1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-08 15:30:14 +00:00

z_en_fd, z_en_fd_fire, and z_en_fw (#415)

* EnFd OK

* decompile En_Fd_Fire, document some of En_Fd

* fw wip

* match a few more of ovl_en_fw, properly organize data

* Ovl_En_Fw OK

* Documentation, formatting.

* change Color_RGBA8_n to Color_RGBA8

* PR updates

* fix errors with merge

* review

* dunno why jenkins failed

* review

Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
krimtonz 2020-12-04 13:35:28 -06:00 committed by GitHub
parent 4beeedd116
commit e983d2b72b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
73 changed files with 1540 additions and 5451 deletions

View file

@ -4,12 +4,32 @@
#define THIS ((EnFd*)thisx)
#define FLG_COREDEAD (0x4000)
#define FLG_COREDONE (0x8000)
void EnFd_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFd_Run(EnFd* this, GlobalContext* globalCtx);
void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx);
void EnFd_Reappear(EnFd* this, GlobalContext* globalCtx);
void EnFd_SpinAndGrow(EnFd* this, GlobalContext* globalCtx);
void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx);
void EnFd_WaitForCore(EnFd* this, GlobalContext* globalCtx);
void EnFd_UpdateFlames(EnFd* this);
void EnFd_UpdateDots(EnFd* this);
void EnFd_AddEffect(EnFd*, u8, Vec3f*, Vec3f*, Vec3f*, u8, f32, f32);
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx);
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx);
void EnFd_Land(EnFd* this, GlobalContext* globalCtx);
extern Gfx D_060079F8[];
extern Gfx D_06007A78[];
extern Gfx D_06007928[];
extern Gfx D_06007938[];
extern FlexSkeletonHeader D_06005810;
/*
const ActorInit En_Fd_InitVars = {
ACTOR_EN_FD,
ACTORTYPE_ENEMY,
@ -21,61 +41,802 @@ const ActorInit En_Fd_InitVars = {
(ActorFunc)EnFd_Update,
(ActorFunc)EnFd_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0B6C0.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0B7B8.s")
static ColliderJntSphItemInit sJntSphItemsInit[12] = {
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040088, 0x00, 0x00 }, 0x01, 0x05, 0x01 },
{ 21, { { 1600, 0, 0 }, 5 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 12, { { 1600, 0, 0 }, 5 }, 400 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 14, { { 800, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 15, { { 1600, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 16, { { 2000, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 17, { { 800, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 18, { { 1600, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 19, { { 2000, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 4, { { 2200, 0, 0 }, 4 }, 400 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 4, { { 5000, 0, 0 }, 4 }, 300 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 8, { { 2200, 0, 0 }, 4 }, 400 },
},
{
{ 0x00, { 0xFFCFFFFF, 0x01, 0x04 }, { 0x00040008, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 8, { { 5000, 0, 0 }, 4 }, 300 },
},
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0B8D8.s")
static ColliderJntSphInit sJntSphInit = {
{ COLTYPE_UNK10, 0x11, 0x09, 0x39, 0x10, COLSHAPE_JNTSPH },
12,
sJntSphItemsInit,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BA44.s")
static CollisionCheckInfoInit2 sColChkInit = { 24, 2, 25, 25, 0xFF };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BAE0.s")
static struct_80034EC0_Entry sAnimations[] = {
{ 0x060010B4, 1.0f, 0.0f, -1.0f, 0x03, 0.0f }, { 0x06005C64, 1.0f, 0.0f, -1.0f, 0x03, -10.0f },
{ 0x06006044, 0.0f, 0.0f, -1.0f, 0x03, -10.0f }, { 0x06006A18, 1.0f, 0.0f, -1.0f, 0x01, -10.0f },
{ 0x06006B64, 0.0f, 0.0f, -1.0f, 0x03, -10.0f },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BC70.s")
s32 EnFd_SpawnCore(EnFd* this, GlobalContext* globalCtx) {
if (this->invincibilityTimer != 0) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BD78.s")
if (Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_FW, this->corePos.x, this->corePos.y,
this->corePos.z, 0, this->actor.shape.rot.y, 0, this->runDir) == NULL) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BE34.s")
this->actor.child->colChkInfo.health = this->actor.colChkInfo.health % 8;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BEA0.s")
if (this->actor.child->colChkInfo.health == 0) {
this->actor.child->colChkInfo.health = 8;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0BF6C.s")
if ((this->actor.flags & 0x2000) == 0x2000) {
func_8002DE04(globalCtx, &this->actor, this->actor.child);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C0A0.s")
this->coreActive = true;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/EnFd_Init.s")
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/EnFd_Destroy.s")
void EnFd_SpawnChildFire(EnFd* this, GlobalContext* globalCtx, s16 fireCnt, s16 color) {
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C310.s")
for (i = 0; i < fireCnt; i++) {
s16 angle = (s16)((((i * 360.0f) / fireCnt) * (0x10000 / 360.0f))) + this->actor.yawTowardsLink;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_FD_FIRE, this->actor.posRot.pos.x,
this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, angle, 0, (color << 0xF) | i);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C3A0.s")
void EnFd_SpawnDot(EnFd* this, GlobalContext* globalCtx) {
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C474.s")
if (this->actionFunc == EnFd_Run || this->actionFunc == EnFd_SpinAndSpawnFire) {
pos.x = this->actor.posRot.pos.x;
pos.y = this->actor.groundY + 4.0f;
pos.z = this->actor.posRot.pos.z;
accel.x = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
accel.y = ((Math_Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
EnFd_AddEffect(this, FD_EFFECT_FLAME, &pos, &velocity, &accel, 8, 0.6f, 0.2f);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C4F0.s")
/**
* Checks to see if the hammer effect is active, and if it should be applied
*/
s32 EnFd_CheckHammer(EnFd* this, GlobalContext* globalCtx) {
if (this->actionFunc == EnFd_Reappear || this->actionFunc == EnFd_SpinAndGrow ||
this->actionFunc == EnFd_JumpToGround || this->actionFunc == EnFd_WaitForCore) {
return false;
} else if (globalCtx->actorCtx.unk_02 != 0 && this->actor.xzDistFromLink < 300.0f &&
this->actor.yDistFromLink < 60.0f) {
return true;
} else {
return false;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C5D0.s")
s32 EnFd_ColliderCheck(EnFd* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
ColliderBody* body;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0C7EC.s")
if (this->collider.base.acFlags & 2 || EnFd_CheckHammer(this, globalCtx)) {
this->collider.base.acFlags &= ~2;
if (this->invincibilityTimer != 0) {
return false;
}
body = &this->collider.list[0].body;
if (body->acHitItem != NULL && (body->acHitItem->toucher.flags & 0x80)) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0CA44.s")
if (!EnFd_SpawnCore(this, globalCtx)) {
return false;
}
this->invincibilityTimer = 30;
this->actor.flags &= ~1;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_DAMAGE);
func_80032C7C(globalCtx, &this->actor);
return true;
} else if (DECR(this->attackTimer) == 0 && this->collider.base.atFlags & 2) {
this->collider.base.atFlags &= ~2;
if (this->invincibilityTimer != 0) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/EnFd_Update.s")
if (this->collider.base.atFlags & 4) {
return false;
}
this->attackTimer = 30;
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
func_8002F71C(globalCtx, &this->actor, this->actor.speedXZ + 2.0f, this->actor.yawTowardsLink, 6.0f);
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0CCB8.s")
/**
* Determines if `actor` is within an acceptable range for `this` to be able to "see" `actor`
* `actor` must be within 400 units of `this`, `actor` must be within +/- 40 degrees facing angle
* towards `actor`, and there must not be a collision poly between `this` and `actor`
*/
s32 EnFd_CanSeeActor(EnFd* this, Actor* actor, GlobalContext* globalCtx) {
CollisionPoly** colPoly;
u32 bgId;
Vec3f colPoint;
s16 angle;
s32 pad;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0CCF0.s")
// Check to see if `actor` is within 400 units of `this`
if (Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &actor->posRot.pos) > 400.0f) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/EnFd_Draw.s")
// Check to see if the angle between this facing angle and `actor` is withing ~40 degrees
angle = (f32)Math_Vec3f_Yaw(&this->actor.posRot.pos, &actor->posRot.pos) - this->actor.shape.rot.y;
if (ABS(angle) >= 0x1C71) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0D40C.s")
// check to see if the line between `this` and `actor` does not intersect a collision poly
if (func_8003DE84(&globalCtx->colCtx, &this->actor.posRot.pos, &actor->posRot.pos, &colPoint, &colPoly, 1, 0, 0, 1,
&bgId)) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0D4FC.s")
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0D614.s")
Actor* EnFd_FindBomb(EnFd* this, GlobalContext* globalCtx) {
Actor* actor = globalCtx->actorCtx.actorList[ACTORTYPE_EXPLOSIVES].first;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0D730.s")
while (actor != NULL) {
if (actor->params != 0 || actor->parent != NULL) {
actor = actor->next;
continue;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fd/func_80A0DB44.s")
if (actor->id != ACTOR_EN_BOM) {
actor = actor->next;
continue;
}
if (EnFd_CanSeeActor(this, actor, globalCtx) != 1) {
actor = actor->next;
continue;
}
return actor;
}
return NULL;
}
Actor* EnFd_FindPotentialTheat(EnFd* this, GlobalContext* globalCtx) {
Player* player;
Actor* bomb = EnFd_FindBomb(this, globalCtx);
if (bomb != NULL) {
return bomb;
}
if (this->attackTimer != 0) {
return NULL;
}
player = PLAYER;
if (!EnFd_CanSeeActor(this, &player->actor, globalCtx)) {
return NULL;
}
return &player->actor;
}
/**
* Creates a delta in `dst` for the position from `this`'s current position to the next
* position in a circle formed by `radius` with center at `this`'s initial position.
*/
Vec3f* EnFd_GetPosAdjAroundCircle(Vec3f* dst, EnFd* this, f32 radius, s16 dir) {
s16 angle;
Vec3f newPos;
angle = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &this->actor.posRot.pos) + (dir * 0x1554); // ~30 degrees
newPos.x = (Math_Sins(angle) * radius) + this->actor.initPosRot.pos.x;
newPos.z = (Math_Coss(angle) * radius) + this->actor.initPosRot.pos.z;
newPos.x -= this->actor.posRot.pos.x;
newPos.z -= this->actor.posRot.pos.z;
*dst = newPos;
return dst;
}
s32 EnFd_ShouldStopRunning(EnFd* this, GlobalContext* globalCtx, f32 radius, s16* runDir) {
CollisionPoly* poly;
u32 bgId;
Vec3f colPoint;
Vec3f pos;
// Check to see if the next position on the rotation around the circle
// will result in a background collision
EnFd_GetPosAdjAroundCircle(&pos, this, radius, *runDir);
pos.x += this->actor.posRot.pos.x;
pos.y = this->actor.posRot.pos.y;
pos.z += this->actor.posRot.pos.z;
if (func_8003DE84(&globalCtx->colCtx, &this->actor.posRot.pos, &pos, &colPoint, &poly, 1, 0, 0, 1, &bgId)) {
*runDir = -*runDir;
return true;
}
if (this->circlesToComplete != 0 || DECR(this->spinTimer) != 0) {
return false;
}
if (Math_Rand_ZeroOne() > 0.5f) {
*runDir = -*runDir;
}
return true;
}
void EnFd_Fade(EnFd* this, GlobalContext* globalCtx) {
if (this->invincibilityTimer != 0) {
Math_SmoothScaleMaxMinF(&this->fadeAlpha, 0.0f, 0.3f, 10.0f, 0.0f);
this->actor.shape.unk_14 = this->fadeAlpha;
if (!(this->fadeAlpha >= 0.9f)) {
this->invincibilityTimer = 0;
this->spinTimer = 0;
this->actionFunc = EnFd_WaitForCore;
this->actor.speedXZ = 0.0f;
}
}
}
void EnFd_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = THIS;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06005810, NULL, this->limbDrawTable, this->transitionDrawTable,
27);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 32.0f);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colSphs);
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0xF), &sColChkInit);
this->actor.flags &= ~1;
this->actor.flags |= 0x1000000;
Actor_SetScale(&this->actor, 0.01f);
this->firstUpdateFlag = true;
this->actor.gravity = -1.0f;
this->runDir = Math_Rand_ZeroOne() < 0.5f ? -1 : 1;
this->actor.naviEnemyId = 0x22;
this->actionFunc = EnFd_Reappear;
}
void EnFd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = THIS;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnFd_Reappear(EnFd* this, GlobalContext* globalCtx) {
this->actor.posRot.pos = this->actor.initPosRot.pos;
this->actor.params = 0;
this->actor.shape.unk_14 = 0xFF;
this->coreActive = false;
this->actor.scale.y = 0.0f;
this->fadeAlpha = 255.0f;
func_80034EC0(&this->skelAnime, sAnimations, 0);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_LAUGH);
this->actionFunc = EnFd_SpinAndGrow;
}
void EnFd_SpinAndGrow(EnFd* this, GlobalContext* globalCtx) {
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount)) {
this->actor.velocity.y = 6.0f;
this->actor.scale.y = 0.01f;
this->actor.posRot.rot.y ^= 0x8000;
this->actor.flags |= 1;
this->actor.speedXZ = 8.0f;
func_80034EC0(&this->skelAnime, sAnimations, 1);
this->actionFunc = EnFd_JumpToGround;
} else {
this->actor.scale.y = this->skelAnime.animCurrentFrame * (0.01f / this->skelAnime.totalFrames);
this->actor.shape.rot.y += 0x2000;
this->actor.posRot.rot.y = this->actor.shape.rot.y;
}
}
void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx) {
if ((this->actor.bgCheckFlags & 1) && !(this->actor.velocity.y > 0.0f)) {
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.posRot.rot.y = this->actor.shape.rot.y;
func_80034EC0(&this->skelAnime, sAnimations, 2);
this->actionFunc = EnFd_Land;
}
}
void EnFd_Land(EnFd* this, GlobalContext* globalCtx) {
Vec3f adjPos;
Math_SmoothScaleMaxMinF(&this->skelAnime.animPlaybackSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount)) {
this->spinTimer = Math_Rand_S16Offset(60, 90);
this->runRadius = Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
this->actor.posRot.rot.y = Math_atan2f(adjPos.x, adjPos.z) * (0x8000 / M_PI);
func_80034EC0(&this->skelAnime, sAnimations, 4);
this->actionFunc = EnFd_SpinAndSpawnFire;
}
}
void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx) {
f32 deceleration;
f32 tgtSpeed;
f32 rotSpeed;
if ((this->spinTimer < 31) && (this->invincibilityTimer == 0)) {
func_8002F974(&this->actor, NA_SE_EN_FLAME_FIRE_ATTACK - SFX_FLAG);
} else {
func_8002F974(&this->actor, NA_SE_EN_FLAME_ROLL - SFX_FLAG);
}
if (DECR(this->spinTimer) != 0) {
this->actor.shape.rot.y += (this->runDir * 0x2000);
if (this->spinTimer == 30 && this->invincibilityTimer == 0) {
if (this->actor.xzDistFromLink > 160.0f) {
// orange flames
EnFd_SpawnChildFire(this, globalCtx, 8, 0);
} else {
// blue flames
EnFd_SpawnChildFire(this, globalCtx, 8, 1);
}
}
} else {
// slow shape rotation down to meet `this` rotation within ~1.66 degrees
deceleration = this->actor.posRot.rot.y;
deceleration -= this->actor.shape.rot.y;
rotSpeed = 0.0f;
tgtSpeed = fabsf(deceleration);
deceleration /= tgtSpeed;
Math_SmoothScaleMaxF(&rotSpeed, tgtSpeed, 0.6f, 0x2000);
rotSpeed *= deceleration;
this->actor.shape.rot.y += (s16)rotSpeed;
rotSpeed = fabsf(rotSpeed);
if ((s32)rotSpeed <= 300) {
// ~1.6 degrees
this->actor.shape.rot.y = this->actor.posRot.rot.y;
}
if (this->actor.shape.rot.y == this->actor.posRot.rot.y) {
this->initYawToInitPos = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &this->actor.posRot.pos);
this->curYawToInitPos = this->runDir < 0 ? 0xFFFF : 0;
this->circlesToComplete = (globalCtx->state.frames & 7) + 2;
this->spinTimer = Math_Rand_S16Offset(30, 120);
func_80034EC0(&this->skelAnime, sAnimations, 3);
this->actionFunc = EnFd_Run;
}
}
}
/**
* Run around in a circle with the center being the initial position, and
* the radius being the distance from the initial postion to the nearest
* threat (bomb or player).
*/
void EnFd_Run(EnFd* this, GlobalContext* globalCtx) {
Actor* potentialThreat;
s16 yawToYawTarget;
f32 runRadiusTarget;
Vec3f adjPos;
if (EnFd_ShouldStopRunning(this, globalCtx, this->runRadius, &this->runDir)) {
if (this->invincibilityTimer == 0) {
this->actor.posRot.rot.y ^= 0x8000;
this->actor.velocity.y = 6.0f;
this->actor.speedXZ = 0.0f;
func_80034EC0(&this->skelAnime, sAnimations, 1);
this->actionFunc = EnFd_JumpToGround;
return;
}
}
yawToYawTarget = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &this->actor.posRot.pos) - this->initYawToInitPos;
if (this->runDir > 0) {
if ((u16)this->curYawToInitPos > (u16)(yawToYawTarget)) {
this->circlesToComplete--;
}
} else if ((u16)this->curYawToInitPos < (u16)(yawToYawTarget)) {
this->circlesToComplete--;
}
if (this->circlesToComplete < 0) {
this->circlesToComplete = 0;
}
this->curYawToInitPos = yawToYawTarget;
// If there is a bomb out, or if the player exists, set radius to
// the distance to that threat, otherwise default to 200.
potentialThreat = EnFd_FindPotentialTheat(this, globalCtx);
if ((potentialThreat != NULL) && (this->invincibilityTimer == 0)) {
runRadiusTarget = Math_Vec3f_DistXYZ(&this->actor.initPosRot.pos, &potentialThreat->posRot.pos);
} else {
runRadiusTarget = 200.0f;
}
Math_SmoothScaleMaxMinF(&this->runRadius, runRadiusTarget, 0.3f, 100.0f, 0.0f);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, Math_atan2f(adjPos.x, adjPos.z) * (0x8000 / M_PI), 4, 0xFA0, 1);
this->actor.posRot.rot = this->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_EN_FLAME_RUN - SFX_FLAG);
if (this->skelAnime.animCurrentFrame == 6.0f || this->skelAnime.animCurrentFrame == 13.0f ||
this->skelAnime.animCurrentFrame == 28.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_KICK);
}
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 8.0f, 0.1f, 1.0f, 0.0f);
}
/**
* En_Fw will set `this` params when it is done with it's action.
* It will set FLG_COREDONE when the core has returned to `this`'s initial
* position, and FLG_COREDEAD when there is no health left
*/
void EnFd_WaitForCore(EnFd* this, GlobalContext* globalCtx) {
if (this->spinTimer != 0) {
this->spinTimer--;
if (this->spinTimer == 0) {
Actor_Kill(&this->actor);
}
} else if (this->actor.params & FLG_COREDONE) {
this->actionFunc = EnFd_Reappear;
} else if (this->actor.params & FLG_COREDEAD) {
this->actor.params = 0;
this->spinTimer = 30;
}
}
void EnFd_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = THIS;
s32 pad;
if (this->firstUpdateFlag) {
func_800F5ACC(0x38);
this->firstUpdateFlag = false;
}
if (this->actionFunc != EnFd_Reappear) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
EnFd_SpawnDot(this, globalCtx);
}
if ((this->actor.flags & 0x2000) == 0x2000) {
// has been hookshoted
if (EnFd_SpawnCore(this, globalCtx)) {
this->actor.flags &= ~1;
this->invincibilityTimer = 30;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_DAMAGE);
func_80032C7C(globalCtx, &this->actor);
} else {
this->actor.flags &= ~0x2000;
}
} else if (this->actionFunc != EnFd_WaitForCore) {
EnFd_ColliderCheck(this, globalCtx);
}
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
EnFd_Fade(this, globalCtx);
this->actionFunc(this, globalCtx);
EnFd_UpdateDots(this);
EnFd_UpdateFlames(this);
if (this->actionFunc != EnFd_Reappear && this->actionFunc != EnFd_SpinAndGrow &&
this->actionFunc != EnFd_WaitForCore) {
if (this->attackTimer == 0 && this->invincibilityTimer == 0) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if ((this->actionFunc == EnFd_Run) || (this->actionFunc == EnFd_SpinAndSpawnFire)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
s32 EnFd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfxP) {
EnFd* this = THIS;
if (this->invincibilityTimer != 0) {
switch (limbIndex) {
case 13:
case 21:
*dList = NULL;
break;
}
}
return 0;
}
void EnFd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfxP) {
EnFd* this = THIS;
Vec3f unused0 = { 6800.0f, 0.0f, 0.0f };
Vec3f unused1 = { 6800.0f, 0.0f, 0.0f };
Vec3f initialPos = { 0.0f, 0.0f, 0.0f };
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
s32 i;
if (limbIndex == 21) {
Matrix_MultVec3f(&initialPos, &this->corePos);
}
if (limbIndex == 13) {
Matrix_MultVec3f(&initialPos, &this->actor.posRot2.pos);
}
if (limbIndex == 3 || limbIndex == 6 || limbIndex == 7 || limbIndex == 10 || limbIndex == 14 || limbIndex == 15 ||
limbIndex == 17 || limbIndex == 18 || limbIndex == 20 || limbIndex == 22 || limbIndex == 23 ||
limbIndex == 24 || limbIndex == 25 || limbIndex == 26) {
if ((globalCtx->state.frames % 2) != 0) {
for (i = 0; i < 1; i++) {
Matrix_MultVec3f(&initialPos, &pos);
pos.x += (Math_Rand_ZeroOne() - 0.5f) * 20.0f;
pos.y += (Math_Rand_ZeroOne() - 0.5f) * 40.0f;
pos.z += (Math_Rand_ZeroOne() - 0.5f) * 20.0f;
accel.x = (Math_Rand_ZeroOne() - 0.5f) * 0.4f;
accel.y = ((Math_Rand_ZeroOne() - 0.5f) * 0.2f) + 0.6f;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * 0.4f;
EnFd_AddEffect(this, FD_EFFECT_DOT, &pos, &velocity, &accel, 0, 0.006f, 0.0f);
}
}
}
func_800628A4(limbIndex, &this->collider);
}
void EnFd_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFd* this = THIS;
s32 clampedHealth;
Color_RGBA8 primColors[] = {
{ 255, 255, 200, 255 },
{ 200, 200, 200, 255 },
{ 255, 255, 0, 255 },
};
Color_RGBA8 envColors[] = {
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 0, 0, 255 },
};
u32 frames;
s32 pad;
frames = globalCtx->state.frames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1751);
Matrix_Push();
EnFd_DrawDots(this, globalCtx);
EnFd_DrawFlames(this, globalCtx);
Matrix_Pull();
if (this->actionFunc != EnFd_Reappear && !(this->fadeAlpha < 0.9f)) {
if (1) {}
func_80093D84(globalCtx->state.gfxCtx);
clampedHealth = CLAMP(thisx->colChkInfo.health - 1, 0, 23);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, primColors[clampedHealth / 8].r, primColors[clampedHealth / 8].g,
primColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, envColors[clampedHealth / 8].r, envColors[clampedHealth / 8].g,
envColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
gSPSegment(
POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0xFF - (u8)(frames * 6), 8, 0x40));
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x9, D_80116280);
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
this->skelAnime.dListCount, EnFd_OverrideLimbDraw, EnFd_PostLimbDraw, this,
POLY_XLU_DISP);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1822);
}
void EnFd_AddEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 timer, f32 scale,
f32 scaleStep) {
EnFdEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != FD_EFFECT_NONE) {
continue;
}
eff->scale = scale;
eff->scaleStep = scaleStep;
eff->initialTimer = eff->timer = timer;
eff->type = type;
eff->pos = *pos;
eff->accel = *accel;
eff->velocity = *velocity;
if (eff->type == FD_EFFECT_DOT) {
eff->color.a = 255;
eff->timer = (s16)(Math_Rand_ZeroOne() * 10.0f);
}
return;
}
}
void EnFd_UpdateFlames(EnFd* this) {
s16 i;
EnFdEffect* eff = this->effects;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
eff->timer--;
if (eff->timer == 0) {
eff->type = FD_EFFECT_NONE;
}
eff->accel.x = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.z = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;
eff->velocity.x += eff->accel.x;
eff->velocity.y += eff->accel.y;
eff->velocity.z += eff->accel.z;
eff->scale += eff->scaleStep;
}
}
}
void EnFd_UpdateDots(EnFd* this) {
EnFdEffect* eff = this->effects;
s16 i;
Color_RGBA8 dotColors[] = {
{ 255, 128, 0, 0 },
{ 255, 0, 0, 0 },
{ 255, 255, 0, 0 },
{ 255, 0, 0, 0 },
};
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;
eff->timer++;
eff->velocity.x += eff->accel.x;
eff->velocity.y += eff->accel.y;
eff->velocity.z += eff->accel.z;
eff->color.r = dotColors[eff->timer % 4].r;
eff->color.g = dotColors[eff->timer % 4].g;
eff->color.b = dotColors[eff->timer % 4].b;
if (eff->color.a > 30) {
eff->color.a -= 30;
} else {
eff->color.a = 0;
eff->type = FD_EFFECT_NONE;
}
}
}
}
void EnFd_DrawFlames(EnFd* this, GlobalContext* globalCtx) {
static Gfx* D_80A0E0F8[] = {
0x040539B0, 0x040535B0, 0x040531B0, 0x04052DB0, 0x040529B0, 0x040525B0, 0x040521B0, 0x04051DB0,
};
s32 firstDone;
s16 i;
s16 idx;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 1969);
firstDone = false;
if (1) {}
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_FLAME) {
if (!firstDone) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, D_06007928);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
firstDone = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, (u8)((this->fadeAlpha / 255.0f) * 255));
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
func_800D1FD4(&globalCtx->mf_11DA0);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_fd.c", 2006),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
idx = eff->timer * (8.0f / eff->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x8, SEGMENTED_TO_VIRTUAL(D_80A0E0F8[idx]));
gSPDisplayList(POLY_XLU_DISP++, D_06007938);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 2020);
}
void EnFd_DrawDots(EnFd* this, GlobalContext* globalCtx) {
s16 i;
s16 firstDone;
EnFdEffect* eff = this->effects;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 2034);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type == FD_EFFECT_DOT) {
if (!firstDone) {
func_80093D84(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, D_060079F8);
firstDone = true;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, eff->color.r, eff->color.g, eff->color.b,
(u8)(eff->color.a * (this->fadeAlpha / 255.0f)));
gDPPipeSync(POLY_XLU_DISP++);
if (1) {}
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
func_800D1FD4(&globalCtx->mf_11DA0);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_fd.c", 2064),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06007A78);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fd.c", 2071);
}

View file

@ -6,9 +6,48 @@
struct EnFd;
typedef void (*EnFdActionFunc)(struct EnFd* this, GlobalContext* globalCtx);
typedef enum {
FD_EFFECT_NONE,
FD_EFFECT_FLAME,
FD_EFFECT_DOT
} FDEffectType;
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 timer;
/* 0x0002 */ u8 initialTimer;
/* 0x0004 */ f32 scale;
/* 0x0008 */ f32 scaleStep;
/* 0x000C */ Color_RGBA8 color;
/* 0x0010 */ char unk_10[4];
/* 0x0014 */ Vec3f pos;
/* 0x0020 */ Vec3f velocity;
/* 0x002C */ Vec3f accel;
} EnFdEffect; // size = 0x38
typedef struct EnFd {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x3094];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnFdActionFunc actionFunc;
/* 0x0194 */ ColliderJntSph collider;
/* 0x01B4 */ ColliderJntSphItem colSphs[12];
/* 0x04B4 */ u8 coreActive;
/* 0x04B6 */ s16 initYawToInitPos;
/* 0x04B8 */ s16 curYawToInitPos;
/* 0x04BA */ s16 runDir;
/* 0x04BC */ s16 firstUpdateFlag;
/* 0x04BE */ s16 spinTimer;
/* 0x04C0 */ s16 circlesToComplete;
/* 0x04C2 */ s16 invincibilityTimer;
/* 0x04C4 */ s16 attackTimer;
/* 0x04C8 */ f32 runRadius;
/* 0x04CC */ f32 fadeAlpha;
/* 0x04D0 */ Vec3f corePos;
/* 0x04DC */ Vec3s limbDrawTable[27];
/* 0x057E */ Vec3s transitionDrawTable[27];
/* 0x0620 */ EnFdEffect effects[200];
} EnFd; // size = 0x31E0
extern const ActorInit En_Fd_InitVars;