Name d_a_am member variables

This commit is contained in:
LagoLunatic
2023-10-06 02:09:06 -04:00
parent 41e656a4d2
commit 5ee08bbc2b
+185 -185
View File
@@ -33,7 +33,7 @@ static f64 dummy4[2] = {3.0, 0.5};
class am_class : public fopEn_enemy_c {
public:
/* 0x02AC */ request_of_phase_process_class mPhs;
/* 0x02B4 */ JntHit_c* m02B4;
/* 0x02B4 */ JntHit_c* mEyeJntHit;
/* 0x02B8 */ mDoExt_McaMorf* mpMorf;
/* 0x02BC */ u8 m02BC[0x02C0 - 0x02BC];
/* 0x02C0 */ u8 mType;
@@ -41,28 +41,26 @@ public:
/* 0x02C2 */ u8 mStartsInactive;
/* 0x02C3 */ u8 mSwitch;
/* 0x02C4 */ u8 mAction;
/* 0x02C5 */ u8 m02C5;
/* 0x02C5 */ u8 mState;
/* 0x02C6 */ u8 mHugeKnockback;
/* 0x02C7 */ bool mbIsBodyBeingHit;
/* 0x02C8 */ s16 m02C8[4];
/* 0x02D0 */ s16 m02D0[5];
/* 0x02DA */ s16 m02DA;
/* 0x02DC */ s16 m02DC;
/* 0x02C8 */ s16 mCountDownTimers[4];
/* 0x02D0 */ s16 mCountUpTimers[5];
/* 0x02DA */ s16 mDesiredRotY;
/* 0x02DC */ s16 mSpawnRotY;
/* 0x02DE */ u8 m02DE[0x02E0 - 0x02DE];
/* 0x02E0 */ int mCurrBckIdx;
/* 0x02E4 */ u32 mSwallowedActorProcID;
/* 0x02E8 */ f32 mAreaRadius;
/* 0x02EC */ f32 m02EC;
/* 0x02F0 */ f32 m02F0;
/* 0x02F4 */ cXyz m02F4;
/* 0x0300 */ cXyz m0300;
/* 0x030C */ cXyz m030C;
/* 0x0318 */ cXyz m0318;
/* 0x02F0 */ f32 mSpawnPosY;
/* 0x02F4 */ cXyz mEyeballPos;
/* 0x0300 */ cXyz mMouthPos;
/* 0x030C */ cXyz mWaistPos;
/* 0x0318 */ cXyz mJawPos;
/* 0x0324 */ cXyz mSpawnPos;
/* 0x0330 */ csXyz m0330;
/* 0x0336 */ s16 m0336;
/* 0x0338 */ s16 m0338;
/* 0x033A */ u8 m033A[0x033C - 0x033A];
/* 0x0330 */ csXyz mEyeRot;
/* 0x0336 */ csXyz mDesiredEyeRot;
/* 0x033C */ JPABaseEmitter* m033C;
/* 0x0340 */ JPABaseEmitter* m0340;
/* 0x0344 */ dPa_smokeEcallBack mSmokeCbs[4];
@@ -72,7 +70,7 @@ public:
/* 0x0604 */ dCcD_Sph mEyeSph;
/* 0x0730 */ dCcD_Sph mMouthSph;
/* 0x085C */ dCcD_Cyl mBodyCyl;
/* 0x098C */ dCcD_Cyl mSwordCyl;
/* 0x098C */ dCcD_Cyl mNeedleCyl;
/* 0x0ABC */ enemyice mEnemyIce;
/* 0x0E74 */ enemyfire mEnemyFire;
};
@@ -132,29 +130,29 @@ static BOOL nodeCallBack(J3DNode* node, int param_1) {
cXyz offset;
switch (jntNo) {
case 1:
case 1: // kosi (waist)
offset.x = 0.0f;
offset.y = 240.0f;
offset.z = 60.0f;
MtxPosition(&offset, &i_this->m02F4);
MtxPosition(&offset, &i_this->mEyeballPos);
offset.x = 0.0f;
offset.y = 150.0f;
offset.z = 70.0f;
MtxPosition(&offset, &i_this->m0300);
MtxPosition(&offset, &i_this->mMouthPos);
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = 0.0f;
MtxPosition(&offset, &i_this->m030C);
MtxPosition(&offset, &i_this->mWaistPos);
break;
case 2:
case 2: // ago (jaw)
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = 0.0f;
MtxPosition(&offset, &i_this->m0318);
MtxPosition(&offset, &i_this->mJawPos);
break;
case 4:
cMtx_YrotM(*calc_mtx, i_this->m0330.y);
cMtx_XrotM(*calc_mtx, i_this->m0330.x);
case 4: // eye
cMtx_YrotM(*calc_mtx, i_this->mEyeRot.y);
cMtx_XrotM(*calc_mtx, i_this->mEyeRot.x);
}
if (jntNo >= 1 && jntNo <= 4) {
@@ -216,7 +214,7 @@ static void body_atari_check(am_class* i_this) {
i_this->mStts.Move();
if (i_this->mBodyCyl.ChkTgHit() || i_this->mSwordCyl.ChkTgHit()) {
if (i_this->mBodyCyl.ChkTgHit() || i_this->mNeedleCyl.ChkTgHit()) {
if (i_this->mbIsBodyBeingHit) {
return;
}
@@ -225,7 +223,7 @@ static void body_atari_check(am_class* i_this) {
if (i_this->mBodyCyl.ChkTgHit()) {
hitObj = i_this->mBodyCyl.GetTgHitObj();
} else {
hitObj = i_this->mSwordCyl.GetTgHitObj();
hitObj = i_this->mNeedleCyl.GetTgHitObj();
}
if (!hitObj) {
return;
@@ -258,7 +256,7 @@ static void body_atari_check(am_class* i_this) {
return;
}
i_this->mAction = ACTION_HANDOU_MOVE;
i_this->m02C5 = 30;
i_this->mState = 0x1E;
i_this->mHugeKnockback = 0;
if (player->getCutType() == 0x11) {
// If the player hits the Armos Knight with the Skull Hammer's side swing, knock it back much farther than normal.
@@ -344,17 +342,17 @@ static BOOL medama_atari_check(am_class* i_this) {
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->mAttentionInfo.mFlags = 0x4;
i_this->mSwordCyl.OnAtSPrmBit(1);
i_this->mSwordCyl.OnAtHitBit();
i_this->mNeedleCyl.OnAtSPrmBit(1);
i_this->mNeedleCyl.OnAtHitBit();
i_this->mAction = ACTION_DOUSA;
i_this->m02C5 = 2;
i_this->mState = 2;
} else {
dComIfGp_particle_set(0x10, &i_this->m02F4, &player->shape_angle, NULL);
dComIfGp_particle_set(0x10, &i_this->mEyeballPos, &player->shape_angle, NULL);
// fopAcM_seStart(i_this, JA_SE_CM_AM_EYE_DAMAGE, 0);
mDoAud_seStart(JA_SE_CM_AM_EYE_DAMAGE, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_EYE_DAMAGE, 0x42);
i_this->mAction = ACTION_ITAI_MOVE;
i_this->m02C5 = 40;
i_this->mState = 0x28;
}
break;
default:
@@ -369,7 +367,7 @@ static BOOL medama_atari_check(am_class* i_this) {
}
/* 00000D14-00000F04 .text bomb_move_set__FP8am_classUc */
static void bomb_move_set(am_class* i_this, u8 param_2) {
static void bomb_move_set(am_class* i_this, u8 alwaysMoveY) {
if (i_this->mSwallowedActorProcID == -1) {
return;
}
@@ -387,7 +385,7 @@ static void bomb_move_set(am_class* i_this, u8 param_2) {
// Pull the bomb into the Armos Knight's mouth by 50 units per frame on each axis.
cLib_addCalc2(&swallowedActor->current.pos.x, mouthPos.x, 1.0f, 50.0f);
if (param_2 || mouthPos.y - 10.0f < swallowedActor->current.pos.y) {
if (alwaysMoveY || mouthPos.y - 10.0f < swallowedActor->current.pos.y) {
cLib_addCalc2(&swallowedActor->current.pos.y, mouthPos.y, 1.0f, 50.0f);
}
cLib_addCalc2(&swallowedActor->current.pos.z, mouthPos.z, 1.0f, 50.0f);
@@ -402,19 +400,19 @@ static void bomb_move_set(am_class* i_this, u8 param_2) {
if (fpcM_GetName(swallowedActor) == PROC_BOMB) {
daBomb_c* bomb = (daBomb_c*)swallowedActor;
if (i_this->m02C8[1] == 1) {
if (i_this->mCountDownTimers[1] == 1) {
bomb->mScale.setAll(0.0f);
bomb->setBombNoEff();
} else if (i_this->m02C8[1] > 1) {
} else if (i_this->mCountDownTimers[1] > 1) {
bomb->mScale.setAll(1.0f);
}
bomb->setBombRestTime(100);
} else if (fpcM_GetName(swallowedActor) == PROC_Bomb2) {
daBomb2::Act_c* bomb2 = (daBomb2::Act_c*)swallowedActor;
if (i_this->m02C8[1] == 1) {
if (i_this->mCountDownTimers[1] == 1) {
bomb2->mScale.setAll(0.0f);
bomb2->remove_fuse_effect();
} else if (i_this->m02C8[1] > 1) {
} else if (i_this->mCountDownTimers[1] > 1) {
bomb2->mScale.setAll(1.0f);
}
bomb2->set_time(100);
@@ -451,29 +449,31 @@ static BOOL bomb_nomi_check(am_class* i_this) {
if (fpcM_GetName(actor) == PROC_BOMB) {
daBomb_c* bomb = (daBomb_c*)actor;
if (!bomb->getBombCheck_Flag() && bomb->getBombRestTime() > 1) {
f32 temp7 = 20.0f + g_regHIO.mChild[8].mFloatRegs[1];
if (i_this->m0300.y - temp7 < bomb->current.pos.y) {
f32 offsetY = 20.0f + g_regHIO.mChild[8].mFloatRegs[1];
if (i_this->mMouthPos.y - offsetY < bomb->current.pos.y) {
// Swallow the bomb.
bomb->setBombCheck_Flag();
bomb->change_state((daBomb_c::State_e)2);
i_this->mSwallowedActorProcID = fopAcM_GetID(bomb);
bomb->setBombNoHit();
bomb_move_set(i_this, 0);
i_this->mAction = ACTION_ITAI_MOVE;
i_this->m02C5 = 0x2C;
i_this->mState = 0x2C;
return TRUE;
}
}
} else if (fpcM_GetName(actor) == PROC_Bomb2) {
daBomb2::Act_c* bomb2 = (daBomb2::Act_c*)actor;
if (!bomb2->chk_eat() && bomb2->get_time() > 1) {
f32 temp7 = 20.0f + g_regHIO.mChild[8].mFloatRegs[1];
if (i_this->m0300.y - temp7 < bomb2->current.pos.y) {
f32 offsetY = 20.0f + g_regHIO.mChild[8].mFloatRegs[1];
if (i_this->mMouthPos.y - offsetY < bomb2->current.pos.y) {
// Swallow the bomb.
bomb2->set_eat();
i_this->mSwallowedActorProcID = fopAcM_GetID(bomb2);
bomb2->set_no_hit();
bomb_move_set(i_this, 0);
i_this->mAction = ACTION_ITAI_MOVE;
i_this->m02C5 = 0x2C;
i_this->mState = 0x2C;
return TRUE;
}
}
@@ -516,7 +516,7 @@ static BOOL Line_check(am_class* i_this, cXyz destPos) {
static void medama_move(am_class* i_this) {
daPy_py_c* player = daPy_getPlayerActorClass();
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
i_this->m0330.setall(0);
i_this->mEyeRot.setall(0);
return;
}
@@ -524,34 +524,34 @@ static void medama_move(am_class* i_this) {
f32 diffY = i_this->mEyePos.y - player->current.pos.y;
f32 diffZ = i_this->current.pos.z - player->current.pos.z;
i_this->m0338 = cM_atan2s(diffX, diffZ);
if (i_this->m0338 < -0x71C) {
i_this->m0338 = -0x71C;
} else if (i_this->m0338 > 0x71C) {
i_this->m0338 = 0x71C;
i_this->mDesiredEyeRot.y = cM_atan2s(diffX, diffZ);
if (i_this->mDesiredEyeRot.y < -0x71C) {
i_this->mDesiredEyeRot.y = -0x71C;
} else if (i_this->mDesiredEyeRot.y > 0x71C) {
i_this->mDesiredEyeRot.y = 0x71C;
}
i_this->m0336 = cM_atan2s(diffY, sqrtf(diffX*diffX + diffZ*diffZ));
if (i_this->m0336 < -0x38E) {
i_this->m0336 = -0x38E;
} else if (i_this->m0336 > 0x38E) {
i_this->m0336 = 0x38E;
i_this->mDesiredEyeRot.x = cM_atan2s(diffY, sqrtf(diffX*diffX + diffZ*diffZ));
if (i_this->mDesiredEyeRot.x < -0x38E) {
i_this->mDesiredEyeRot.x = -0x38E;
} else if (i_this->mDesiredEyeRot.x > 0x38E) {
i_this->mDesiredEyeRot.x = 0x38E;
}
cLib_addCalcAngleS2(&i_this->m0330.x, i_this->m0336, 1, 0x500);
cLib_addCalcAngleS2(&i_this->m0330.y, i_this->m0338, 1, 0x500);
cLib_addCalcAngleS2(&i_this->mEyeRot.x, i_this->mDesiredEyeRot.x, 1, 0x500);
cLib_addCalcAngleS2(&i_this->mEyeRot.y, i_this->mDesiredEyeRot.y, 1, 0x500);
}
/* 00001B00-00002564 .text action_dousa__FP8am_class */
static void action_dousa(am_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
switch (i_this->m02C5) {
switch (i_this->mState) {
case 0:
for (int i = 0; i < ARRAY_SIZE(i_this->m02D0); i++) {
i_this->m02D0[i] = 0;
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->m02C5 += 1;
i_this->mState += 1;
// Fall-through
case 1:
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
@@ -568,9 +568,9 @@ static void action_dousa(am_class* i_this) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_AWAKE, 0);
i_this->mAttentionInfo.mFlags = 0x4;
i_this->mSwordCyl.OnAtSetBit();
i_this->mSwordCyl.OnAtHitBit();
i_this->m02C5 += 1;
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mState += 1;
}
}
break;
@@ -583,7 +583,7 @@ static void action_dousa(am_class* i_this) {
if (!stopped) {
break;
}
i_this->m02C5 += 1;
i_this->mState += 1;
// Fall-through
case 3:
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
@@ -595,17 +595,17 @@ static void action_dousa(am_class* i_this) {
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
}
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->m02C8[2] = 6;
i_this->mCountDownTimers[2] = 6;
}
i_this->m02DA = fopAcM_searchPlayerAngleY(i_this);
i_this->m02C5 += 1;
i_this->mDesiredRotY = fopAcM_searchPlayerAngleY(i_this);
i_this->mState += 1;
// Fall-through
case 4:
if (i_this->m02C8[2] == 1) {
i_this->mSwordCyl.OnAtSPrmBit(1);
i_this->mSwordCyl.OnAtHitBit();
if (i_this->mCountDownTimers[2] == 1) {
i_this->mNeedleCyl.OnAtSPrmBit(1);
i_this->mNeedleCyl.OnAtHitBit();
}
if (i_this->m02C8[2] != 0) {
if (i_this->mCountDownTimers[2] != 0) {
break;
}
if (i_this->mType & 1) {
@@ -614,24 +614,24 @@ static void action_dousa(am_class* i_this) {
f32 xzDist = sqrtf(xDist*xDist + zDist*zDist);
if (xzDist > i_this->mAreaRadius) {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->m02C5 = 0x14;
i_this->mState = 0x14;
return;
}
} else {
if (fopAcM_searchPlayerDistance(i_this) > 2000.0f) {
i_this->m02C5 = 9;
i_this->mState = 9;
break;
}
f32 yDist = player->current.pos.y - i_this->current.pos.y;
yDist = sqrtf(yDist*yDist); // ???
if (yDist > 300.0f) {
i_this->m02C5 = 9;
i_this->mState = 9;
break;
}
}
s16 temp = cLib_distanceAngleS(i_this->shape_angle.y, i_this->m02DA);
if (temp < 0x100) {
i_this->m02C5 += 1;
s16 yRotDiff = cLib_distanceAngleS(i_this->shape_angle.y, i_this->mDesiredRotY);
if (yRotDiff < 0x100) {
i_this->mState += 1;
}
break;
case 5:
@@ -642,7 +642,7 @@ static void action_dousa(am_class* i_this) {
if (!Line_check(i_this, player->current.pos) || player->getDamageWaitTimer()) {
i_this->speedF = 0.0f;
}
i_this->m02C5 += 1;
i_this->mState += 1;
break;
case 6:
if (i_this->mCurrBckIdx == AM_BCK_CLOSE) {
@@ -661,25 +661,25 @@ static void action_dousa(am_class* i_this) {
fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP, 0);
i_this->mSmokeCbs[0].end();
dComIfGp_particle_setToon(
0xA125, &i_this->m030C, &i_this->shape_angle, NULL,
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
dComIfGp_getVibration().StartShock(3, -0x21, cXyz(0.0f, 1.0f, 0.0f));
i_this->speedF = 0.0f;
i_this->m02C8[0] = 0;
if (i_this->m02D0[0] < 2) {
i_this->m02C8[0] = 10;
i_this->mCountDownTimers[0] = 0;
if (i_this->mCountUpTimers[0] < 2) {
i_this->mCountDownTimers[0] = 10;
}
i_this->m02C5 += 1;
i_this->mState += 1;
// Fall-through
case 7:
if (i_this->m02C8[0] != 0) {
if (i_this->mCountDownTimers[0] != 0) {
break;
}
i_this->m02D0[0]++;
if (i_this->m02D0[0] > 2) {
i_this->m02C8[0] = 100;
i_this->m02D0[0] = 0;
i_this->mCountUpTimers[0]++;
if (i_this->mCountUpTimers[0] > 2) {
i_this->mCountDownTimers[0] = 100;
i_this->mCountUpTimers[0] = 0;
anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
@@ -687,17 +687,17 @@ static void action_dousa(am_class* i_this) {
mDoAud_seStart(JA_SE_CM_AM_NEEDLE_IN, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
mDoAud_seStart(JA_SE_CM_AM_MOUTH_OPEN, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_OPEN_MOUTH, 0);
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
if (i_this->mSmokeCbs[2].getEmitter() == NULL) {
dComIfGp_particle_setToon(
0xA154, &i_this->m030C, &i_this->shape_angle, NULL,
0xA154, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[2], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
}
i_this->m02C5 = 8;
i_this->mState = 8;
} else {
i_this->m02C5 = 3;
i_this->mState = 3;
}
break;
case 8:
@@ -705,20 +705,20 @@ static void action_dousa(am_class* i_this) {
i_this->mGravity = -6.0f;
i_this->speed.y = 15.0f;
fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP_S, 0);
i_this->m02DA = fopAcM_searchPlayerAngleY(i_this);
i_this->mDesiredRotY = fopAcM_searchPlayerAngleY(i_this);
}
if (i_this->m02C8[0] == 0) {
if (i_this->mCountDownTimers[0] == 0) {
i_this->mSmokeCbs[2].end();
i_this->m02C5 = 3;
i_this->mState = 3;
}
break;
case 9:
anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mAttentionInfo.mFlags = 0;
i_this->m02C5 += 1;
i_this->mState += 1;
break;
case 10:
// Using the mDoExt_McaMorf::isStop inline causes regswap.
@@ -727,14 +727,14 @@ static void action_dousa(am_class* i_this) {
stopped = true;
if (!morf->mFrameCtrl.checkState(1) && morf->mFrameCtrl.getRate() != 0.0f) { stopped = false; }
if (stopped) {
i_this->m02C5 = 0;
i_this->mState = 0;
}
break;
}
medama_move(i_this);
if (i_this->m02C5 != 2 && medama_atari_check(i_this)) {
if (i_this->mState != 2 && medama_atari_check(i_this)) {
i_this->mSmokeCbs[2].end();
} else if (bomb_nomi_check(i_this)) {
i_this->mSmokeCbs[2].end();
@@ -743,11 +743,11 @@ static void action_dousa(am_class* i_this) {
/* 00002564-000028C4 .text action_modoru_move__FP8am_class */
static void action_modoru_move(am_class* i_this) {
switch (i_this->m02C5) {
switch (i_this->mState) {
case 0x14:
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->mSwordCyl.OnAtSetBit();
i_this->mSwordCyl.OnAtHitBit();
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mGravity = -11.0f;
i_this->speed.y = 40.0f;
i_this->speedF = 15.0f;
@@ -755,8 +755,8 @@ static void action_modoru_move(am_class* i_this) {
f32 xDistToSpawn = i_this->mSpawnPos.x - i_this->current.pos.x;
f32 zDistToSpawn = i_this->mSpawnPos.z - i_this->current.pos.z;
i_this->m02DA = cM_atan2s(xDistToSpawn, zDistToSpawn);
i_this->m02C5 += 1;
i_this->mDesiredRotY = cM_atan2s(xDistToSpawn, zDistToSpawn);
i_this->mState += 1;
break;
case 0x15:
xDistToSpawn = i_this->mSpawnPos.x - i_this->current.pos.x;
@@ -764,7 +764,7 @@ static void action_modoru_move(am_class* i_this) {
if (i_this->mAcch.ChkGroundHit()) {
i_this->mSmokeCbs[0].end();
dComIfGp_particle_setToon(
0xA125, &i_this->m030C, &i_this->shape_angle, NULL,
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
@@ -776,24 +776,24 @@ static void action_modoru_move(am_class* i_this) {
i_this->speed.y = 40.0f;
i_this->speedF = 15.0f;
i_this->m02DA = cM_atan2s(xDistToSpawn, zDistToSpawn);
i_this->mDesiredRotY = cM_atan2s(xDistToSpawn, zDistToSpawn);
}
f32 xzDist = sqrtf(xDistToSpawn*xDistToSpawn + zDistToSpawn*zDistToSpawn);
if (xzDist < 20.0f) {
i_this->m02DA = i_this->m02DC;
i_this->mDesiredRotY = i_this->mSpawnRotY;
i_this->speedF = 0.0f;
i_this->m02C5 += 1;
i_this->mState += 1;
}
break;
case 0x16:
s16 angleDiff = cLib_distanceAngleS(i_this->shape_angle.y, i_this->m02DA);
s16 angleDiff = cLib_distanceAngleS(i_this->shape_angle.y, i_this->mDesiredRotY);
if (angleDiff < 0x100) {
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mAttentionInfo.mFlags = 0;
i_this->mAction = ACTION_DOUSA;
i_this->m02C5 = 0;
i_this->mState = 0;
}
break;
}
@@ -803,7 +803,7 @@ static void action_modoru_move(am_class* i_this) {
static void action_handou_move(am_class* i_this) {
/* Nonmatching */
daPy_py_c* player = daPy_getPlayerActorClass();
switch (i_this->m02C5) {
switch (i_this->mState) {
case 0x1E:
i_this->speedF = 20.0f;
s16 angleToPlayer = fopAcM_searchPlayerAngleY(i_this);
@@ -812,7 +812,7 @@ static void action_handou_move(am_class* i_this) {
i_this->current.angle.y = player->shape_angle.y - 0x4000;
i_this->speedF = 40.0f;
}
i_this->m02DA = i_this->current.angle.y;
i_this->mDesiredRotY = i_this->current.angle.y;
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
// Using the fopAcM_seStart inline multiple times makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_OUT, 0);
@@ -821,32 +821,32 @@ static void action_handou_move(am_class* i_this) {
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
}
i_this->m02C5 += 1;
i_this->mState += 1;
case 0x1F:
cLib_addCalc0(&i_this->speedF, 0.8f, 2.0f);
if (i_this->speedF < 0.1f) {
i_this->speedF = 0.0f;
i_this->m02C8[2] = 6;
i_this->mCountDownTimers[2] = 6;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->mAction = ACTION_DOUSA;
i_this->m02C5 = 3;
i_this->mState = 3;
}
}
}
/* 00002A6C-000034F4 .text action_itai_move__FP8am_class */
static void action_itai_move(am_class* i_this) {
switch (i_this->m02C5) {
switch (i_this->mState) {
case 0x28:
i_this->m0330.setall(0);
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->mEyeRot.setall(0);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->speedF = -20.0f;
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this);
i_this->m02DA = i_this->current.angle.y;
i_this->mDesiredRotY = i_this->current.angle.y;
fopAcM_seStart(i_this, JA_SE_CM_AM_NEEDLE_IN, 0);
anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->m02C5 += 1;
i_this->mState += 1;
// Fall-through
case 0x29:
cLib_addCalc0(&i_this->speedF, 0.8f, 2.0f);
@@ -858,13 +858,13 @@ static void action_itai_move(am_class* i_this) {
if (!stopped) {
break;
}
i_this->m02C8[0] = 100;
i_this->mCountDownTimers[0] = 100;
i_this->speedF = 0.0f;
anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->m02C5 += 1;
i_this->mState += 1;
break;
case 0x2A:
if (i_this->m02C8[0] != 0) {
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
@@ -873,7 +873,7 @@ static void action_itai_move(am_class* i_this) {
// fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_NEEDLE_OUT, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
i_this->m02C5 += 1;
i_this->mState += 1;
break;
case 0x2B:
// Using the mDoExt_McaMorf::isStop inline causes regswap.
@@ -884,27 +884,27 @@ static void action_itai_move(am_class* i_this) {
if (!stopped) {
break;
}
i_this->mSwordCyl.OnAtSetBit();
i_this->mSwordCyl.OnAtHitBit();
i_this->m02D0[0] = 0;
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mCountUpTimers[0] = 0;
i_this->mAction = ACTION_DOUSA;
i_this->m02C5 = 3;
i_this->mState = 3;
break;
case 0x2C:
i_this->mSmokeCbs[3].end();
i_this->mStts.SetWeight(0xFF);
dComIfGp_particle_setToon(
0xA155, &i_this->m0318, &i_this->shape_angle, NULL,
0xA155, &i_this->mJawPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[3], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
mDoAud_onEnemyDamage();
i_this->m0330.setall(0);
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->m02C8[1] = 10;
i_this->m02C5 += 1;
i_this->mEyeRot.setall(0);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mCountDownTimers[1] = 10;
i_this->mState += 1;
// Fall-through
case 0x2D:
bomb_move_set(i_this, 0);
@@ -916,18 +916,18 @@ static void action_itai_move(am_class* i_this) {
}
if (i_this->mpMorf->checkFrame(6.0f)) {
i_this->mSmokeCbs[1].end();
i_this->mSwordCyl.OnAtSetBit();
i_this->mSwordCyl.OnAtHitBit();
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
dComIfGp_particle_setToon(
0xA126, &i_this->m0318, &i_this->shape_angle, NULL,
0xA126, &i_this->mJawPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[1], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
i_this->m033C = dComIfGp_particle_set(
0x8157, &i_this->m0318, NULL, NULL,
0x8157, &i_this->mJawPos, NULL, NULL,
0xFF, NULL, -1, NULL, NULL, NULL
);
i_this->m0340 = dComIfGp_particle_set(
0x8156, &i_this->m0318, NULL, NULL,
0x8156, &i_this->mJawPos, NULL, NULL,
0xFF, NULL, -1, NULL, NULL, NULL
);
}
@@ -940,9 +940,9 @@ static void action_itai_move(am_class* i_this) {
if (!stopped) {
break;
}
i_this->m02C8[0] = 100;
i_this->m02DA = fopAcM_searchPlayerAngleY(i_this);
i_this->m02C5 += 1;
i_this->mCountDownTimers[0] = 100;
i_this->mDesiredRotY = fopAcM_searchPlayerAngleY(i_this);
i_this->mState += 1;
break;
case 0x2E:
bomb_move_set(i_this, 1);
@@ -953,7 +953,7 @@ static void action_itai_move(am_class* i_this) {
// fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
dComIfGp_particle_setToon(
0xA125, &i_this->m030C, &i_this->shape_angle, NULL,
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this), NULL, NULL, NULL
);
dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
@@ -966,23 +966,23 @@ static void action_itai_move(am_class* i_this) {
i_this->speedF = 10.0f;
}
if (i_this->m02C8[0] != 0) {
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
dComIfGp_particle_set(
0x8127, &i_this->m030C, NULL, NULL,
0x8127, &i_this->mWaistPos, NULL, NULL,
0xFF, NULL, -1, NULL, NULL, NULL
);
dComIfGp_particle_set(
0x8128, &i_this->m030C, NULL, NULL,
0x8128, &i_this->mWaistPos, NULL, NULL,
0xFF, NULL, -1, NULL, NULL, NULL
);
// The fopAcM_seStart inline makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_BEF_EXPLODE, 0);
mDoAud_seStart(JA_SE_CM_AM_BEF_EXPLODE, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
i_this->m02DA = i_this->current.angle.y;
i_this->mDesiredRotY = i_this->current.angle.y;
if (i_this->m033C) {
i_this->m033C->becomeInvalidEmitter();
@@ -993,7 +993,7 @@ static void action_itai_move(am_class* i_this) {
i_this->m0340 = NULL;
}
i_this->speedF = 0.0f;
i_this->m02C5 += 1;
i_this->mState += 1;
break;
case 0x2F:
bomb_move_set(i_this, 1);
@@ -1040,7 +1040,7 @@ static void action_itai_move(am_class* i_this) {
i_this->m0340->setGlobalRTMatrix(i_this->mpMorf->getModel()->getAnmMtx(2));
}
if (i_this->m02C5 == 0x29 || i_this->m02C5 == 0x2A) {
if (i_this->mState == 0x29 || i_this->mState == 0x2A) {
bomb_nomi_check(i_this);
}
}
@@ -1055,9 +1055,9 @@ static BOOL daAM_Execute(am_class* i_this) {
return TRUE;
}
for (int i = 0; i < ARRAY_SIZE(i_this->m02C8); i++) {
if (i_this->m02C8[i] != 0) {
i_this->m02C8[i]--;
for (int i = 0; i < ARRAY_SIZE(i_this->mCountDownTimers); i++) {
if (i_this->mCountDownTimers[i] != 0) {
i_this->mCountDownTimers[i]--;
}
}
@@ -1076,15 +1076,15 @@ static BOOL daAM_Execute(am_class* i_this) {
break;
}
if (i_this->mAction != ACTION_ITAI_MOVE && i_this->m02F0 - 1500.0f > i_this->current.pos.y) {
if (i_this->mAction != ACTION_ITAI_MOVE && i_this->mSpawnPosY - 1500.0f > i_this->current.pos.y) {
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
dComIfGp_particle_set(0x8127, &i_this->m030C, NULL, NULL);
dComIfGp_particle_set(0x8128, &i_this->m030C, NULL, NULL);
dComIfGp_particle_set(0x8127, &i_this->mWaistPos, NULL, NULL);
dComIfGp_particle_set(0x8128, &i_this->mWaistPos, NULL, NULL);
fopAcM_seStart(i_this, JA_SE_CM_AM_BEF_EXPLODE, 0);
i_this->m02DA = i_this->current.angle.y;
i_this->mDesiredRotY = i_this->current.angle.y;
if (i_this->m033C) {
i_this->m033C->becomeInvalidEmitter();
@@ -1097,15 +1097,15 @@ static BOOL daAM_Execute(am_class* i_this) {
i_this->speedF = 0.0f;
i_this->mAction = ACTION_ITAI_MOVE;
i_this->m02C5 = 0x2F;
i_this->mState = 0x2F;
}
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->m02DA, 1, 0x500);
if (i_this->m02C5 != 0x2E && i_this->m02C5 != 0x2F && i_this->m02C5 != 0x1F) {
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->mDesiredRotY, 1, 0x500);
if (i_this->mState != 0x2E && i_this->mState != 0x2F && i_this->mState != 0x1F) {
cLib_addCalcAngleS2(&i_this->shape_angle.y, i_this->current.angle.y, 1, 0x500);
}
if (i_this->m02C8[1] == 0) {
if (i_this->mCountDownTimers[1] == 0) {
i_this->mpMorf->play(NULL, 0, 0);
}
@@ -1131,13 +1131,13 @@ static BOOL daAM_Execute(am_class* i_this) {
i_this->mEyePos = i_this->current.pos;
i_this->mEyePos.y += 250.0f;
cXyz swordPos = i_this->current.pos;
cXyz needlePos = i_this->current.pos;
i_this->mEyeSph.SetC(i_this->m02F4);
i_this->mEyeSph.SetC(i_this->mEyeballPos);
i_this->mEyeSph.SetR(60.0f);
dComIfG_Ccsp()->Set(&i_this->mEyeSph);
i_this->mMouthSph.SetC(i_this->m0300);
i_this->mMouthSph.SetC(i_this->mMouthPos);
i_this->mMouthSph.SetR(100.0f);
dComIfG_Ccsp()->Set(&i_this->mMouthSph);
@@ -1146,11 +1146,11 @@ static BOOL daAM_Execute(am_class* i_this) {
i_this->mBodyCyl.SetR(80.0f);
dComIfG_Ccsp()->Set(&i_this->mBodyCyl);
swordPos.y += 40.0f;
i_this->mSwordCyl.SetC(swordPos);
i_this->mSwordCyl.SetH(30.0f);
i_this->mSwordCyl.SetR(130.0f);
dComIfG_Ccsp()->Set(&i_this->mSwordCyl);
needlePos.y += 40.0f;
i_this->mNeedleCyl.SetC(needlePos);
i_this->mNeedleCyl.SetH(30.0f);
i_this->mNeedleCyl.SetR(130.0f);
dComIfG_Ccsp()->Set(&i_this->mNeedleCyl);
fopAcM_posMove(i_this, i_this->mStts.GetCCMoveP());
BG_check(i_this);
@@ -1219,9 +1219,9 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
/* field_0x8 */ (cXyz*)&cyl2_eye_offset,
},
};
i_this->m02B4 = JntHit_create(i_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data));
if (i_this->m02B4) {
i_this->mJntHit = i_this->m02B4;
i_this->mEyeJntHit = JntHit_create(i_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data));
if (i_this->mEyeJntHit) {
i_this->mJntHit = i_this->mEyeJntHit;
} else {
return FALSE;
}
@@ -1266,7 +1266,7 @@ static s32 daAM_Create(fopAc_ac_c* i_actor) {
} else {
i_this->mAreaRadius = i_this->mPrmAreaRadius * 100.0f;
}
i_this->m02F0 = i_this->current.pos.y;
i_this->mSpawnPosY = i_this->current.pos.y;
i_this->mSwallowedActorProcID = -1;
if (i_this->mStartsInactive == 0 && i_this->mSwitch != 0xFF && dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
@@ -1425,15 +1425,15 @@ static s32 daAM_Create(fopAc_ac_c* i_actor) {
/* Height */ 0.0f,
},
};
i_this->mSwordCyl.Set(sword_co_cyl_src);
i_this->mSwordCyl.SetStts(&i_this->mStts);
i_this->mNeedleCyl.Set(sword_co_cyl_src);
i_this->mNeedleCyl.SetStts(&i_this->mStts);
i_this->mSwordCyl.OffAtSetBit();
i_this->mSwordCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->m02DA = i_this->current.angle.y;
i_this->mDesiredRotY = i_this->current.angle.y;
i_this->mSpawnPos = i_this->current.pos;
i_this->m02DC = i_this->current.angle.y;
i_this->mSpawnRotY = i_this->current.angle.y;
draw_SUB(i_this);
}