d_a_arrow matching (#2513)

* d_a_arrow matching

* d_a_demo_item Matching

* Change e_ba_class class to hold fopEn_enemy_c
This commit is contained in:
hatal175
2025-07-01 01:24:21 +03:00
committed by GitHub
parent 2391b6d18a
commit 558f7cacca
9 changed files with 251 additions and 191 deletions
+172 -151
View File
@@ -48,9 +48,10 @@ static void anm_init(e_ba_class* i_this, int i_index, f32 i_morf, u8 i_attr, f32
/* 8067EE38-8067EEA8 000238 0070+00 1/0 0/0 0/0 .text daE_BA_Draw__FP10e_ba_class */
static int daE_BA_Draw(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
J3DModel* model = i_this->mpMorf->getModel();
g_env_light.settingTevStruct(0, &i_this->current.pos, &i_this->tevStr);
g_env_light.setLightTevColorType_MAJI(model, &i_this->tevStr);
g_env_light.settingTevStruct(0, &a_this->current.pos, &a_this->tevStr);
g_env_light.setLightTevColorType_MAJI(model, &a_this->tevStr);
i_this->mpMorf->entryDL();
return 1;
}
@@ -69,7 +70,7 @@ static void* shot_b_sub(void* i_proc, void* i_this) {
/* 8067EF20-8067EFF8 000320 00D8+00 1/1 0/0 0/0 .text other_bg_check__FP10e_ba_classP10fopAc_ac_c
*/
static BOOL other_bg_check(e_ba_class* i_this, fopAc_ac_c* i_other) {
fopAc_ac_c* _this = static_cast<fopAc_ac_c*>(i_this);
fopAc_ac_c* _this = static_cast<fopAc_ac_c*>(&i_this->mEnemy);
dBgS_LinChk lin_chk;
cXyz vec1, vec2;
vec2 = i_other->current.pos;
@@ -86,15 +87,16 @@ static BOOL other_bg_check(e_ba_class* i_this, fopAc_ac_c* i_other) {
/* 8067EFF8-8067F0AC 0003F8 00B4+00 5/5 0/0 0/0 .text pl_check__FP10e_ba_classfs */
static BOOL pl_check(e_ba_class* i_this, f32 i_maxDistance, s16 i_maxAngle) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
if (!daPy_getPlayerActorClass()->checkSwimUp() || dComIfGp_event_runCheck()) {
return false;
}
if (player->current.pos.y < i_this->current.pos.y && i_this->mPlayerDistanceXZ < i_maxDistance)
if (player->current.pos.y < a_this->current.pos.y && i_this->mPlayerDistanceXZ < i_maxDistance)
{
s16 angle = i_this->shape_angle.y - i_this->mPlayerAngleY;
s16 angle = a_this->shape_angle.y - i_this->mPlayerAngleY;
if (i_maxAngle == 1 || (angle < i_maxAngle && angle > (s16)-i_maxAngle)) {
if (!other_bg_check(i_this, player)) {
return true;
@@ -107,6 +109,7 @@ static BOOL pl_check(e_ba_class* i_this, f32 i_maxDistance, s16 i_maxAngle) {
/* 8067F0AC-8067F2DC 0004AC 0230+00 1/1 0/0 0/0 .text damage_check__FP10e_ba_class */
static void damage_check(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
daPy_py_c* player = static_cast<daPy_py_c*>(dComIfGp_getPlayer(0));
if (i_this->mIFrames == 0) {
i_this->mStts.Move();
@@ -118,22 +121,22 @@ static void damage_check(e_ba_class* i_this) {
i_this->mType = e_ba_class::TYPE_NORMAL;
i_this->mSph.SetAtType(AT_TYPE_CSTATUE_SWING);
} else {
cc_at_check(i_this, &i_this->mAtInfo);
cc_at_check(a_this, &i_this->mAtInfo);
if (i_this->mAtInfo.mpCollider->ChkAtType(AT_TYPE_HOOKSHOT)
|| i_this->mAtInfo.mpCollider->ChkAtType(AT_TYPE_SLINGSHOT))
{
i_this->health--;
a_this->health--;
}
if (i_this->mAtInfo.mpCollider->ChkAtType(AT_TYPE_SHIELD_ATTACK)) {
i_this->mAction = e_ba_class::ACT_CHANCE;
i_this->mMode = 0;
i_this->mKnockbackSpeed = 70.0f;
i_this->mKnockbackAngle = i_this->shape_angle.y;
i_this->mKnockbackAngle = a_this->shape_angle.y;
i_this->mIsDying = false;
dComIfGp_getVibration().StartShock(2, 0x1f, cXyz(0.0f, 1.0f, 0.0f));
} else if (i_this->mAtInfo.mpCollider->ChkAtType(AT_TYPE_WOLF_ATTACK)
&& player->onWolfEnemyCatch(i_this)) {
&& player->onWolfEnemyCatch(a_this)) {
i_this->mAction = e_ba_class::ACT_WOLFBITE;
i_this->mMode = 0;
i_this->mIFrames = 200;
@@ -147,7 +150,7 @@ static void damage_check(e_ba_class* i_this) {
}
i_this->mKnockbackSpeed = 80.0f;
i_this->mKnockbackAngle = i_this->mAtInfo.mHitDirection.y;
if (i_this->health <= 0) {
if (a_this->health <= 0) {
i_this->mCreatureSound.startCreatureVoice(Z2SE_EN_BA_V_DEATH, -1);
i_this->mpMorf->setPlaySpeed(0.2f);
i_this->mIsDying = true;
@@ -161,10 +164,11 @@ static void damage_check(e_ba_class* i_this) {
/* 8067F2DC-8067F544 0006DC 0268+00 2/3 0/0 0/0 .text path_check__FP10e_ba_class */
// NONMATCHING regalloc
static BOOL path_check(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
if (i_this->mpPath != NULL) {
dBgS_LinChk lin_chk;
cXyz vec1, vec2;
vec1 = i_this->current.pos;
vec1 = a_this->current.pos;
vec1.y += 100.0f;
static bool check_index[255];
dPnt* point = i_this->mpPath->m_points;
@@ -172,7 +176,7 @@ static BOOL path_check(e_ba_class* i_this) {
vec2.x = point->m_position.x;
vec2.y = point->m_position.y + 100.0f;
vec2.z = point->m_position.z;
lin_chk.Set(&vec1, &vec2, i_this);
lin_chk.Set(&vec1, &vec2, a_this);
if (!dComIfG_Bgsp().LineCross(&lin_chk)) {
check_index[i] = true;
} else {
@@ -187,9 +191,9 @@ static BOOL path_check(e_ba_class* i_this) {
point = i_this->mpPath->m_points;
for (int j = 0; j < i_this->mpPath->m_num; j++, point++) {
if (check_index[j]) {
delta_x = i_this->current.pos.x - point->m_position.x;
delta_y = i_this->current.pos.y - point->m_position.y;
delta_z = i_this->current.pos.z - point->m_position.z;
delta_x = a_this->current.pos.x - point->m_position.x;
delta_y = a_this->current.pos.y - point->m_position.y;
delta_z = a_this->current.pos.z - point->m_position.z;
f32 dist =
JMAFastSqrt(delta_x * delta_x + delta_y * delta_y + delta_z * delta_z);
if (dist < threshold) {
@@ -222,31 +226,34 @@ static BOOL path_check(e_ba_class* i_this) {
/* 8067F544-8067F6D4 000944 0190+00 6/6 0/0 0/0 .text fly_move__FP10e_ba_class */
static void fly_move(e_ba_class* i_this) {
f32 delta_x = i_this->mTargetPos.x - i_this->current.pos.x;
f32 delta_y = i_this->mTargetPos.y - i_this->current.pos.y;
f32 delta_z = i_this->mTargetPos.z - i_this->current.pos.z;
fopEn_enemy_c* a_this = &i_this->mEnemy;
f32 delta_x = i_this->mTargetPos.x - a_this->current.pos.x;
f32 delta_y = i_this->mTargetPos.y - a_this->current.pos.y;
f32 delta_z = i_this->mTargetPos.z - a_this->current.pos.z;
s16 angle_y = cM_atan2s(delta_x, delta_z);
f32 dist_xz = JMAFastSqrt(delta_x * delta_x + delta_z * delta_z);
s16 angle_x = -cM_atan2s(delta_y, dist_xz);
cLib_addCalcAngleS2(&i_this->current.angle.y, angle_y, 10,
cLib_addCalcAngleS2(&a_this->current.angle.y, angle_y, 10,
i_this->mBaseAngleSpeed * i_this->mSpeedRatio);
i_this->mBaseAngleSpeed = 2000.0f;
cLib_addCalcAngleS2(&i_this->current.angle.x, angle_x, 10,
cLib_addCalcAngleS2(&a_this->current.angle.x, angle_x, 10,
i_this->mBaseAngleSpeed * i_this->mSpeedRatio);
cLib_addCalc2(&i_this->mSpeedRatio, 1.0f, 1.0f, 0.04f);
cXyz vec;
vec.x = 0.0f;
vec.y = 0.0f;
vec.z = i_this->speedF;
mDoMtx_YrotS(*calc_mtx, i_this->current.angle.y);
mDoMtx_XrotM(*calc_mtx, i_this->current.angle.x);
MtxPosition(&vec, &i_this->speed);
i_this->current.pos += i_this->speed;
vec.z = a_this->speedF;
mDoMtx_YrotS(*calc_mtx, a_this->current.angle.y);
mDoMtx_XrotM(*calc_mtx, a_this->current.angle.x);
MtxPosition(&vec, &a_this->speed);
a_this->current.pos += a_this->speed;
}
/* 8067F6D4-8067F81C 000AD4 0148+00 1/1 0/0 0/0 .text e_ba_roof__FP10e_ba_class */
static void e_ba_roof(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
switch (i_this->mMode) {
case 0:
anm_init(i_this, e_ba_class::ANM_WAIT, 15.0f,
@@ -261,9 +268,9 @@ static void e_ba_roof(e_ba_class* i_this) {
break;
}
cLib_addCalc2(&i_this->current.pos.x, i_this->home.pos.x, 0.5f, fabsf(i_this->speed.x));
cLib_addCalc2(&i_this->current.pos.y, i_this->home.pos.y, 0.5f, fabsf(i_this->speed.y));
cLib_addCalc2(&i_this->current.pos.z, i_this->home.pos.z, 0.5f, fabsf(i_this->speed.z));
cLib_addCalc2(&a_this->current.pos.x, a_this->home.pos.x, 0.5f, fabsf(a_this->speed.x));
cLib_addCalc2(&a_this->current.pos.y, a_this->home.pos.y, 0.5f, fabsf(a_this->speed.y));
cLib_addCalc2(&a_this->current.pos.z, a_this->home.pos.z, 0.5f, fabsf(a_this->speed.z));
if (pl_check(i_this, i_this->mFightFlyDistance, 1)) {
i_this->mAction = e_ba_class::ACT_FIGHT_FLY;
@@ -273,6 +280,7 @@ static void e_ba_roof(e_ba_class* i_this) {
/* 8067F81C-8067F9E0 000C1C 01C4+00 1/1 0/0 0/0 .text e_ba_fight_fly__FP10e_ba_class */
static void e_ba_fight_fly(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
switch (i_this->mMode) {
@@ -289,7 +297,7 @@ static void e_ba_fight_fly(e_ba_class* i_this) {
break;
}
cLib_addCalc2(&i_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
cLib_addCalc2(&a_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
i_this->mTargetPos = player->current.pos;
fly_move(i_this);
@@ -318,6 +326,7 @@ static void e_ba_fight_fly(e_ba_class* i_this) {
/* 8067F9E0-8067FD68 000DE0 0388+00 1/1 0/0 0/0 .text e_ba_fight__FP10e_ba_class */
static void e_ba_fight(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
s16 player_angle = player->shape_angle.y;
@@ -339,14 +348,14 @@ static void e_ba_fight(e_ba_class* i_this) {
vec.z = cM_rndF(150.0f) + 150.0f;
MtxPosition(&vec, &i_this->mTargetPos);
i_this->mTargetPos += player->current.pos;
vec = i_this->mTargetPos - i_this->current.pos;
vec = i_this->mTargetPos - a_this->current.pos;
mDoMtx_YrotS(*calc_mtx, cM_atan2s(vec.x, vec.z));
f32 dist_xz = JMAFastSqrt(vec.x * vec.x + vec.z * vec.z);
mDoMtx_XrotM(*calc_mtx, -cM_atan2s(vec.y, dist_xz));
vec.x = 0.0f;
vec.y = 0.0f;
vec.z = l_HIO.mFightSpeed;
MtxPosition(&vec, &i_this->speed);
MtxPosition(&vec, &a_this->speed);
i_this->mTimer[0] = cM_rndF(30.0f) + 10.0f;
i_this->mSpeedRatio = 0.0f;
}
@@ -361,14 +370,14 @@ static void e_ba_fight(e_ba_class* i_this) {
break;
}
cLib_addCalc2(&i_this->current.pos.x, i_this->mTargetPos.x, 0.2f,
i_this->mSpeedRatio * fabsf(i_this->speed.x));
cLib_addCalc2(&i_this->current.pos.y, i_this->mTargetPos.y, 0.2f,
i_this->mSpeedRatio * fabsf(i_this->speed.y));
cLib_addCalc2(&i_this->current.pos.z, i_this->mTargetPos.z, 0.2f,
i_this->mSpeedRatio * fabsf(i_this->speed.z));
cLib_addCalc2(&a_this->current.pos.x, i_this->mTargetPos.x, 0.2f,
i_this->mSpeedRatio * fabsf(a_this->speed.x));
cLib_addCalc2(&a_this->current.pos.y, i_this->mTargetPos.y, 0.2f,
i_this->mSpeedRatio * fabsf(a_this->speed.y));
cLib_addCalc2(&a_this->current.pos.z, i_this->mTargetPos.z, 0.2f,
i_this->mSpeedRatio * fabsf(a_this->speed.z));
cLib_addCalc2(&i_this->mSpeedRatio, 1.0f, 1.0f, 0.1f);
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->mPlayerAngleY, 4, 0x800);
cLib_addCalcAngleS2(&a_this->current.angle.y, i_this->mPlayerAngleY, 4, 0x800);
if (i_this->mHomeType != e_ba_class::HOME_APPEAR
&& !pl_check(i_this, i_this->mFightFlyDistance + 50.0f, 1))
@@ -390,6 +399,7 @@ static void e_ba_fight(e_ba_class* i_this) {
/* 8067FD68-8067FF60 001168 01F8+00 1/1 0/0 0/0 .text e_ba_attack__FP10e_ba_class */
static void e_ba_attack(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
f32 target_speed = 0.0f;
i_this->mSpeedRatio = 0.0f;
@@ -418,7 +428,7 @@ static void e_ba_attack(e_ba_class* i_this) {
i_this->mAction = e_ba_class::ACT_CHANCE;
i_this->mMode = 0;
i_this->mKnockbackSpeed = 70.0f;
i_this->mKnockbackAngle = i_this->shape_angle.y;
i_this->mKnockbackAngle = a_this->shape_angle.y;
i_this->mIsDying = false;
dComIfGp_getVibration().StartShock(2, 0x1f, cXyz(0.0f, 1.0f, 0.0f));
} else {
@@ -429,19 +439,20 @@ static void e_ba_attack(e_ba_class* i_this) {
break;
case 3:
if (i_this->speedF <= 1.0f) {
if (a_this->speedF <= 1.0f) {
i_this->mAction = e_ba_class::ACT_FIGHT;
i_this->mMode = 0;
}
break;
}
cLib_addCalc2(&i_this->speedF, target_speed, 1.0f, l_HIO.mAttackSpeed * 0.2f);
cLib_addCalc2(&a_this->speedF, target_speed, 1.0f, l_HIO.mAttackSpeed * 0.2f);
fly_move(i_this);
}
/* 8067FF60-8068018C 001360 022C+00 1/1 0/0 0/0 .text e_ba_fly__FP10e_ba_class */
static void e_ba_fly(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
switch (i_this->mMode) {
case 0:
anm_init(i_this, e_ba_class::ANM_FLY, 3.0f, J3DFrameCtrl::EMode_LOOP, 1.0f);
@@ -453,23 +464,23 @@ static void e_ba_fly(e_ba_class* i_this) {
i_this->mCreatureSound.startCreatureVoice(Z2SE_EN_BA_V_NAKU, -1);
}
if (i_this->mTimer[0] == 0) {
i_this->mTargetPos.x = i_this->home.pos.x + cM_rndFX(500.0f);
i_this->mTargetPos.y = i_this->home.pos.y + cM_rndFX(200.0f);
i_this->mTargetPos.z = i_this->home.pos.z + cM_rndFX(500.0f);
cXyz vec = i_this->mTargetPos - i_this->current.pos;
i_this->mTargetPos.x = a_this->home.pos.x + cM_rndFX(500.0f);
i_this->mTargetPos.y = a_this->home.pos.y + cM_rndFX(200.0f);
i_this->mTargetPos.z = a_this->home.pos.z + cM_rndFX(500.0f);
cXyz vec = i_this->mTargetPos - a_this->current.pos;
mDoMtx_YrotS(*calc_mtx, cM_atan2s(vec.x, vec.z));
mDoMtx_XrotM(*calc_mtx, -cM_atan2s(vec.y, JMAFastSqrt(vec.x * vec.x + vec.z * vec.z)));
vec.x = 0.0f;
vec.y = 0.0f;
vec.z = l_HIO.mFightSpeed;
MtxPosition(&vec, &i_this->speed);
MtxPosition(&vec, &a_this->speed);
i_this->mTimer[0] = cM_rndF(30.0f) + 10.0f;
i_this->mSpeedRatio = 0.0f;
}
break;
}
cLib_addCalc2(&i_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
cLib_addCalc2(&a_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
fly_move(i_this);
if (pl_check(i_this, i_this->mFightFlyDistance, 1)) {
i_this->mAction = e_ba_class::ACT_FIGHT_FLY;
@@ -479,6 +490,8 @@ static void e_ba_fly(e_ba_class* i_this) {
/* 8068018C-8068039C 00158C 0210+00 1/1 0/0 0/0 .text e_ba_return__FP10e_ba_class */
static void e_ba_return(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
switch (i_this->mMode) {
case 0:
anm_init(i_this, e_ba_class::ANM_FLY, 3.0f, J3DFrameCtrl::EMode_LOOP, 1.0f);
@@ -489,11 +502,11 @@ static void e_ba_return(e_ba_class* i_this) {
break;
}
cLib_addCalc2(&i_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
i_this->mTargetPos = i_this->home.pos;
cLib_addCalc2(&a_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
i_this->mTargetPos = a_this->home.pos;
fly_move(i_this);
cXyz delta = i_this->current.pos - i_this->mTargetPos;
cXyz delta = a_this->current.pos - i_this->mTargetPos;
if (delta.abs() < 100.0f) {
i_this->mAction = e_ba_class::ACT_ROOF;
i_this->mMode = 0;
@@ -507,6 +520,7 @@ static void e_ba_return(e_ba_class* i_this) {
/* 8068039C-806806B4 00179C 0318+00 1/1 0/0 0/0 .text e_ba_path_fly__FP10e_ba_class */
static void e_ba_path_fly(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
dPnt* point;
switch (i_this->mMode) {
@@ -529,7 +543,7 @@ static void e_ba_path_fly(e_ba_class* i_this) {
}
int next_id = i_this->mpPath->m_nextID;
if (next_id != 0xffff) {
i_this->mpPath = dPath_GetRoomPath(next_id, fopAcM_GetRoomNo(i_this));
i_this->mpPath = dPath_GetRoomPath(next_id, fopAcM_GetRoomNo(a_this));
}
} else {
if (i_this->mPathPoint < 0) {
@@ -550,35 +564,37 @@ static void e_ba_path_fly(e_ba_class* i_this) {
break;
case 3:
cXyz delta = i_this->mTargetPos - i_this->current.pos;
cXyz delta = i_this->mTargetPos - a_this->current.pos;
if (delta.abs() < 200.0f) {
i_this->mMode = 1;
}
break;
}
cLib_addCalc2(&i_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
cLib_addCalc2(&a_this->speedF, l_HIO.mFlySpeed, 1.0f, l_HIO.mFlySpeed * 0.3f);
fly_move(i_this);
}
/* 806806B4-806808AC 001AB4 01F8+00 1/1 0/0 0/0 .text e_ba_chance__FP10e_ba_class */
static void e_ba_chance(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
switch (i_this->mMode) {
case 0:
anm_init(i_this, e_ba_class::ANM_HOVERING, 2.0f, J3DFrameCtrl::EMode_LOOP, 1.5f);
i_this->mMode = 1;
i_this->mTimer[0] = cM_rndF(30.0f) + 100.0f;
i_this->speed.x = 0.0f;
i_this->speed.y = 0.0f;
i_this->speed.z = 0.0f;
a_this->speed.x = 0.0f;
a_this->speed.y = 0.0f;
a_this->speed.z = 0.0f;
i_this->mCreatureSound.startCreatureVoice(Z2SE_EN_BA_V_BITE, -1);
break;
case 1:
if (i_this->mAcch.ChkGroundHit()) {
i_this->speed.y = cM_rndF(10.0f) + 10.0f;
i_this->speed.x = cM_rndFX(10.0f);
i_this->speed.z = cM_rndFX(10.0f);
a_this->speed.y = cM_rndF(10.0f) + 10.0f;
a_this->speed.x = cM_rndFX(10.0f);
a_this->speed.z = cM_rndFX(10.0f);
if ( cM_rndF(1.0f) < 0.5f) {
i_this->mChanceAngle.z = 0;
} else {
@@ -586,13 +602,13 @@ static void e_ba_chance(e_ba_class* i_this) {
}
i_this->mChanceAngle.y = cM_rndF(0x10000);
fopAcM_effSmokeSet1(&i_this->mSmokeKey1, &i_this->mSmokeKey2,
&i_this->current.pos, &i_this->shape_angle, 0.8f,
&i_this->tevStr, 1);
&a_this->current.pos, &a_this->shape_angle, 0.8f,
&a_this->tevStr, 1);
i_this->mCreatureSound.startCreatureVoice(Z2SE_EN_BA_V_FAINT, -1);
}
if (i_this->mTimer[0] == 0) {
i_this->current.angle.z = 0;
a_this->current.angle.z = 0;
i_this->mAction = e_ba_class::ACT_FIGHT;
i_this->mMode = 0;
return;
@@ -600,14 +616,15 @@ static void e_ba_chance(e_ba_class* i_this) {
break;
}
i_this->current.pos += i_this->speed;
i_this->speed.y -= 2.0f;
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->mChanceAngle.y, 2, 0x1000);
cLib_addCalcAngleS2(&i_this->current.angle.z, i_this->mChanceAngle.z, 2, 0x1000);
a_this->current.pos += a_this->speed;
a_this->speed.y -= 2.0f;
cLib_addCalcAngleS2(&a_this->current.angle.y, i_this->mChanceAngle.y, 2, 0x1000);
cLib_addCalcAngleS2(&a_this->current.angle.z, i_this->mChanceAngle.z, 2, 0x1000);
}
/* 806808AC-80680AF4 001CAC 0248+00 1/1 0/0 0/0 .text e_ba_wolfbite__FP10e_ba_class */
static void e_ba_wolfbite(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
daPy_py_c* player = static_cast<daPy_py_c*>(dComIfGp_getPlayer(0));
switch (i_this->mMode) {
@@ -617,19 +634,19 @@ static void e_ba_wolfbite(e_ba_class* i_this) {
break;
case 1:
if (!player->checkWolfEnemyCatchOwn(i_this)) {
if (!player->checkWolfEnemyCatchOwn(a_this)) {
if (player->checkWolfEnemyLeftThrow()) {
i_this->current.angle.y = player->shape_angle.y + 0x4000;
a_this->current.angle.y = player->shape_angle.y + 0x4000;
} else {
i_this->current.angle.y = player->shape_angle.y - 0x4000;
a_this->current.angle.y = player->shape_angle.y - 0x4000;
}
i_this->speedF = 40.0f;
i_this->speed.y = -20.0f;
a_this->speedF = 40.0f;
a_this->speed.y = -20.0f;
i_this->mCreatureSound.startCreatureVoice(Z2SE_EN_BA_V_DEATH, -1);
anm_init(i_this, e_ba_class::ANM_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f);
i_this->mTimer[0] = 60;
i_this->mMode = 2;
i_this->health = 0;
a_this->health = 0;
}
break;
@@ -643,8 +660,8 @@ static void e_ba_wolfbite(e_ba_class* i_this) {
case 3:
if (i_this->mTimer[0] == 0) {
ba_disappear(i_this);
fopAcM_delete(i_this);
ba_disappear(a_this);
fopAcM_delete(a_this);
}
break;
}
@@ -652,22 +669,23 @@ static void e_ba_wolfbite(e_ba_class* i_this) {
cXyz vec1, vec2;
vec1.x = 0.0f;
vec1.y = 0.0f;
vec1.z = i_this->speedF;
mDoMtx_YrotS(*calc_mtx, i_this->current.angle.y);
vec1.z = a_this->speedF;
mDoMtx_YrotS(*calc_mtx, a_this->current.angle.y);
MtxPosition(&vec1, &vec2);
i_this->speed.x = vec2.x;
i_this->speed.z = vec2.z;
i_this->current.pos += i_this->speed;
i_this->speed.y -= 4.0f;
a_this->speed.x = vec2.x;
a_this->speed.z = vec2.z;
a_this->current.pos += a_this->speed;
a_this->speed.y -= 4.0f;
if (i_this->mAcch.ChkGroundHit()) {
cLib_addCalc0(&i_this->speedF, 1.0f, 15.0f);
cLib_addCalc0(&a_this->speedF, 1.0f, 15.0f);
}
}
/* 80680AF4-80680C98 001EF4 01A4+00 1/1 0/0 0/0 .text e_ba_wind__FP10e_ba_class */
static void e_ba_wind(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
fopAc_ac_c* boomerang = (fopAc_ac_c*)fpcM_Search(shot_b_sub, i_this);
i_this->speedF = 0.0f;
a_this->speedF = 0.0f;
switch (i_this->mMode) {
case 0:
@@ -684,7 +702,7 @@ static void e_ba_wind(e_ba_class* i_this) {
i_this->mMode = 2;
i_this->mTimer[0] = 60;
} else {
i_this->current.pos = boomerang->current.pos + i_this->mWindOffset;
a_this->current.pos = boomerang->current.pos + i_this->mWindOffset;
i_this->mCreatureSound.startCreatureVoiceLevel(Z2SE_EN_BA_V_SPIN, -1);
}
break;
@@ -697,13 +715,14 @@ static void e_ba_wind(e_ba_class* i_this) {
}
}
i_this->current.angle.y += i_this->mWindSpinSpeed;
i_this->shape_angle.y = i_this->current.angle.y;
i_this->current.angle.z = 0;
a_this->current.angle.y += i_this->mWindSpinSpeed;
a_this->shape_angle.y = a_this->current.angle.y;
a_this->current.angle.z = 0;
}
/* 80680C98-80680DCC 002098 0134+00 1/1 0/0 0/0 .text e_ba_appear__FP10e_ba_class */
static void e_ba_appear(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
cXyz vec;
i_this->mIFrames = 60;
@@ -712,18 +731,18 @@ static void e_ba_appear(e_ba_class* i_this) {
anm_init(i_this, e_ba_class::ANM_APPEAR, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f);
i_this->mMode = 1;
i_this->mTimer[0] = cM_rndF(20.0f) + 40.0f;
i_this->speedF = 30.0f;
mDoMtx_YrotS(*calc_mtx, i_this->current.angle.y);
a_this->speedF = 30.0f;
mDoMtx_YrotS(*calc_mtx, a_this->current.angle.y);
vec.x = 0.0f;
vec.y = 0.0f;
vec.z = 100000.0f;
MtxPosition(&vec, &i_this->mTargetPos);
i_this->mTargetPos += i_this->current.pos;
i_this->mTargetPos += a_this->current.pos;
// fallthrough
case 1:
cLib_addCalc0(&i_this->speedF, 1.0f, 0.7f);
if (i_this->mTimer[0] == 0 || i_this->speedF < 0.1f || i_this->mAcch.ChkWallHit()) {
cLib_addCalc0(&a_this->speedF, 1.0f, 0.7f);
if (i_this->mTimer[0] == 0 || a_this->speedF < 0.1f || i_this->mAcch.ChkWallHit()) {
i_this->mAction = e_ba_class::ACT_FIGHT_FLY;
i_this->mMode = 0;
}
@@ -734,12 +753,12 @@ static void e_ba_appear(e_ba_class* i_this) {
}
/* 80680DCC-80681128 0021CC 035C+00 2/1 0/0 0/0 .text action__FP10e_ba_class */
// NONMATCHING problem with getting item to create
static void action(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
cXyz vec1, vec2, vec3;
i_this->mPlayerAngleY = fopAcM_searchPlayerAngleY(i_this);
i_this->mPlayerDistanceXZ = fopAcM_searchPlayerDistanceXZ(i_this);
i_this->field_0x566 = 0;
i_this->mPlayerAngleY = fopAcM_searchPlayerAngleY(a_this);
i_this->mPlayerDistanceXZ = fopAcM_searchPlayerDistanceXZ(a_this);
a_this->field_0x566 = 0;
damage_check(i_this);
i_this->mSph.OffAtVsPlayerBit();
@@ -750,18 +769,18 @@ static void action(e_ba_class* i_this) {
break;
case e_ba_class::ACT_FIGHT_FLY:
e_ba_fight_fly(i_this);
i_this->field_0x566 = 1;
a_this->field_0x566 = 1;
link_search = true;
break;
case e_ba_class::ACT_FIGHT:
e_ba_fight(i_this);
i_this->field_0x566 = 1;
a_this->field_0x566 = 1;
link_search = true;
break;
case e_ba_class::ACT_ATTACK:
e_ba_attack(i_this);
i_this->mSph.OnAtVsPlayerBit();
i_this->field_0x566 = 1;
a_this->field_0x566 = 1;
link_search = true;
break;
case e_ba_class::ACT_RETURN:
@@ -769,7 +788,7 @@ static void action(e_ba_class* i_this) {
break;
case e_ba_class::ACT_FLY:
e_ba_fly(i_this);
i_this->field_0x566 = 1;
a_this->field_0x566 = 1;
break;
case e_ba_class::ACT_PATH_FLY:
e_ba_path_fly(i_this);
@@ -801,45 +820,46 @@ static void action(e_ba_class* i_this) {
vec1.z = -i_this->mKnockbackSpeed;
mDoMtx_YrotS(*calc_mtx, i_this->mKnockbackAngle);
MtxPosition(&vec1, &vec2);
i_this->current.pos += vec2;
a_this->current.pos += vec2;
cLib_addCalc0(&i_this->mKnockbackSpeed, 1.0f, 5.0f);
if (i_this->mIsDying) {
i_this->shape_angle.y += 0x1300;
i_this->shape_angle.z += 0x1700;
a_this->shape_angle.y += 0x1300;
a_this->shape_angle.z += 0x1700;
if (i_this->mKnockbackSpeed <= 1.0f || i_this->mAcch.ChkWallHit()) {
fopAcM_delete(i_this);
fopAcM_delete(a_this);
if (i_this->mHomeType == e_ba_class::HOME_APPEAR) {
// should be fpcNm_ITEM_HEART : fpcNm_ITEM_ARROW_10 but that gives incorrect code
int item_no = dComIfGs_getLife() <= 4 ? 0 : 0xE;
fopAcM_createItem(&i_this->current.pos, item_no, -1, -1, NULL, NULL, 0);
fopAcM_createDisappear(i_this, &i_this->current.pos, 6, 0, 0xff);
fopAcM_createItem(&a_this->current.pos, item_no, -1, -1, NULL, NULL, 0);
fopAcM_createDisappear(a_this, &a_this->current.pos, 6, 0, 0xff);
} else {
ba_disappear(i_this);
ba_disappear(a_this);
}
}
}
} else {
if (i_this->mAction != e_ba_class::ACT_WIND) {
cLib_addCalcAngleS2(&i_this->shape_angle.y, i_this->current.angle.y, 4, 0x2000);
cLib_addCalcAngleS2(&i_this->shape_angle.x, 0, 4, 0x2000);
cLib_addCalcAngleS2(&i_this->shape_angle.z, i_this->current.angle.z, 4, 0x2000);
cLib_addCalcAngleS2(&a_this->shape_angle.y, a_this->current.angle.y, 4, 0x2000);
cLib_addCalcAngleS2(&a_this->shape_angle.x, 0, 4, 0x2000);
cLib_addCalcAngleS2(&a_this->shape_angle.z, a_this->current.angle.z, 4, 0x2000);
}
}
i_this->current.pos.y -= 30.0f;
i_this->old.pos.y -= 30.0f;
a_this->current.pos.y -= 30.0f;
a_this->old.pos.y -= 30.0f;
i_this->mAcch.CrrPos(dComIfG_Bgsp());
i_this->current.pos.y += 30.0f;
i_this->old.pos.y += 30.0f;
a_this->current.pos.y += 30.0f;
a_this->old.pos.y += 30.0f;
vec3.x = 0.5f;
vec3.y = 0.5f;
vec3.z = 0.5f;
setMidnaBindEffect(i_this, &i_this->mCreatureSound, &i_this->eyePos, &vec3);
setMidnaBindEffect(a_this, &i_this->mCreatureSound, &a_this->eyePos, &vec3);
}
/* 80681128-80681734 002528 060C+00 2/1 0/0 0/0 .text daE_BA_Execute__FP10e_ba_class */
static int daE_BA_Execute(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
daPy_py_c* player = static_cast<daPy_py_c*>(dComIfGp_getPlayer(0));
i_this->mCounter++;
@@ -854,7 +874,7 @@ static int daE_BA_Execute(e_ba_class* i_this) {
action(i_this);
i_this->mpMorf->play(0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
i_this->mpMorf->play(0, dComIfGp_getReverb(fopAcM_GetRoomNo(a_this)));
if ((i_this->mAnm == e_ba_class::ANM_HOVERING || i_this->mAnm == e_ba_class::ANM_FLY)) {
if (i_this->mpMorf->checkFrame(4.0f)) {
@@ -872,23 +892,23 @@ static int daE_BA_Execute(e_ba_class* i_this) {
J3DModel* model = i_this->mpMorf->getModel();
if (i_this->mAction == e_ba_class::ACT_WOLFBITE && i_this->mMode < 2) {
fopAcM_OffStatus(i_this, 0);
i_this->attention_info.flags = 0;
fopAcM_OffStatus(a_this, 0);
a_this->attention_info.flags = 0;
MTXCopy(daPy_getLinkPlayerActorClass()->getWolfMouthMatrix(), mDoMtx_stack_c::get());
model->setBaseTRMtx(mDoMtx_stack_c::get());
mDoMtx_stack_c::multVecZero(&i_this->current.pos);
mDoMtx_stack_c::multVecZero(&a_this->current.pos);
} else {
if (i_this->health > 0 && !i_this->mIsDying
&& player->current.pos.y < i_this->current.pos.y) {
fopAcM_OnStatus(i_this, 0);
i_this->attention_info.flags = 4;
if (a_this->health > 0 && !i_this->mIsDying
&& player->current.pos.y < a_this->current.pos.y) {
fopAcM_OnStatus(a_this, 0);
a_this->attention_info.flags = 4;
} else {
fopAcM_OffStatus(i_this, 0);
i_this->attention_info.flags = 0;
fopAcM_OffStatus(a_this, 0);
a_this->attention_info.flags = 0;
}
mDoMtx_stack_c::transS(i_this->current.pos.x, i_this->current.pos.y, i_this->current.pos.z);
mDoMtx_stack_c::YrotM(i_this->shape_angle.y);
mDoMtx_stack_c::ZrotM(i_this->shape_angle.z);
mDoMtx_stack_c::transS(a_this->current.pos.x, a_this->current.pos.y, a_this->current.pos.z);
mDoMtx_stack_c::YrotM(a_this->shape_angle.y);
mDoMtx_stack_c::ZrotM(a_this->shape_angle.z);
mDoMtx_stack_c::scaleM(l_HIO.mScale, l_HIO.mScale, l_HIO.mScale);
model->setBaseTRMtx(mDoMtx_stack_c::get());
}
@@ -898,9 +918,9 @@ static int daE_BA_Execute(e_ba_class* i_this) {
cXyz zero;
zero.set(0.0f, 0.0f, 0.0f);
MtxPosition(&zero, &i_this->eyePos);
i_this->attention_info.position = i_this->eyePos;
i_this->attention_info.position.y += 20.0f;
MtxPosition(&zero, &a_this->eyePos);
a_this->attention_info.position = a_this->eyePos;
a_this->attention_info.position.y += 20.0f;
cXyz center;
zero.set(0.0f, 0.0f, 0.0f);
@@ -913,7 +933,7 @@ static int daE_BA_Execute(e_ba_class* i_this) {
dComIfG_Ccsp()->Set(&i_this->mSph);
if (i_this->mType != e_ba_class::TYPE_NORMAL) {
i_this->field_0x6b0 = i_this->current.pos - i_this->old.pos;
i_this->field_0x6b0 = a_this->current.pos - a_this->old.pos;
i_this->field_0x6b0 *= 0.6f;
if (i_this->mType == e_ba_class::TYPE_FIRE) {
static u16 fire_name[4] = {0x8216, 0x8217, 0x8218, 0x8219};
@@ -921,7 +941,7 @@ static int daE_BA_Execute(e_ba_class* i_this) {
for (int i = 0; i < 4; i++) {
i_this->mParticleKey[i] =
dComIfGp_particle_set(i_this->mParticleKey[i], fire_name[i],
&i_this->current.pos, NULL, NULL);
&a_this->current.pos, NULL, NULL);
JPABaseEmitter* emitter = dComIfGp_particle_getEmitter(i_this->mParticleKey[i]);
if (emitter != NULL) {
emitter->setGlobalSRTMatrix(i_this->mpMorf->getModel()->getAnmMtx(18));
@@ -936,7 +956,7 @@ static int daE_BA_Execute(e_ba_class* i_this) {
for (int i = 0; i < 3; i++) {
i_this->mParticleKey[i] =
dComIfGp_particle_set(i_this->mParticleKey[i], ice_name[i],
&i_this->current.pos, NULL, NULL);
&a_this->current.pos, NULL, NULL);
JPABaseEmitter* emitter = dComIfGp_particle_getEmitter(i_this->mParticleKey[i]);
if (emitter != NULL) {
emitter->setGlobalSRTMatrix(i_this->mpMorf->getModel()->getAnmMtx(18));
@@ -947,22 +967,23 @@ static int daE_BA_Execute(e_ba_class* i_this) {
}
}
i_this->attention_info.flags |= 0x200000;
a_this->attention_info.flags |= 0x200000;
return 1;
}
/* 80681734-8068173C 002B34 0008+00 1/0 0/0 0/0 .text daE_BA_IsDelete__FP10e_ba_class */
static int daE_BA_IsDelete(e_ba_class* i_this) {
return true;
return 1;
}
/* 8068173C-806817A0 002B3C 0064+00 1/0 0/0 0/0 .text daE_BA_Delete__FP10e_ba_class */
static int daE_BA_Delete(e_ba_class* i_this) {
fopEn_enemy_c* a_this = &i_this->mEnemy;
dComIfG_resDelete(&i_this->mPhase, i_this->mArcName);
if (i_this->mHIOInit) {
hioInit = false;
}
if (i_this->heap != NULL) {
if (a_this->heap != NULL) {
i_this->mpMorf->stopZelAnime();
}
return 1;
@@ -970,7 +991,7 @@ static int daE_BA_Delete(e_ba_class* i_this) {
/* 806817A0-80681890 002BA0 00F0+00 1/1 0/0 0/0 .text useHeapInit__FP10fopAc_ac_c */
static int useHeapInit(fopAc_ac_c* i_this) {
e_ba_class* _this = static_cast<e_ba_class*>(i_this);
e_ba_class* _this = (e_ba_class*)i_this;
_this->mpMorf = new mDoExt_McaMorfSO(
static_cast<J3DModelData*>(dComIfG_getObjectRes(_this->mArcName, 13)), NULL, NULL,
static_cast<J3DAnmTransform*>(dComIfG_getObjectRes(_this->mArcName, 10)),
@@ -999,7 +1020,7 @@ static cPhs__Step daE_BA_Create(fopAc_ac_c* i_this) {
};
fopAcM_SetupActor(i_this, e_ba_class);
e_ba_class* _this = static_cast<e_ba_class*>(i_this);
e_ba_class* _this = (e_ba_class*)i_this;
_this->mType = (fopAcM_GetParam(_this) & 0xf000) >> 12;
if (_this->mType > 2) {
@@ -1011,7 +1032,7 @@ static cPhs__Step daE_BA_Create(fopAc_ac_c* i_this) {
if (step == cPhs_COMPLEATE_e) {
int sw = fopAcM_GetParam(_this) >> 24;
if (sw != 0xff && dComIfGs_isSwitch(sw, fopAcM_GetRoomNo(_this))) {
if (sw != 0xff && dComIfGs_isSwitch(sw, fopAcM_GetRoomNo(i_this))) {
return cPhs_ERROR_e;
}
@@ -1030,12 +1051,12 @@ static cPhs__Step daE_BA_Create(fopAc_ac_c* i_this) {
_this->mFightFlyDistance = 100000.0f;
}
if (!fopAcM_entrySolidHeap(_this, useHeapInit, 0x2000)) {
if (!fopAcM_entrySolidHeap(i_this, useHeapInit, 0x2000)) {
return cPhs_ERROR_e;
}
if (_this->mPathIndex != 0xff) {
_this->mpPath = dPath_GetRoomPath(_this->mPathIndex, fopAcM_GetRoomNo(_this));
_this->mpPath = dPath_GetRoomPath(_this->mPathIndex, fopAcM_GetRoomNo(i_this));
if (_this->mpPath == NULL) {
return cPhs_ERROR_e;
}
@@ -1057,14 +1078,14 @@ static cPhs__Step daE_BA_Create(fopAc_ac_c* i_this) {
l_HIO.field_0x04 = -1;
}
_this->attention_info.flags = 4;
fopAcM_SetMtx(_this, _this->mpMorf->getModel()->getBaseTRMtx());
fopAcM_SetMin(_this, -200.0f, -200.0f, -200.0f);
fopAcM_SetMax(_this, 200.0f, 200.0f, 200.0f);
_this->health = 1;
_this->field_0x560 = 1;
i_this->attention_info.flags = 4;
fopAcM_SetMtx(i_this, _this->mpMorf->getModel()->getBaseTRMtx());
fopAcM_SetMin(i_this, -200.0f, -200.0f, -200.0f);
fopAcM_SetMax(i_this, 200.0f, 200.0f, 200.0f);
i_this->health = 1;
i_this->field_0x560 = 1;
_this->mStts.Init(30, 0, _this);
_this->mStts.Init(30, 0, i_this);
_this->mSph.Set(cc_sph_src);
_this->mSph.SetStts(&_this->mStts);
if (_this->mType == e_ba_class::TYPE_FIRE) {
@@ -1075,11 +1096,11 @@ static cPhs__Step daE_BA_Create(fopAc_ac_c* i_this) {
_this->mSph.SetAtMtrl(dCcD_MTRL_ICE);
}
_this->mAcch.Set(fopAcM_GetPosition_p(_this), fopAcM_GetOldPosition_p(_this), _this,
1, &_this->mAcchCir, fopAcM_GetSpeed_p(_this), NULL, NULL);
_this->mAcch.Set(fopAcM_GetPosition_p(i_this), fopAcM_GetOldPosition_p(i_this), i_this,
1, &_this->mAcchCir, fopAcM_GetSpeed_p(i_this), NULL, NULL);
_this->mAcchCir.SetWall(50.0f, 50.0f);
_this->mCreatureSound.init(&_this->current.pos, &_this->eyePos, 3, 1);
_this->mCreatureSound.init(&i_this->current.pos, &i_this->eyePos, 3, 1);
_this->mCreatureSound.setEnemyName("E_ba");
_this->mAtInfo.mpSound = &_this->mCreatureSound;
_this->mAtInfo.mPowerType = 1;