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cleanup en_dha (#787)

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Zelllll 2021-04-25 11:39:26 -05:00 committed by GitHub
parent 7cc67f70c1
commit e11e8b709d
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 115 additions and 93 deletions

View file

@ -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;
}
}

View file

@ -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