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:
EllipticEllipsis 2022-07-19 17:16:36 +01:00 committed by GitHub
parent bd94105568
commit 69e514b37e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 790 additions and 306 deletions

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@ -1,17 +1,21 @@
<Root>
<!-- Assets for ovl_En_Bat (Bad Bats) -->
<File Name="object_bat" Segment="6">
<DList Name="object_bat_DL_0000A0" Offset="0xA0" />
<DList Name="object_bat_DL_0000C8" Offset="0xC8" />
<DList Name="object_bat_DL_0001B0" Offset="0x1B0" />
<DList Name="object_bat_DL_0002A0" Offset="0x2A0" />
<DList Name="object_bat_DL_000390" Offset="0x390" />
<DList Name="object_bat_DL_000480" Offset="0x480" />
<DList Name="object_bat_DL_000570" Offset="0x570" />
<DList Name="object_bat_DL_000660" Offset="0x660" />
<DList Name="object_bat_DL_000750" Offset="0x750" />
<DList Name="object_bat_DL_000840" Offset="0x840" />
<DList Name="object_bat_DL_000930" Offset="0x930" />
<Texture Name="object_bat_Tex_0009A0" OutName="tex_0009A0" Format="rgba16" Width="8" Height="16" Offset="0x9A0" />
<Texture Name="object_bat_Tex_000AA0" OutName="tex_000AA0" Format="rgba16" Width="16" Height="16" Offset="0xAA0" />
<DList Name="gBadBatSetupDL" Offset="0xA0" />
<DList Name="gBadBatBodyDL" Offset="0xC8" />
<!-- Wings used in manual animation -->
<DList Name="gBadBatWingsFrame0DL" Offset="0x1B0" />
<DList Name="gBadBatWingsFrame1DL" Offset="0x2A0" />
<DList Name="gBadBatWingsFrame2DL" Offset="0x390" />
<DList Name="gBadBatWingsFrame3DL" Offset="0x480" />
<DList Name="gBadBatWingsFrame4DL" Offset="0x570" />
<DList Name="gBadBatWingsFrame5DL" Offset="0x660" />
<DList Name="gBadBatWingsFrame6DL" Offset="0x750" />
<DList Name="gBadBatWingsFrame7DL" Offset="0x840" />
<DList Name="gBadBatWingsFrame8DL" Offset="0x930" />
<Texture Name="gBadBatWingTex" OutName="bad_bat_wing" Format="rgba16" Width="8" Height="16" Offset="0x9A0" />
<Texture Name="gBatBatBodyTex" OutName="bad_bat_body" Format="rgba16" Width="16" Height="16" Offset="0xAA0" />
</File>
</Root>

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@ -1138,7 +1138,7 @@ typedef enum {
#define ACTOR_FLAG_2000 (1 << 13)
//
#define ACTOR_FLAG_4000 (1 << 14)
//
//! Carried by arrow
#define ACTOR_FLAG_8000 (1 << 15)
//
#define ACTOR_FLAG_10000 (1 << 16)

4
spec
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@ -2756,9 +2756,7 @@ beginseg
name "ovl_En_Bat"
compress
include "build/src/overlays/actors/ovl_En_Bat/z_en_bat.o"
include "build/data/ovl_En_Bat/ovl_En_Bat.data.o"
include "build/data/ovl_En_Bat/ovl_En_Bat.bss.o"
include "build/data/ovl_En_Bat/ovl_En_Bat.reloc.o"
include "build/src/overlays/actors/ovl_En_Bat/ovl_En_Bat_reloc.o"
endseg
beginseg

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@ -135,7 +135,7 @@ void EnArrow_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyQuad(play, &this->collider);
if ((this->unk_264 != NULL) && (this->unk_264->update != NULL)) {
this->unk_264->flags &= ~0x8000;
this->unk_264->flags &= ~ACTOR_FLAG_8000;
}
if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6) && (this->actor.child == NULL)) {
@ -496,14 +496,14 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
this->unk_264->world.pos.z = ((sp54.z <= sp9C.z) ? 1.0f : -1.0f) + sp9C.z;
Math_Vec3f_Diff(&this->unk_264->world.pos, &this->actor.world.pos, &this->unk_268);
this->unk_264->flags &= ~0x8000;
this->unk_264->flags &= ~ACTOR_FLAG_8000;
this->unk_264 = NULL;
} else {
Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_268, &this->unk_264->world.pos);
}
if ((this->unk_262 != 0) && (this->unk_264 != NULL)) {
this->unk_264->flags &= ~0x8000;
this->unk_264->flags &= ~ACTOR_FLAG_8000;
this->unk_264 = NULL;
}
} else {
@ -588,7 +588,7 @@ void func_8088B88C(PlayState* play, EnArrow* this, EnArrowUnkStruct* arg2) {
Matrix_MultVec3f(&sp4C[1], &sp34);
if (this->actor.params < ENARROW_8) {
sp30 = this->actor.params < ENARROW_6;
if (this->unk_264 == 0) {
if (this->unk_264 == NULL) {
sp30 &= func_80126440(play, &this->collider, &this->unk_244, &sp40, &sp34);
} else if (sp30 && (sp40.x == this->unk_244.tip.x) && (sp40.y == this->unk_244.tip.y) &&
(sp40.z == this->unk_244.tip.z) && (sp34.x == this->unk_244.base.x) &&

View File

@ -5,22 +5,29 @@
*/
#include "z_en_bat.h"
#include "objects/object_bat/object_bat.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_1000 | ACTOR_FLAG_4000)
#define THIS ((EnBat*)thisx)
#define BAD_BAT_FLAP_FRAME 5
void EnBat_Init(Actor* thisx, PlayState* play);
void EnBat_Destroy(Actor* thisx, PlayState* play);
void EnBat_Update(Actor* thisx, PlayState* play);
void EnBat_Draw(Actor* thisx, PlayState* play);
void func_80A438D4(EnBat* this, PlayState* play);
void func_80A4392C(EnBat* this, PlayState* play);
void func_80A43CE8(EnBat* this, PlayState* play);
void func_80A44114(EnBat* this, PlayState* play);
s32 EnBat_IsGraveyardOnSecondDay(PlayState* play);
void EnBat_SetupPerch(EnBat* this);
void EnBat_Perch(EnBat* this, PlayState* play);
void EnBat_SetupFlyIdle(EnBat* this);
void EnBat_FlyIdle(EnBat* this, PlayState* play);
void EnBat_SetupDiveAttack(EnBat* this);
void EnBat_DiveAttack(EnBat* this, PlayState* play);
void EnBat_Die(EnBat* this, PlayState* play);
void EnBat_Stunned(EnBat* this, PlayState* play);
#if 0
const ActorInit En_Bat_InitVars = {
ACTOR_EN_BAT,
ACTORCAT_ENEMY,
@ -33,99 +40,522 @@ const ActorInit En_Bat_InitVars = {
(ActorFunc)EnBat_Draw,
};
// static ColliderSphereInit sSphereInit = {
static ColliderSphereInit D_80A44A00 = {
{ COLTYPE_HIT3, AT_NONE | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_SPHERE, },
{ ELEMTYPE_UNK0, { 0xF7CFFFFF, 0x00, 0x04 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_HARD, BUMP_ON, OCELEM_ON, },
static ColliderSphereInit sSphereInit = {
{
COLTYPE_HIT3,
AT_NONE | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_SPHERE,
},
{
ELEMTYPE_UNK0,
{ 0xF7CFFFFF, 0x00, 0x04 },
{ 0xF7CFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_HARD,
BUMP_ON,
OCELEM_ON,
},
{ 1, { { 0, 0, 0 }, 15 }, 100 },
};
// static DamageTable sDamageTable = {
static DamageTable D_80A44A2C = {
/* 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),
typedef enum {
/* 0 */ BAD_BAT_DMGEFF_NONE,
/* 1 */ BAD_BAT_DMGEFF_STUN,
/* 2 */ BAD_BAT_DMGEFF_FIRE,
/* 3 */ BAD_BAT_DMGEFF_ICE,
/* 4 */ BAD_BAT_DMGEFF_LIGHT,
/* 5 */ BAD_BAT_DMGEFF_ELECTRIC
} BatDamageEffect;
static DamageTable sDamageTable = {
/* Deku Nut */ DMG_ENTRY(0, BAD_BAT_DMGEFF_STUN),
/* Deku Stick */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Horse trample */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Explosives */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Zora boomerang */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Normal arrow */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* UNK_DMG_0x06 */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Hookshot */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Goron punch */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Sword */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Goron pound */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Fire arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_FIRE),
/* Ice arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_ICE),
/* Light arrow */ DMG_ENTRY(2, BAD_BAT_DMGEFF_LIGHT),
/* Goron spikes */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Deku spin */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Deku bubble */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Deku launch */ DMG_ENTRY(2, BAD_BAT_DMGEFF_NONE),
/* UNK_DMG_0x12 */ DMG_ENTRY(0, BAD_BAT_DMGEFF_STUN),
/* Zora barrier */ DMG_ENTRY(0, BAD_BAT_DMGEFF_ELECTRIC),
/* Normal shield */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Light ray */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Thrown object */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Zora punch */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Spin attack */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
/* Sword beam */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Normal Roll */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* UNK_DMG_0x1B */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* UNK_DMG_0x1C */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Unblockable */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* UNK_DMG_0x1E */ DMG_ENTRY(0, BAD_BAT_DMGEFF_NONE),
/* Powder Keg */ DMG_ENTRY(1, BAD_BAT_DMGEFF_NONE),
};
// sColChkInfoInit
static CollisionCheckInfoInit D_80A44A4C = { 1, 15, 30, 10 };
static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 30, 10 };
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80A44A54[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, 96, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
};
#endif
static Gfx* sWingsDLs[] = {
gBadBatWingsFrame0DL, gBadBatWingsFrame1DL, gBadBatWingsFrame2DL, gBadBatWingsFrame3DL, gBadBatWingsFrame4DL,
gBadBatWingsFrame5DL, gBadBatWingsFrame6DL, gBadBatWingsFrame7DL, gBadBatWingsFrame8DL,
};
extern ColliderSphereInit D_80A44A00;
extern DamageTable D_80A44A2C;
extern CollisionCheckInfoInit D_80A44A4C;
extern InitChainEntry D_80A44A54[];
#define BAD_BAT_MAX_NUMBER_ATTACKING 3
extern UNK_TYPE D_060000A0;
s32 sNumberAttacking; //!< Limit number attacking player to at most `BAD_BAT_MAX_NUMBER_ATTACKING`
s32 sAlreadySpawned; //!< used for those spawned with room -1 in Graveyard to avoid respawn on room change
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Init.s")
void EnBat_Init(Actor* thisx, PlayState* play) {
EnBat* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/EnBat_Destroy.s")
Actor_ProcessInitChain(thisx, sInitChain);
Collider_InitAndSetSphere(play, &this->collider, thisx, &sSphereInit);
this->collider.dim.worldSphere.radius = sSphereInit.dim.modelSphere.radius;
CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
ActorShape_Init(&thisx->shape, 2000.0f, ActorShadow_DrawCircle, 25.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A437CC.s")
this->animationFrame = Rand_ZeroOne() * 9.0f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43810.s")
this->paramFlags = BAD_BAT_GET_PARAMFLAGS(thisx);
this->switchFlag = BAD_BAT_GET_SWITCHFLAG(thisx);
thisx->params = BAD_BAT_GET_TYPE(thisx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43870.s")
thisx->depthInWater = BGCHECK_Y_MIN;
Actor_SetFocus(thisx, 20.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A438D4.s")
if (sAlreadySpawned) {
Actor_MarkForDeath(thisx);
} else if (EnBat_IsGraveyardOnSecondDay(play)) {
if (Flags_GetSwitch(play, this->switchFlag)) {
Actor_MarkForDeath(thisx);
} else {
this->actor.room = -1;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A438F8.s")
if (this->paramFlags & BAD_BAT_PARAMFLAG_PERCH) {
thisx->params = 0;
EnBat_SetupPerch(this);
} else {
if (thisx->params == 0x1F) {
thisx->params = 0;
}
EnBat_SetupFlyIdle(this);
while (BAD_BAT_GET_NUMBER_TO_SPAWN(thisx) > 1) {
Actor_SpawnAsChildAndCutscene(
&play->actorCtx, play, ACTOR_EN_BAT, thisx->world.pos.x + randPlusMinusPoint5Scaled(200.0f),
thisx->world.pos.y + randPlusMinusPoint5Scaled(100.0f),
thisx->world.pos.z + randPlusMinusPoint5Scaled(200.0f), randPlusMinusPoint5Scaled(0x2000),
0xFFFF * Rand_ZeroOne(), 0, BAD_BAT_PARAMS(this->switchFlag, this->paramFlags, 0), -1, thisx->unk20,
NULL);
BAD_BAT_GET_NUMBER_TO_SPAWN(thisx)--;
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A4392C.s")
void EnBat_Destroy(Actor* thisx, PlayState* play) {
EnBat* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bat/func_80A43CA0.s")
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);
}
}

View File

@ -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;

View File

@ -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);
}

View File

@ -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;

View File

@ -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);
}

View File

@ -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

View File

@ -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",),

View File

@ -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),