diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.c b/src/overlays/actors/ovl_En_Dha/z_en_dha.c index 1638b9d3be..c5f6bbc6ab 100644 --- a/src/overlays/actors/ovl_En_Dha/z_en_dha.c +++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.c @@ -16,10 +16,10 @@ void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnDha_Update(Actor* thisx, GlobalContext* globalCtx); void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx); -void func_809EC9C8(EnDha* this); -void func_809ECA50(EnDha* this, GlobalContext* globalCtx); -void func_809ECF60(EnDha* this); -void func_809ECF8C(EnDha* this, GlobalContext* globalCtx); +void EnDha_SetupWait(EnDha* this); +void EnDha_Wait(EnDha* this, GlobalContext* globalCtx); +void EnDha_SetupTakeDamage(EnDha* this); +void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx); void EnDha_SetupDeath(EnDha* this); void EnDha_Die(EnDha* this, GlobalContext* globalCtx); void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx); @@ -166,11 +166,12 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.focus.pos.y += 50.0f; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 8; - this->unk_1CE.x = -0x4000; + this->limbAngleX[0] = -0x4000; Collider_InitJntSph(globalCtx, &this->collider); Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem); this->actor.flags &= ~1; - func_809EC9C8(this); + + EnDha_SetupWait(this); } void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) { @@ -180,95 +181,108 @@ void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) { Collider_DestroyJntSph(globalCtx, &this->collider); } -void func_809EC9C8(EnDha* this) { +void EnDha_SetupWait(EnDha* this) { Animation_PlayLoop(&this->skelAnime, &D_060015B0); this->unk_1C0 = 0; - this->unk_1C8 = ((Rand_ZeroOne() * 10.0f) + 5.0f); + this->actionTimer = ((Rand_ZeroOne() * 10.0f) + 5.0f); this->actor.speedXZ = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.home.rot.z = 1; - EnDha_SetupAction(this, func_809ECA50); + EnDha_SetupAction(this, EnDha_Wait); } -void func_809ECA50(EnDha* this, GlobalContext* globalCtx) { - Vec3f D_809ED740 = { 0.0f, 0.0f, 0.0f }; - Vec3f D_809ED74C = { 0.0f, 0.0f, 55.0f }; - Vec3f D_809ED758 = { 0.0f, 0.0f, -54.0f }; +void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) { + Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused + Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f }; + Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f }; Player* player = PLAYER; s32 pad; s32 pad2; Vec3f playerPos = player->actor.world.pos; - Vec3s unkRot; - s16 result; - s32 resultAbs; + Vec3s angle; + s16 yaw; playerPos.x += Math_SinS(player->actor.shape.rot.y) * -5.0f; playerPos.z += Math_CosS(player->actor.shape.rot.y) * -5.0f; + if (LINK_IS_CHILD) { playerPos.y += 38.0f; } else { playerPos.y += 56.0f; } + if (this->actor.xzDistToPlayer <= 100.0f) { - this->unk_1D4.y = this->unk_1D4.x = this->unk_1CE.z = 0; - if (Math_Vec3f_DistXYZ(&playerPos, &this->unk_1DC) <= 12.0f) { + this->handAngle.y = this->handAngle.x = this->limbAngleY = 0; + + if (Math_Vec3f_DistXYZ(&playerPos, &this->handPos[0]) <= 12.0f) { if (this->unk_1CC == 0) { if (globalCtx->grabPlayer(globalCtx, player)) { - this->unk_1CA = 0; + this->timer = 0; this->unk_1CC++; + if (this->actor.parent != NULL) { this->actor.parent->params = ENDH_START_ATTACK_GRAB; } + Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP); } } else { - this->unk_1CA += 0x1194; - this->unk_1CE.z = Math_SinS(this->unk_1CA) * 1820.0f; + this->timer += 0x1194; + this->limbAngleY = Math_SinS(this->timer) * 1820.0f; + if (!(player->stateFlags2 & 0x80)) { this->unk_1CC = 0; - func_809ECF60(this); + EnDha_SetupTakeDamage(this); return; } - if (this->unk_1CA < -0x6E6B) { + + if (this->timer < -0x6E6B) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP); } } - func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D4, 0); - this->unk_1D4.y -= this->actor.shape.rot.y + this->unk_1CE.z; - this->unk_1D4.x -= this->actor.shape.rot.x + this->unk_1CE.x + this->unk_1CE.y; + + func_80035844(&this->handPos[1], &playerPos, &this->handAngle, 0); + this->handAngle.y -= this->actor.shape.rot.y + this->limbAngleY; + this->handAngle.x -= this->actor.shape.rot.x + this->limbAngleX[0] + this->limbAngleX[1]; } else { if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { player->stateFlags2 &= ~0x80; player->actor.parent = NULL; player->unk_850 = 200; } + if (this->actor.home.rot.z != 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT); this->actor.home.rot.z = 0; } } + this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &playerPos); - Math_SmoothStepToF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f); - Math_SmoothStepToF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f); - Math_SmoothStepToF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f); - func_80035844(&this->unk_1F4, &this->unk_1DC, &unkRot, 0); - Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, MTXMODE_NEW); - Matrix_RotateRPY(unkRot.x, unkRot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809ED758, &this->unk_1F4); + + Math_SmoothStepToF(&this->handPos[0].x, playerPos.x, 1.0f, 16.0f, 0.0f); + Math_SmoothStepToF(&this->handPos[0].y, playerPos.y, 1.0f, 16.0f, 0.0f); + Math_SmoothStepToF(&this->handPos[0].z, playerPos.z, 1.0f, 16.0f, 0.0f); + + func_80035844(&this->armPos, &this->handPos[0], &angle, 0); + Matrix_Translate(this->handPos[0].x, this->handPos[0].y, this->handPos[0].z, MTXMODE_NEW); + Matrix_RotateRPY(angle.x, angle.y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&armPosMultiplier2, &this->armPos); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); - func_80035844(&this->actor.world.pos, &this->unk_1F4, &unkRot, 0); - Matrix_RotateRPY(unkRot.x, unkRot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809ED74C, &this->unk_1F4); - this->unk_1CE.x = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_1F4); - result = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_1F4) - this->actor.shape.rot.y; - resultAbs = ABS(result); - if (resultAbs >= 0x4000) { - this->unk_1CE.x = -0x8000 - this->unk_1CE.x; + func_80035844(&this->actor.world.pos, &this->armPos, &angle, 0); + Matrix_RotateRPY(angle.x, angle.y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&armPosMultiplier1, &this->armPos); + this->limbAngleX[0] = Math_Vec3f_Pitch(&this->actor.world.pos, &this->armPos); + yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->armPos) - this->actor.shape.rot.y; + + if (ABS(yaw) >= 0x4000) { + this->limbAngleX[0] = -0x8000 - this->limbAngleX[0]; } - this->unk_1CE.y = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE.x); - if (this->unk_1CE.y < 0) { - this->unk_1CE.x += this->unk_1CE.y * 2; - this->unk_1CE.y *= -2; + + this->limbAngleX[1] = (Math_Vec3f_Pitch(&this->armPos, &this->handPos[0]) - this->limbAngleX[0]); + + if (this->limbAngleX[1] < 0) { + this->limbAngleX[0] += this->limbAngleX[1] * 2; + this->limbAngleX[1] *= -2; } } else { if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { @@ -276,19 +290,20 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) { player->actor.parent = NULL; player->unk_850 = 200; } + this->actor.home.rot.z = 1; - Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 0x3E8, 0); - Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 0x3E8, 0); + Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x3E8, 0); + Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x3E8, 0); SkelAnime_Update(&this->skelAnime); } } -void func_809ECF60(EnDha* this) { - this->unk_1C8 = 15; - EnDha_SetupAction(this, func_809ECF8C); +void EnDha_SetupTakeDamage(EnDha* this) { + this->actionTimer = 15; + EnDha_SetupAction(this, EnDha_TakeDamage); } -void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) { +void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx) { Player* player = PLAYER; if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { @@ -296,19 +311,21 @@ void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) { player->actor.parent = NULL; player->unk_850 = 200; } - Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 2000, 0); - Math_SmoothStepToS(&this->unk_1CE.z, 0, 1, 600, 0); - Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 2000, 0); + + Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 2000, 0); + Math_SmoothStepToS(&this->limbAngleY, 0, 1, 600, 0); + Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 2000, 0); SkelAnime_Update(&this->skelAnime); - this->unk_1C8--; - if (this->unk_1C8 == 0) { - func_809EC9C8(this); + this->actionTimer--; + + if (this->actionTimer == 0) { + EnDha_SetupWait(this); } } void EnDha_SetupDeath(EnDha* this) { this->unk_1C0 = 8; - this->unk_1C8 = 300; + this->actionTimer = 300; if (this->actor.parent != NULL) { if (this->actor.parent->params != ENDH_DEATH) { @@ -318,12 +335,13 @@ void EnDha_SetupDeath(EnDha* this) { this->actor.parent->params--; } } + EnDha_SetupAction(this, EnDha_Die); } void EnDha_Die(EnDha* this, GlobalContext* globalCtx) { - s16 result; - Vec3f vector; + s16 angle; + Vec3f vec; Player* player = PLAYER; if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { @@ -331,28 +349,31 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) { player->actor.parent = NULL; player->unk_850 = 200; } - Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 0x7D0, 0); - result = Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 0x7D0, 0); - SkelAnime_Update(&this->skelAnime); - if (result == 0) { - vector = this->actor.world.pos; - if (this->unk_1C8 != 0) { + Math_SmoothStepToS(&this->limbAngleX[1], 0, 1, 0x7D0, 0); + angle = Math_SmoothStepToS(&this->limbAngleX[0], -0x4000, 1, 0x7D0, 0); + SkelAnime_Update(&this->skelAnime); + + if (angle == 0) { + vec = this->actor.world.pos; + + if (this->actionTimer != 0) { if (-12000.0f < this->actor.shape.yOffset) { this->actor.shape.yOffset -= 1000.0f; - func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1); + func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1); } else { - this->unk_1C8--; + this->actionTimer--; + if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) { Actor_Kill(&this->actor); - return; } } } else { this->actor.shape.yOffset += 500.0f; - func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1); + func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1); + if (this->actor.shape.yOffset == 0.0f) { - func_809EC9C8(this); + EnDha_SetupWait(this); } } } @@ -361,6 +382,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) { void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) { if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) { this->collider.base.acFlags &= ~AC_HIT; + if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) { return; } else { @@ -372,10 +394,11 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) { } else { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE); this->unk_1C0 = 9; - func_809ECF60(this); + EnDha_SetupTakeDamage(this); } } } + if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) { EnDha_SetupDeath(this); } @@ -388,6 +411,7 @@ void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) { if (this->actor.parent == NULL) { this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f); } + EnDha_UpdateHealth(this, globalCtx); this->actionFunc(this, globalCtx); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); @@ -398,22 +422,22 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, EnDha* this = THIS; if (limbIndex == 1) { - rot->y = -(s16)(this->unk_1CE.x + 0x4000); - rot->z += this->unk_1CE.z; + rot->y = -(s16)(this->limbAngleX[0] + 0x4000); + rot->z += this->limbAngleY; } else if (limbIndex == 2) { - rot->z = this->unk_1CE.y; - rot->y -= this->unk_1CE.z; + rot->z = this->limbAngleX[1]; + rot->y -= this->limbAngleY; } else if (limbIndex == 3) { - rot->y = -this->unk_1D4.y; - rot->z = -this->unk_1D4.x; + rot->y = -this->handAngle.y; + rot->z = -this->handAngle.x; } + return false; } void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { - Vec3f D_809ED764 = { 1100.0f, 0.0f, 0.0f }; - Vec3f D_809ED770 = { 0.0f, 0.0f, 0.0f }; - + Vec3f handVec = { 1100.0f, 0.0f, 0.0f }; + Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; EnDha* this = THIS; switch (limbIndex) { @@ -421,17 +445,15 @@ void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList Collider_UpdateSpheres(2, &this->collider); Collider_UpdateSpheres(3, &this->collider); break; - case 2: Collider_UpdateSpheres(4, &this->collider); Collider_UpdateSpheres(5, &this->collider); - Matrix_MultVec3f(&D_809ED770, &this->unk_1F4); + Matrix_MultVec3f(&zeroVec, &this->armPos); break; - case 3: Collider_UpdateSpheres(1, &this->collider); - Matrix_MultVec3f(&D_809ED764, &this->unk_1DC); - Matrix_MultVec3f(&D_809ED770, &this->unk_1E8); + Matrix_MultVec3f(&handVec, &this->handPos[0]); + Matrix_MultVec3f(&zeroVec, &this->handPos[1]); break; } } diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.h b/src/overlays/actors/ovl_En_Dha/z_en_dha.h index e103fdfb2c..b51b2b939c 100644 --- a/src/overlays/actors/ovl_En_Dha/z_en_dha.h +++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.h @@ -15,14 +15,14 @@ typedef struct EnDha { /* 0x01A8 */ Vec3s morphTable[4]; /* 0x01C0 */ u8 unk_1C0; /* 0x01C4 */ EnDhaActionFunc actionFunc; - /* 0x01C8 */ s16 unk_1C8; - /* 0x01CA */ s16 unk_1CA; + /* 0x01C8 */ s16 actionTimer; + /* 0x01CA */ s16 timer; /* 0x01CC */ u8 unk_1CC; - /* 0x01CE */ Vec3s unk_1CE; - /* 0x01D4 */ Vec3s unk_1D4; - /* 0x01DC */ Vec3f unk_1DC; - /* 0x01E8 */ Vec3f unk_1E8; - /* 0x01F4 */ Vec3f unk_1F4; + /* 0x01CE */ s16 limbAngleX[2]; + /* 0x01D2 */ s16 limbAngleY; + /* 0x01D4 */ Vec3s handAngle; + /* 0x01DC */ Vec3f handPos[2]; + /* 0x01F4 */ Vec3f armPos; /* 0x0200 */ ColliderJntSph collider; /* 0x0220 */ ColliderJntSphElement colliderItem[5]; } EnDha; // size = 0x0360