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* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* Is this where I make a Mr Hands joke?

* Manos: the Hands of Fate

* cleanup

* and format
This commit is contained in:
petrie911 2020-12-02 13:58:57 -06:00 committed by GitHub
parent fd97e8433e
commit bf9a1aadd9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
31 changed files with 597 additions and 1942 deletions

View file

@ -4,12 +4,45 @@
#define THIS ((EnDh*)thisx)
void EnDh_Init(Actor* thisx, GlobalContext* globalCtx);
typedef enum {
DH_WAIT,
DH_RETREAT,
DH_BURROW,
DH_WALK,
DH_ATTACK,
DH_DEATH,
DH_DAMAGE
} EnDhAction;
void EnDh_Init(Actor* this, GlobalContext* globalCtx);
void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDh_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void EnDh_SetupWait(EnDh* this);
void EnDh_SetupWalk(EnDh* this);
void EnDh_SetupAttack(EnDh* this);
void EnDh_SetupBurrow(EnDh* this);
void EnDh_Wait(EnDh* this, GlobalContext* globalCtx);
void EnDh_Walk(EnDh* this, GlobalContext* globalCtx);
void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx);
void EnDh_Attack(EnDh* this, GlobalContext* globalCtx);
void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx);
void EnDh_Damage(EnDh* this, GlobalContext* globalCtx);
void EnDh_Death(EnDh* this, GlobalContext* globalCtx);
extern FlexSkeletonHeader D_06007E88;
extern AnimationHeader D_06005880;
extern AnimationHeader D_06003A8C;
extern AnimationHeader D_06004658;
extern AnimationHeader D_06002148;
extern AnimationHeader D_06003D6C;
extern AnimationHeader D_060032BC;
extern AnimationHeader D_06001A3C;
extern AnimationHeader D_0600375C;
extern Gfx D_06007FC0[];
const ActorInit En_Dh_InitVars = {
ACTOR_EN_DH,
ACTORTYPE_ENEMY,
@ -21,47 +54,477 @@ const ActorInit En_Dh_InitVars = {
(ActorFunc)EnDh_Update,
(ActorFunc)EnDh_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EAD40.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/EnDh_Init.s")
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK0, 0x00, 0x0D, 0x09, 0x10, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
{ 35, 70, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/EnDh_Destroy.s")
static ColliderJntSphItemInit sJntSphItemsInit[1] = {
{
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x09 },
{ 1, { { 0, 0, 0 }, 20 }, 100 },
},
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EAEC4.s")
static ColliderJntSphInit sJntSphInit = {
{ COLTYPE_UNK6, 0x00, 0x09, 0x09, 0x10, COLSHAPE_JNTSPH },
1,
sJntSphItemsInit,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB05C.s")
static DamageTable D_809EC620 = { {
0x00, 0xF2, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF2, 0xF4, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF4, 0xF2, 0xF4, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
} };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB110.s")
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 47, ICHAIN_CONTINUE),
ICHAIN_F32(unk_4C, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB334.s")
void EnDh_SetupAction(EnDh* this, EnDhActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB3D0.s")
void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDh* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB4D8.s")
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = &D_809EC620;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007E88, &D_06005880, this->limbDrawTable, this->limbRotTable,
16);
ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 64.0f);
this->actor.params = ENDH_WAIT_UNDERGROUND;
this->actor.colChkInfo.mass = 0xFE;
this->actor.colChkInfo.health = (gSaveContext.linkAge == 0) ? 14 : 20;
this->alpha = this->unk_258 = 255;
this->actor.flags &= ~1;
Collider_InitCylinder(globalCtx, &this->collider1);
Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
Collider_InitJntSph(globalCtx, &this->collider2);
Collider_SetJntSph(globalCtx, &this->collider2, &this->actor, &sJntSphInit, this->elements);
EnDh_SetupWait(this);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB53C.s")
void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB5C4.s")
func_800F5B58();
Collider_DestroyCylinder(globalCtx, &this->collider1);
Collider_DestroyJntSph(globalCtx, &this->collider2);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB624.s")
void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32 spread, s32 arg4, f32 accelXZ,
f32 scale) {
Vec3f pos;
Vec3f vel = { 0.0f, 8.0f, 0.0f };
Vec3f accel = { 0.0f, -1.5f, 0.0f };
f32 spreadAngle;
f32 scaleMod;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB934.s")
spreadAngle = (Math_Rand_ZeroOne() - 0.5f) * 6.28f;
pos.y = this->actor.groundY;
pos.x = (func_800CA720(spreadAngle) * spread) + spawnPos->x;
pos.z = (func_800CA774(spreadAngle) * spread) + spawnPos->z;
accel.x = (Math_Rand_ZeroOne() - 0.5f) * accelXZ;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * accelXZ;
vel.y += (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
scaleMod = (Math_Rand_ZeroOne() * 5.0f) + 12.0f;
EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EB9B8.s")
void EnDh_SetupWait(EnDh* this) {
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_06003A8C);
this->curAction = DH_WAIT;
this->actor.posRot.pos.x = Math_Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.x;
this->actor.posRot.pos.z = Math_Rand_CenteredFloat(600.0f) + this->actor.initPosRot.pos.z;
this->actor.shape.unk_08 = -15000.0f;
this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
this->actor.posRot.rot.y = this->actor.shape.rot.y;
this->actor.flags |= 0x80;
this->dirtWavePhase = this->actionState = this->actor.params = ENDH_WAIT_UNDERGROUND;
EnDh_SetupAction(this, EnDh_Wait);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EBB48.s")
void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
if ((s32)this->skelAnime.animCurrentFrame == 5) {
func_800F5ACC(0x38);
}
if (Actor_GetCollidedExplosive(globalCtx, &this->collider1.base)) {
this->actor.params = ENDH_START_ATTACK_BOMB;
}
if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) {
switch (this->actionState) {
case 0:
this->actor.flags |= 1;
this->actor.shape.rot.y = this->actor.yawTowardsLink;
this->actor.flags &= ~0x80;
this->actionState++;
this->drawDirtWave++;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
case 1:
this->dirtWavePhase += 0x3A7;
Math_SmoothScaleMaxMinF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
this->dirtWaveHeight = Math_Sins(this->dirtWavePhase) * 55.0f;
this->dirtWaveAlpha = (s16)(Math_Sins(this->dirtWavePhase) * 255.0f);
EnDh_SpawnDebris(globalCtx, this, &this->actor.posRot.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
if (this->actor.shape.unk_08 == 0.0f) {
this->drawDirtWave = false;
this->actionState++;
} else if (this->dirtWavePhase > 0x12C0) {
this->actor.shape.unk_08 += 500.0f;
}
break;
case 2:
EnDh_SetupWalk(this);
break;
}
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x7D0, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (this->actor.params != ENDH_START_ATTACK_BOMB) {
func_8008EEAC(globalCtx, &this->actor);
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EBBC8.s")
void EnDh_SetupWalk(EnDh* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06003A8C, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&D_06003A8C.genericHeader) - 3.0f, 0, -6.0f);
this->curAction = DH_WALK;
this->timer = 300;
this->actor.speedXZ = 1.0f;
EnDh_SetupAction(this, EnDh_Walk);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EBCF0.s")
void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0xFA, 0);
this->actor.posRot.rot.y = this->actor.shape.rot.y;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (((s32)this->skelAnime.animCurrentFrame % 8) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_WALK);
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
}
if (this->actor.xzDistFromLink <= 100.0f) {
this->actor.speedXZ = 0.0f;
if (func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
EnDh_SetupAttack(this);
}
} else if (--this->timer == 0) {
EnDh_SetupBurrow(this);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EBD78.s")
void EnDh_SetupRetreat(EnDh* this, GlobalContext* globalCtx) {
SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime, &D_06005880, -4.0f);
this->curAction = DH_RETREAT;
this->timer = 70;
this->actor.speedXZ = 1.0f;
EnDh_SetupAction(this, EnDh_Retreat);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EBEA8.s")
void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx) {
this->timer--;
if (this->timer == 0) {
this->retreat = false;
EnDh_SetupBurrow(this);
} else {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, (s16)(this->actor.yawTowardsLink + 0x8000), 1, 0xBB8, 0);
}
this->actor.posRot.rot.y = this->actor.shape.rot.y;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/EnDh_Update.s")
void EnDh_SetupAttack(EnDh* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06004658, -6.0f);
this->timer = this->actionState = 0;
this->curAction = DH_ATTACK;
this->actor.speedXZ = 0.0f;
EnDh_SetupAction(this, EnDh_Attack);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/func_809EC1A0.s")
void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
s32 pad;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dh/EnDh_Draw.s")
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->actionState++;
} else if ((this->actor.xzDistFromLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06004658, -1.0f, this->skelAnime.animCurrentFrame, 0.0f, 2, -4.0f);
this->actionState = 4;
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
}
switch (this->actionState) {
case 1:
SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_06001A3C);
this->actionState++;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_BITE);
case 0:
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 1, 0x5DC, 0);
break;
case 2:
if (this->skelAnime.animCurrentFrame >= 4.0f) {
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0x11;
this->collider2.list[0].body.toucher.flags = 0xFFCFFFFF;
this->collider2.list->body.toucher.damage = 8;
}
if (this->collider2.base.atFlags & 4) {
this->collider2.base.atFlags &= ~6;
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
this->actionState++;
} else if (this->collider2.base.atFlags & 2) {
this->collider2.base.atFlags &= ~2;
func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
}
break;
case 3:
if ((this->actor.xzDistFromLink <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06004658, 1.0f, 20.0f,
SkelAnime_GetFrameCount(&D_06004658.genericHeader), 2, -6.0f);
this->actionState = 0;
} else {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06004658, -1.0f,
SkelAnime_GetFrameCount(&D_06004658.genericHeader), 0.0f, 2, -4.0f);
this->actionState++;
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
}
break;
case 5:
EnDh_SetupWalk(this);
break;
case 4:
break;
}
this->actor.posRot.rot.y = this->actor.shape.rot.y;
}
void EnDh_SetupBurrow(EnDh* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06002148, -6.0f);
this->curAction = DH_BURROW;
this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
this->actor.posRot.rot.y = this->actor.shape.rot.y;
this->dirtWavePhase = 0;
this->actionState = 0;
this->actor.flags &= ~1;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HIDE);
EnDh_SetupAction(this, EnDh_Burrow);
}
void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
switch (this->actionState) {
case 0:
this->actionState++;
this->drawDirtWave++;
this->collider1.base.atFlags = this->collider1.body.toucherFlags = 0x11;
this->collider1.body.toucher.flags = 0xFFCFFFFF;
this->collider1.body.toucher.damage = 4;
case 1:
this->dirtWavePhase += 0x47E;
Math_SmoothScaleMaxMinF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
this->dirtWaveHeight = Math_Sins(this->dirtWavePhase) * 55.0f;
this->dirtWaveAlpha = (s16)(Math_Sins(this->dirtWavePhase) * 255.0f);
EnDh_SpawnDebris(globalCtx, this, &this->actor.posRot.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
this->collider1.dim.radius = this->dirtWaveSpread * 0.6f;
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->actionState++;
}
break;
case 2:
this->drawDirtWave = false;
this->collider1.dim.radius = 35;
this->collider1.base.atFlags = this->collider1.body.toucherFlags = 0;
this->collider1.body.toucher.flags = this->collider1.body.toucher.damage = 0;
EnDh_SetupWait(this);
break;
}
}
void EnDh_SetupDamage(EnDh* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06003D6C, -6.0f);
if (this->actor.bgCheckFlags & 1) {
this->actor.speedXZ = -1.0f;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
this->curAction = DH_DAMAGE;
EnDh_SetupAction(this, EnDh_Damage);
}
void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.15f;
}
this->actor.posRot.rot.y = this->actor.yawTowardsLink;
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->actor.posRot.rot.y = this->actor.shape.rot.y;
if (this->retreat) {
EnDh_SetupRetreat(this, globalCtx);
} else if ((this->actor.xzDistFromLink <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
f32 frames = SkelAnime_GetFrameCount(&D_06004658.genericHeader);
EnDh_SetupAttack(this);
SkelAnime_ChangeAnim(&this->skelAnime, &D_06004658, 1.0f, 20.0f, frames, 2, -6.0f);
} else {
EnDh_SetupWalk(this);
}
this->unk_258 = 255;
}
}
void EnDh_SetupDeath(EnDh* this) {
SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_060032BC, -1.0f);
this->curAction = DH_DEATH;
this->timer = 300;
this->actor.flags &= ~1;
this->actor.speedXZ = 0.0f;
func_800F5B58();
this->actor.params = ENDH_DEATH;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DEAD);
EnDh_SetupAction(this, EnDh_Death);
}
void EnDh_Death(EnDh* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) || (this->timer != 300)) {
if (this->timer == 300) {
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_0600375C);
}
this->timer--;
if (this->timer < 150) {
if (this->alpha != 0) {
this->actor.scale.y -= 0.000075f;
this->actor.shape.unk_14 = this->alpha -= 5;
} else {
Actor_Kill(&this->actor);
return;
}
}
} else {
if (((s32)this->skelAnime.animCurrentFrame == 53) || ((s32)this->skelAnime.animCurrentFrame == 56) ||
((s32)this->skelAnime.animCurrentFrame == 61)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
if ((s32)this->skelAnime.animCurrentFrame == 61) {
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_PROP);
}
}
}
void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = PLAYER;
s32 lastHealth;
if ((this->collider2.base.acFlags & 2) && !this->retreat) {
this->collider2.base.acFlags &= ~2;
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
if (player->unk_844 != 0) {
this->unk_258 = player->unk_845;
}
func_8003426C(&this->actor, 0x4000, 0xFF, 0, 8);
lastHealth = this->actor.colChkInfo.health;
if (Actor_ApplyDamage(&this->actor) == 0) {
EnDh_SetupDeath(this);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0x90);
} else {
if (((lastHealth >= 15) && (this->actor.colChkInfo.health < 15)) ||
((lastHealth >= 9) && (this->actor.colChkInfo.health < 9)) ||
((lastHealth >= 3) && (this->actor.colChkInfo.health < 3))) {
this->retreat++;
}
EnDh_SetupDamage(this);
}
}
}
}
void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = THIS;
Player* player = PLAYER;
s32 pad40;
EnDh_CollisionCheck(this, globalCtx);
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D);
this->actor.posRot2.pos = this->headPos;
Collider_CylinderUpdate(&this->actor, &this->collider1);
if (this->actor.colChkInfo.health > 0) {
if (this->curAction == DH_WAIT) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
} else {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
}
if (((this->curAction != DH_DAMAGE) && (this->actor.shape.unk_08 == 0.0f)) ||
((player->unk_844 != 0) && (player->unk_845 != this->unk_258))) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
}
} else {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
}
}
void EnDh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
Vec3f headOffset = { 2000.0f, 1000.0f, 0.0f };
EnDh* this = THIS;
if (limbIndex == 13) {
Matrix_MultVec3f(&headOffset, &this->headPos);
Matrix_Push();
Matrix_Translate(headOffset.x, headOffset.y, headOffset.z, MTXMODE_APPLY);
func_800628A4(1, &this->collider2);
Matrix_Pull();
}
}
void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDh* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1099);
if (this->alpha == 255) {
func_80093D18(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
POLY_OPA_DISP =
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
} else {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
}
if (this->drawDirtWave) {
func_80093D84(globalCtx->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
(globalCtx->state.frames * -10) % 0x80, (globalCtx->state.frames * -20) % 0x100,
0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
Matrix_Translate(0.0f, -this->actor.shape.unk_08, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->dirtWaveSpread * 0.01f, this->dirtWaveHeight * 0.01f, this->dirtWaveSpread * 0.01f,
MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dh.c", 1160),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06007FC0);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1166);
}

View file

@ -6,11 +6,43 @@
struct EnDh;
typedef void (*EnDhActionFunc)(struct EnDh*, GlobalContext*);
typedef struct EnDh {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x1D8];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0170 */ Vec3s limbDrawTable[16];
/* 0x01F0 */ Vec3s limbRotTable[16];
/* 0x0250 */ u8 actionState;
/* 0x0251 */ u8 retreat;
/* 0x0252 */ u8 drawDirtWave;
/* 0x0254 */ EnDhActionFunc actionFunc;
/* 0x0258 */ u8 unk_258; // Related to player->unk_845
/* 0x0259 */ u8 unused_259;
/* 0x025A */ u8 alpha;
/* 0x025B */ u8 curAction;
/* 0x025C */ s16 timer;
/* 0x025E */ s16 dirtWavePhase;
/* 0x0260 */ ColliderCylinder collider1;
/* 0x02AC */ ColliderJntSph collider2;
/* 0x02CC */ ColliderJntSphItem elements[1];
/* 0x030C */ Vec3f headPos;
/* 0x0318 */ f32 dirtWaveSpread;
/* 0x031C */ f32 dirtWaveHeight;
/* 0x0320 */ f32 dirtWaveAlpha;
} EnDh; // size = 0x0324
extern const ActorInit En_Dh_InitVars;
typedef enum {
ENDH_HANDS_KILLED_4 = -4,
ENDH_HANDS_KILLED_3,
ENDH_HANDS_KILLED_2,
ENDH_HANDS_KILLED_1,
ENDH_WAIT_UNDERGROUND,
ENDH_START_ATTACK_GRAB,
ENDH_START_ATTACK_BOMB = 5,
ENDH_DEATH = 10
} EnDhParams;
#endif

View file

@ -5,6 +5,7 @@
*/
#include "z_en_dha.h"
#include "overlays/actors/ovl_En_Dh/z_en_dh.h"
#define FLAGS 0x00000015
@ -66,7 +67,7 @@ static ColliderJntSphItemInit sJntSphItemsInit[] = {
static ColliderJntSphInit sJntSphInit = {
{ COLTYPE_UNK6, 0x00, 0x09, 0x19, 0x10, COLSHAPE_JNTSPH },
5,
&sJntSphItemsInit,
sJntSphItemsInit,
};
static InitChainEntry sInitChain[] = {
@ -96,12 +97,13 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.colChkInfo.health = 8;
this->unk_1CE = -0x4000;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, &this->colliderItem);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
this->actor.flags &= ~1;
func_809EC9C8(this);
}
void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
Collider_DestroyJntSph(globalCtx, &this->collider);
@ -123,40 +125,34 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
Vec3f D_809ED758 = { 0.0f, 0.0f, -54.0f };
Player* player = PLAYER;
s32 pad;
s32 unkVar;
Vec3f playerPos;
s32 pad2;
s16 unkVar2;
s16 unkVar3;
s32 result;
Vec3f playerPos = player->actor.posRot.pos;
Vec3s test;
s16 result;
s32 resultAbs;
s32 pad3;
playerPos = player->actor.posRot.pos;
playerPos.x += (Math_Sins(player->actor.shape.rot.y) * -5.0f);
playerPos.z += (Math_Coss(player->actor.shape.rot.y) * -5.0f);
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.xzDistFromLink <= 100.0f) {
this->unk_1D0.y = 0;
this->unk_1D0.z = this->unk_1D0.y;
this->unk_1D6.x = this->unk_1D0.y;
this->unk_1D6.x = this->unk_1D0.z = this->unk_1D0.y = 0;
if (Math_Vec3f_DistXYZ(&playerPos, &this->unk_1DC) <= 12.0f) {
if (this->unk_1CC == 0) {
if (globalCtx->grabPlayer(globalCtx, player) != 0) {
if (globalCtx->grabPlayer(globalCtx, player)) {
this->unk_1CA = 0;
this->unk_1CC++;
if (this->actor.parent != NULL) {
this->actor.parent->params = 1;
this->actor.parent->params = ENDH_START_ATTACK_GRAB;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
}
} else {
this->unk_1CA += 0x1194;
this->unk_1D0.y = (Math_Sins(this->unk_1CA) * 1820.0f);
this->unk_1D0.y = Math_Sins(this->unk_1CA) * 1820.0f;
if (!(player->stateFlags2 & 0x80)) {
this->unk_1CC = 0;
func_809ECF60(this);
@ -167,56 +163,50 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
}
}
func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D0.z, 0);
this->unk_1D6.x = ((this->unk_1D6.x - this->actor.shape.rot.y) - this->unk_1D0.y);
this->unk_1D0.z = (((this->unk_1D0.z - this->actor.shape.rot.x) - this->unk_1CE) - this->unk_1D0.x);
this->unk_1D6.x -= this->actor.shape.rot.y + this->unk_1D0.y;
this->unk_1D0.z -= this->actor.shape.rot.x + this->unk_1CE + this->unk_1D0.x;
} else {
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if (this->actor.initPosRot.rot.z != 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT);
this->actor.initPosRot.rot.z = 0;
}
}
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot, &playerPos);
Math_SmoothScaleMaxMinF(&this->unk_1DC, playerPos.x, 1.0f, 16.0f, 0.0f);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot.pos, &playerPos);
Math_SmoothScaleMaxMinF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
func_80035844(&this->unk_1F4, &this->unk_1DC, &unkVar3, 0);
Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, 0);
Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
func_80035844(&this->unk_1F4, &this->unk_1DC, &test, 0);
Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, MTXMODE_NEW);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED758, &this->unk_1F4);
Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0);
func_80035844(&this->actor.posRot, &this->unk_1F4, &unkVar3, 0);
Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, MTXMODE_NEW);
func_80035844(&this->actor.posRot.pos, &this->unk_1F4, &test, 0);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED74C, &this->unk_1F4);
this->unk_1CE = Math_Vec3f_Pitch(&this->actor.posRot, &this->unk_1F4);
result = (s16)(Math_Vec3f_Yaw(&this->actor.posRot, &this->unk_1F4) - this->actor.shape.rot.y);
this->unk_1CE = Math_Vec3f_Pitch(&this->actor.posRot.pos, &this->unk_1F4);
result = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->unk_1F4) - this->actor.shape.rot.y;
resultAbs = ABS(result);
if (resultAbs >= 0x4000) {
this->unk_1CE = -0x8000 - this->unk_1CE;
}
this->unk_1D0.x = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE);
if (this->unk_1D0.x < 0) {
this->unk_1CE += (this->unk_1D0.x * 2);
this->unk_1CE += this->unk_1D0.x * 2;
this->unk_1D0.x *= -2;
return;
}
} else {
unkVar = ~0x80;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= unkVar;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
this->actor.initPosRot.rot.z = 1;
Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x3E8, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
}
@ -230,12 +220,10 @@ void func_809ECF60(EnDha* this) {
void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 2000, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.y, 0, 1, 600, 0);
@ -252,10 +240,10 @@ void EnDha_SetupDeath(EnDha* this) {
this->unk_1C8 = 300;
if (this->actor.parent != NULL) {
if (this->actor.parent->params != 0xA) {
if (this->actor.parent->params != ENDH_DEATH) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD);
}
if (this->actor.parent->params <= 0) {
if (this->actor.parent->params <= ENDH_WAIT_UNDERGROUND) {
this->actor.parent->params--;
}
}
@ -267,14 +255,12 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
Vec3f vector;
Player* player = PLAYER;
if (player->stateFlags2 & 0x80) {
if (&this->actor == player->actor.parent) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x7D0, 0);
Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
result = Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (result == 0) {
@ -284,11 +270,9 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
if (-12000.0f < this->actor.shape.unk_08) {
this->actor.shape.unk_08 -= 1000.0f;
func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1);
return;
}
this->unk_1C8--;
if (this->actor.parent != 0) {
if (this->actor.parent->params == 0xA) {
} else {
this->unk_1C8--;
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
Actor_Kill(&this->actor);
return;
}
@ -315,54 +299,44 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
this->actor.colChkInfo.health = 8;
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xE0);
} else {
Audio_PlayActorSound2(this, NA_SE_EN_DEADHAND_DAMAGE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
this->unk_1C0 = 9;
func_809ECF60(this);
}
}
}
if (this->actor.parent != NULL) {
if (this->actor.parent->params == 0xA) {
EnDha_SetupDeath(this);
}
if ((this->actor.parent != NULL) && (this->actor.parent->params == ENDH_DEATH)) {
EnDha_SetupDeath(this);
}
}
void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
CollisionCheckContext* colChkCtx;
colChkCtx = &globalCtx->colChkCtx;
if (this->actor.parent == NULL) {
this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORTYPE_ENEMY, 10000.0f);
}
EnDha_UpdateHealth(this, globalCtx);
this->actionFunc(this, globalCtx);
CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider);
CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDha* this = THIS;
s32 retVar;
if (limbIndex == 1) {
rot->y = -(s16)(this->unk_1CE + 0x4000);
rot->z += this->unk_1D0.y;
retVar = 0;
} else if (limbIndex == 2) {
rot->z = this->unk_1D0.x;
rot->y -= this->unk_1D0.y;
retVar = 0;
} else if (limbIndex == 3) {
rot->y = -(this->unk_1D6.x);
rot->z = -(this->unk_1D0.z);
retVar = 0;
} else {
retVar = 0;
rot->y = -this->unk_1D6.x;
rot->z = -this->unk_1D0.z;
}
return retVar;
return 0;
}
void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
@ -392,6 +366,7 @@ void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
}
void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnDha* this = THIS;
func_80093D18(globalCtx->state.gfxCtx);