Files
dusklight/src/d/actor/d_a_e_db.cpp
T
Pieter-Jan Briers 00ed9402cd 26 02 27 pjb dev 2 (#41)
* fix kankyo UB

* Fix TEV Stage DL writing

BE issue

* BE Fixes in materials/shapes

* Move to Aurora GD impl

* JUTDataFileHeader

* j3d: load vertex and texture not through GD

* Endian swap vertex data (mostly)

* Just exit(0) when closing the game

Fix crashes :godo:

* fix fopAcM_ct_placement and remove memcpy

* J3D: track vertex arrays correctly, swap work

* fix visibility, turn off overridden new/delete when we call into aurora

* event: cut name be

* Default window improvements

Double size, allow OS to decide position

* survive TParse::parseHeader_next

* color swap fix

* swap endian/fixes oob function pointer

* Remove GXGetViewportv stub

Aurora has it now

* Set array pointers via GD again

Relies on https://github.com/encounter/aurora/pull/35

* Let Aurora decide graphics backend

* disable procbar drawing

* Fix TColor endianness conversion issues

Fixes the wrong color for the flashing logo

* cam param swap

* simplify vtx loading, mat/amb color fix

* endian swap stb/fvb data

* aurora stat changes

* fix storage buffer crash

dont unnecessarily reassign vertex buffers in a way that forces aurora to recache things

* set bgobj spec fix

* add camera debug, endian swap more stb data, d_a_bg_obj::spec_data_c swapped

* JKRExpHeap: fix bad allocator slowdown

* solid tex

* texture caching

* log level

* fix window aspect ratio, disable bloom, endian swap camera type data

camera is now actually playing opening cutscene!!!!

* add GXDestroyTexObj to a couple stack init'd GXTexObjs, remove some diag printfs

* endian swap joint weight envelope data

* move to dusk config

* verbose arg errors

* better stub logging (for now)

* less logging, more BE

* more stubbing, move logging stuff around

* move all logging to aurora logging

* fix STUB_LOG, __FUNCTION__ isn't a string literal, wasn't building as it
was.

* update aurora

* fix heap alignment mismatch and always head align for now

* prevent them from fucking up my shit

* forward jut warning to DuskLog

* remove report logging

* maybe and i must emphasize maybe fix JMessage parsing

* this was a dumb idea

* preserve negative alignment for JKRHeap

* use normal free on macos and linux

* ^

* fix JMAHermiteInterpolation c impl

* endian swap J2DScreen mColor (oops)

* swap more J3D anim data, remove weird pointer addr check in J3DMaterial getMaterialAnm

* typo fix

* Fix aligned_alloc() size issues on POSIX

aligned_alloc() requires its input size to be a multiple of alignment. This wasn't being upheld so there were allocation failures in init code that made the game fail to start outside Windows.

Also just cleaned up some of this code a bit and removed fallback cases that *shouldn't* get hit.

* _Exit instead of exit()

Seriously I don't want destructors to run. Let the OS reclaim that shit.

* Reapply "Isolate JKRHeap operator overloads" (#39)

This reverts commit 78d4169929.

* Fix some oopsies

* Fix hardcoded pointer size in JUTCacheFont::allocArray

* More operator overload fixes

Add void template specialization for jkrDelete

Add new[] placement overload. Apparently.

* Fix delete macros on nullptr

TIL C++ allows that.

* fix delete[]

* fix new(std::nothrow) overload

* fix avoid ub

* swap remaining anim data needed for title logo

* get rid of op 7

* move aurora_end_frame to correct spot

* juttexture destroy tex

* j2d animation be

* shutdown crash

* link warp material fix

* mDoExt_3DlineMat1_c fix

* hacky keyboard controls

* endian swap J2DResReference, add kb_pad to files.cmake

* fix some missing endian swaps in J2D, remove addr alignment check

* Remove heap unsetting in aurora calls

Never worked properly and not the right solution even if it did

* Don't print in DC stubs

They're fine to never implement

* Fix alignment stuff again

* Compile GF from dolphin lib

Doesn't seem to break anything and shuts up some stub warnings

* j3dtexture tlut obj fix

* addTexMtxIndexInDL fix

* don't recreate null tex data every frame

* the actual fix i wanted to push

* its kinda fakematch city over here

* insert hte efb copy

* limited window size / viewport support

* IsDelete FIX

---------

Co-authored-by: madeline <qwertytrogi@gmail.com>
Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: Jeffrey Crowell <jeff@crowell.biz>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Lurs <l_werdes@gmx.de>
2026-03-08 15:27:15 -07:00

2224 lines
74 KiB
C++

/**
* @file d_a_e_db.cpp
*
*/
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_e_db.h"
#include "d/actor/d_a_e_db_leaf.h"
#include "f_op/f_op_kankyo_mng.h"
#include "f_op/f_op_actor_enemy.h"
class daE_DB_HIO_c : public JORReflexible {
public:
daE_DB_HIO_c();
virtual ~daE_DB_HIO_c() {}
void genMessage(JORMContext*);
/* 0x04 */ s8 id;
/* 0x08 */ f32 base_size;
/* 0x0C */ f32 flower_size;
/* 0x10 */ f32 appear_size;
/* 0x14 */ s16 roof_reappear_interval;
/* 0x16 */ s16 attack_freq;
};
enum daE_DB_ACTION {
ACTION_STAY,
ACTION_APPEAR,
ACTION_APPEAR_V,
ACTION_WAIT,
ACTION_ATTACK,
ACTION_ATTACK_S,
ACTION_CHANCE,
ACTION_S_DAMAGE,
ACTION_DAMAGE,
ACTION_MK_ROOF = 10,
ACTION_ESCAPE = 20,
ACTION_E_DEAD,
};
daE_DB_HIO_c::daE_DB_HIO_c() {
id = -1;
base_size = 1.0f;
flower_size = 0.5f;
appear_size = 1.2f;
roof_reappear_interval = 70;
attack_freq = 30;
}
static void anm_init(e_db_class* i_this, int i_anm, f32 i_morf, u8 i_mode, f32 i_speed) {
i_this->modelMorf->setAnm((J3DAnmTransform*)dComIfG_getObjectRes("E_db", i_anm), i_mode, i_morf, i_speed, 0.0f, -1.0f);
i_this->anm = i_anm;
}
static BOOL leaf_anm_init(e_db_class* i_this, int i_anm, f32 i_morf, u8 i_mode, f32 i_speed) {
e_db_leaf_class* pleaf = (e_db_leaf_class*)fopAcM_SearchByID(i_this->leaf_actor_id);
if (pleaf != NULL) {
pleaf->mpMorf->setAnm((J3DAnmTransform*)dComIfG_getObjectRes("E_db", i_anm), i_mode, i_morf, i_speed, 0.0f, -1.0f, NULL);
return TRUE;
}
return FALSE;
}
static int daE_DB_Draw(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
g_env_light.settingTevStruct(0, &actor->current.pos, &actor->tevStr);
J3DModel* model = i_this->modelMorf->getModel();
g_env_light.setLightTevColorType_MAJI(model, &actor->tevStr);
if (i_this->field_0x852 != 0) {
J3DModelData* modelData = model->getModelData();
for (u16 i = 0; i < modelData->getMaterialNum(); i++) {
J3DMaterial* material = modelData->getMaterialNodePointer(i);
material->getTevColor(0)->r = i_this->field_0x854;
material->getTevColor(0)->g = i_this->field_0x854;
material->getTevColor(0)->b = i_this->field_0x854;
}
}
i_this->modelMorf->entryDL();
if (i_this->action != ACTION_MK_ROOF) {
cXyz sp8;
sp8.set(actor->current.pos.x, 50.0f + actor->current.pos.y + BREG_F(18), actor->current.pos.z);
i_this->shadowId = dComIfGd_setShadow(i_this->shadowId, 1, model, &sp8, 600.0f + BREG_F(19), 0.0f, actor->current.pos.y, fopAcM_gc_c::getGroundY(), *fopAcM_gc_c::getGroundCheck(), &actor->tevStr, 0, 1.0f, dDlst_shadowControl_c::getSimpleTex());
}
static GXColor l_color = {0x14, 0x0F, 0x00, 0xFF};
i_this->stalkLine.update(12, l_color, &actor->tevStr);
dComIfGd_set3DlineMat(&i_this->stalkLine);
for (int i = 1; i < 11; i++) {
if (i_this->thornModel[i] != NULL) {
g_env_light.setLightTevColorType_MAJI(i_this->thornModel[i], &actor->tevStr);
if (i_this->field_0x852 != 0) {
J3DModelData* modelData = i_this->thornModel[i]->getModelData();
for (u16 j = 0; j < modelData->getMaterialNum(); j++) {
J3DMaterial* material = modelData->getMaterialNodePointer(j);
material->getTevColor(0)->r = i_this->field_0x854;
material->getTevColor(0)->g = i_this->field_0x854;
material->getTevColor(0)->b = i_this->field_0x854;
}
}
mDoExt_modelUpdateDL(i_this->thornModel[i]);
}
}
return 1;
}
static BOOL pl_check(e_db_class* i_this, f32 i_range) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
if (i_this->dist_to_player < i_range && !fopAcM_otherBgCheck(actor, player)) {
return TRUE;
} else {
return FALSE;
}
}
static void damage_check(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = (fopAc_ac_c*)dComIfGp_getPlayer(0);
if (i_this->invulnerabilityTimer == 0) {
i_this->ccStts.Move();
if (i_this->atSph.ChkAtShieldHit()) {
if (i_this->action == ACTION_ESCAPE) {
actor->speed.y = 10.0f;
actor->speedF = -15.0f;
i_this->field_0x860 = 0;
actor->shape_angle.x = -0x1000;
i_this->invulnerabilityTimer = 5;
} else {
i_this->invulnerabilityTimer = 6;
i_this->action = ACTION_S_DAMAGE;
i_this->mode = 0;
i_this->field_0x680 = player->shape_angle.y;
i_this->field_0x1238 = 10;
}
dComIfGp_getVibration().StartShock(4, 0x1F, cXyz(0.0f, 1.0f, 0.0f));
return;
}
s8 hit_type = 0;
if (i_this->action < ACTION_ESCAPE) {
for (int i = 0; i < 4; i++) {
if (i_this->kukiSph[i].ChkTgHit()) {
i_this->invulnerabilityTimer = 10;
i_this->atInfo.mpCollider = i_this->kukiSph[i].GetTgHitObj();
if (i_this->atInfo.mpCollider->ChkAtType(AT_TYPE_BOOMERANG)) {
hit_type = 1;
} else {
if (i_this->atInfo.mpCollider->ChkAtType(AT_TYPE_BOMB)) {
i_this->action = ACTION_E_DEAD;
i_this->atInfo.mpActor = dCc_GetAc(i_this->atInfo.mpCollider->GetAc());
f32 var_f31 = actor->current.pos.x - i_this->atInfo.mpActor->current.pos.x;
f32 var_f30 = actor->current.pos.z - i_this->atInfo.mpActor->current.pos.z;
i_this->field_0x680 = cM_atan2s(-var_f31, -var_f30);
i_this->mode = 0;
return;
}
at_power_check(&i_this->atInfo);
hit_type = 1;
}
break;
}
}
}
if (i_this->ccSph.ChkTgHit()) {
i_this->field_0x1238 = 10;
i_this->atInfo.mpCollider = i_this->ccSph.GetTgHitObj();
cc_at_check(actor, &i_this->atInfo);
i_this->invulnerabilityTimer = 6;
if ((dComIfGp_event_runCheck() || i_this->field_0x850 != 0) && i_this->atInfo.mpCollider->ChkAtType(AT_TYPE_BOOMERANG | AT_TYPE_40)) {
hit_type = 1;
} else if (i_this->atInfo.mHitType == 16) {
if (i_this->action == ACTION_ESCAPE) {
i_this->field_0x858 = 60.0f;
i_this->field_0x85c = i_this->atInfo.mHitDirection.y;
i_this->mode = 10;
} else {
i_this->action = ACTION_S_DAMAGE;
i_this->mode = 0;
i_this->field_0x680 = player->shape_angle.y;
}
} else if (i_this->action < ACTION_ESCAPE) {
i_this->action = ACTION_S_DAMAGE;
i_this->mode = 0;
i_this->field_0x680 = i_this->atInfo.mHitDirection.y;
actor->health = 30;
} else if (i_this->action == ACTION_ESCAPE) {
if (actor->health <= 0) {
i_this->field_0x680 = i_this->atInfo.mHitDirection.y;
i_this->mode = 0;
i_this->action = ACTION_E_DEAD;
return;
} else {
i_this->field_0x858 = 60.0f;
i_this->field_0x85c = i_this->atInfo.mHitDirection.y;
i_this->mode = 10;
}
}
}
if (actor->health <= 10) {
actor->health = 0;
i_this->ccSph.SetTgHitMark((CcG_Tg_HitMark)3);
}
if (hit_type != 0) {
if (i_this->action == ACTION_ESCAPE) {
i_this->field_0x858 = 30.0f;
i_this->field_0x85c = -player->shape_angle.y;
i_this->mode = 10;
actor->speed.y = 5.0f;
} else {
i_this->action = ACTION_ESCAPE;
i_this->mode = 0;
i_this->field_0x84e = 5000;
i_this->field_0x850 = 0;
actor->speedF = 0.0f;
i_this->timers[1] = 45;
dComIfGp_particle_set(0x81C1, &i_this->field_0x69c[4], NULL, NULL);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_CUT, -1);
def_se_set(&i_this->sound, i_this->atInfo.mpCollider, 0x21, NULL);
if (i_this->arg0 == 1) {
i_this->field_0x864 = 20.0f;
actor->speed.y = 5.0f;
actor->field_0x560 = 10;
actor->health = 10;
} else if (i_this->arg0 == 2) {
i_this->field_0x864 = 20.0f;
actor->speed.y = 5.0f;
} else {
i_this->field_0x864 = -10.0f;
actor->speed.y = 30.0f;
}
}
}
}
}
static u8 hio_set;
static daE_DB_HIO_c l_HIO;
static void e_db_stay(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp14;
i_this->invulnerabilityTimer = 15;
switch (i_this->mode) {
case 0:
i_this->field_0x674.y = 0.0f;
/* fallthrough */
case 1:
anm_init(i_this, 0xD, 10.0f, 0, 1.0f);
if (leaf_anm_init(i_this, 0x14, 10.0f, 2, 0.0f)) {
i_this->mode = 5;
i_this->field_0x68c = 0.0f;
i_this->timers[0] = 50;
}
break;
case 2:
if (i_this->field_0x850 != 0) {
i_this->field_0x674.y = -170.0f;
} else {
i_this->field_0x674.y = 170.0f;
}
i_this->mode = 1;
break;
case 5:
cLib_addCalc2(&actor->current.pos.x, actor->home.pos.x, 0.2f, 10.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, actor->home.pos.y + i_this->field_0x674.y, 0.2f, 10.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, actor->home.pos.z, 0.2f, 10.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.1f);
sp14 = actor->current.pos - actor->home.pos;
sp14.y = 0.0f;
if (sp14.abs() < 20.0f) {
cLib_addCalc0(&i_this->field_0x674.y, 1.0f, 4.0f);
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.x, 0x4000, 4, 0x200);
} else {
cLib_addCalcAngleS2(&actor->shape_angle.x, -0x4000, 4, 0x200);
}
cLib_addCalc2(&i_this->field_0x844, 0.4f, 1.0f, 0.02f);
cLib_addCalc2(&i_this->size, l_HIO.flower_size, 1.0f, 0.05f);
}
if (i_this->timers[0] == 0 && (i_this->arg3 == 1 || pl_check(i_this, i_this->pl_search_range))) {
if (i_this->field_0x850 != 0) {
i_this->action = ACTION_APPEAR_V;
} else {
i_this->action = ACTION_APPEAR;
}
i_this->mode = 0;
}
break;
}
}
static void e_db_appear(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
int anm_frame = i_this->modelMorf->getFrame();
switch (i_this->mode) {
case 0:
anm_init(i_this, 5, 10.0f, 0, 1.0f);
leaf_anm_init(i_this, 0x13, 10.0f, 2, 1.0f);
i_this->mode = 1;
i_this->field_0x674.x = actor->home.pos.x + cM_rndFX(100.0f);
i_this->field_0x674.z = actor->home.pos.z + cM_rndFX(100.0f);
if (i_this->field_0x850 != 0) {
i_this->field_0x674.y = actor->home.pos.y - (170.0f + cM_rndFX(50.0f));
} else {
i_this->field_0x674.y = 170.0f + actor->home.pos.y + cM_rndFX(50.0f);
}
i_this->field_0x68c = 0.2f;
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
i_this->sound.startCreatureSound(Z2SE_EN_DB_APPEAR, 0, -1);
break;
case 1:
if (anm_frame >= 15 && anm_frame <= 35) {
i_this->field_0x1239 = 2;
}
i_this->field_0xb14 = 1;
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 0.1f, 30.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 0.1f, 30.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.1f, 30.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.05f);
if (i_this->modelMorf->isStop()) {
i_this->action = ACTION_WAIT;
i_this->mode = 0;
}
break;
}
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->angle_to_player + 0x8000), 8, 0x800);
cLib_addCalcAngleS2(&actor->shape_angle.x, -0x8000, 8, 0x400);
} else {
cLib_addCalcAngleS2(&actor->shape_angle.y, i_this->angle_to_player, 8, 0x800);
cLib_addCalcAngleS2(&actor->shape_angle.x, 0, 8, 0x400);
}
cLib_addCalc2(&i_this->size, l_HIO.appear_size, 1.0f, 0.1f);
}
static void e_db_appear_v(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
cXyz spC;
f32 temp_f31 = 60.0f + TREG_F(17);
switch (i_this->mode) {
case 0:
anm_init(i_this, 5, 5.0f, 0, 1.0f);
leaf_anm_init(i_this, 0x13, 5.0f, 2, 1.0f);
i_this->mode = 1;
i_this->timers[0] = JREG_S(6) + 30;
i_this->field_0x68c = 0.0f;
i_this->modelMorf->setFrame(15.0f);
/* fallthrough */
case 1:
spC.x = temp_f31 * cM_ssin(i_this->counter * (TREG_S(0) + 1200));
spC.z = temp_f31 * cM_scos(i_this->counter * (TREG_S(2) + 1500));
cLib_addCalc2(&actor->current.pos.x, actor->home.pos.x + spC.x, 0.1f, 40.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, actor->home.pos.z + spC.z, 0.1f, 40.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, actor->home.pos.y - (400.0f + JREG_F(18)), 0.5f, 40.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.2f + JREG_F(5));
if (i_this->timers[0] == 0) {
i_this->action = ACTION_WAIT;
i_this->mode = 0;
i_this->field_0x848 = 0.0f;
}
break;
}
cLib_addCalcAngleS2(&actor->shape_angle.x, 0x4000, 4, 0x400);
cLib_addCalc2(&i_this->field_0x844, 0.5f + JREG_F(4), 1.0f, 0.05f);
cLib_addCalc2(&i_this->size, l_HIO.appear_size, 1.0f, 0.15f);
i_this->field_0xb14 = 1;
}
static void e_db_wait(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp48;
f32 temp_f31 = 30.0f + TREG_F(12);
if ((i_this->counter & 15) == 0 && cM_rndF(1.0f) < 0.75f) {
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_WAIT, -1);
}
switch (i_this->mode) {
case -1:
if (i_this->modelMorf->isStop()) {
i_this->mode = 0;
} else {
cXyz sp3C(0.0f, 90.0f, -100.0f);
cXyz sp30;
cMtx_YrotS(*calc_mtx, actor->shape_angle.y);
MtxPosition(&sp3C, &sp30);
i_this->field_0x674 = actor->home.pos + sp30;
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 0.3f, 30.0f);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.3f, 30.0f);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 0.3f, 30.0f);
break;
}
case 0:
anm_init(i_this, 0x12, 10.0f, 2, 1.0f);
leaf_anm_init(i_this, 0x14, 10.0f, 2, 1.0f);
i_this->mode = 1;
if (i_this->arg2 == 1) {
i_this->timers[1] = 30.0f + cM_rndF(20.0f);
} else {
i_this->timers[1] = l_HIO.attack_freq + cM_rndF(l_HIO.attack_freq);
}
i_this->timers[0] = 0;
break;
case 1:
if (i_this->timers[0] == 0) {
i_this->timers[0] = 10.0f + cM_rndF(30.0f);
i_this->field_0x674.x = actor->home.pos.x + cM_rndFX(100.0f);
i_this->field_0x674.z = actor->home.pos.z + cM_rndFX(100.0f);
if (i_this->field_0x850 != 0) {
i_this->field_0x674.y = actor->home.pos.y - (170.0f + cM_rndFX(50.0f));
} else {
i_this->field_0x674.y = 170.0f + actor->home.pos.y + cM_rndFX(50.0f);
}
i_this->field_0x68c = 0.0f;
}
sp48.x = temp_f31 * cM_ssin(i_this->counter * (TREG_S(0) + 1900));
sp48.y = temp_f31 * cM_ssin(i_this->counter * (TREG_S(1) + 2200));
sp48.z = temp_f31 * cM_scos(i_this->counter * (TREG_S(2) + 2000));
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x + sp48.x, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z + sp48.z, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y + sp48.y, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.05f);
if (i_this->arg3 != 1 && !pl_check(i_this, 100.0f + i_this->pl_search_range)) {
i_this->action = ACTION_STAY;
i_this->mode = 2;
i_this->sound.startCreatureSound(Z2SE_EN_DB_HIKKOMU, 0, -1);
} else if (!daPy_getPlayerActorClass()->getDkCaught() && !daPy_getPlayerActorClass()->getDkCaught2() && i_this->timers[1] == 0 && pl_check(i_this, 700.0f)) {
i_this->action = ACTION_ATTACK;
i_this->mode = 0;
}
break;
}
if (i_this->field_0x850 != 0) {
fopAc_ac_c* player = dComIfGp_getPlayer(0);
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->angle_to_player + 0x8000), 8, 0x800);
cXyz sp24 = player->eyePos - actor->current.pos;
int sp8 = cM_atan2s(sp24.y, JMAFastSqrt(SQUARE(sp24.x) + SQUARE(sp24.z)));
cLib_addCalcAngleS2(&actor->shape_angle.x, (sp8 + 0x8000), 8, 0x400);
i_this->field_0xb14 = 1;
} else {
cLib_addCalcAngleS2(&actor->shape_angle.y, i_this->angle_to_player, 8, 0x800);
cLib_addCalcAngleS2(&actor->shape_angle.x, 0, 8, 0x400);
}
}
static void e_db_mk_roof(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz spC;
f32 temp_f31 = 30.0f + TREG_F(12);
if ((i_this->counter & 15) == 0 && cM_rndF(1.0f) < 0.75f) {
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_WAIT, -1);
}
switch (i_this->mode) {
case 0:
if (i_this->timers[0] == 0) {
anm_init(i_this, 0x12, 10.0f, 2, 1.0f);
leaf_anm_init(i_this, 0x14, 10.0f, 2, 1.0f);
i_this->mode = 1;
i_this->timers[1] = 50.0f + cM_rndF(50.0f);
i_this->timers[0] = 0;
i_this->size = l_HIO.appear_size;
} else {
i_this->size = l_HIO.flower_size;
}
break;
case 1:
if (i_this->timers[0] == 0) {
i_this->timers[0] = 10.0f + cM_rndF(30.0f);
i_this->field_0x674.x = actor->home.pos.x + cM_rndFX(70.0f);
i_this->field_0x674.z = actor->home.pos.z + cM_rndFX(70.0f);
i_this->field_0x674.y = (actor->home.pos.y - 250.0f) + BREG_F(1);
i_this->field_0x68c = 0.0f;
}
spC.x = temp_f31 * cM_ssin(i_this->counter * (TREG_S(0) + 1900));
spC.z = temp_f31 * cM_scos(i_this->counter * (TREG_S(2) + 2000));
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x + spC.x, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z + spC.z, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.05f);
break;
}
actor->shape_angle.x = 0x4000;
actor->shape_angle.z = 0;
}
static void e_db_attack(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = (fopAc_ac_c*)dComIfGp_getPlayer(0);
cXyz sp78;
cXyz sp6C;
s16 spA = 0;
if (i_this->field_0x850 != 0) {
sp78 = player->eyePos - actor->current.pos;
spA = (s16)cM_atan2s(sp78.y, JMAFastSqrt(SQUARE(sp78.x) + SQUARE(sp78.z)));
}
switch (i_this->mode) {
case 0:
i_this->mode = 1;
i_this->timers[0] = 17;
i_this->field_0x68c = 0.0f;
i_this->field_0xb15 = 0;
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_ATTACK, -1);
leaf_anm_init(i_this, 0x13, 5.0f, 2, 1.0f);
anm_init(i_this, 6, 5.0f, 0, 1.0f);
/* fallthrough */
case 1:
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->angle_to_player + 0x8000), 8, 0x800);
sp78.x = 0.0f;
sp78.y = -170.0f + TREG_F(3);
sp78.z = 100.0f + TREG_F(4);
} else {
cLib_addCalcAngleS2(&actor->shape_angle.y, i_this->angle_to_player, 8, 0x800);
sp78.x = 0.0f;
sp78.y = 170.0f + TREG_F(3);
sp78.z = -100.0f + TREG_F(4);
}
cMtx_YrotS(*calc_mtx, actor->shape_angle.y);
MtxPosition(&sp78, &sp6C);
i_this->field_0x674 = actor->home.pos + sp6C;
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.1f);
if (i_this->timers[0] == 0) {
i_this->mode = 2;
i_this->timers[1] = 10;
if (i_this->field_0x850 != 0) {
cMtx_YrotS(*calc_mtx, (actor->shape_angle.y + 0x8000));
cMtx_XrotM(*calc_mtx, -spA);
sp78.x = 0.0f;
sp78.y = TREG_F(5);
sp78.z = 350.0f + TREG_F(6);
MtxPosition(&sp78, &sp6C);
i_this->field_0x674 = actor->current.pos + sp6C;
} else {
cMtx_YrotS(*calc_mtx, actor->shape_angle.y);
sp78.x = 0.0f;
sp78.y = 0.0f;
sp78.z = 350.0f + TREG_F(6);
MtxPosition(&sp78, &sp6C);
i_this->field_0x674 = actor->home.pos + sp6C;
i_this->field_0x674.y = player->current.pos.y + 100.0f;
}
actor->speed.x = fabsf(i_this->field_0x674.x - actor->current.pos.x);
actor->speed.y = fabsf(i_this->field_0x674.y - actor->current.pos.y);
actor->speed.z = fabsf(i_this->field_0x674.z - actor->current.pos.z);
i_this->field_0x68c = 0.0f;
i_this->atSph.StartCAt(actor->current.pos);
if (i_this->field_0x850 == 0) {
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
}
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_BITE, -1);
}
break;
case 2:
if (i_this->timers[1] != 0) {
i_this->field_0xb14 = 1;
}
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 0.8f, actor->speed.x * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 0.8f, actor->speed.z * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.8f, actor->speed.y * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 0.2f, 1.0f, 0.05f);
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860, 2, 0x2000);
if (!daPy_getPlayerActorClass()->getDkCaught() && !daPy_getPlayerActorClass()->getDkCaught2() && i_this->atSph.ChkAtHit() && player == dCc_GetAc(i_this->atSph.GetAtHitObj()->GetAc())) {
OS_REPORT("E_DB//////////////AT SET 1 !!\n");
i_this->mode = 5;
i_this->field_0x68c = 20.0f;
anm_init(i_this, 7, 2.0f, 2, 1.0f);
i_this->timers[0] = 120;
daPy_getPlayerActorClass()->setDkCaught(actor);
dComIfGp_getVibration().StartShock(6, 0x1F, cXyz(0.0f, 1.0f, 0.0f));
} else if (i_this->modelMorf->isStop()) {
i_this->mode = 3;
i_this->timers[0] = 0;
}
break;
case 3:
if (i_this->timers[0] == 0) {
i_this->action = ACTION_WAIT;
i_this->mode = 0;
}
break;
case 5:
i_this->field_0x851 = 1;
i_this->sound.startCreatureVoiceLevel(Z2SE_EN_DB_V_BITING, -1);
i_this->ccSph.OffCoSetBit();
spA = 0;
if (daPy_getPlayerActorClass()->getDkCaught()) {
if (i_this->timers[0] == 30) {
dComIfGp_setItemLifeCount(-1.0f, 0);
}
if ((i_this->counter & 15) == 0) {
dComIfGp_getVibration().StartShock(3, 0x1F, cXyz(0.0f, 1.0f, 0.0f));
}
sp78 = player->current.pos - actor->home.pos;
s16 sp8 = cM_atan2s(sp78.x, sp78.z);
sp78.y = 0.0f;
f32 temp_f1 = sp78.abs();
if (temp_f1 > (100.0f + YREG_F(2))) {
f32 var_f30 = (0.1f + YREG_F(0)) * (temp_f1 - (100.0f + YREG_F(2)));
if (var_f30 > (100.0f + YREG_F(1))) {
var_f30 = 100.0f + YREG_F(1);
}
daPy_getPlayerActorClass()->setOutPower(var_f30, (sp8 + 0x8000), 0);
}
if (i_this->field_0x850 == 0) {
if (i_this->field_0x860 == 0) {
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
}
cMtx_YrotS(*calc_mtx, sp8);
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860 + ((2000.0f + KREG_F(17)) * cM_ssin((i_this->counter * (KREG_S(0) + 12000)))), 2, 0x2000);
sp78.x = 0.0f;
sp78.y = (100.0f + XREG_F(2)) - 30.0f;
sp78.z = XREG_F(3) - 70.0f;
MtxPosition(&sp78, &i_this->field_0x674);
i_this->field_0x674 += player->current.pos;
cLib_addCalcAngleS2(&actor->shape_angle.y, sp8, 2, 0x1000);
} else {
spA = -0x4000;
i_this->field_0x674 = player->eyePos;
i_this->field_0x674.y += 80.0f + JREG_F(8);
}
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 200.0f, 1.0f, 10.0f);
} else {
i_this->action = ACTION_WAIT;
i_this->mode = -1;
anm_init(i_this, 0x10, 2.0f, 0, 1.0f);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_RELEASE, -1);
i_this->field_0x858 = 20.0f;
i_this->field_0x85c = actor->shape_angle.y;
}
break;
}
if (i_this->field_0xb14 != 0) {
f32 temp_f31 = 50.0f + JREG_F(11);
actor->current.pos.y -= temp_f31;
actor->old.pos.y -= temp_f31;
i_this->acch.CrrPos(dComIfG_Bgsp());
actor->current.pos.y += temp_f31;
actor->old.pos.y += temp_f31;
}
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.x, (spA + 0x8000), 8, 0x400);
i_this->field_0xb14 = 1;
} else {
cLib_addCalcAngleS2(&actor->shape_angle.x, -spA, 8, 0x400);
}
}
static void e_db_attack_s(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* temp_r28 = dComIfGp_getPlayer(0);
cXyz sp28;
sp28 = temp_r28->eyePos - actor->current.pos;
s16 temp_r27 = (s16)cM_atan2s(sp28.y, JMAFastSqrt(SQUARE(sp28.x) + SQUARE(sp28.z)));
switch (i_this->mode) {
case 0:
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_ATTACK, -1);
leaf_anm_init(i_this, 0x13, 5.0f, 2, 1.0f);
anm_init(i_this, 6, 5.0f, 0, 1.0f);
i_this->atSph.StartCAt(actor->current.pos);
i_this->timers[0] = YREG_S(7) + 15;
i_this->field_0x68c = 0.0f;
i_this->mode = 1;
/* fallthrough */
case 1:
i_this->field_0x674 = temp_r28->eyePos;
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 0.8f, 50.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 0.8f, 50.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 0.8f, 50.0f * i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.3f);
sp28 = actor->current.pos - actor->home.pos;
if (i_this->timers[0] == 0 || sp28.abs() > 400.0f + YREG_F(17)) {
i_this->action = 3;
i_this->mode = 0;
}
break;
}
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->angle_to_player + 0x8000), 8, 0x800);
cLib_addCalcAngleS2(&actor->shape_angle.x, (temp_r27 + 0x8000), 8, 0x400);
i_this->field_0xb14 = 1;
}
static void e_db_chance(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
cXyz sp14;
f32 temp_f31 = 60.0f + TREG_F(17);
switch (i_this->mode) {
case 0:
if (i_this->field_0x850 != 0) {
anm_init(i_this, 0xA, 5.0f, 2, 1.0f);
} else {
anm_init(i_this, 9, 5.0f, 2, 1.0f);
}
leaf_anm_init(i_this, 0x14, 5.0f, 2, 1.0f);
i_this->mode = 1;
i_this->timers[0] = 60;
i_this->field_0x68c = 0.0f;
/* fallthrough */
case 1:
sp14.x = temp_f31 * cM_ssin(i_this->counter * (TREG_S(0) + 900));
sp14.z = temp_f31 * cM_scos(i_this->counter * (TREG_S(2) + 1000));
cLib_addCalc2(&actor->current.pos.x, actor->home.pos.x + sp14.x, 0.1f, 20.0f * i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, actor->home.pos.z + sp14.z, 0.1f, 20.0f * i_this->field_0x68c);
if (i_this->field_0x850 != 0) {
cLib_addCalc2(&actor->current.pos.y, actor->home.pos.y - (230.0f + TREG_F(18)), 0.1f, 20.0f * i_this->field_0x68c);
} else {
cLib_addCalc2(&actor->current.pos.y, 230.0f + actor->home.pos.y + TREG_F(18), 0.1f, 20.0f * i_this->field_0x68c);
}
cLib_addCalc2(&i_this->field_0x68c, 1.0f, 1.0f, 0.1f);
if (i_this->timers[0] <= 50 && i_this->timers[0] >= 10) {
i_this->sound.startCreatureSoundLevel(Z2SE_EN_DB_V_FAINT, 0, -1);
}
if (i_this->timers[0] == 0) {
i_this->mode++;
anm_init(i_this, 0x11, 3.0f, 0, 1.0f);
leaf_anm_init(i_this, 0x13, 3.0f, 2, 1.0f);
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
}
break;
case 2:
if (i_this->modelMorf->isStop()) {
i_this->action = ACTION_WAIT;
i_this->mode = 0;
i_this->field_0x848 = 0.0f;
}
break;
}
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.x, 0x4000, 4, 0x400);
} else {
cLib_addCalcAngleS2(&actor->shape_angle.x, -0x4000, 4, 0x400);
}
cLib_addCalc2(&i_this->field_0x844, 0.5f + JREG_F(4), 1.0f, 0.05f);
}
static void e_db_s_damage(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp10;
switch (i_this->mode) {
case 0:
anm_init(i_this, 0xB, 3.0f, 0, 1.0f);
leaf_anm_init(i_this, 0x13, 3.0f, 2, 0.0f);
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
if (i_this->field_0x850 != 0) {
cMtx_YrotS(*calc_mtx, (actor->shape_angle.y + 0x8000));
} else {
cMtx_YrotS(*calc_mtx, actor->shape_angle.y);
}
sp10.x = 0.0f;
sp10.y = 15.0f;
sp10.z = -50.0f + TREG_F(16);
MtxPosition(&sp10, &actor->speed);
i_this->mode = 1;
i_this->timers[0] = 10;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DAMAGE_S, -1);
break;
case 1:
actor->current.pos += actor->speed;
sp10.x = actor->current.pos.x - actor->home.pos.x;
sp10.z = actor->current.pos.z - actor->home.pos.z;
if (JMAFastSqrt(SQUARE(sp10.x) + SQUARE(sp10.z)) > 250.0f + nREG_F(8)) {
actor->speed.zero();
} else {
actor->speed.x *= 0.92f;
actor->speed.y *= 0.92f;
actor->speed.z *= 0.92f;
}
if (i_this->timers[0] == 0) {
i_this->action = ACTION_CHANCE;
i_this->mode = 0;
}
break;
}
if (i_this->field_0x850 != 0) {
cLib_addCalcAngleS2(&actor->shape_angle.x, 0x4000, 4, 0x400);
} else {
cLib_addCalcAngleS2(&actor->shape_angle.x, -0x4000, 4, 0x400);
}
}
static void e_db_damage(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp1C;
switch (i_this->mode) {
case 0:
anm_init(i_this, 0xB, 3.0f, 0, 1.0f);
leaf_anm_init(i_this, 0x13, 3.0f, 2, 0.0f);
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
cMtx_YrotS(*calc_mtx, i_this->field_0x680);
sp1C.x = 0.0f;
if (i_this->arg0 != 1) {
if (i_this->arg0 == 2) {
sp1C.y = 20.0f + AREG_F(1);
} else {
sp1C.y = 30.0f;
}
sp1C.z = -50.0f;
} else {
sp1C.y = 0.0f;
sp1C.z = -20.0f;
}
MtxPosition(&sp1C, &actor->speed);
i_this->mode = 1;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DAMAGE, -1);
break;
case 1:
sp1C = actor->current.pos - actor->home.pos;
if (sp1C.abs() > (450.0f + TREG_F(15))) {
actor->current.pos = actor->old.pos;
actor->speed.x *= -0.1f;
actor->speed.z *= -0.1f;
i_this->mode++;
}
case 2:
s16 var_r27;
if (i_this->arg0 == 2) {
var_r27 = 0;
} else {
var_r27 = -0x8000;
}
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->field_0x680 + var_r27), 2, 0x2000);
actor->current.pos += actor->speed;
if (i_this->arg0 != 1) {
if (i_this->arg0 == 2) {
actor->speed.y -= 1.0f + AREG_F(0);
} else {
actor->speed.y -= 5.0f;
}
}
f32 temp_f31 = ((40.0f + TREG_F(15)) * i_this->size) * l_HIO.base_size;
actor->current.pos.y -= temp_f31;
actor->old.pos.y -= temp_f31;
i_this->acch.CrrPos(dComIfG_Bgsp());
actor->current.pos.y += temp_f31;
actor->old.pos.y += temp_f31;
if (i_this->modelMorf->isStop()) {
if (i_this->arg0 == 1) {
i_this->action = ACTION_MK_ROOF;
} else {
i_this->action = ACTION_WAIT;
}
i_this->mode = 0;
}
}
}
static void kuki_control1(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp40;
cXyz sp34;
cXyz sp28;
int i;
cXyz* var_r31 = i_this->field_0x69c;
*var_r31 = actor->home.pos;
cXyz sp1C;
sp40.x = 0.0f;
sp40.y = 0.0f;
sp40.z = i_this->field_0x840;
var_r31++;
f32 temp_f30;
f32 temp_f25;
f32 temp_f29;
f32 var_f27;
f32 var_f26;
f32 var_f31 = 50.0f + TREG_F(2);
sp28.x = 0.0f;
sp28.z = 0.0f;
if (i_this->action == ACTION_CHANCE) {
sp28.y = 0.0f;
var_f31 = 70.0f + JREG_F(1);
sp1C.set(0.0f, -30.0f + JREG_F(3), 0.0f);
} else if (i_this->action == ACTION_MK_ROOF) {
sp28.y = 0.0f;
var_f31 = 70.0f + JREG_F(1);
sp1C.set(0.0f, 30.0f + JREG_F(3), 0.0f);
} else {
sp28.y = -(200.0f + TREG_F(0));
}
f32 temp_f28 = i_this->field_0x848;
for (i = 1; i < 12; i++, var_r31++) {
if (i_this->action == ACTION_CHANCE || i_this->action == ACTION_MK_ROOF) {
var_f27 = var_f31 * cM_ssin((i_this->counter * (TREG_S(0) + 1000)) + (i * (TREG_S(1) + 12000)));
var_f26 = var_f31 * cM_scos((i_this->counter * (TREG_S(2) + 1300)) + (i * (TREG_S(3) + 10000)));
} else {
var_f27 = var_f31 * cM_ssin((i_this->counter * (TREG_S(0) + 2000)) + (i * (TREG_S(1) + 12000)));
var_f26 = var_f31 * cM_scos((i_this->counter * (TREG_S(2) + 2300)) + (i * (TREG_S(3) + 10000)));
static s16 pow_xa[] = {
0x0000,
0x0000,
0x1000,
0x2000,
0x3000,
0x4000,
0x3000,
0x2000,
0x1000,
0x0000,
0x0000,
};
if (i_this->field_0x850 != 0) {
cMtx_YrotS(*calc_mtx, (s16)actor->shape_angle.y);
cMtx_XrotM(*calc_mtx, pow_xa[i - 1] + 0x8000);
} else {
cMtx_YrotS(*calc_mtx, (s16)actor->shape_angle.y);
cMtx_XrotM(*calc_mtx, pow_xa[i - 1]);
}
MtxScale(temp_f28, temp_f28, temp_f28, 1);
MtxPosition(&sp28, &sp1C);
}
temp_f30 = var_f27 + (sp1C.x + (var_r31[0].x - var_r31[-1].x));
temp_f25 = (var_r31[0].y - var_r31[-1].y) - sp1C.y;
temp_f29 = var_f26 + (sp1C.z + (var_r31[0].z - var_r31[-1].z));
s16 spA, sp8;
sp8 = (s16)cM_atan2s(temp_f30, temp_f29);
spA = -cM_atan2s(temp_f25, JMAFastSqrt(SQUARE(temp_f30) + SQUARE(temp_f29)));
cMtx_YrotS(*calc_mtx, sp8);
cMtx_XrotM(*calc_mtx, spA);
MtxPosition(&sp40, &sp34);
*var_r31 = var_r31[-1] + sp34;
}
}
static void kuki_control2(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp28;
cXyz sp1C;
int i;
s16 temp_r27, temp_r26;
cXyz* var_r31 = &i_this->field_0x69c[11];
csXyz* var_r30 = &i_this->field_0x72c[11];
*var_r31 = actor->current.pos;
sp28.x = 0.0f;
sp28.y = 0.0f;
sp28.z = i_this->field_0x840;
var_r31--;
var_r30--;
for (i = 10; i >= 0; i--, var_r31--, var_r30--) {
f32 temp_f31 = var_r31[0].x - var_r31[1].x;
f32 temp_f29 = var_r31[0].y - var_r31[1].y;
f32 temp_f30 = var_r31[0].z - var_r31[1].z;
temp_r26 = (s16)cM_atan2s(temp_f31, temp_f30);
temp_r27 = -cM_atan2s(temp_f29, JMAFastSqrt(SQUARE(temp_f31) + SQUARE(temp_f30)));
cMtx_YrotS(*calc_mtx, temp_r26);
cMtx_XrotM(*calc_mtx, temp_r27);
MtxPosition(&sp28, &sp1C);
*var_r31 = var_r31[1] + sp1C;
var_r30->x = temp_r27;
var_r30->y = temp_r26;
}
}
static void kuki_control3(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp20;
sp20 = i_this->field_0x69c[0] - actor->home.pos;
cXyz* var_r29 = i_this->field_0x69c;
for (int i = 0; i < 12; i++, var_r29++) {
*var_r29 -= sp20 * ((12 - i) / 11.0f);
}
}
static void kuki_ha_set(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz* ppos = i_this->field_0x69c;
csXyz* prot = i_this->field_0x72c;
for (int i = 0; i < 12; i++, ppos++, prot++) {
if (i > 0 && i < 11) {
if (i_this->thornModel[i] != NULL) {
mDoMtx_stack_c::transS(ppos->x, ppos->y, ppos->z);
mDoMtx_stack_c::YrotM(prot->y);
mDoMtx_stack_c::XrotM(prot->x);
mDoMtx_stack_c::ZrotM(i << 13);
mDoMtx_stack_c::scaleM(i_this->thorn_size[i], i_this->thorn_size[i], i_this->thorn_size[i]);
i_this->thornModel[i]->setBaseTRMtx(mDoMtx_stack_c::get());
}
}
}
}
static void kuki_control1_e(e_db_class* i_this) {
fopAc_ac_c* sp18 = &i_this->enemy;
cXyz sp58;
cXyz sp4C;
Vec sp40;
dBgS_GndChk sp64;
int i;
i_this->field_0x69c[0] = sp18->current.pos;
cXyz* var_r30 = &i_this->field_0x69c[1];
csXyz* sp10 = &i_this->field_0x72c[1];
f32* var_r28 = &i_this->field_0x7a4[1];
sp58.x = 0.0f;
sp58.y = 0.0f;
sp58.z = i_this->field_0x840;
f32 temp_f27 = i_this->field_0x864;
cLib_addCalc2(&i_this->field_0x864, -10.0f, 1.0f, 0.5f);
cXyz sp34;
cXyz sp28;
i_this->field_0x84c += i_this->field_0x84e;
for (i = 1; i < 12; i++, var_r30++, sp10++, var_r28++) {
cMtx_YrotS(*calc_mtx, sp18->shape_angle.y);
sp28.x = (10.0f + KREG_F(13)) * cM_ssin(i_this->field_0x84c + (i * 10000));
sp28.y = 0.0f;
sp28.z = -5.0f + KREG_F(15);
MtxPosition(&sp28, &sp34);
f32 temp_f31 = sp34.x + (var_r30[0].x - var_r30[-1].x);
f32 var_f29 = var_r30[0].y + temp_f27;
if (var_f29 <= *var_r28) {
var_f29 = *var_r28;
}
f32 temp_f28 = var_f29 - var_r30[-1].y;
f32 temp_f30 = sp34.z + (var_r30[0].z - var_r30[-1].z);
s16 spA, sp8;
sp8 = (s16)cM_atan2s(temp_f31, temp_f30);
spA = -cM_atan2s(temp_f28, JMAFastSqrt(SQUARE(temp_f31) + SQUARE(temp_f30)));
cMtx_YrotS(*calc_mtx, sp8);
cMtx_XrotM(*calc_mtx, spA);
MtxPosition(&sp58, &sp4C);
*var_r30 = var_r30[-1] + sp4C;
sp10->x = spA;
sp10->y = sp8;
if (((i_this->counter + i) & 3) == 0) {
sp40 = *var_r30;
sp40.y += 100.0f;
sp64.SetPos(&sp40);
*var_r28 = 5.0f + dComIfG_Bgsp().GroundCross(&sp64);
if (*var_r28 - var_r30->y > 200.0f) {
*var_r28 = var_r30->y;
}
} else {
*var_r28 = 5.0f + i_this->acch.GetGroundH();
}
}
}
static s8 e_db_escape(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = (fopAc_ac_c*)dComIfGp_getPlayer(0);
cXyz sp60;
cXyz sp54;
i_this->atInfo.field_0x18 = 0;
dBgS_ObjGndChk_Spl sp6C;
sp60 = actor->current.pos;
sp60.y += 100.0f;
sp6C.SetPos(&sp60);
f32 temp_f30 = dComIfG_Bgsp().GroundCross(&sp6C);
f32 player_distance = fopAcM_searchPlayerDistance(actor);
s8 spD = 1;
s8 spC = 2;
s8 spB = 1;
switch (i_this->mode) {
case 0:
spC = 1;
i_this->field_0x840 = 25.0f + TREG_F(8);
if (i_this->acch.ChkGroundHit()) {
actor->speed.y = 20.0f;
i_this->mode = 1;
anm_init(i_this, 0xF, 10.0f, 2, 1.0f);
i_this->atSph.StartCAt(actor->current.pos);
i_this->timers[0] = 200.0f + cM_rndF(100.0f);
fopAcM_effSmokeSet1(&i_this->field_0x1258, &i_this->field_0x125c, &actor->current.pos, &actor->shape_angle, 1.0f + NREG_F(18), &actor->tevStr, 1);
}
break;
case 1:
cLib_addCalcAngleS2(&actor->shape_angle.y, i_this->angle_to_player, 8, 0x400);
if (i_this->timers[0] == 0 && i_this->arg0 == 0) {
i_this->mode = 2;
} else if (i_this->timers[1] == 0) {
s16 sp12 = i_this->angle_to_player - actor->shape_angle.y;
if (sp12 < 0x1000 && sp12 > -0x1000 && player_distance < (300.0f + KREG_F(7)) && !daPy_getPlayerActorClass()->getDkCaught() && !daPy_getPlayerActorClass()->getDkCaught2()) {
i_this->mode = 15;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_BITE, -1);
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
actor->speed.y = 30.0f + KREG_F(8);
actor->speedF = 15.0f + KREG_F(9);
actor->shape_angle.x = -0x2000;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_ATTACK, -1);
}
}
break;
case 2:
sp60 = actor->home.pos - actor->current.pos;
sp60.y = 0.0f;
cLib_addCalcAngleS2(&actor->shape_angle.y, cM_atan2s(sp60.x, sp60.z), 8, 0x800);
if (sp60.abs() < 100.0f) {
i_this->mode = 3;
i_this->timers[0] = 25;
leaf_anm_init(i_this, 0x13, 10.0f, 2, 1.0f);
i_this->sound.startCreatureSound(Z2SE_EN_DB_GRASS, 0, -1);
}
break;
case 3:
spC = 0;
cLib_addCalc0(&i_this->field_0x840, 1.0f, 1.0f);
cLib_addCalc2(&actor->current.pos.x, actor->home.pos.x, 0.2f, fabsf(actor->speed.x));
cLib_addCalc2(&actor->current.pos.z, actor->home.pos.z, 0.2f, fabsf(actor->speed.z));
cLib_addCalcAngleS2(&actor->shape_angle.x, -0x4000, 4, 0x400);
if (i_this->timers[0] == 0) {
i_this->action = ACTION_APPEAR;
i_this->mode = 0;
actor->health = 30;
i_this->atInfo.field_0x18 = 45;
}
break;
case 10:
anm_init(i_this, 0xB, 3.0f, 0, 1.0f);
i_this->mode = 11;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DAMAGE, -1);
break;
case 11:
if (i_this->modelMorf->isStop()) {
i_this->mode = 1;
anm_init(i_this, 0xF, 5.0f, 2, 1.0f);
}
break;
case 15:
spC = 1;
if (i_this->field_0x860 == 0) {
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
}
i_this->ccSph.OffCoSetBit();
cLib_addCalcAngleS2(&actor->shape_angle.x, 0x2000, 2, 0x400);
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860, 2, 0x800);
if (i_this->timers[1] == 0) {
i_this->field_0xb14 = 2;
if (!daPy_getPlayerActorClass()->getDkCaught() && !daPy_getPlayerActorClass()->getDkCaught2() && i_this->atSph.ChkAtHit() && !i_this->atSph.ChkAtShieldHit()) {
OS_REPORT("E_DB//////////////AT SET 1 %d !!\n", daPy_getPlayerActorClass()->getDkCaught2());
i_this->mode = 20;
i_this->field_0x68c = 15.0f;
i_this->timers[0] = 120;
daPy_getPlayerActorClass()->onDkCaught2();
OS_REPORT("E_DB//////////////AT SET 2 %d !!\n", daPy_getPlayerActorClass()->getDkCaught2());
i_this->field_0x85e = actor->shape_angle.y - player->shape_angle.y;
anm_init(i_this, 7, 2.0f, 2, 1.0f);
break;
}
}
if (i_this->acch.ChkGroundHit()) {
i_this->mode = 1;
i_this->timers[1] = 30;
anm_init(i_this, 0xF, 10.0f, 2, 1.0f);
actor->speedF = 7.5f;
fopAcM_effSmokeSet1(&i_this->field_0x1258, &i_this->field_0x125c, &actor->current.pos, &actor->shape_angle, 1.0f + NREG_F(18), &actor->tevStr, 1);
}
break;
case 20:
i_this->field_0x851 = 1;
i_this->sound.startCreatureVoiceLevel(Z2SE_EN_DB_V_BITING, -1);
spD = 0;
daPy_py_c::setLookPos(&actor->current.pos);
spC = 0;
i_this->ccSph.OffCoSetBit();
i_this->acch.CrrPos(dComIfG_Bgsp());
if (!i_this->acch.ChkWallHit() && daPy_getPlayerActorClass()->getDkCaught2()) {
if (i_this->timers[0] == 30) {
dComIfGp_setItemLifeCount(-1.0f, 0);
}
if ((i_this->counter & 15) == 0) {
dComIfGp_getVibration().StartShock(3, 0x1F, cXyz(0.0f, 1.0f, 0.0f));
}
s16 sp10 = player->shape_angle.y + i_this->field_0x85e;
cMtx_YrotS(*calc_mtx, sp10);
sp60.x = 0.0f;
sp60.y = (100.0f + XREG_F(2)) - 30.0f;
sp60.z = (XREG_F(3) - 50.0f) - 20.0f;
MtxPosition(&sp60, &i_this->field_0x674);
i_this->field_0x674 += player->current.pos;
cLib_addCalcAngleS2(&actor->shape_angle.y, sp10, 2, 0x2000);
cLib_addCalc2(&actor->current.pos.x, i_this->field_0x674.x, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.z, i_this->field_0x674.z, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&actor->current.pos.y, i_this->field_0x674.y, 1.0f, i_this->field_0x68c);
cLib_addCalc2(&i_this->field_0x68c, 200.0f, 1.0f, 10.0f);
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860 + (2000.0f + KREG_F(17)) * cM_ssin(i_this->counter * (KREG_S(0) + 12000)), 2, 0x2000);
cLib_addCalcAngleS2(&actor->shape_angle.x, 0, 2, 0x800);
} else {
i_this->mode = 21;
i_this->timers[1] = 30;
anm_init(i_this, 0x10, 2.0f, 0, 1.0f);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_RELEASE, -1);
if (i_this->acch.ChkWallHit()) {
actor->speedF = 0.0f;
} else {
actor->speedF = -10.0f;
}
actor->speed.y = 15.0f;
daPy_getPlayerActorClass()->offDkCaught2();
spC = 1;
}
break;
case 21:
if (i_this->modelMorf->isStop()) {
anm_init(i_this, 0xF, 10.0f, 2, 1.0f);
i_this->mode = 1;
}
break;
case 50:
spB = 0;
spC = 0;
spD = 0;
cLib_addCalc2(&actor->current.pos.y, 20.0f + (temp_f30 + TREG_F(7)), 0.1f, 5.0f);
cLib_addCalc0(&actor->speed.y, 0.1f, 0.25f);
actor->current.pos.y += actor->speed.y;
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860, 2, 0x800);
cLib_addCalcAngleS2(&i_this->field_0x84e, 0, 1, 150);
cLib_addCalcAngleS2(&actor->shape_angle.x, (600.0f + KREG_F(17)) * cM_ssin(i_this->counter * (KREG_S(0) + 1000)), 2, 0x800);
if (i_this->timers[0] == 0) {
fopAcM_createDisappear(actor, &actor->current.pos, 9, 0, 8);
fopAcM_delete(actor);
fopAcM_onActor(actor);
u8 swbit = (fopAcM_GetParam(actor) & 0xFF000000) >> 0x18;
if (swbit != 0xFF) {
dComIfGs_onSwitch(swbit, fopAcM_GetRoomNo(actor));
}
}
break;
}
if (spC != 0) {
s16 spE;
if (spC == 2) {
cLib_addCalcAngleS2(&actor->shape_angle.x, 0, 2, 0x800);
cLib_addCalcAngleS2(&actor->shape_angle.z, 0, 2, 0x800);
if (i_this->timers[1] < 10) {
cLib_addCalc2(&actor->speedF, 7.5f, 1.0f, 1.0f);
}
spE = (5000.0f + TREG_F(13)) * cM_ssin((65536.0f * i_this->modelMorf->getFrame()) / 11.0f);
} else {
spE = 0;
}
cMtx_YrotS(*calc_mtx, spE + actor->shape_angle.y);
sp60.x = 0.0f;
sp60.y = 0.0f;
sp60.z = actor->speedF;
MtxPosition(&sp60, &sp54);
actor->speed.x = sp54.x;
actor->speed.z = sp54.z;
actor->current.pos += actor->speed;
actor->speed.y -= 3.0f;
if (actor->speed.y < -80.0f) {
actor->speed.y = -80.0f;
}
if (i_this->field_0x858 > 0.1f) {
sp60.x = 0.0f;
sp60.y = 0.0f;
sp60.z = -i_this->field_0x858;
cMtx_YrotS(*calc_mtx, i_this->field_0x85c);
MtxPosition(&sp60, &sp54);
actor->current.pos += sp54;
}
cXyz* cc_move_p = i_this->ccStts.GetCCMoveP();
if (cc_move_p != NULL) {
actor->current.pos.x += 0.3f * cc_move_p->x;
actor->current.pos.z += 0.3f * cc_move_p->z;
}
f32 temp_f31 = ((40.0f + TREG_F(15)) * i_this->size) * l_HIO.base_size;
actor->current.pos.y -= temp_f31;
actor->old.pos.y -= temp_f31;
i_this->acch.CrrPos(dComIfG_Bgsp());
actor->current.pos.y += temp_f31;
actor->old.pos.y += temp_f31;
}
if (spB != 0 && (actor->current.pos.y - 35.0f) + TREG_F(8) < temp_f30) {
i_this->mode = 50;
anm_init(i_this, 0xE, 20.0f, 0, 1.0f);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DEATH, -1);
i_this->field_0x852 = 1;
daPy_getPlayerActorClass()->onEnemyDead();
i_this->invulnerabilityTimer = 200;
i_this->timers[0] = 80;
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
if (actor->speed.y < -20.0f) {
actor->speed.y = -7.0f;
} else {
actor->speed.y = 0.0f;
}
fopKyM_createWpillar(&actor->current.pos, 1.8f, 0);
i_this->sound.startCreatureSound(Z2SE_CM_BODYFALL_WATER_S, 0, -1);
}
if (actor->home.pos.y - actor->current.pos.y > 2000.0f) {
fopAcM_delete(actor);
OS_REPORT("E_DB///NARAKU DELETE \n");
u8 swbit = (fopAcM_GetParam(actor) & 0xFF000000) >> 0x18;
if (swbit != 0xFF) {
dComIfGs_onSwitch(swbit, fopAcM_GetRoomNo(actor));
}
}
return spD;
}
static void e_db_e_dead(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp24;
cXyz sp18;
i_this->invulnerabilityTimer = 6;
dBgS_ObjGndChk_Spl sp30;
sp24 = actor->current.pos;
sp24.y += 100.0f;
sp30.SetPos(&sp24);
f32 temp_f30 = dComIfG_Bgsp().GroundCross(&sp30);
switch (i_this->mode) {
case 0:
i_this->field_0x840 = 25.0f + TREG_F(8);
cMtx_YrotS(*calc_mtx, i_this->field_0x680);
sp24.x = 0.0f;
sp24.y = 30.0f;
sp24.z = -40.0f;
MtxPosition(&sp24, &actor->speed);
anm_init(i_this, 0xC, 3.0f, 2, 1.0f);
i_this->mode = 1;
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DEATH, -1);
i_this->field_0x852 = 1;
daPy_getPlayerActorClass()->onEnemyDead();
break;
case 1:
if (i_this->acch.ChkWallHit()) {
actor->speed.x *= -0.3f;
actor->speed.z *= -0.3f;
i_this->mode = 2;
}
case 2:
if (i_this->acch.ChkGroundHit()) {
actor->speed.y = 20.0f;
i_this->mode = 3;
i_this->timers[0] = 50;
actor->speed.x *= 0.2f;
actor->speed.z *= 0.2f;
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
fopAcM_effSmokeSet1(&i_this->field_0x1258, &i_this->field_0x125c, &actor->current.pos, &actor->shape_angle, 1.0f + NREG_F(18), &actor->tevStr, 1);
}
break;
case 3:
case 4:
if (i_this->acch.ChkGroundHit()) {
actor->speed.z = 0.0f;
actor->speed.x = 0.0f;
if (i_this->mode == 3) {
anm_init(i_this, 0xE, 10.0f, 0, 1.0f);
i_this->mode = 4;
}
}
cLib_addCalcAngleS2(&actor->shape_angle.z, i_this->field_0x860, 4, 0x400);
cLib_addCalcAngleS2(&i_this->field_0x84e, 0, 1, 150);
if (i_this->timers[0] == 0) {
fopAcM_createDisappear(actor, &actor->current.pos, 9, 0, 8);
if (i_this->arg0 == 1) {
actor->current.pos = actor->home.pos;
actor->old = actor->current;
i_this->field_0x674 = actor->home.pos;
i_this->size = 0.0f;
i_this->action = ACTION_MK_ROOF;
i_this->mode = 0;
i_this->timers[0] = l_HIO.roof_reappear_interval;
actor->health = 30;
i_this->field_0x852 = 0;
return;
}
fopAcM_delete(actor);
fopAcM_onActor(actor);
u8 swbit = (fopAcM_GetParam(actor) & 0xFF000000) >> 0x18;
if (swbit != 0xFF) {
dComIfGs_onSwitch(swbit, fopAcM_GetRoomNo(actor));
}
}
}
cLib_addCalcAngleS2(&actor->shape_angle.y, (i_this->field_0x680 + 0x8000), 2, 0x1000);
cLib_addCalcAngleS2(&actor->shape_angle.x, 0, 2, 0x800);
actor->current.pos += actor->speed;
actor->speed.y -= 3.0f;
f32 temp_f29 = 15.0f * cM_scos(actor->shape_angle.z);
f32 temp_f31 = ((25.0f + temp_f29 + TREG_F(15)) * i_this->size) * l_HIO.base_size;
actor->current.pos.y -= temp_f31;
actor->old.pos.y -= temp_f31;
i_this->acch.CrrPos(dComIfG_Bgsp());
actor->current.pos.y += temp_f31;
actor->old.pos.y += temp_f31;
if (((actor->current.pos.y - 35.0f) + TREG_F(8)) < temp_f30) {
i_this->action = ACTION_ESCAPE;
i_this->mode = 50;
anm_init(i_this, 0xE, 20.0f, 0, 1.0f);
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_DEATH, -1);
i_this->field_0x852 = 1;
daPy_getPlayerActorClass()->onEnemyDead();
i_this->invulnerabilityTimer = 200;
i_this->timers[0] = 80;
if (cM_rndF(1.0f) < 0.5f) {
i_this->field_0x860 = 0x4000;
} else {
i_this->field_0x860 = -0x4000;
}
if (actor->speed.y < -20.0f) {
actor->speed.y = -7.0f;
} else {
actor->speed.y = 0.0f;
}
fopKyM_createWpillar(&actor->current.pos, 1.8f, 0);
i_this->sound.startCreatureSound(Z2SE_CM_BODYFALL_WATER_S, 0, -1);
}
if ((actor->home.pos.y - actor->current.pos.y) > 2000.0f) {
fopAcM_delete(actor);
OS_REPORT("E_DB///NARAKU DELETE \n");
u8 swbit = (fopAcM_GetParam(actor) & 0xFF000000) >> 0x18;
if (swbit != 0xFF) {
dComIfGs_onSwitch(swbit, fopAcM_GetRoomNo(actor));
}
}
}
static void action(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAc_ac_c* player = dComIfGp_getPlayer(0);
cXyz sp70;
cXyz sp64;
i_this->angle_to_player = fopAcM_searchPlayerAngleY(actor);
i_this->dist_to_player = (actor->home.pos - player->current.pos).abs();
actor->field_0x566 = 0;
i_this->field_0x1239 = 1;
damage_check(i_this);
if (i_this->invulnerabilityTimer != 0 && i_this->field_0x851 != 0) {
daPy_getPlayerActorClass()->offDkCaught();
daPy_getPlayerActorClass()->offDkCaught2();
}
s8 attn_ON = FALSE;
s8 spA = FALSE;
s8 kuki_sph_ON = FALSE;
s8 sound_pl_search = FALSE;
i_this->ccSph.OnCoSetBit();
i_this->field_0x851 = 0;
switch (i_this->action) {
case ACTION_STAY:
e_db_stay(i_this);
i_this->field_0x1239 = 0;
break;
case ACTION_APPEAR:
e_db_appear(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_APPEAR_V:
e_db_appear_v(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_WAIT:
e_db_wait(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_ATTACK:
e_db_attack(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_ATTACK_S:
e_db_attack_s(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_CHANCE:
e_db_chance(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_S_DAMAGE:
e_db_s_damage(i_this);
attn_ON = TRUE;
kuki_sph_ON = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
break;
case ACTION_DAMAGE:
e_db_damage(i_this);
attn_ON = TRUE;
break;
case ACTION_MK_ROOF:
e_db_mk_roof(i_this);
kuki_sph_ON = TRUE;
sound_pl_search = TRUE;
break;
case ACTION_ESCAPE:
attn_ON = e_db_escape(i_this);
spA = TRUE;
actor->field_0x566 = 1;
sound_pl_search = TRUE;
fopAcM_OffStatus(actor, 0x10000);
break;
case ACTION_E_DEAD:
e_db_e_dead(i_this);
spA = TRUE;
break;
}
if (sound_pl_search) {
i_this->sound.setLinkSearch(true);
} else {
i_this->sound.setLinkSearch(false);
}
if (attn_ON) {
fopAcM_OnStatus(actor, 0);
actor->attention_info.flags = fopAc_AttnFlag_BATTLE_e;
} else {
fopAcM_OffStatus(actor, 0);
actor->attention_info.flags = 0;
}
if (!spA) {
sp70 = actor->current.pos - actor->home.pos;
i_this->field_0x840 = i_this->field_0x844 * ((0.2f + TREG_F(1)) * sp70.abs());
if (i_this->field_0x840 > 25.0f + TREG_F(7)) {
i_this->field_0x840 = 25.0f + TREG_F(7);
}
cLib_addCalc2(&i_this->field_0x844, 1.0f, 1.0f, 0.01f);
kuki_control1(i_this);
kuki_control2(i_this);
kuki_control3(i_this);
kuki_ha_set(i_this);
e_db_leaf_class* pleaf = (e_db_leaf_class*)fopAcM_SearchByID(i_this->leaf_actor_id);
if (pleaf != NULL) {
pleaf->mpMorf->play(NULL, 0, 0);
}
cLib_addCalc2(&i_this->field_0x848, 1.0f, 1.0f, 0.05f);
} else {
kuki_control1_e(i_this);
kuki_ha_set(i_this);
}
cXyz* sp1C = i_this->field_0x69c;
cXyz* pkukipos = i_this->stalkLine.getPos(0);
cXyz hide_offset(-30000.0f, 300000.0f, 30000.0f);
int kuki_no = 0;
for (int i = 0; i < 12; i++, pkukipos++, sp1C++) {
*pkukipos = *sp1C;
if (i == 3 || i == 5 || i == 7 || i == 9) {
if (kuki_sph_ON) {
i_this->kukiSph[kuki_no].SetC(*sp1C);
i_this->kukiSph[kuki_no].SetR(30.0f);
} else {
i_this->kukiSph[kuki_no].SetC(*sp1C + hide_offset);
}
dComIfG_Ccsp()->Set(&i_this->kukiSph[kuki_no]);
kuki_no++;
}
}
cLib_addCalc0(&i_this->field_0x858, 1.0f, 5.0f + TREG_F(12));
if (actor->speed.y < -100.0f) {
actor->speed.y = -100.0f;
}
cXyz effsize(1.0f, 1.0f, 1.0f);
setMidnaBindEffect((fopEn_enemy_c*)actor, &i_this->sound, &actor->eyePos, &effsize);
}
static void eff_set(e_db_class* i_this, int param_1) {
fopAc_ac_c* actor = &i_this->enemy;
J3DModel* model = i_this->modelMorf->getModel();
if (i_this->field_0x1238 != 0) {
i_this->field_0x1238--;
i_this->field_0x1239 = 3;
}
f32 var_f31;
if (i_this->field_0x1239 != 1) {
var_f31 = 0.0f;
} else {
var_f31 = 1.0f;
}
cLib_addCalc2(&i_this->field_0x1254, var_f31, 1.0f, 0.05f);
for (int i = 0; i <= 2; i++) {
static u16 p_name[] = {0x81C4, 0x81C5, 0x81C6};
static int p_idx[] = {2, 2, 6};
if (param_1 == 0) {
i_this->field_0x123c[i] = dComIfGp_particle_set(i_this->field_0x123c[i], p_name[i], &actor->current.pos, NULL, NULL);
}
JPABaseEmitter* pemitter = dComIfGp_particle_getEmitter(i_this->field_0x123c[i]);
if (pemitter != NULL) {
if (param_1 != 0) {
pemitter->deleteAllParticle();
dComIfGp_particle_levelEmitterOnEventMove(i_this->field_0x123c[i]);
} else {
MTXCopy(model->getAnmMtx(p_idx[i]), *calc_mtx);
MtxScale(i_this->field_0x1254, i_this->field_0x1254, i_this->field_0x1254, 1);
pemitter->setGlobalSRTMatrix(*calc_mtx);
}
}
}
if (i_this->field_0x1239 != 0) {
if (i_this->field_0x1239 == 1) {
cXyz sp8(actor->current.pos);
sp8.y += 100.0f;
if (fopAcM_gc_c::gndCheck(&sp8)) {
sp8.y = fopAcM_gc_c::getGroundY();
}
i_this->field_0x124c = dComIfGp_particle_set(i_this->field_0x124c, 0x81DD, &sp8, NULL, NULL);
} else if (i_this->field_0x1239 == 2) {
i_this->field_0x1248 = dComIfGp_particle_set(i_this->field_0x1248, 0x81C2, &actor->current.pos, NULL, NULL);
JPABaseEmitter* pemitter = dComIfGp_particle_getEmitter(i_this->field_0x1248);
if (pemitter != NULL) {
MTXCopy(model->getAnmMtx(1), *calc_mtx);
pemitter->setGlobalRTMatrix(*calc_mtx);
}
} else if (i_this->field_0x1239 == 3) {
i_this->field_0x1250 = dComIfGp_particle_set(i_this->field_0x1250, 0x81C3, &actor->current.pos, NULL, NULL);
JPABaseEmitter* pemitter = dComIfGp_particle_getEmitter(i_this->field_0x1250);
if (pemitter != NULL) {
MTXCopy(model->getAnmMtx(1), *calc_mtx);
pemitter->setGlobalRTMatrix(*calc_mtx);
}
}
i_this->field_0x1239 = 0;
}
}
static void anm_se_set(e_db_class* i_this) {
if (i_this->anm == 5) {
if (i_this->modelMorf->checkFrame(22.0f)) {
i_this->sound.startCreatureSound(Z2SE_EN_DB_BERON, 0, -1);
}
} else if (i_this->anm == 6) {
if (i_this->modelMorf->checkFrame(21.0f)) {
i_this->sound.startCreatureSound(Z2SE_EN_DB_ATTACK, 0, -1);
}
} else if (i_this->anm == 17) {
if (i_this->modelMorf->checkFrame(15.0f)) {
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_AWAKE, -1);
}
} else if (i_this->anm == 15) {
if (i_this->modelMorf->checkFrame(3.0f)) {
i_this->sound.startCreatureVoice(Z2SE_EN_DB_V_CREEP, -1);
}
}
}
static int daE_DB_Execute(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
cXyz sp4C;
cXyz sp40;
if (actor->health == 1000) {
cXyz effsize(1.0f, 1.0f, 1.0f);
u16 effname = 0x109;
cXyz effpos(actor->current.pos);
dComIfGp_particle_set(effname, &effpos, NULL, &effsize);
fopAcM_delete(actor);
return 1;
}
i_this->counter++;
for (int i = 0; i < 3; i++) {
if (i_this->timers[i] != 0) {
i_this->timers[i]--;
}
}
if (i_this->invulnerabilityTimer != 0) {
i_this->invulnerabilityTimer--;
}
action(i_this);
anm_se_set(i_this);
mDoMtx_stack_c::transS(actor->current.pos.x, actor->current.pos.y, actor->current.pos.z);
mDoMtx_stack_c::YrotM(actor->shape_angle.y);
mDoMtx_stack_c::XrotM(actor->shape_angle.x);
mDoMtx_stack_c::ZrotM(actor->shape_angle.z);
if (i_this->action != ACTION_E_DEAD) {
cLib_addCalcAngleS2(&actor->shape_angle.z, 0, 8, 0x400);
}
f32 size = l_HIO.base_size * i_this->size;
mDoMtx_stack_c::scaleM(size, size, size);
J3DModel* model = i_this->modelMorf->getModel();
model->setBaseTRMtx(mDoMtx_stack_c::get());
i_this->modelMorf->play(0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
i_this->modelMorf->modelCalc();
cXyz hide_offset(-30000.0f, 10000.0f, -20000.0f);
MTXCopy(model->getAnmMtx(1), *calc_mtx);
sp4C.set(30.0f + JREG_F(0), KREG_F(1), KREG_F(2));
if (i_this->field_0x850 != 0) {
actor->eyePos = i_this->field_0x69c[YREG_S(3) + 6];
actor->attention_info.position = actor->eyePos;
i_this->ccSph.SetTgType(0xD8FBFDFF);
} else {
MtxPosition(&sp4C, &actor->eyePos);
actor->attention_info.position = actor->eyePos;
actor->attention_info.position.y += 60.0f;
i_this->ccSph.SetTgType(0xD8FBFDFF);
}
MtxPosition(&sp4C, &sp40);
if (i_this->action == ACTION_STAY || i_this->invulnerabilityTimer != 0) {
sp40 += hide_offset;
}
i_this->ccSph.SetC(sp40);
i_this->ccSph.SetR(((40.0f + JREG_F(2)) * l_HIO.base_size) * i_this->size);
dComIfG_Ccsp()->Set(&i_this->ccSph);
if (i_this->field_0xb14 != 0) {
i_this->atSph.MoveCAt(sp40);
i_this->field_0xb14 = 0;
} else {
i_this->atSph.SetC(sp40 + hide_offset);
}
i_this->atSph.SetR(((30.0f + JREG_F(3)) * l_HIO.base_size) * i_this->size);
dComIfG_Ccsp()->Set(&i_this->atSph);
eff_set(i_this, 0);
if (i_this->field_0x852 != 0) {
cLib_addCalc2(&i_this->field_0x854, -20.0f, 1.0f, 0.4f);
}
return 1;
}
static int daE_DB_IsDelete(e_db_class* i_this) {
return 1;
}
static int daE_DB_Delete(e_db_class* i_this) {
fopAc_ac_c* actor = &i_this->enemy;
fopAcM_RegisterDeleteID(i_this, "E_DB");
dComIfG_resDelete(&i_this->phase, "E_db");
if (i_this->HIOInit) {
hio_set = FALSE;
mDoHIO_DELETE_CHILD(l_HIO.id);
}
if (actor->heap != NULL) {
i_this->modelMorf->stopZelAnime();
}
return 1;
}
static int useHeapInit(fopAc_ac_c* i_this) {
e_db_class* a_this = (e_db_class*)i_this;
a_this->modelMorf = JKR_NEW mDoExt_McaMorfSO((J3DModelData*)dComIfG_getObjectRes("E_db", 0x17), NULL, NULL, (J3DAnmTransform*)dComIfG_getObjectRes("E_db", 0x12), 2, 1.0f, 0, -1, &a_this->sound, 0x80000, 0x11000084);
if (a_this->modelMorf == NULL || a_this->modelMorf->getModel() == NULL) {
return 0;
}
if (!a_this->stalkLine.init(1, 12, (ResTIMG*)dComIfG_getObjectRes("E_db", 0x1C), 1)) {
return 0;
}
f32* psize = a_this->stalkLine.getSize(0);
for (int i = 0; i < 12; i++, psize++) {
*psize = 5.0f + (0.1f * XREG_S(0));
}
J3DModelData* modelData = (J3DModelData*)dComIfG_getObjectRes("E_db", 0x19);
JUT_ASSERT(3622, modelData != NULL);
for (int i = 1; i < 11; i++) {
if (i & 1) {
a_this->thornModel[i] = mDoExt_J3DModel__create(modelData, 0x80000, 0x11000084);
if (a_this->thornModel[i] == NULL) {
return 0;
}
a_this->thorn_size[i] = 1.0f + cM_rndF(1.0f);
}
}
return 1;
}
static int daE_DB_Create(fopAc_ac_c* i_this) {
e_db_class* a_this = (e_db_class*)i_this;
fopAcM_ct(i_this, e_db_class);
int phase_state = dComIfG_resLoad(&a_this->phase, "E_db");
if (phase_state == cPhs_COMPLEATE_e) {
OS_REPORT("E_DB PARAM %x\n", fopAcM_GetParam(i_this));
u8 swbit = ((fopAcM_GetParam(i_this) & 0xFF000000) >> 0x18);
if (swbit != 0xFF && dComIfGs_isSwitch(swbit, fopAcM_GetRoomNo(i_this))) {
OS_REPORT("E_DB やられ後なので再セットしません\n");
return cPhs_ERROR_e;
}
a_this->arg0 = fopAcM_GetParam(i_this);
a_this->arg1 = (fopAcM_GetParam(i_this) & 0xFF00) >> 8;
a_this->arg2 = (fopAcM_GetParam(i_this) & 0xF0000) >> 16;
a_this->arg3 = (fopAcM_GetParam(i_this) & 0xF00000) >> 20;
if (a_this->arg0 == 0xFF) {
a_this->arg0 = 0;
}
if (a_this->arg1 == 0xFF || a_this->arg1 == 0) {
a_this->pl_search_range = 500.0f;
} else {
a_this->pl_search_range = 100.0f * a_this->arg1;
}
OS_REPORT("E_DB//////////////E_DB SET 1 !!\n");
if (!fopAcM_entrySolidHeap(i_this, useHeapInit, 0x4060)) {
OS_REPORT("//////////////E_DB SET NON !!\n");
return cPhs_ERROR_e;
}
OS_REPORT("//////////////E_DB SET 2 !!\n");
if (!hio_set) {
a_this->HIOInit = TRUE;
hio_set = TRUE;
l_HIO.id = mDoHIO_CREATE_CHILD("デグババ", &l_HIO);
}
i_this->attention_info.flags = fopAc_AttnFlag_BATTLE_e;
fopAcM_SetMtx(i_this, a_this->modelMorf->getModel()->getBaseTRMtx());
fopAcM_SetMin(i_this, -300.0f, -400.0f, -300.0f);
fopAcM_SetMax(i_this, 300.0f, 400.0f, 300.0f);
i_this->health = 30;
i_this->field_0x560 = 30;
static dCcD_SrcSph cc_sph_src = {
{
{0x0, {{0x0, 0x0, 0x0}, {0xd8fbfdff, 0x3}, 0x25}}, // mObj
{dCcD_SE_NONE, 0x0, 0x0, 0x0, 0x0}, // mGObjAt
{dCcD_SE_NONE, 0x0, 0x0, 0x0, 0x2}, // mGObjTg
{0x0}, // mGObjCo
}, // mObjInf
{
{{0.0f, 0.0f, 0.0f}, 40.0f} // mSph
} // mSphAttr
};
static dCcD_SrcSph at_sph_src = {
{
{0x0, {{AT_TYPE_CSTATUE_SWING, 0x1, 0xd}, {0x0, 0x0}, 0x0}}, // mObj
{dCcD_SE_HARD_BODY, 0x0, 0x0, 0x0, 0x0}, // mGObjAt
{dCcD_SE_NONE, 0x0, 0x0, 0x0, 0x2}, // mGObjTg
{0x0}, // mGObjCo
}, // mObjInf
{
{{0.0f, 0.0f, 0.0f}, 35.0f} // mSph
} // mSphAttr
};
static dCcD_SrcSph kuki_sph_src = {
{
{0x0, {{0x0, 0x0, 0x0}, {0xd8fbfdff, 0x3}, 0x0}}, // mObj
{dCcD_SE_NONE, 0x0, 0x0, 0x0, 0x0}, // mGObjAt
{dCcD_SE_NONE, 0x0, 0x0, 0x0, 0x2}, // mGObjTg
{0x0}, // mGObjCo
}, // mObjInf
{
{{0.0f, 0.0f, 0.0f}, 20.0f} // mSph
} // mSphAttr
};
a_this->ccStts.Init(100, 0, i_this);
a_this->ccSph.Set(cc_sph_src);
a_this->ccSph.SetStts(&a_this->ccStts);
a_this->atSph.Set(at_sph_src);
a_this->atSph.SetStts(&a_this->ccStts);
for (int i = 0; i < 4; i++) {
a_this->kukiSph[i].Set(kuki_sph_src);
a_this->kukiSph[i].SetStts(&a_this->ccStts);
}
a_this->acch.Set(fopAcM_GetPosition_p(i_this), fopAcM_GetOldPosition_p(i_this), i_this, 1, &a_this->acchcir, fopAcM_GetSpeed_p(i_this), NULL, NULL);
a_this->acchcir.SetWall(30.0f, 70.0f);
a_this->sound.init(&i_this->current.pos, &i_this->eyePos, 3, 1);
a_this->sound.setEnemyName("E_db");
a_this->atInfo.mpSound = &a_this->sound;
a_this->atInfo.mPowerType = 1;
a_this->atInfo.field_0x18 = 45;
a_this->counter = cM_rndF(65535.0f);
a_this->size = l_HIO.flower_size;
if (a_this->arg0 == 1) {
a_this->action = ACTION_MK_ROOF;
a_this->mode = 0;
i_this->current.angle.x = -0x8000;
i_this->shape_angle.x = -0x8000;
a_this->field_0x850 = 1;
} else if (a_this->arg0 == 2) {
i_this->current.angle.x = -0x8000;
i_this->shape_angle.x = -0x8000;
a_this->field_0x850 = 1;
}
a_this->leaf_actor_id = fopAcM_createChild(PROC_E_DB_LEAF, fopAcM_GetID(i_this), 0, &i_this->current.pos, fopAcM_GetRoomNo(i_this), &i_this->shape_angle, NULL, -1, NULL);
daE_DB_Execute(a_this);
}
return phase_state;
}
static actor_method_class l_daE_DB_Method = {
(process_method_func)daE_DB_Create,
(process_method_func)daE_DB_Delete,
(process_method_func)daE_DB_Execute,
(process_method_func)daE_DB_IsDelete,
(process_method_func)daE_DB_Draw,
};
actor_process_profile_definition g_profile_E_DB = {
fpcLy_CURRENT_e, // mLayerID
7, // mListID
fpcPi_CURRENT_e, // mListPrio
PROC_E_DB, // mProcName
&g_fpcLf_Method.base, // sub_method
sizeof(e_db_class), // mSize
0, // mSizeOther
0, // mParameters
&g_fopAc_Method.base, // sub_method
136, // mPriority
&l_daE_DB_Method, // sub_method
0x10050120, // mStatus
fopAc_ENEMY_e, // mActorType
fopAc_CULLBOX_CUSTOM_e, // cullType
};