
|
||||
|
||||
EnFirefly_SetupFall(this, play);
|
||||
|
|
@ -714,7 +723,7 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
|
|||
Math_StepToF(&this->drawDmgEffAlpha, 0.0f, 0.05f);
|
||||
this->drawDmgEffScale = (this->drawDmgEffAlpha + 1.0f) * 0.275f;
|
||||
this->drawDmgEffScale = CLAMP_MAX(this->drawDmgEffScale, 0.55f);
|
||||
} else if (!Math_StepToF(&this->drawDmgEffFrozenSteamScale, 0.55f, 0.01375f)) {
|
||||
} else if (!Math_StepToF(&this->drawDmgEffFrozenSteamScale, 0.55f, 0.55f / 40.0f)) {
|
||||
func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
|
@ -755,7 +764,7 @@ void EnFirefly_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
|
|||
|
||||
if ((this->currentType != KEESE_FIRE) && (limbIndex == 27)) {
|
||||
gSPDisplayList((*gfx)++, object_firefly_DL_001678);
|
||||
} else if ((this->unk_2F4 != play->gameplayFrames) &&
|
||||
} else if ((this->lastDrawnFrame != play->gameplayFrames) &&
|
||||
((this->auraType == KEESE_AURA_FIRE) || (this->auraType == KEESE_AURA_ICE)) &&
|
||||
((limbIndex == 15) || (limbIndex == 21))) {
|
||||
if (this->actionFunc != EnFirefly_Die) {
|
||||
|
|
@ -832,7 +841,7 @@ void EnFirefly_Draw(Actor* thisx, PlayState* play) {
|
|||
Actor_DrawDamageEffects(play, NULL, this->limbPos, ARRAY_COUNT(this->limbPos),
|
||||
this->drawDmgEffScale * this->actor.scale.y * 200.0f, this->drawDmgEffFrozenSteamScale,
|
||||
this->drawDmgEffAlpha, this->drawDmgEffType);
|
||||
this->unk_2F4 = play->gameplayFrames;
|
||||
this->lastDrawnFrame = play->gameplayFrames;
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,14 +26,14 @@ typedef struct EnFirefly {
|
|||
/* 0x18E */ u8 isInvisible;
|
||||
/* 0x18F */ u8 drawDmgEffType;
|
||||
/* 0x190 */ s16 timer;
|
||||
/* 0x192 */ s16 targetPitch;
|
||||
/* 0x192 */ s16 pitchTarget;
|
||||
/* 0x194 */ Vec3s jointTable[28];
|
||||
/* 0x23C */ Vec3s morphTable[28];
|
||||
/* 0x2E4 */ f32 maxAltitude;
|
||||
/* 0x2E8 */ f32 drawDmgEffAlpha;
|
||||
/* 0x2E8 */ f32 drawDmgEffScale;
|
||||
/* 0x2E8 */ f32 drawDmgEffFrozenSteamScale;
|
||||
/* 0x2F4 */ u32 unk_2F4;
|
||||
/* 0x2F4 */ u32 lastDrawnFrame;
|
||||
/* 0x2F8 */ Vec3f limbPos[3];
|
||||
/* 0x31C */ ColliderSphere collider;
|
||||
} EnFirefly; // size = 0x374
|
||||
|
|
|
|||
|
|
@ -10416,19 +10416,19 @@
|
|||
0x80A43274:("EnTest4_Update",),
|
||||
0x80A434E0:("EnBat_Init",),
|
||||
0x80A437A0:("EnBat_Destroy",),
|
||||
0x80A437CC:("func_80A437CC",),
|
||||
0x80A43810:("func_80A43810",),
|
||||
0x80A43870:("func_80A43870",),
|
||||
0x80A438D4:("func_80A438D4",),
|
||||
0x80A438F8:("func_80A438F8",),
|
||||
0x80A4392C:("func_80A4392C",),
|
||||
0x80A43CA0:("func_80A43CA0",),
|
||||
0x80A43CE8:("func_80A43CE8",),
|
||||
0x80A43F60:("func_80A43F60",),
|
||||
0x80A44114:("func_80A44114",),
|
||||
0x80A44294:("func_80A44294",),
|
||||
0x80A4431C:("func_80A4431C",),
|
||||
0x80A443D8:("func_80A443D8",),
|
||||
0x80A437CC:("EnBat_IsGraveyardOnSecondDay",),
|
||||
0x80A43810:("EnBat_StepAnimation",),
|
||||
0x80A43870:("EnBat_SetupPerch",),
|
||||
0x80A438D4:("EnBat_Perch",),
|
||||
0x80A438F8:("EnBat_SetupFlyIdle",),
|
||||
0x80A4392C:("EnBat_FlyIdle",),
|
||||
0x80A43CA0:("EnBat_SetupDiveAttack",),
|
||||
0x80A43CE8:("EnBat_DiveAttack",),
|
||||
0x80A43F60:("EnBat_SetupDie",),
|
||||
0x80A44114:("EnBat_Die",),
|
||||
0x80A44294:("EnBat_SetupStunned",),
|
||||
0x80A4431C:("EnBat_Stunned",),
|
||||
0x80A443D8:("EnBat_UpdateDamage",),
|
||||
0x80A444B8:("EnBat_Update",),
|
||||
0x80A44818:("EnBat_Draw",),
|
||||
0x80A44C80:("EnSekihi_Init",),
|
||||
|
|
|
|||
|
|
@ -11495,12 +11495,12 @@
|
|||
0x80A43364:("D_80A43364","u16","[2]",0x4),
|
||||
0x80A434D0:("sCutscenes","s16","[2]",0x4),
|
||||
0x80A434D4:("sCurrentCs","s16","",0x2),
|
||||
0x80A449E0:("En_Bat_InitVars","UNK_TYPE1","",0x1),
|
||||
0x80A44A00:("D_80A44A00","UNK_TYPE1","",0x1),
|
||||
0x80A44A2C:("D_80A44A2C","UNK_TYPE1","",0x1),
|
||||
0x80A44A4C:("D_80A44A4C","UNK_TYPE1","",0x1),
|
||||
0x80A44A54:("D_80A44A54","UNK_TYPE1","",0x1),
|
||||
0x80A44A64:("D_80A44A64","UNK_TYPE1","",0x1),
|
||||
0x80A449E0:("En_Bat_InitVars","ActorInit","",0x1),
|
||||
0x80A44A00:("sSphereInit","ColliderSphereInit","",0x1),
|
||||
0x80A44A2C:("sDamageTable","DamageTable","4",0x1),
|
||||
0x80A44A4C:("sColChkInfoInit","CollisionCheckInfoInit","",0x1),
|
||||
0x80A44A54:("sInitChain","InitChainEntry","",0x1),
|
||||
0x80A44A64:("sWingsDLs","Gfx*[]","9",0x1),
|
||||
0x80A44A90:("D_80A44A90","f32","",0x4),
|
||||
0x80A44A94:("D_80A44A94","f32","",0x4),
|
||||
0x80A44A98:("D_80A44A98","f32","",0x4),
|
||||
|
|
@ -11517,8 +11517,8 @@
|
|||
0x80A44AC4:("D_80A44AC4","f32","",0x4),
|
||||
0x80A44AC8:("D_80A44AC8","f32","",0x4),
|
||||
0x80A44ACC:("D_80A44ACC","f32","",0x4),
|
||||
0x80A44C70:("D_80A44C70","UNK_TYPE1","",0x1),
|
||||
0x80A44C74:("D_80A44C74","UNK_TYPE1","",0x1),
|
||||
0x80A44C70:("sNumberAttacking","UNK_TYPE1","",0x1),
|
||||
0x80A44C74:("sAlreadySpawned","UNK_TYPE1","",0x1),
|
||||
0x80A45250:("En_Sekihi_InitVars","UNK_TYPE1","",0x1),
|
||||
0x80A45270:("D_80A45270","UNK_TYPE1","",0x1),
|
||||
0x80A4527C:("D_80A4527C","UNK_TYPE1","",0x1),
|
||||
|
|
|
|||
Loading…
Reference in New Issue