En_crow OK and Documented (#698)

* this is the guay

* do you know the guay?

* No guay!

* got too excited to pr lol, fixes are here

* Majoras Mask: No Guay Home

* fixing objects

* 4mattt
This commit is contained in:
Parker Burnett
2022-03-29 11:55:29 -04:00
committed by GitHub
parent f187471a33
commit e19705f7eb
8 changed files with 538 additions and 102 deletions
+20 -20
View File
@@ -1,24 +1,24 @@
<Root>
<File Name="object_crow" Segment="6">
<Animation Name="object_crow_Anim_0000F0" Offset="0xF0" />
<DList Name="object_crow_DL_000490" Offset="0x490" />
<DList Name="object_crow_DL_0005E0" Offset="0x5E0" />
<DList Name="object_crow_DL_0006B0" Offset="0x6B0" />
<DList Name="object_crow_DL_000770" Offset="0x770" />
<DList Name="object_crow_DL_000840" Offset="0x840" />
<DList Name="object_crow_DL_000900" Offset="0x900" />
<DList Name="object_crow_DL_0009A0" Offset="0x9A0" />
<Texture Name="object_crow_Tex_000A40" OutName="tex_000A40" Format="rgba16" Width="16" Height="16" Offset="0xA40" />
<Texture Name="object_crow_Tex_000C40" OutName="tex_000C40" Format="rgba16" Width="16" Height="16" Offset="0xC40" />
<Texture Name="object_crow_Tex_000E40" OutName="tex_000E40" Format="rgba16" Width="16" Height="16" Offset="0xE40" />
<Limb Name="object_crow_Standardlimb_001040" Type="Standard" EnumName="OBJECT_CROW_LIMB_01" Offset="0x1040" />
<Limb Name="object_crow_Standardlimb_00104C" Type="Standard" EnumName="OBJECT_CROW_LIMB_02" Offset="0x104C" />
<Limb Name="object_crow_Standardlimb_001058" Type="Standard" EnumName="OBJECT_CROW_LIMB_03" Offset="0x1058" />
<Limb Name="object_crow_Standardlimb_001064" Type="Standard" EnumName="OBJECT_CROW_LIMB_04" Offset="0x1064" />
<Limb Name="object_crow_Standardlimb_001070" Type="Standard" EnumName="OBJECT_CROW_LIMB_05" Offset="0x1070" />
<Limb Name="object_crow_Standardlimb_00107C" Type="Standard" EnumName="OBJECT_CROW_LIMB_06" Offset="0x107C" />
<Limb Name="object_crow_Standardlimb_001088" Type="Standard" EnumName="OBJECT_CROW_LIMB_07" Offset="0x1088" />
<Limb Name="object_crow_Standardlimb_001094" Type="Standard" EnumName="OBJECT_CROW_LIMB_08" Offset="0x1094" />
<Skeleton Name="object_crow_Skel_0010C0" Type="Flex" LimbType="Standard" LimbNone="OBJECT_CROW_LIMB_NONE" LimbMax="OBJECT_CROW_LIMB_MAX" EnumName="object_crow_Limbs" Offset="0x10C0" />
<Animation Name="gGuayFlyAnim" Offset="0xF0" />
<DList Name="gGuayBodyDL" Offset="0x490" />
<DList Name="gGuayRightWingTipDL" Offset="0x5E0" />
<DList Name="gGuayRightWingBodyDL" Offset="0x6B0" />
<DList Name="gGuayLeftWingTipDL" Offset="0x770" />
<DList Name="gGuayLeftWingBodyDL" Offset="0x840" />
<DList Name="gGuayTailDL" Offset="0x900" />
<DList Name="gGuayUpperTailDL" Offset="0x9A0" />
<Texture Name="gGuayBodyTex" OutName="body" Format="rgba16" Width="16" Height="16" Offset="0xA40" />
<Texture Name="gGuayEyeTex" OutName="eye" Format="rgba16" Width="16" Height="16" Offset="0xC40" />
<Texture Name="gGuayTailTex" OutName="tail" Format="rgba16" Width="16" Height="16" Offset="0xE40" />
<Limb Name="gGuayRootLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_ROOT" Offset="0x1040" />
<Limb Name="gGuayBodyLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_BODY" Offset="0x104C" />
<Limb Name="gGuayRightWingBodyLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_RIGHT_WING_BODY" Offset="0x1058" />
<Limb Name="gGuayRightWingTipLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_RIGHT_WING_TIP" Offset="0x1064" />
<Limb Name="gGuayLeftWingBodyLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_LEFT_WING_BODY" Offset="0x1070" />
<Limb Name="gGuayLeftWingTipLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_LEFT_WING_TIP" Offset="0x107C" />
<Limb Name="gGuayUpperTailLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_UPPER_TAIL" Offset="0x1088" />
<Limb Name="gGuayTailLimb" Type="Standard" EnumName="OBJECT_CROW_LIMB_TAIL" Offset="0x1094" />
<Skeleton Name="gGuaySkel" Type="Flex" LimbType="Standard" LimbNone="OBJECT_CROW_LIMB_NONE" LimbMax="OBJECT_CROW_LIMB_MAX" EnumName="objectCrowLimbs" Offset="0x10C0" />
</File>
</Root>
+1 -2
View File
@@ -2156,8 +2156,7 @@ beginseg
name "ovl_En_Crow"
compress
include "build/src/overlays/actors/ovl_En_Crow/z_en_crow.o"
include "build/data/ovl_En_Crow/ovl_En_Crow.data.o"
include "build/data/ovl_En_Crow/ovl_En_Crow.reloc.o"
include "build/src/overlays/actors/ovl_En_Crow/ovl_En_Crow_reloc.o"
endseg
beginseg
+472 -47
View File
@@ -15,14 +15,18 @@ void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx);
void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_8099AC8C(EnCrow* this, GlobalContext* globalCtx);
void func_8099B0CC(EnCrow* this, GlobalContext* globalCtx);
void func_8099B584(EnCrow* this, GlobalContext* globalCtx);
void func_8099B6C4(EnCrow* this, GlobalContext* globalCtx);
void func_8099B838(EnCrow* this, GlobalContext* globalCtx);
void func_8099B9E8(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_SetupFlyIdle(EnCrow* this);
void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_SetupDiveAttack(EnCrow* this);
void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_CheckIfFrozen(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_SetupDie(EnCrow* this);
void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_SetupRespawn(EnCrow* this);
void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx);
#if 0
const ActorInit En_Crow_InitVars = {
ACTOR_EN_CROW,
ACTORCAT_ENEMY,
@@ -35,25 +39,36 @@ const ActorInit En_Crow_InitVars = {
(ActorFunc)EnCrow_Draw,
};
// static ColliderJntSphElementInit sJntSphElementsInit[1] = {
static ColliderJntSphElementInit D_8099C070[1] = {
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{ ELEMTYPE_UNK0, { 0xF7CFFFFF, 0x00, 0x08 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_HARD, BUMP_ON, OCELEM_ON, },
{
ELEMTYPE_UNK0,
{ 0xF7CFFFFF, 0x00, 0x08 },
{ 0xF7CFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_HARD,
BUMP_ON,
OCELEM_ON,
},
{ 1, { { 0, 0, 0 }, 20 }, 100 },
},
};
// static ColliderJntSphInit sJntSphInit = {
static ColliderJntSphInit D_8099C094 = {
{ COLTYPE_HIT3, AT_ON | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_JNTSPH, },
1, D_8099C070, // sJntSphElementsInit,
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT3,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
// sColChkInfoInit
static CollisionCheckInfoInit D_8099C0A4 = { 1, 15, 30, 30 };
static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 30, 30 };
// static DamageTable sDamageTable = {
static DamageTable D_8099C0AC = {
static DamageTable sDamageTable = {
/* Deku Nut */ DMG_ENTRY(0, 0x1),
/* Deku Stick */ DMG_ENTRY(1, 0x0),
/* Horse trample */ DMG_ENTRY(1, 0x0),
@@ -88,60 +103,470 @@ static DamageTable D_8099C0AC = {
/* Powder Keg */ DMG_ENTRY(1, 0x0),
};
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_8099C0D0[] = {
static s32 D_8099C0CC = 0;
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, 88, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
};
#endif
void EnCrow_Init(Actor* thisx, GlobalContext* globalCtx) {
EnCrow* this = THIS;
extern ColliderJntSphElementInit D_8099C070[1];
extern ColliderJntSphInit D_8099C094;
extern CollisionCheckInfoInit D_8099C0A4;
extern DamageTable D_8099C0AC;
extern InitChainEntry D_8099C0D0[];
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->jointTable, this->morphTable,
OBJECT_CROW_LIMB_MAX);
Collider_InitAndSetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
D_8099C0CC = 0;
if (this->actor.parent != NULL) {
this->actor.flags &= ~ACTOR_FLAG_1;
}
EnCrow_SetupFlyIdle(this);
}
extern UNK_TYPE D_060000F0;
void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnCrow* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/EnCrow_Init.s")
Collider_DestroyJntSph(globalCtx, &this->collider);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/EnCrow_Destroy.s")
void EnCrow_SetupFlyIdle(EnCrow* this) {
this->timer = 100;
this->collider.base.acFlags |= AC_ON;
this->actionFunc = EnCrow_FlyIdle;
this->skelAnime.playSpeed = 1.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099AC58.s")
void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 dist;
s32 onInitialAnimFrame;
s16 yaw;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099AC8C.s")
SkelAnime_Update(&this->skelAnime);
onInitialAnimFrame = Animation_OnFrame(&this->skelAnime, 0.0f);
this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 3.0f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B098.s")
if ((this->actor.parent != NULL) && (this->actor.parent->home.rot.z == 0)) {
this->actor.home.pos.x = this->actor.parent->world.pos.x;
this->actor.home.pos.z = this->actor.parent->world.pos.z;
dist = Actor_XZDistanceToPoint(&this->actor, &this->actor.parent->world.pos);
} else {
dist = 450.0f;
this->actor.flags |= ACTOR_FLAG_1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B0CC.s")
if (this->actor.bgCheckFlags & 8) {
this->aimRotY = this->actor.wallYaw;
} else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 300.0f) {
this->aimRotY = Actor_YawToPoint(&this->actor, &this->actor.home.pos);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B318.s")
if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 5, 0x300, 0x10) == 0) && onInitialAnimFrame &&
(Rand_ZeroOne() < 0.1f)) {
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B384.s")
yaw = (Actor_YawToPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y);
if (yaw > 0) {
this->aimRotY += Rand_S16Offset(0x1000, 0x1000);
} else {
this->aimRotY -= Rand_S16Offset(0x1000, 0x1000);
}
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_CRY);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B584.s")
if ((this->actor.depthInWater > -40.0f) || (this->actor.bgCheckFlags & 1)) {
this->aimRotX = -0x1000;
} else if (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f)) {
this->aimRotX = -Rand_S16Offset(0x800, 0x800);
} else if (this->actor.world.pos.y > (this->actor.home.pos.y + 50.0f)) {
this->aimRotX = Rand_S16Offset(0x800, 0x800);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B6AC.s")
if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 0xA, 0x100, 8) == 0) && onInitialAnimFrame &&
(Rand_ZeroOne() < 0.1f)) {
if (this->actor.home.pos.y < this->actor.world.pos.y) {
this->aimRotX -= Rand_S16Offset(0x400, 0x400);
} else {
this->aimRotX += Rand_S16Offset(0x400, 0x400);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B6C4.s")
this->aimRotX = CLAMP(this->aimRotX, -0x1000, 0x1000);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B778.s")
if (this->actor.bgCheckFlags & 1) {
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x100, 0x400);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B838.s")
if (this->timer != 0) {
this->timer--;
}
if ((this->timer == 0) &&
(((this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & 0x800000)) || (dist < 300.0f)) &&
(this->actor.depthInWater < -40.0f) && (Player_GetMask(globalCtx) != PLAYER_MASK_STONE)) {
if (dist < this->actor.xzDistToPlayer) {
this->actor.child = this->actor.parent;
} else {
this->actor.child = &player->actor;
}
EnCrow_SetupDiveAttack(this);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B8EC.s")
void EnCrow_SetupDiveAttack(EnCrow* this) {
this->timer = 300;
this->actionFunc = EnCrow_DiveAttack;
this->actor.speedXZ = 4.0f;
this->skelAnime.playSpeed = 2.0f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099B9E8.s")
void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 isFacingActor;
Vec3f pos;
s16 pitch;
s16 pitchTarget;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099BAB4.s")
SkelAnime_Update(&this->skelAnime);
if (this->timer != 0) {
this->timer--;
}
isFacingActor = Actor_ActorAIsFacingActorB(&this->actor, this->actor.child, 0x2800);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/EnCrow_Update.s")
if (isFacingActor) {
if (&player->actor == this->actor.child) {
pos.y = this->actor.child->world.pos.y + 20.0f;
} else {
pos.y = this->actor.child->world.pos.y + 40.0f;
}
pos.x = this->actor.child->world.pos.x;
pos.z = this->actor.child->world.pos.z;
pitch = Actor_PitchToPoint(&this->actor, &pos);
pitchTarget = CLAMP(pitch, -0x3000, 0x3000);
Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 64);
} else {
Math_SmoothStepToS(&this->actor.shape.rot.x, -0x800, 2, 0x100, 16);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099BE48.s")
if (isFacingActor || (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) > 80.0f)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, this->actor.child), 4, 0xC00,
0xC0);
}
if (((this->timer == 0) || ((&player->actor != this->actor.child) && (this->actor.child->home.rot.z != 0)) ||
((&player->actor == this->actor.child) &&
((Player_GetMask(globalCtx) == PLAYER_MASK_STONE) || (player->stateFlags1 & 0x800000))) ||
((this->collider.base.atFlags & AT_HIT) || (this->actor.bgCheckFlags & 9))) ||
(this->actor.depthInWater > -40.0f)) {
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/func_8099BF20.s")
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_ATTACK);
}
EnCrow_SetupFlyIdle(this);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Crow/EnCrow_Draw.s")
void EnCrow_CheckIfFrozen(EnCrow* this, GlobalContext* globalCtx) {
if (this->deathMode == 10) {
this->deathMode = 0;
this->effectAlpha = 0.0f;
Actor_SpawnIceEffects(globalCtx, &this->actor, this->bodyPartsPos, 4, 2, 0.2f, 0.2f);
}
}
void EnCrow_SetupDamaged(EnCrow* this, GlobalContext* globalCtx) {
f32 scale;
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
this->actor.shape.yOffset = 0.0f;
this->actor.targetArrowOffset = 0.0f;
this->actor.bgCheckFlags &= ~1;
scale = (this->actor.scale.x * 100.0f);
this->actor.world.pos.y += 20.0f * scale;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
if (this->actor.colChkInfo.damageEffect == 3) {
this->deathMode = 10; // Ice arrows
this->effectAlpha = 1.0f;
this->effectScale = 0.75f;
this->steamScale = 0.5f;
} else if (this->actor.colChkInfo.damageEffect == 4) {
this->deathMode = 20; // Light Arrows
this->effectAlpha = 4.0f;
this->steamScale = 0.5f;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->collider.elements->info.bumper.hitPos.x,
this->collider.elements->info.bumper.hitPos.y, this->collider.elements->info.bumper.hitPos.z, 0, 0,
0, CLEAR_TAG_SMALL_LIGHT_RAYS);
} else if (this->actor.colChkInfo.damageEffect == 2) {
this->deathMode = 0; // Fire arrows
this->effectAlpha = 4.0f;
this->steamScale = 0.5f;
}
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
if (this->actor.flags & ACTOR_FLAG_8000) {
this->actor.speedXZ = 0.0f;
}
this->collider.base.acFlags &= ~AC_ON;
this->actor.flags |= ACTOR_FLAG_10;
this->actionFunc = EnCrow_Damaged;
}
void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx) {
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
this->actor.colorFilterTimer = 40;
if (!(this->actor.flags & ACTOR_FLAG_8000)) {
if (this->deathMode != 10) {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
this->actor.shape.rot.z += 0x1780;
}
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
EnCrow_CheckIfFrozen(this, globalCtx);
func_800B3030(globalCtx, &this->actor.world.pos, &gZeroVec3f, &gZeroVec3f, this->actor.scale.x * 10000.0f,
0, 0);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 11, NA_SE_EN_EXTINCT);
if (this->actor.parent != NULL) {
Actor_MarkForDeath(&this->actor);
return;
}
EnCrow_SetupDie(this);
}
}
}
void EnCrow_SetupDie(EnCrow* this) {
this->actor.colorFilterTimer = 0;
this->actionFunc = EnCrow_Die;
}
void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx) {
f32 stepScale;
if (this->actor.params != 0) {
stepScale = 0.006f;
} else {
stepScale = 0.002f;
}
if (Math_StepToF(&this->actor.scale.x, 0.0f, stepScale) != 0) {
if (this->actor.params == 0) {
D_8099C0CC++;
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80);
} else {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
}
EnCrow_SetupRespawn(this);
}
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
}
void EnCrow_SetupTurnAway(EnCrow* this) {
this->timer = 100;
this->aimRotX = -0x1000;
this->actor.speedXZ = 3.5f;
this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
this->skelAnime.playSpeed = 2.0f;
if (this->actor.colChkInfo.damageEffect == 1) {
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
} else {
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
}
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
this->actionFunc = EnCrow_TurnAway;
}
void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 8) {
this->aimRotY = this->actor.wallYaw;
} else {
this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 3, 0xC00, 0xC0);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 5, 0x100, 0x10);
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
EnCrow_SetupFlyIdle(this);
}
}
void EnCrow_SetupRespawn(EnCrow* this) {
if (D_8099C0CC == 10) {
this->actor.params = 1;
D_8099C0CC = 0;
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements->dim.modelSphere.radius * 0.03f * 100.0f;
} else {
this->actor.params = 0;
this->collider.elements->dim.worldSphere.radius = sJntSphInit.elements->dim.modelSphere.radius;
}
Animation_PlayLoop(&this->skelAnime, &gGuayFlyAnim);
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
this->actor.shape.rot.x = 0;
this->actor.shape.rot.z = 0;
this->timer = 300;
this->actor.draw = NULL;
this->actor.shape.yOffset = 2000.0f;
this->actor.targetArrowOffset = 2000.0;
this->effectAlpha = 0.0f;
this->actionFunc = EnCrow_Respawn;
}
void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx) {
f32 target;
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
SkelAnime_Update(&this->skelAnime);
this->actor.draw = EnCrow_Draw;
if (this->actor.params != 0) {
target = 0.03f;
} else {
target = 0.01f;
}
if (Math_StepToF(&this->actor.scale.x, target, target * 0.1f)) {
this->actor.flags |= ACTOR_FLAG_1;
this->actor.flags &= ~ACTOR_FLAG_10;
this->actor.colChkInfo.health = 1;
EnCrow_SetupFlyIdle(this);
}
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
}
}
void EnCrow_UpdateDamage(EnCrow* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AT_HIT) {
this->collider.base.acFlags &= ~AT_HIT;
Actor_SetDropFlag(&this->actor, &this->collider.elements->info);
if (this->actor.colChkInfo.damageEffect == 1) {
EnCrow_SetupTurnAway(this);
} else if (this->actor.colChkInfo.damageEffect == 5) {
this->deathMode = 31; // Stunned via deku nuts or zora barrier
this->effectAlpha = 2.0f;
this->steamScale = 0.5f;
EnCrow_SetupTurnAway(this);
} else {
this->actor.colChkInfo.health = 0;
this->actor.flags &= ~ACTOR_FLAG_1;
Enemy_StartFinishingBlow(globalCtx, &this->actor);
EnCrow_SetupDamaged(this, globalCtx);
}
}
}
void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
f32 pad;
EnCrow* this = (EnCrow*)thisx;
f32 height;
f32 scale;
EnCrow_UpdateDamage(this, globalCtx);
this->actionFunc(this, globalCtx);
scale = this->actor.scale.x * 100.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.world.rot.x = -this->actor.shape.rot.x;
if (this->actionFunc != EnCrow_Respawn) {
if (this->actor.colChkInfo.health != 0) {
height = 20.0f * scale;
Actor_MoveWithoutGravity(&this->actor);
} else {
height = 0.0f;
Actor_MoveWithGravity(&this->actor);
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale, 7);
} else {
height = 0.0f;
}
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + height;
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
if (this->actionFunc == EnCrow_DiveAttack) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->collider.base.acFlags & AC_ON) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->actionFunc != EnCrow_Respawn) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
Actor_SetFocus(&this->actor, height);
if ((this->actor.colChkInfo.health != 0) && (Animation_OnFrame(&this->skelAnime, 3.0f))) {
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
}
if (this->effectAlpha > 0.0f) {
if (this->deathMode != 10) {
Math_StepToF(&this->effectAlpha, 0.0f, 0.05f);
this->steamScale = (this->effectAlpha + 1.0f) * 0.25f;
if (this->steamScale > 0.5f) {
this->steamScale = 0.5f;
} else {
this->steamScale = this->steamScale;
}
} else if (Math_StepToF(&this->effectScale, 0.5f, 0.0125f) == 0) {
func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
}
}
}
s32 EnCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
EnCrow* this = (EnCrow*)thisx;
if (this->actor.colChkInfo.health != 0) {
if (limbIndex == OBJECT_CROW_LIMB_UPPER_TAIL) {
rot->y += (s16)(0xC00 * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
} else if (limbIndex == OBJECT_CROW_LIMB_TAIL) {
rot->y += (s16)(0x1400 * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
}
}
return false;
}
void EnCrow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
EnCrow* this = (EnCrow*)thisx;
if (limbIndex == OBJECT_CROW_LIMB_BODY) {
Matrix_GetStateTranslationAndScaledX(2500.0f, this->bodyPartsPos);
return;
}
if ((limbIndex == OBJECT_CROW_LIMB_RIGHT_WING_TIP) || (limbIndex == OBJECT_CROW_LIMB_LEFT_WING_TIP) ||
(limbIndex == OBJECT_CROW_LIMB_TAIL)) {
Matrix_GetStateTranslation(&this->bodyPartsPos[(limbIndex >> 1) - 1]);
}
}
void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnCrow* this = (EnCrow*)thisx;
func_8012C28C(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnCrow_OverrideLimbDraw, EnCrow_PostLimbDraw, &this->actor);
Actor_DrawDamageEffects(globalCtx, &this->actor, this->bodyPartsPos, ARRAY_COUNT(this->bodyPartsPos),
this->actor.scale.x * 100.0f * this->steamScale, this->effectScale, this->effectAlpha,
this->deathMode);
}
+14 -2
View File
@@ -2,6 +2,7 @@
#define Z_EN_CROW_H
#include "global.h"
#include "objects/object_crow/object_crow.h"
struct EnCrow;
@@ -9,9 +10,20 @@ typedef void (*EnCrowActionFunc)(struct EnCrow*, GlobalContext*);
typedef struct EnCrow {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0x44];
/* 0x0144 */ SkelAnime skelAnime;
/* 0x0188 */ EnCrowActionFunc actionFunc;
/* 0x018C */ char unk_18C[0x110];
/* 0x18C */ u8 deathMode;
/* 0x18E */ s16 timer;
/* 0x190 */ s16 aimRotX;
/* 0x192 */ s16 aimRotY;
/* 0x194 */ Vec3s jointTable[OBJECT_CROW_LIMB_MAX];
/* 0x1CA */ Vec3s morphTable[OBJECT_CROW_LIMB_MAX];
/* 0x200 */ ColliderJntSph collider;
/* 0x220 */ ColliderJntSphElement colliderItems[1];
/* 0x260 */ Vec3f bodyPartsPos[4];
/* 0x290 */ f32 effectAlpha;
/* 0x294 */ f32 steamScale;
/* 0x298 */ f32 effectScale;
} EnCrow; // size = 0x29C
extern const ActorInit En_Crow_InitVars;
@@ -225,7 +225,7 @@ void EnRuppecrow_ShatterIce(EnRuppecrow* this, GlobalContext* globalCtx) {
if (this->currentEffect == ENRUPPECROW_EFFECT_ICE) {
this->currentEffect = ENRUPPECROW_EFFECT_NONE;
this->unk_2C8 = 0.0f;
Actor_SpawnIceEffects(globalCtx, &this->actor, this->limbPos, ENRUPPECROW_LIMB_POS_COUNT, 0x2, 0.2f, 0.2f);
Actor_SpawnIceEffects(globalCtx, &this->actor, this->limbPos, ARRAY_COUNT(this->limbPos), 0x2, 0.2f, 0.2f);
}
}
@@ -440,7 +440,7 @@ void EnRuppecrow_HandleDeath(EnRuppecrow* this) {
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &object_crow_Anim_0000F0, 0.4f, 0.0f, 0.0f, 0x1, -3.0f);
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, 0x1, -3.0f);
this->actor.shape.yOffset = 0.0f;
this->actor.targetArrowOffset = 0.0f;
@@ -627,8 +627,8 @@ void EnRuppecrow_Init(Actor* thisx, GlobalContext* globalCtx2) {
EnRuppecrow* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_crow_Skel_0010C0, &object_crow_Anim_0000F0, this->joinTable,
this->morphTable, ENRUPPECROW_LIMB_COUNT);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->joinTable, this->morphTable,
OBJECT_CROW_LIMB_MAX);
ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
Collider_InitJntSph(globalCtx, &this->collider);
@@ -2,11 +2,11 @@
#define Z_EN_RUPPECROW_H
#include "global.h"
#include "objects/object_crow/object_crow.h"
#define ENRUPPECROW_GET_PATH(thisx) (((thisx)->params & 0xFC00) >> 0xA)
#define ENRUPPECROW_RUPEE_COUNT 20
#define ENRUPPECROW_LIMB_COUNT 9
#define ENRUPPECROW_LIMB_POS_COUNT 4
struct EnRuppecrow;
@@ -19,8 +19,8 @@ typedef struct EnRuppecrow {
/* 0x194 */ SkelAnime skelAnime;
/* 0x1D8 */ EnRuppecrowActionFunc actionFunc;
/* 0x1DC */ UNK_TYPE4 unk_1DC; // unused
/* 0x1E0 */ Vec3s joinTable[ENRUPPECROW_LIMB_COUNT];
/* 0x216 */ Vec3s morphTable[ENRUPPECROW_LIMB_COUNT];
/* 0x1E0 */ Vec3s joinTable[OBJECT_CROW_LIMB_MAX];
/* 0x216 */ Vec3s morphTable[OBJECT_CROW_LIMB_MAX];
/* 0x24C */ Path* path;
/* 0x250 */ s32 currentPoint;
/* 0x254 */ ColliderJntSph collider;
@@ -95,8 +95,8 @@ void EnSyatekiCrow_Init(Actor* thisx, GlobalContext* globalCtx2) {
}
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_crow_Skel_0010C0, &object_crow_Anim_0000F0,
this->jointTable, this->morphTable, 9);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->jointTable, this->morphTable,
OBJECT_CROW_LIMB_MAX);
Collider_InitJntSph(globalCtx, &this->unk_23C);
Collider_SetJntSph(globalCtx, &this->unk_23C, &this->actor, &sJntSphInit, &this->unk_25C);
this->unk_23C.elements->dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
@@ -225,7 +225,7 @@ void func_809CAAF8(EnSyatekiCrow* this) {
this->unk_1C2 = 0;
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &object_crow_Anim_0000F0, 0.4f, 0.0f, 0.0f, 1, -3.0f);
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, 1, -3.0f);
this->actor.bgCheckFlags &= ~1;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
@@ -290,9 +290,9 @@ s32 EnSyatekiCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx*
Actor* thisx) {
EnSyatekiCrow* this = THIS;
if (limbIndex == OBJECT_CROW_LIMB_07) {
if (limbIndex == OBJECT_CROW_LIMB_UPPER_TAIL) {
rot->y += (s16)(3072.0f * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
} else if (limbIndex == OBJECT_CROW_LIMB_08) {
} else if (limbIndex == OBJECT_CROW_LIMB_TAIL) {
rot->y += (s16)(5120.0f * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
}
@@ -303,11 +303,11 @@ void EnSyatekiCrow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** d
EnSyatekiCrow* this = THIS;
Vec3f* sp1C;
if (limbIndex == OBJECT_CROW_LIMB_02) {
if (limbIndex == OBJECT_CROW_LIMB_BODY) {
Matrix_MultiplyVector3fByState(&D_809CB0D8, &this->unk_144[0]);
this->unk_144[0].y -= 20.0f;
} else if ((limbIndex == OBJECT_CROW_LIMB_04) || (limbIndex == OBJECT_CROW_LIMB_06) ||
(limbIndex == OBJECT_CROW_LIMB_08)) {
} else if ((limbIndex == OBJECT_CROW_LIMB_RIGHT_WING_TIP) || (limbIndex == OBJECT_CROW_LIMB_LEFT_WING_TIP) ||
(limbIndex == OBJECT_CROW_LIMB_TAIL)) {
sp1C = &this->unk_144[(limbIndex >> 1) - 1];
Matrix_MultiplyVector3fByState(&D_809CB050, sp1C);
sp1C->y -= 20.0f;
+16 -16
View File
@@ -8573,23 +8573,23 @@
0x8099AA84:("func_8099AA84",),
0x8099AB30:("EnCrow_Init",),
0x8099AC2C:("EnCrow_Destroy",),
0x8099AC58:("func_8099AC58",),
0x8099AC8C:("func_8099AC8C",),
0x8099B098:("func_8099B098",),
0x8099B0CC:("func_8099B0CC",),
0x8099B318:("func_8099B318",),
0x8099B384:("func_8099B384",),
0x8099B584:("func_8099B584",),
0x8099B6AC:("func_8099B6AC",),
0x8099B6C4:("func_8099B6C4",),
0x8099B778:("func_8099B778",),
0x8099B838:("func_8099B838",),
0x8099B8EC:("func_8099B8EC",),
0x8099B9E8:("func_8099B9E8",),
0x8099BAB4:("func_8099BAB4",),
0x8099AC58:("EnCrow_SetupFlyIdle",),
0x8099AC8C:("EnCrow_FlyIdle",),
0x8099B098:("EnCrow_SetupDiveAttack",),
0x8099B0CC:("EnCrow_DiveAttack",),
0x8099B318:("EnCrow_CheckIfFrozen",),
0x8099B384:("EnCrow_SetupDamaged",),
0x8099B584:("EnCrow_Damaged",),
0x8099B6AC:("EnCrow_SetupDie",),
0x8099B6C4:("EnCrow_Die",),
0x8099B778:("EnCrow_SetupTurnAway",),
0x8099B838:("EnCrow_TurnAway",),
0x8099B8EC:("EnCrow_SetupRespawn",),
0x8099B9E8:("EnCrow_Respawn",),
0x8099BAB4:("EnCrow_UpdateDamage",),
0x8099BB84:("EnCrow_Update",),
0x8099BE48:("func_8099BE48",),
0x8099BF20:("func_8099BF20",),
0x8099BE48:("EnCrow_OverrideLimbDraw",),
0x8099BF20:("EnCrow_PostLimbDraw",),
0x8099BFA4:("EnCrow_Draw",),
0x8099C290:("func_8099C290",),
0x8099C328:("func_8099C328",),