1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-11-29 03:34:07 +00:00

Anubice fix, bit more documentation (#1136)

* Add file comment to BgJyaMegami

* Fix and clean Anubice up a bit

* Review

* Improve names, add some usage comments

* Revert to fireballPos

* headPitch

* Rename to AimFireball

* Review

* Put abdomen the right way up
This commit is contained in:
EllipticEllipsis 2022-02-11 23:20:48 +00:00 committed by GitHub
parent 6fd0f3cff2
commit c8d150afe2
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 189 additions and 158 deletions

View file

@ -1,3 +1,9 @@
/*
* File: z_bg_jya_megami.c
* Overlay: ovl_Bg_Jya_Megami
* Description: Face of Spirit Temple Goddess Statue
*/
#include "z_bg_jya_megami.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_obj/object_jya_obj.h"

View file

@ -21,8 +21,8 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_SetupIdle(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_GoToHome(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubis_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubis_ShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_ShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_Die(EnAnubice* this, GlobalContext* globalCtx);
const ActorInit En_Anubice_InitVars = {
@ -57,39 +57,45 @@ static ColliderCylinderInit sCylinderInit = {
{ 29, 103, 0, { 0, 0, 0 } },
};
typedef enum {
/* 0x0 */ ANUBICE_DMGEFF_NONE,
/* 0x2 */ ANUBICE_DMGEFF_FIRE = 2,
/* 0xF */ ANUBICE_DMGEFF_0xF = 0xF // Treated the same as ANUBICE_DMGEFF_NONE in code
} AnubiceDamageEffect;
static DamageTable sDamageTable[] = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0xF),
/* Slingshot */ DMG_ENTRY(0, 0xF),
/* Explosive */ DMG_ENTRY(0, 0xF),
/* Boomerang */ DMG_ENTRY(0, 0xF),
/* Normal arrow */ DMG_ENTRY(0, 0xF),
/* Hammer swing */ DMG_ENTRY(1, 0xF),
/* Hookshot */ DMG_ENTRY(2, 0xF),
/* Kokiri sword */ DMG_ENTRY(0, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(6, 0xF),
/* Fire arrow */ DMG_ENTRY(2, 0x2),
/* Ice arrow */ DMG_ENTRY(0, 0xF),
/* Light arrow */ DMG_ENTRY(0, 0xF),
/* Unk arrow 1 */ DMG_ENTRY(0, 0xF),
/* Unk arrow 2 */ DMG_ENTRY(0, 0xF),
/* Unk arrow 3 */ DMG_ENTRY(0, 0xF),
/* Fire magic */ DMG_ENTRY(3, 0x2),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0xF),
/* Giant spin */ DMG_ENTRY(6, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(0, 0xF),
/* Giant jump */ DMG_ENTRY(12, 0xF),
/* Master jump */ DMG_ENTRY(4, 0xF),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
/* Deku nut */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Deku stick */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Slingshot */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Explosive */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Boomerang */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Normal arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Hammer swing */ DMG_ENTRY(1, ANUBICE_DMGEFF_0xF),
/* Hookshot */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF),
/* Kokiri sword */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Master sword */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF),
/* Giant's Knife */ DMG_ENTRY(6, ANUBICE_DMGEFF_0xF),
/* Fire arrow */ DMG_ENTRY(2, ANUBICE_DMGEFF_FIRE),
/* Ice arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Light arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Unk arrow 1 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Unk arrow 2 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Unk arrow 3 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Fire magic */ DMG_ENTRY(3, ANUBICE_DMGEFF_FIRE),
/* Ice magic */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Light magic */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Shield */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Mirror Ray */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Kokiri spin */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Giant spin */ DMG_ENTRY(6, ANUBICE_DMGEFF_0xF),
/* Master spin */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF),
/* Kokiri jump */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF),
/* Giant jump */ DMG_ENTRY(12, ANUBICE_DMGEFF_0xF),
/* Master jump */ DMG_ENTRY(4, ANUBICE_DMGEFF_0xF),
/* Unknown 1 */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Unblockable */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Hammer jump */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
/* Unknown 2 */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE),
};
void EnAnubice_Hover(EnAnubice* this, GlobalContext* globalCtx) {
@ -102,19 +108,19 @@ void EnAnubice_Hover(EnAnubice* this, GlobalContext* globalCtx) {
this->actor.velocity.y = Math_SinS(this->hoverVelocityTimer);
}
void EnAnubice_SetFireballRot(EnAnubice* this, GlobalContext* globalCtx) {
f32 xzdist;
void EnAnubice_AimFireball(EnAnubice* this, GlobalContext* globalCtx) {
f32 xzDist;
f32 x;
f32 y;
f32 z;
Player* player = GET_PLAYER(globalCtx);
x = player->actor.world.pos.x - this->fireballPos.x;
y = player->actor.world.pos.y + 10.0f - this->fireballPos.y;
z = player->actor.world.pos.z - this->fireballPos.z;
xzdist = sqrtf(SQ(x) + SQ(z));
x = player->actor.world.pos.x - this->headPos.x;
y = player->actor.world.pos.y + 10.0f - this->headPos.y;
z = player->actor.world.pos.z - this->headPos.z;
xzDist = sqrtf(SQ(x) + SQ(z));
this->fireballRot.x = -RADF_TO_BINANG(Math_FAtan2F(y, xzdist));
this->fireballRot.x = -RADF_TO_BINANG(Math_FAtan2F(y, xzDist));
this->fireballRot.y = RADF_TO_BINANG(Math_FAtan2F(x, z));
}
@ -123,7 +129,7 @@ void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &gAnubiceSkel, &gAnubiceIdleAnim, this->jointTable, this->morphTable,
16);
ANUBICE_LIMB_MAX);
osSyncPrintf("\n\n");
// "☆☆☆☆☆ Anubis occurence ☆☆☆☆☆"
@ -131,8 +137,8 @@ void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.naviEnemyId = 0x3A;
Collider_InitCylinder(globalCtx, &this->col);
Collider_SetCylinder(globalCtx, &this->col, &this->actor, &sCylinderInit);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Actor_SetScale(&this->actor, 0.015f);
@ -148,16 +154,16 @@ void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx) {
void EnAnubice_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnAnubice* this = (EnAnubice*)thisx;
EnAnubiceTag* temp_v1;
EnAnubiceTag* tag;
Collider_DestroyCylinder(globalCtx, &this->col);
Collider_DestroyCylinder(globalCtx, &this->collider);
if (this->actor.params != 0) {
if (this->actor.parent) {}
temp_v1 = (EnAnubiceTag*)this->actor.parent;
if (temp_v1 != NULL && temp_v1->actor.update != NULL) {
temp_v1->anubis = NULL;
tag = (EnAnubiceTag*)this->actor.parent;
if (tag != NULL && tag->actor.update != NULL) {
tag->anubis = NULL;
}
}
}
@ -166,7 +172,7 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx) {
Actor* currentProp;
s32 flameCirclesFound;
if (this->isMirroringLink) {
if (this->isMirroringPlayer) {
if (!this->hasSearchedForFlameCircles) {
flameCirclesFound = 0;
currentProp = globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
@ -179,7 +185,7 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx) {
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n" VT_RST, flameCirclesFound);
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n" VT_RST,
this->flameCircles[flameCirclesFound]);
if (flameCirclesFound < 4) {
if (flameCirclesFound < ARRAY_COUNT(this->flameCircles) - 1) {
flameCirclesFound++;
}
currentProp = currentProp->next;
@ -216,8 +222,8 @@ void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx) {
this->actor.shape.yOffset = 0.0f;
if (player->swordState != 0) {
this->actionFunc = EnAnubis_SetupShootFireball;
} else if (this->isLinkOutOfRange) {
this->actionFunc = EnAnubice_SetupShootFireball;
} else if (this->isPlayerOutOfRange) {
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
this->actionFunc = EnAnubice_GoToHome;
@ -226,9 +232,9 @@ void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx) {
}
void EnAnubice_GoToHome(EnAnubice* this, GlobalContext* globalCtx) {
f32 xzdist;
f32 xRatio;
f32 zRatio;
f32 xzDist;
f32 normalizedX;
f32 normalizedY;
f32 x;
f32 z;
@ -240,32 +246,33 @@ void EnAnubice_GoToHome(EnAnubice* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 3000, 0);
}
if (fabsf(this->home.x - this->actor.world.pos.x) > 3.0f && fabsf(this->home.z - this->actor.world.pos.z) > 3.0f) {
if ((fabsf(this->home.x - this->actor.world.pos.x) > 3.0f) &&
(fabsf(this->home.z - this->actor.world.pos.z) > 3.0f)) {
x = this->home.x - this->actor.world.pos.x;
z = this->home.z - this->actor.world.pos.z;
xzdist = sqrtf(SQ(x) + SQ(z));
xRatio = ((x) / xzdist);
zRatio = ((z) / xzdist);
this->actor.world.pos.x += (xRatio * 8);
this->actor.world.pos.z += (zRatio * 8.0f);
xzDist = sqrtf(SQ(x) + SQ(z));
normalizedX = x / xzDist;
normalizedY = z / xzDist;
this->actor.world.pos.x += normalizedX * 8;
this->actor.world.pos.z += normalizedY * 8.0f;
} else if (this->actor.shape.yOffset < -4220.0f) {
this->actor.shape.yOffset = -4230.0f;
this->isMirroringLink = this->isLinkOutOfRange = false;
this->isMirroringPlayer = this->isPlayerOutOfRange = false;
this->actionFunc = EnAnubice_FindFlameCircles;
this->actor.gravity = 0.0f;
}
}
void EnAnubis_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
void EnAnubice_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
f32 lastFrame = Animation_GetLastFrame(&gAnubiceAttackingAnim);
this->animLastFrame = lastFrame;
Animation_Change(&this->skelAnime, &gAnubiceAttackingAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -10.0f);
this->actionFunc = EnAnubis_ShootFireball;
this->actionFunc = EnAnubice_ShootFireball;
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
}
void EnAnubis_ShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
void EnAnubice_ShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
f32 curFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
@ -274,11 +281,11 @@ void EnAnubis_ShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 3000, 0);
}
EnAnubice_SetFireballRot(this, globalCtx);
EnAnubice_AimFireball(this, globalCtx);
if (curFrame == 12.0f) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ANUBICE_FIRE, this->fireballPos.x,
this->fireballPos.y + 15.0f, this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ANUBICE_FIRE, this->headPos.x, this->headPos.y + 15.0f,
this->headPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0);
}
if (this->animLastFrame <= curFrame) {
@ -292,15 +299,15 @@ void EnAnubice_SetupDie(EnAnubice* this, GlobalContext* globalCtx) {
this->animLastFrame = lastFrame;
Animation_Change(&this->skelAnime, &gAnubiceFallDownAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -20.0f);
this->unk_256 = false;
this->unk_258 = 0;
this->isNearWall = false;
this->fallTargetYaw = 0;
this->deathTimer = 20;
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
this->actor.gravity = -1.0f;
if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->fireballPos, 70.0f)) {
this->unk_256 = true;
this->unk_258 = this->actor.shape.rot.x - 0x7F00;
if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->headPos, 70.0f)) {
this->isNearWall = true;
this->fallTargetYaw = this->actor.shape.rot.x - 0x7F00;
}
this->actionFunc = EnAnubice_Die;
@ -308,36 +315,39 @@ void EnAnubice_SetupDie(EnAnubice* this, GlobalContext* globalCtx) {
void EnAnubice_Die(EnAnubice* this, GlobalContext* globalCtx) {
f32 curFrame;
f32 phi_f2;
Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
Vec3f fireEffectPos = { 0.0f, 0.0f, 0.0f };
f32 rotX;
Vec3f baseFireEffectPos = { 0.0f, 0.0f, 0.0f };
Vec3f rotatedFireEffectPos = { 0.0f, 0.0f, 0.0f };
s32 pad;
SkelAnime_Update(&this->skelAnime);
Math_ApproachZeroF(&this->actor.shape.shadowScale, 0.4f, 0.25f);
if (this->unk_256) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_258, 1, 10000, 0);
if (fabsf(this->actor.shape.rot.y - this->unk_258) < 100.0f) {
this->unk_256 = false;
// If near a wall, turn away from it while dying to avoid going through it.
// The implementation of this is bugged in the sense that the target angle is hardcoded in practice. If the poly
// already has an angle of -0x7F00, the expected behavior won't occur.
if (this->isNearWall) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->fallTargetYaw, 1, 10000, 0);
if (fabsf(this->actor.shape.rot.y - this->fallTargetYaw) < 100.0f) {
this->isNearWall = false;
}
}
curFrame = this->skelAnime.curFrame;
phi_f2 = curFrame * -3000.0f;
phi_f2 = CLAMP_MIN(phi_f2, -11000.0f);
rotX = curFrame * -3000.0f;
rotX = CLAMP_MIN(rotX, -11000.0f);
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(phi_f2), MTXMODE_APPLY);
sp4C.y = Rand_CenteredFloat(10.0f) + 30.0f;
Matrix_MultVec3f(&sp4C, &fireEffectPos);
fireEffectPos.x += this->actor.world.pos.x + Rand_CenteredFloat(40.0f);
fireEffectPos.y += this->actor.world.pos.y + Rand_CenteredFloat(40.0f);
fireEffectPos.z += this->actor.world.pos.z + Rand_CenteredFloat(30.0f);
Actor_SetColorFilter(&this->actor, 0x4000, 0x80, 0, 8);
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &fireEffectPos, 100, 0, 0, -1);
Matrix_RotateX(BINANG_TO_RAD(rotX), MTXMODE_APPLY);
baseFireEffectPos.y = Rand_CenteredFloat(10.0f) + 30.0f;
Matrix_MultVec3f(&baseFireEffectPos, &rotatedFireEffectPos);
rotatedFireEffectPos.x += this->actor.world.pos.x + Rand_CenteredFloat(40.0f);
rotatedFireEffectPos.y += this->actor.world.pos.y + Rand_CenteredFloat(40.0f);
rotatedFireEffectPos.z += this->actor.world.pos.z + Rand_CenteredFloat(30.0f);
Actor_SetColorFilter(&this->actor, 0x4000, 128, 0, 8);
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &rotatedFireEffectPos, 100, 0, 0, -1);
if (this->animLastFrame <= curFrame && (this->actor.bgCheckFlags & 1)) {
if ((this->animLastFrame <= curFrame) && (this->actor.bgCheckFlags & 1)) {
Math_ApproachF(&this->actor.shape.yOffset, -4230.0f, 0.5f, 300.0f);
if (this->actor.shape.yOffset < -2000.0f) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xC0);
@ -350,19 +360,19 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
f32 zero;
BgHidanCurtain* flameCircle;
s32 i;
Vec3f sp48;
Vec3f sp3C;
Vec3f baseKnockbackVelocity;
Vec3f rotatedKnockbackVelocity;
EnAnubice* this = (EnAnubice*)thisx;
if (this->actionFunc != EnAnubice_SetupDie && this->actionFunc != EnAnubice_Die &&
this->actor.shape.yOffset == 0.0f) {
if ((this->actionFunc != EnAnubice_SetupDie) && (this->actionFunc != EnAnubice_Die) &&
(this->actor.shape.yOffset == 0.0f)) {
EnAnubice_Hover(this, globalCtx);
for (i = 0; i < 5; i++) {
for (i = 0; i < ARRAY_COUNT(this->flameCircles); i++) {
flameCircle = this->flameCircles[i];
if (flameCircle != NULL && fabsf(flameCircle->actor.world.pos.x - this->actor.world.pos.x) < 60.0f &&
fabsf(this->flameCircles[i]->actor.world.pos.z - this->actor.world.pos.z) < 60.0f &&
flameCircle->timer != 0) {
if ((flameCircle != NULL) && (fabsf(flameCircle->actor.world.pos.x - this->actor.world.pos.x) < 60.0f) &&
(fabsf(this->flameCircles[i]->actor.world.pos.z - this->actor.world.pos.z) < 60.0f) &&
(flameCircle->timer != 0)) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~ACTOR_FLAG_0;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
@ -372,9 +382,9 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
if (this->col.base.acFlags & 2) {
this->col.base.acFlags &= ~2;
if (this->actor.colChkInfo.damageEffect == 2) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect == ANUBICE_DMGEFF_FIRE) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~ACTOR_FLAG_0;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
@ -387,20 +397,20 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
this->knockbackTimer = 10;
this->isKnockedback = true;
sp48.x = 0.0f;
sp48.y = 0.0f;
sp48.z = -10.0f;
sp3C.x = 0.0f;
sp3C.y = 0.0f;
sp3C.z = 0.0f;
baseKnockbackVelocity.x = 0.0f;
baseKnockbackVelocity.y = 0.0f;
baseKnockbackVelocity.z = -10.0f;
rotatedKnockbackVelocity.x = 0.0f;
rotatedKnockbackVelocity.y = 0.0f;
rotatedKnockbackVelocity.z = 0.0f;
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_MultVec3f(&sp48, &sp3C);
Matrix_MultVec3f(&baseKnockbackVelocity, &rotatedKnockbackVelocity);
this->actor.velocity.x = sp3C.x;
this->actor.velocity.z = sp3C.z;
this->knockbackRecoveryVelocity.x = -sp3C.x;
this->knockbackRecoveryVelocity.z = -sp3C.z;
this->actor.velocity.x = rotatedKnockbackVelocity.x;
this->actor.velocity.z = rotatedKnockbackVelocity.z;
this->knockbackRecoveryVelocity.x = -rotatedKnockbackVelocity.x;
this->knockbackRecoveryVelocity.z = -rotatedKnockbackVelocity.z;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
}
@ -437,45 +447,45 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actor.velocity.y += this->actor.gravity;
func_8002D7EC(&this->actor);
if (!this->isLinkOutOfRange) {
if (!this->isPlayerOutOfRange) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
} else {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1C);
}
if (this->actionFunc != EnAnubice_SetupDie && this->actionFunc != EnAnubice_Die) {
if ((this->actionFunc != EnAnubice_SetupDie) && (this->actionFunc != EnAnubice_Die)) {
Actor_SetFocus(&this->actor, this->focusHeightOffset);
Collider_UpdateCylinder(&this->actor, &this->col);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->col.base);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (!this->isKnockedback && this->actor.shape.yOffset == 0.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->col.base);
if (!this->isKnockedback && (this->actor.shape.yOffset == 0.0f)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
s32 EnAnubis_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
s32 EnAnubice_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnAnubice* this = (EnAnubice*)thisx;
if (limbIndex == 13) {
rot->z += this->unk_278;
if (limbIndex == ANUBICE_LIMB_HEAD) {
rot->z += this->headPitch;
}
return false;
}
void EnAnubis_PostLimbDraw(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
void EnAnubice_PostLimbDraw(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnAnubice* this = (EnAnubice*)thisx;
Vec3f pos = { 0.0f, 0.0f, 0.0f };
if (limbIndex == 13) {
if (limbIndex == ANUBICE_LIMB_HEAD) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_anubice.c", 853);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_anubice.c", 856),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gAnubiceEyesDL);
Matrix_MultVec3f(&pos, &this->fireballPos);
Matrix_MultVec3f(&pos, &this->headPos);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_anubice.c", 868);
}
@ -485,6 +495,6 @@ void EnAnubice_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnAnubice* this = (EnAnubice*)thisx;
func_80093D84(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnAnubis_OverrideLimbDraw,
EnAnubis_PostLimbDraw, this);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnAnubice_OverrideLimbDraw,
EnAnubice_PostLimbDraw, this);
}

View file

@ -9,34 +9,54 @@ struct EnAnubice;
typedef void (*EnAnubiceActionFunc)(struct EnAnubice*, struct GlobalContext*);
typedef enum {
/* 0 */ ANUBICE_LIMB_NONE,
/* 1 */ ANUBICE_LIMB_ROOT,
/* 2 */ ANUBICE_LIMB_BODY_ROOT,
/* 3 */ ANUBICE_LIMB_CHEST,
/* 4 */ ANUBICE_LIMB_ABDOMEN_ROOT,
/* 5 */ ANUBICE_LIMB_UPPER_ABDOMEN,
/* 6 */ ANUBICE_LIMB_LOWER_ABDOMEN,
/* 7 */ ANUBICE_LIMB_TAIL_ROOT,
/* 8 */ ANUBICE_LIMB_TAIL_BASE,
/* 9 */ ANUBICE_LIMB_TAIL_TIP,
/* 10 */ ANUBICE_LIMB_JEWEL_ROOT,
/* 11 */ ANUBICE_LIMB_JEWEL,
/* 12 */ ANUBICE_LIMB_HEAD_ROOT,
/* 13 */ ANUBICE_LIMB_HEAD,
/* 14 */ ANUBICE_LIMB_JAW_ROOT,
/* 15 */ ANUBICE_LIMB_JAW,
/* 16 */ ANUBICE_LIMB_MAX
} AnubiceLimbs;
typedef struct EnAnubice {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s jointTable[16];
/* 0x01F0 */ Vec3s morphTable[16];
/* 0x0190 */ Vec3s jointTable[ANUBICE_LIMB_MAX];
/* 0x01F0 */ Vec3s morphTable[ANUBICE_LIMB_MAX];
/* 0x0250 */ EnAnubiceActionFunc actionFunc;
/* 0x0254 */ s16 timeAlive;
/* 0x0256 */ s16 unk_256;
/* 0x0258 */ s16 unk_258;
/* 0x0256 */ s16 isNearWall; // Technically any bg poly, but in practice usually a wall
/* 0x0258 */ s16 fallTargetYaw;
/* 0x025A */ s16 deathTimer;
/* 0x025C */ s16 knockbackTimer;
/* 0x025E */ s16 isMirroringLink;
/* 0x0260 */ s16 isLinkOutOfRange;
/* 0x0262 */ s16 isKnockedback;
/* 0x025E */ s16 isMirroringPlayer;
/* 0x0260 */ s16 isPlayerOutOfRange;
/* 0x0262 */ s16 isKnockedback; // Hit by an attack without ANUBICE_DMGEFF_FIRE
/* 0x0264 */ s16 hasSearchedForFlameCircles;
/* 0x0268 */ f32 hoverVelocityTimer;
/* 0x026C */ f32 animLastFrame;
/* 0x0270 */ f32 targetHeight;
/* 0x0274 */ f32 playerHeightOffset; // How high above the player to hover at
/* 0x0278 */ f32 unk_278;
/* 0x0278 */ f32 headPitch; // Never changed from initial value 0
/* 0x027C */ f32 focusHeightOffset;
/* 0x0280 */ Vec3f fireballPos;
/* 0x0280 */ Vec3f headPos;
/* 0x028C */ Vec3f fireballRot;
/* 0x0298 */ Vec3f home;
/* 0x02A4 */ Vec3f knockbackRecoveryVelocity;
/* 0x02B0 */ BgHidanCurtain* flameCircles[4];
/* 0x02C0 */ char unk_2C0[0x8];
/* 0x02C8 */ ColliderCylinder col;
/* 0x02B0 */ BgHidanCurtain* flameCircles[5];
/* 0x02C4 */ char unk_2C4[0x4]; // Possibly another element of flameCircles
/* 0x02C8 */ ColliderCylinder collider;
} EnAnubice; // size = 0x0314
#endif

View file

@ -40,7 +40,7 @@ void EnAnubiceTag_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.params = 0;
}
if (this->actor.params != 0) {
this->triggerRange = this->actor.params * 40.0f;
this->extraTriggerRange = this->actor.params * 40.0f;
}
this->actionFunc = EnAnubiceTag_SpawnAnubis;
}
@ -77,21 +77,16 @@ void EnAnubiceTag_ManageAnubis(EnAnubiceTag* this, GlobalContext* globalCtx) {
return;
}
if (this->actor.xzDistToPlayer < (200.0f + this->triggerRange)) {
if (!anubis->isLinkOutOfRange) {
if (!anubis->isKnockedback) {
anubis->isMirroringLink = true;
offset.x = -Math_SinS(this->actor.yawTowardsPlayer) * this->actor.xzDistToPlayer;
offset.z = -Math_CosS(this->actor.yawTowardsPlayer) * this->actor.xzDistToPlayer;
Math_ApproachF(&anubis->actor.world.pos.x, (this->actor.world.pos.x + offset.x), 0.3f, 10.0f);
Math_ApproachF(&anubis->actor.world.pos.z, (this->actor.world.pos.z + offset.z), 0.3f, 10.0f);
return;
}
}
} else {
if (anubis->isMirroringLink) {
anubis->isLinkOutOfRange = true;
if (this->actor.xzDistToPlayer < (200.0f + this->extraTriggerRange)) {
if (!anubis->isPlayerOutOfRange && !anubis->isKnockedback) {
anubis->isMirroringPlayer = true;
offset.x = -Math_SinS(this->actor.yawTowardsPlayer) * this->actor.xzDistToPlayer;
offset.z = -Math_CosS(this->actor.yawTowardsPlayer) * this->actor.xzDistToPlayer;
Math_ApproachF(&anubis->actor.world.pos.x, this->actor.world.pos.x + offset.x, 0.3f, 10.0f);
Math_ApproachF(&anubis->actor.world.pos.z, this->actor.world.pos.z + offset.z, 0.3f, 10.0f);
}
} else if (anubis->isMirroringPlayer) {
anubis->isPlayerOutOfRange = true;
}
}
@ -107,6 +102,6 @@ void EnAnubiceTag_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (BREG(0) != 0) {
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f, 1.0f,
1.0f, 0xFF, 0, 0, 0xFF, 4, globalCtx->state.gfxCtx);
1.0f, 255, 0, 0, 255, 4, globalCtx->state.gfxCtx);
}
}

View file

@ -13,7 +13,7 @@ typedef struct EnAnubiceTag {
/* 0x0000 */ Actor actor;
/* 0x014C */ EnAnubiceTagActionFunc actionFunc;
/* 0x0150 */ EnAnubice* anubis;
/* 0x0154 */ f32 triggerRange;
/* 0x0154 */ f32 extraTriggerRange;
} EnAnubiceTag; // size = 0x0158
#endif