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tww/src/d/actor/d_a_am2.cpp
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LagoLunatic 7ce949c59c d_a_pw fixes
2024-03-18 19:15:15 -04:00

1514 lines
55 KiB
C++

/**
* d_a_am2.cpp
* Enemy - Armos
*/
#include "d/actor/d_a_am2.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_procname.h"
#include "d/d_bg_s_lin_chk.h"
#include "d/d_s_play.h"
#include "d/d_com_inf_game.h"
#include "d/d_item_data.h"
#include "c/c_damagereaction.h"
#include "m_Do/m_Do_mtx.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_snap.h"
#include "d/actor/d_a_player.h"
#include "d/d_jnt_hit.h"
#include "d/d_cc_uty.h"
#include "SSystem/SComponent/c_lib.h"
#include "f_op/f_op_camera_mng.h"
#include "f_op/f_op_kankyo_mng.h"
// Needed for the .data section to match.
static f32 dummy1[3] = {1.0f, 1.0f, 1.0f};
static f32 dummy2[3] = {1.0f, 1.0f, 1.0f};
static u8 dummy3[4] = {0x02, 0x00, 0x02, 0x01};
static f64 dummy4[2] = {3.0, 0.5};
enum Action {
ACTION_DOUSA = 0x0,
ACTION_MAHI = 0x1,
ACTION_ITAI = 0x2,
ACTION_HANDOU_MOVE = 0x3,
ACTION_MODORU_MOVE = 0x4,
};
enum AM2_RES_FILE_ID { // IDs and indexes are synced
/* BCK */
AM2_BCK_BURUBURU=0x6,
AM2_BCK_DAMAGE=0x7,
AM2_BCK_DEAD1=0x8,
AM2_BCK_DEAD2=0x9,
AM2_BCK_DEAD3=0xA,
AM2_BCK_JUMP=0xB,
AM2_BCK_MAHI=0xC,
AM2_BCK_SLEEP=0xD,
AM2_BCK_START=0xE,
AM2_BCK_WAIT=0xF,
/* BDLM */
AM2_BDL_AM2=0x12,
/* BRK */
AM2_BRK_AM2=0x15,
/* BTK */
AM2_BTK_AM2=0x18,
};
/* 00000078-000001B0 .text nodeCallBack__FP7J3DNodei */
static BOOL nodeCallBack(J3DNode* node, int param_1) {
if (!param_1) {
J3DJoint* joint = (J3DJoint*)node;
s32 jntNo = joint->getJntNo();
J3DModel* model = j3dSys.getModel();
am2_class* i_this = (am2_class*)model->getUserArea();
if (i_this) {
cMtx_copy(model->getAnmMtx(jntNo), *calc_mtx);
cXyz offset;
switch (jntNo) {
case 1: // coa (core/weak spot)
offset.x = 0.0f;
offset.y = 50.0f;
offset.z = -40.0f;
MtxPosition(&offset, &i_this->mWeakPos);
break;
case 2: // eye
offset.x = 30.0f;
offset.y = 0.0f;
offset.z = 0.0f;
MtxPosition(&offset, &i_this->mEyeballPos);
break;
case 3: // toge (needles)
offset.x = -10.0f;
offset.y = 0.0f;
offset.z = 0.0f;
MtxPosition(&offset, &i_this->mNeedlePos);
break;
}
model->setAnmMtx(jntNo, *calc_mtx);
cMtx_copy(*calc_mtx, J3DSys::mCurrentMtx);
}
}
return TRUE;
}
/* 000001B0-00000278 .text draw_SUB__FP9am2_class */
static void draw_SUB(am2_class* i_this) {
J3DModel* model = i_this->mpMorf->getModel();
model->setBaseScale(i_this->scale);
mDoMtx_stack_c::transS(i_this->current.pos);
cMtx_YrotM(mDoMtx_stack_c::get(), i_this->shape_angle.y);
cMtx_XrotM(mDoMtx_stack_c::get(), i_this->shape_angle.x);
cMtx_ZrotM(mDoMtx_stack_c::get(), i_this->shape_angle.z);
model->setBaseTRMtx(mDoMtx_stack_c::get());
i_this->mpMorf->calc();
g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &i_this->current.pos, &i_this->tevStr);
}
/* 00000278-00000374 .text daAM2_Draw__FP9am2_class */
static BOOL daAM2_Draw(am2_class* i_this) {
J3DModel* model = i_this->mpMorf->getModel();
g_env_light.setLightTevColorType(model, &i_this->tevStr);
dSnap_RegistFig(DSNAP_TYPE_AM2, i_this, 1.0f, 1.0f, 1.0f);
i_this->mpBrkAnm->entry(model->getModelData());
i_this->mpBtkAnm->entry(model->getModelData());
i_this->mpMorf->entryDL();
i_this->mpBrkAnm->remove(model->getModelData());
i_this->mpBtkAnm->remove(model->getModelData());
if (!fopAcM_CheckStatus(i_this, fopAcStts_CARRY_e)) {
dComIfGd_setSimpleShadow2(
&i_this->current.pos, i_this->mAcch.GetGroundH(), 50.0f, i_this->mAcch.m_gnd,
0, 1.0f, dDlst_shadowControl_c::getSimpleTex()
);
}
return TRUE;
}
/* 00000374-000004A0 .text anm_init__FP9am2_classifUcfi */
static void anm_init(am2_class* i_this, int bckFileIdx, f32 morf, u8 loopMode, f32 speed, int soundFileIdx) {
i_this->mCurrBckIdx = bckFileIdx;
if (soundFileIdx >= 0) {
void* soundAnm = dComIfG_getObjectRes("AM2", soundFileIdx);
J3DAnmTransform* bckAnm = (J3DAnmTransform*)dComIfG_getObjectRes("AM2", bckFileIdx);
i_this->mpMorf->setAnm(bckAnm, loopMode, morf, speed, 0.0f, -1.0f, soundAnm);
} else {
J3DAnmTransform* bckAnm = (J3DAnmTransform*)dComIfG_getObjectRes("AM2", bckFileIdx);
i_this->mpMorf->setAnm(bckAnm, loopMode, morf, speed, 0.0f, -1.0f, NULL);
}
}
/* 000004A0-00000818 .text medama_atari_check__FP9am2_class */
static BOOL medama_atari_check(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
bool ret = false;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
return ret;
}
i_this->mStts.Move();
if (i_this->mEyeSph.ChkTgHit()) {
cCcD_Obj* hitObj = i_this->mEyeSph.GetTgHitObj();
if (hitObj) {
CcAtInfo atInfo;
cXyz hitPos = *i_this->mEyeSph.GetTgHitPosP();
if (hitObj->ChkAtType(AT_TYPE_GRAPPLING_HOOK)) {
if (i_this->mCurrBckIdx != AM2_BCK_SLEEP) {
if (i_this->stealItemLeft > 0) {
s8 origHealth = i_this->health;
i_this->health = 10;
atInfo.mpObj = i_this->mEyeSph.GetTgHitObj();
atInfo.pParticlePos = NULL;
cc_at_check(i_this, &atInfo);
i_this->health = origHealth;
dComIfGp_particle_set(dPa_name::ID_COMMON_STARS_BLOW, &i_this->attention_info.position);
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_PURPLE_HIT, &hitPos);
}
fopAcM_seStart(i_this, JA_SE_LK_MS_WEP_HIT, 0x42);
}
return TRUE;
}
if (hitObj->ChkAtType(AT_TYPE_LIGHT_ARROW)) {
ret = true;
i_this->mEnemyIce.mLightShrinkTimer = 1;
i_this->mEnemyIce.mParticleScale = 1.0f;
i_this->mEnemyIce.mYOffset = 80.0f;
i_this->attention_info.flags = 0;
return TRUE;
}
if (hitObj->ChkAtType(AT_TYPE_NORMAL_ARROW | AT_TYPE_FIRE_ARROW | AT_TYPE_ICE_ARROW)) {
ret = true;
if (i_this->mCurrBckIdx == AM2_BCK_SLEEP) {
anm_init(i_this, AM2_BCK_WAIT, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mNeedleCyl.OnTgSetBit();
i_this->mAction = ACTION_DOUSA;
i_this->mState = 2;
} else {
dComIfGp_particle_set(0x10, &hitPos, &player->shape_angle);
// Using the fopAcM_seStart inline breaks the codegen.
// fopAcM_seStart(i_this, JA_SE_CM_AM2_PARALYZED, 0);
mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_PARALYZED, 0x42);
i_this->mAction = ACTION_MAHI;
i_this->mState = 10;
}
return TRUE;
}
}
}
return FALSE;
}
/* 00000818-00000D30 .text week_atari_check__FP9am2_class */
static BOOL week_atari_check(am2_class* i_this) {
fopAc_ac_c* actor = i_this; // Fixes regswap
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
s16 targetAngle = fopAcM_searchPlayerAngleY(actor);
s16 angleDelta = cLib_distanceAngleS(actor->shape_angle.y, targetAngle);
if (angleDelta < 0x4000) {
return FALSE;
}
i_this->mStts.Move();
i_this->m2CE = 0;
if (i_this->mWeakSph.ChkTgHit()) {
if (!i_this->mbIsWeakBeingHit) {
cCcD_Obj* hitObj = i_this->mWeakSph.GetTgHitObj();
i_this->mbIsWeakBeingHit = true;
if (!hitObj) {
return FALSE;
}
u8 hitType = 0;
if (hitObj->ChkAtType(AT_TYPE_LIGHT_ARROW)) {
i_this->mEnemyIce.mLightShrinkTimer = 1;
i_this->mEnemyIce.mParticleScale = 1.0f;
i_this->mEnemyIce.mYOffset = 80.0f;
actor->attention_info.flags = 0;
return TRUE;
}
switch (hitObj->GetAtType()) {
case AT_TYPE_SWORD:
case AT_TYPE_MACHETE:
case AT_TYPE_UNK800:
case AT_TYPE_DARKNUT_SWORD:
case AT_TYPE_MOBLIN_SPEAR:
fopAcM_seStart(actor, JA_SE_LK_SW_HIT_S, 0x35);
if (player->getCutType() == 0x06 || player->getCutType() == 0x07 || player->getCutType() == 0x08 ||
player->getCutType() == 0x09 || player->getCutType() == 0x0A || player->getCutType() == 0x0C ||
player->getCutType() == 0x0E || player->getCutType() == 0x0F || player->getCutType() == 0x10 ||
player->getCutType() == 0x15 || player->getCutType() == 0x19 || player->getCutType() == 0x1A ||
player->getCutType() == 0x1B || player->getCutType() == 0x1E || player->getCutType() == 0x1F)
{
hitType = 1;
i_this->m2CE = 1;
}
break;
case AT_TYPE_WIND:
hitType = 2;
i_this->m2CE = 3;
break;
case AT_TYPE_BOOMERANG:
i_this->m2CE = 4;
return FALSE;
case AT_TYPE_BOKO_STICK:
case AT_TYPE_STALFOS_MACE:
case AT_TYPE_UNK2000:
fopAcM_seStart(actor, JA_SE_LK_W_WEP_HIT, 0x35);
break;
case AT_TYPE_SKULL_HAMMER:
fopAcM_seStart(actor, JA_SE_LK_HAMMER_HIT, 0x35);
hitType = 1;
i_this->m2CE = 7;
if (player->getCutType() == 0x11) {
i_this->m2CE = 8;
}
break;
case AT_TYPE_BOMB:
hitType = 1;
i_this->m2CE = 6;
break;
case AT_TYPE_NORMAL_ARROW:
case AT_TYPE_FIRE_ARROW:
case AT_TYPE_ICE_ARROW:
hitType = 1;
i_this->m2CE = 5;
// Fall-through
default:
fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x35);
break;
}
if (hitType != 2) { // Not hit by wind
CcAtInfo atInfo;
cXyz hitPos = *i_this->mWeakSph.GetTgHitPosP();
atInfo.mpObj = i_this->mWeakSph.GetTgHitObj();
atInfo.pParticlePos = NULL;
cc_at_check(actor, &atInfo);
if (hitType == 1) {
dComIfGp_particle_set(0x10, &hitPos);
cXyz particleScale(2.0f, 2.0f, 2.0f);
dComIfGp_particle_set(dPa_name::ID_COMMON_BIG_HIT, &hitPos, &player->shape_angle, &particleScale);
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_NORMAL_HIT, &hitPos, &player->shape_angle);
}
i_this->mAction = ACTION_ITAI;
i_this->mState = 0x14;
if (i_this->m2CE == 7 || i_this->m2CE == 8) {
actor->health = 0;
}
}
return TRUE;
}
} else {
i_this->mbIsWeakBeingHit = false;
}
return FALSE;
}
/* 00000D30-00000F54 .text body_atari_check__FP9am2_class */
static BOOL body_atari_check(am2_class* i_this) {
// For VERSION_JPN, the redundant daPy_py_c* cast is required to fix a regswap.
// For the other versions, the cast has no effect (it doesn't create another regswap).
daPy_py_c* player = (daPy_py_c*)daPy_getPlayerActorClass();
i_this->mStts.Move();
i_this->m2CE = 0;
if (i_this->mBodyCyl.ChkTgHit()) {
cCcD_Obj* hitObj = i_this->mBodyCyl.GetTgHitObj();
if (!hitObj) {
return FALSE;
}
switch (hitObj->GetAtType()) {
case AT_TYPE_SWORD:
fopAcM_seStart(i_this, JA_SE_LK_SW_HIT_S, 0x42);
break;
case AT_TYPE_BOOMERANG:
case AT_TYPE_BOKO_STICK:
fopAcM_seStart(i_this, JA_SE_LK_W_WEP_HIT, 0x42);
break;
case AT_TYPE_SKULL_HAMMER:
fopAcM_seStart(i_this, JA_SE_LK_HAMMER_HIT, 0x42);
if (i_this->mAction == ACTION_HANDOU_MOVE) {
break;
}
if (i_this->mAction == ACTION_ITAI) {
break;
}
i_this->mAction = ACTION_HANDOU_MOVE;
i_this->mState = 0x1E;
i_this->m2CE = 7;
if (player->getCutType() == 0x11) {
i_this->m2CE = 8;
}
break;
default:
fopAcM_seStart(i_this, JA_SE_LK_MS_WEP_HIT, 0x42);
break;
}
return TRUE;
}
return FALSE;
}
/* 00000F54-00000FF4 .text BG_check__FP9am2_class */
static void BG_check(am2_class* i_this) {
f32 halfHeight = 40.0f + g_regHIO.mChild[8].mFloatRegs[12];
i_this->mAcchCir.SetWall(halfHeight, i_this->mAcchRadius);
i_this->current.pos.y -= i_this->mCorrectionOffsetY;
i_this->old.pos.y -= i_this->mCorrectionOffsetY;
i_this->mAcch.CrrPos(*dComIfG_Bgsp());
i_this->current.pos.y += i_this->mCorrectionOffsetY;
i_this->old.pos.y += i_this->mCorrectionOffsetY;
}
/* 00000FF4-00001344 .text Line_check__FP9am2_class4cXyz */
static BOOL Line_check(am2_class* i_this, cXyz destPos) {
fopAc_ac_c* actor = i_this;
dBgS_LinChk linChk;
cXyz centerPos = actor->current.pos;
centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
i_this->mLinChkCenter = centerPos;
i_this->mLinChkDest = destPos;
linChk.Set(&centerPos, &destPos, actor);
if (!dComIfG_Bgsp()->LineCross(&linChk)) {
return TRUE;
}
return FALSE;
}
/* 0000177C-00001A24 .text naraku_check__FP9am2_class */
static BOOL naraku_check(am2_class* i_this) {
// Checks if the Armos has fallen into an abyss.
if (i_this->mAcch.GetGroundH() != -1000000000.0f &&
dComIfG_Bgsp()->ChkPolySafe(i_this->mAcch.m_gnd) &&
dComIfG_Bgsp()->GetGroundCode(i_this->mAcch.m_gnd) == 4) // Abyss ground code
{
i_this->mInAbyssTimer++;
dComIfGp_getCamera(0)->mCamera.ForceLockOff(fopAcM_GetID(i_this));
if (i_this->current.pos.y < -500.0f || i_this->mInAbyssTimer > 50) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = 0.0f;
return TRUE;
}
}
if (i_this->mAcch.ChkWaterIn()) {
if (!i_this->mbMadeWaterSplash) {
cXyz waterPillarPos = i_this->current.pos;
if (i_this->mCountDownTimers[4] == 0) {
i_this->mCountDownTimers[4] = 1*30;
waterPillarPos.y = i_this->mAcch.m_wtr.GetHeight();
f32 centerY = i_this->current.pos.y + 80.0f;
f32 scaleY = (0.1f + g_regHIO.mChild[8].mFloatRegs[1]) * (waterPillarPos.y - centerY);
if (scaleY < 0.0f) {
scaleY = 0.3f;
} else if (scaleY > 1.0f) {
scaleY = 1.0f;
}
fopKyM_createWpillar(&waterPillarPos, 1.0f, scaleY, 0);
fopAcM_seStart(i_this, JA_SE_OBJ_FALL_WATER_M, 0);
i_this->mbMadeWaterSplash = true;
cXyz particleScale(1.0f, 1.0f, 1.0f);
i_this->mRippleCb.end();
dComIfGp_particle_setShipTail(0x33, &i_this->current.pos, NULL, &particleScale, 0xFF, &i_this->mRippleCb);
i_this->mRippleCb.setRate(0.0f);
}
}
f32 waterSinkDepth = 80.0f + g_regHIO.mChild[12].mFloatRegs[0];
if (i_this->current.pos.y < i_this->mAcch.m_wtr.GetHeight() - waterSinkDepth) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = 0.0f;
return TRUE;
}
} else if (i_this->mbMadeWaterSplash) {
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.end();
}
return FALSE;
}
/* 00001A24-00002240 .text action_dousa__FP9am2_class */
static void action_dousa(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
cXyz offset;
cXyz rotOffset;
if (i_this->mState == 4 || i_this->mState == 5) {
cMtx_YrotS(*calc_mtx, i_this->current.angle.y);
offset.set(0.0f, 0.0f, 200.0f);
MtxPosition(&offset, &rotOffset);
rotOffset += i_this->current.pos;
rotOffset.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
}
switch (i_this->mState) {
case 0:
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->mAcchRadius = 80.0f + g_regHIO.mChild[8].mFloatRegs[11];
if (i_this->mCurrBckIdx != AM2_BCK_WAIT) {
anm_init(i_this, AM2_BCK_WAIT, 10.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
}
i_this->mState++;
// Fall-through
case 1:
f32 playerDist = fopAcM_searchPlayerDistance(i_this);
if (playerDist < i_this->mAreaRadius) {
cXyz centerPos = player->current.pos;
centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19];
if (Line_check(i_this, centerPos)) {
i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
anm_init(i_this, AM2_BCK_START, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_AWAKE, 0);
i_this->mEyeSph.OnTgSetBit();
i_this->mWeakSph.OnTgSetBit();
i_this->mState += 1;
}
}
break;
case 2:
if (i_this->mpMorf->checkFrame(24.0f)) {
fopAcM_seStart(i_this, JA_SE_CM_AM2_SPIKE_OUT, 0);
}
if (!i_this->mpMorf->isStop()) {
break;
}
i_this->mState++;
// Fall-through
case 3:
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->speedF = 0.0f;
playerDist = fopAcM_searchPlayerDistance(i_this);
f32 radiusAdjust = 200.0f;
if (playerDist > i_this->mAreaRadius + radiusAdjust) {
i_this->mState = 6;
} else {
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mNeedleCyl.OnTgSetBit();
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this);
i_this->gravity = -3.0f;
i_this->speed.y = 12.0f;
if (i_this->mCurrBckIdx != AM2_BCK_JUMP) {
anm_init(i_this, AM2_BCK_JUMP, 2.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
}
i_this->mState++;
}
break;
case 4:
if (i_this->mAcch.ChkGroundHit()) {
i_this->gravity = -3.0f;
i_this->speed.y = 12.0f;
fopAcM_seStart(i_this, JA_SE_CM_AM2_LANDING, 0);
i_this->mState = 3;
s16 angleDiff = cLib_distanceAngleS(i_this->shape_angle.y, i_this->current.angle.y);
if (angleDiff < 0x1000) {
if (Line_check(i_this, rotOffset) || player->getDamageWaitTimer() == 0) {
i_this->mState = 5;
}
}
}
break;
case 5:
if (i_this->speedF > 0.0f && i_this->mNeedleCyl.ChkAtShieldHit()) {
i_this->speedF = 9.0f;
i_this->speedF *= -1.0f;
i_this->speed.y = 0.0f;
}
if (i_this->mAcch.ChkGroundHit()) {
fopAcM_seStart(i_this, JA_SE_CM_AM2_LANDING, 0);
i_this->mSmokeCb.end();
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP_S, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
dComIfGp_particle_setToon(0xA125, &i_this->current.pos, &i_this->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(i_this));
if (i_this->mSmokeCb.getEmitter()) {
i_this->mSmokeCb.getEmitter()->setRate(12.0f);
JGeometry::TVec3<f32> scale;
scale.set(0.45f, 0.45f, 0.45f);
i_this->mSmokeCb.getEmitter()->setGlobalScale(scale);
}
if (i_this->mCountUpTimers[0] > 8) {
i_this->mState = 3;
} else {
i_this->speedF = 9.0f;
i_this->gravity = -8.0f;
i_this->speed.y = 20.0f;
i_this->mCountUpTimers[1] = 0;
if (!Line_check(i_this, rotOffset) || player->getDamageWaitTimer() != 0) {
i_this->speedF = 0.0f;
}
i_this->mCountUpTimers[0]++;
}
}
break;
case 6:
anm_init(i_this, AM2_BCK_SLEEP, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_SPIKE_IN, 0);
i_this->mWeakSph.OffTgSetBit();
i_this->mWeakSph.ClrTgHit();
i_this->mState++;
// Fall-through
case 7:
if (i_this->mpMorf->isStop()) {
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->m304 = i_this->current.pos;
i_this->mAction = ACTION_DOUSA;
i_this->mState = 1;
}
break;
}
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->mTargetAngleY, 1, 0x500);
cLib_addCalcAngleS2(&i_this->shape_angle.y, i_this->current.angle.y, 1, 0x500);
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
// If it fell into an abyss when it's not in its original room, just delete it, don't try to respawn.
// Note: You cannot actually carry Armos through doors in the final game, so this may just be a sanity check.
fopAcM_delete(i_this);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
}
} else if (!medama_atari_check(i_this)) {
if (i_this->mState < 3 || !week_atari_check(i_this)) {
body_atari_check(i_this);
}
}
}
/* 00002240-00002B08 .text action_mahi__FP9am2_class */
static void action_mahi(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
fopAc_ac_c* actor = i_this; // Fixes regswaps
switch (i_this->mState) {
case 0xA:
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(actor) + 0x8000;
actor->current.angle.y = fopAcM_searchPlayerAngleY(actor) + 0x8000;
i_this->mCountDownTimers[2] = 0;
i_this->mCountDownTimers[3] = 0;
actor->speedF = 20.0f;
fopAcM_seStart(actor, JA_SE_CM_AM2_SPIKE_IN, 0);
anm_init(i_this, AM2_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->mState++;
break;
case 0xB:
cLib_addCalc0(&actor->speedF, 0.5f, 1.0f);
if (actor->speedF < 0.2f) {
if (i_this->mpMorf->isStop()) {
actor->speedF = 0.0f;
i_this->mCountDownTimers[2] = 20*30;
anm_init(i_this, AM2_BCK_MAHI, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->mState++;
}
}
break;
case 0xC:
if (i_this->mCountDownTimers[3] == 0 || i_this->mCountDownTimers[3] > 3) {
actor->attention_info.flags |= fopAc_Attn_ACTION_CARRY_e;
}
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
fopAcM_delete(actor);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
}
} else {
if (i_this->mCountUpTimers[1] != 0 && i_this->mAcch.ChkGroundHit()) {
fopAcM_seStart(actor, JA_SE_CM_AM2_JUMP, 0);
i_this->mCountUpTimers[1] = 0;
}
if (fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.end();
i_this->mPickedUpYPos = actor->current.pos.y;
fopAcM_OffStatus(actor, fopAcStts_SHOWMAP_e);
actor->current.angle.y = player->shape_angle.y;
actor->gravity = 0.0f;
actor->speed.setall(0.0f);
actor->speedF = 0.0f;
i_this->mbNotInHomeRoom = false;
i_this->mBodyCyl.OffCoSetBit();
i_this->mState++;
}
}
break;
case 0xD:
actor->current.angle.y = player->shape_angle.y;
if (actor->home.roomNo != actor->current.roomNo) {
i_this->mbNotInHomeRoom = true;
}
if (i_this->mPickedUpYPos + 10.0f <= actor->current.pos.y) {
cLib_addCalcAngleS2(&actor->shape_angle.y, actor->current.angle.y, 1, 0x1000);
}
if (!fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
i_this->mBodyCyl.OnCoSetBit();
if (actor->speedF > 0.0f) {
actor->gravity = -5.0f;
actor->speed.y = 25.0f;
actor->speedF = 35.0f;
i_this->mAcch.OnLineCheck();
i_this->mState = 0xE;
} else {
actor->gravity = -3.0f;
i_this->mCountUpTimers[1] = 1;
i_this->mState = 0xC;
}
}
break;
case 0xE:
if (i_this->mAcch.ChkWallHit()) {
actor->speedF = 0.0f;
}
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
fopAcM_delete(actor);
} else {
i_this->mAcch.OffLineCheck();
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
}
} else {
if (i_this->mAcch.ChkGroundHit()) {
dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
dComIfGp_getCamera(0)->mCamera.ForceLockOff(fopAcM_GetID(actor));
i_this->mAcch.OffLineCheck();
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.end();
if (i_this->mCountUpTimers[0] == 0) {
i_this->mSmokeCb.end();
fopAcM_seStart(actor, JA_SE_CM_AM2_LANDING, 0);
dComIfGp_particle_setToon(0xA125, &actor->current.pos, &actor->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(actor));
if (i_this->mSmokeCb.getEmitter()) {
i_this->mSmokeCb.getEmitter()->setRate(12.0f);
JGeometry::TVec3<f32> scale;
scale.set(0.8f, 0.8f, 0.8f);
i_this->mSmokeCb.getEmitter()->setGlobalScale(scale);
}
actor->speedF = 7.0f;
actor->speed.y = 25.0f;
actor->gravity = -14.0f;
i_this->mCountUpTimers[0]++;
} else {
actor->speedF = 0.0f;
i_this->mCountUpTimers[0] = 0;
i_this->mState = 0xC;
}
}
cLib_addCalc0(&actor->speedF, 0.5f, 1.0f);
}
break;
case 0xF:
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
fopAcM_delete(actor);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
return;
}
}
actor->shape_angle.y += 0x1000;
if (i_this->mAcch.ChkGroundHit()) {
actor->gravity = -3.0f;
actor->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e;
fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e);
i_this->mAction = ACTION_DOUSA;
i_this->mState = 3;
}
break;
}
i_this->mTargetAngleY = actor->current.angle.y;
if (i_this->mState >= 0xC && i_this->mState != 0xF) {
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF) {
if (!dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->mCountDownTimers[2] = 20*30;
body_atari_check(i_this);
return;
}
i_this->mSwitch = 0xFF;
i_this->mAction = ACTION_DOUSA;
i_this->mState = 0;
if (fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
fopAcM_cancelCarryNow(actor);
actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e;
actor->gravity = -4.0f;
actor->speed.y = 20.0f;
}
return;
}
if (i_this->mCountDownTimers[2] == 0) {
if (i_this->mCurrBckIdx != AM2_BCK_BURUBURU) {
anm_init(i_this, AM2_BCK_BURUBURU, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->mCountDownTimers[3] = 20*30;
actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e;
fopAcM_seStart(i_this, JA_SE_CM_AM2_RECOVER, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_AWAKE, 0);
}
if (i_this->mCountDownTimers[3] == 1) {
if (fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
fopAcM_cancelCarryNow(actor);
actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e;
}
fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e);
actor->gravity = -4.0f;
actor->speed.y = 20.0f;
i_this->mBodyCyl.OnCoSetBit();
i_this->mState = 0xF;
}
}
}
if (fopAcM_CheckStatus(actor, fopAcStts_CARRY_e) || i_this->mState == 0xF || !week_atari_check(i_this)) {
body_atari_check(i_this);
}
}
/* 00002B08-000032AC .text action_itai__FP9am2_class */
static void action_itai(am2_class* i_this) {
switch (i_this->mState) {
case 0x14:
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this) + 0x8000;
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this) + 0x8000;
i_this->speedF = 20.0f;
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_DAMAGE, 0x42);
dComIfGp_particle_set(0x81AE, &i_this->mWeakPos, &i_this->shape_angle);
if (i_this->health > 0) {
anm_init(i_this, AM2_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
if (i_this->mCountDownTimers[2] > 5) {
i_this->speedF = 5.0f;
}
i_this->mState++;
} else {
i_this->mState = 0x16;
}
break;
case 0x15:
cLib_addCalc0(&i_this->speedF, 0.5f, 1.0f);
if (i_this->speedF < 0.2f) {
i_this->speedF = 0.0f;
i_this->gravity = -3.0f;
if (i_this->mCountDownTimers[2] < 5) {
i_this->mAction = ACTION_DOUSA;
i_this->mState = 3;
} else {
anm_init(i_this, AM2_BCK_MAHI, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1);
i_this->mAction = ACTION_MAHI;
i_this->mState = 0xC;
}
}
break;
case 0x16:
i_this->mEyeSph.OffTgSetBit();
i_this->mWeakSph.OffTgSetBit();
i_this->mEyeSph.ClrTgHit();
i_this->mWeakSph.ClrTgHit();
anm_init(i_this, AM2_BCK_DEAD1, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->mState++;
break;
case 0x17:
if (!i_this->mpMorf->isStop()) {
break;
}
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->speed.y = 25.0f;
i_this->gravity = -10.0f;
i_this->speedF = 10.0f;
i_this->mCountDownTimers[0] = 100;
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this);
anm_init(i_this, AM2_BCK_DEAD2, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
i_this->mState++;
// Fall-through
case 0x18:
if (i_this->speed.y > 0.0f && i_this->mCountUpTimers[1] == 0) {
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_JUMP, 0x42);
i_this->mCountUpTimers[1] = 1;
}
i_this->shape_angle.y += 0x1000;
if (i_this->mAcch.ChkGroundHit()) {
i_this->mSmokeCb.end();
dComIfGp_particle_setToon(0xA125, &i_this->current.pos, &i_this->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(i_this));
if (i_this->mSmokeCb.getEmitter()) {
i_this->mSmokeCb.getEmitter()->setRate(12.0f);
JGeometry::TVec3<f32> scale;
scale.set(0.45f, 0.45f, 0.45f);
i_this->mSmokeCb.getEmitter()->setGlobalScale(scale);
}
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM2_JUMP2, 0);
mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_JITABATA, 0x42);
i_this->speed.y = 25.0f;
i_this->gravity = -10.0f;
i_this->speedF = 10.0f;
}
if (i_this->mCountDownTimers[0] == 0) {
anm_init(i_this, AM2_BCK_DEAD3, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_BEF_EXPLODE, 0);
i_this->speedF = 0.0f;
i_this->mState++;
}
break;
case 0x19:
if (!i_this->mpMorf->isStop()) {
break;
}
cXyz centerPos = i_this->current.pos;
centerPos.y += 50.0f;
dComIfGp_particle_set(0x81AF, &i_this->current.pos, &i_this->shape_angle);
dComIfGp_particle_set(0x81B0, &i_this->current.pos, &i_this->shape_angle);
fopAcM_seStart(i_this, JA_SE_CM_AM2_EXPLODE, 0);
fopAcM_createDisappear(i_this, &centerPos, 5);
fopAcM_onActor(i_this);
fopAcM_delete(i_this);
break;
}
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom || i_this->health <= 0) {
if (i_this->mState != 0x19) {
anm_init(i_this, AM2_BCK_DEAD3, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_BEF_EXPLODE, 0);
i_this->speedF = 0.0f;
i_this->mState = 0x19;
}
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
}
}
}
/* 000032AC-000034A4 .text action_handou_move__FP9am2_class */
static void action_handou_move(am2_class* i_this) {
daPy_py_c* player = daPy_getPlayerActorClass();
switch (i_this->mState) {
case 0x1E:
i_this->speedF = 40.0f;
s16 angleToPlayer = fopAcM_searchPlayerAngleY(i_this);
i_this->current.angle.y = angleToPlayer + 0x8000;
if (i_this->m2CE == 8) {
i_this->current.angle.y = player->shape_angle.y - 0x4000;
i_this->speedF = 40.0f;
}
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mTargetAngleY = i_this->current.angle.y;
i_this->mState++;
case 0x1F:
fopAcM_seStart(i_this, JA_SE_CM_AM2_SLIP, 0);
cLib_addCalc0(&i_this->speedF, 0.8f, 2.0f);
if (i_this->speedF < 0.1f) {
i_this->speedF = 0.0f;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->mAction = ACTION_DOUSA;
i_this->mState = 3;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mState = 0xC;
}
}
}
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
fopAcM_delete(i_this);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mState = 0x28;
}
}
}
/* 000034A4-0000379C .text action_modoru_move__FP9am2_class */
static void action_modoru_move(am2_class* i_this) {
// Respawns the Armos back at its spawn point after it falls into an abyss.
switch (i_this->mState) {
case 0x28:
dCam_getBody()->ForceLockOff(fopAcM_GetID(i_this));
i_this->mInAbyssTimer = 0;
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.end();
anm_init(i_this, AM2_BCK_WAIT, 10.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_WTR_RECOVER, 0);
i_this->mState++;
// Fall-through
case 0x29:
cLib_addCalc0(&i_this->scale.x, 1.0f, 0.1f);
i_this->scale.y = i_this->scale.z = i_this->scale.x;
if (i_this->scale.x < 0.1f) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = -3.0f;
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.end();
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->scale.setall(0.0f);
i_this->shape_angle.y = i_this->mSpawnRotY;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = i_this->current.angle.y;
i_this->mState++;
}
break;
case 0x2A:
i_this->shape_angle.y = i_this->mSpawnRotY;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = i_this->current.angle.y;
cLib_addCalc2(&i_this->scale.x, 1.0f, 1.0f, 0.1f);
i_this->scale.y = i_this->scale.z = i_this->scale.x;
if (i_this->scale.x > 0.9f) {
i_this->mCountUpTimers[1] = 0;
i_this->scale.setall(1.0f);
i_this->mWeakSph.OffTgSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffCoSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mWeakSph.ClrTgHit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mAction = ACTION_DOUSA;
i_this->mState = 0;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mState = 0xC;
}
}
break;
}
}
/* 0000379C-00003AB8 .text daAM2_Execute__FP9am2_class */
static BOOL daAM2_Execute(am2_class* i_this) {
fopAc_ac_c* actor = i_this; // Fixes regswaps
for (int i = 0; i < ARRAY_SIZE(i_this->mCountDownTimers); i++) {
if (i_this->mCountDownTimers[i] != 0) {
i_this->mCountDownTimers[i]--;
}
}
fopAcM_setGbaName(i_this, dItem_BOW_e, 0xB, 0x29);
if (enemy_ice(&i_this->mEnemyIce)) {
i_this->mpMorf->getModel()->setBaseTRMtx(mDoMtx_stack_c::get());
i_this->mpMorf->calc();
return TRUE;
}
fopAcM_OnStatus(actor, fopAcStts_FREEZE_e);
switch (i_this->mAction) {
case ACTION_DOUSA:
action_dousa(i_this);
break;
case ACTION_MAHI:
action_mahi(i_this);
break;
case ACTION_ITAI:
action_itai(i_this);
break;
case ACTION_HANDOU_MOVE:
action_handou_move(i_this);
break;
case ACTION_MODORU_MOVE:
action_modoru_move(i_this);
break;
}
i_this->mpMorf->play(NULL, 0, 0);
i_this->mpBtkAnm->play();
i_this->mpBrkAnm->play();
cMtx_YrotS(*calc_mtx, actor->current.angle.y);
cXyz offset;
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = actor->speedF;
cXyz rotOffset;
MtxPosition(&offset, &rotOffset);
actor->speed.x = rotOffset.x;
actor->speed.z = rotOffset.z;
actor->speed.y += actor->gravity;
if (actor->speed.y < -50.0f) {
actor->speed.y = -50.0f;
}
actor->attention_info.position = actor->current.pos;
actor->attention_info.position.y += 120.0f;
actor->eyePos = i_this->mEyeballPos;
actor->eyePos.y -= 15.0f + g_regHIO.mChild[8].mFloatRegs[2];
i_this->mBodyCyl.SetC(i_this->current.pos);
i_this->mBodyCyl.SetH(150.0f);
i_this->mBodyCyl.SetR(35.0f);
dComIfG_Ccsp()->Set(&i_this->mBodyCyl);
i_this->mNeedleCyl.SetC(i_this->mNeedlePos);
i_this->mNeedleCyl.SetH(20.0f);
i_this->mNeedleCyl.SetR(55.0f + g_regHIO.mChild[8].mFloatRegs[3]);
dComIfG_Ccsp()->Set(&i_this->mNeedleCyl);
i_this->mEyeSph.SetC(i_this->mEyeballPos);
i_this->mEyeSph.SetR(30.0f);
dComIfG_Ccsp()->Set(&i_this->mEyeSph);
i_this->mWeakSph.SetC(i_this->mWeakPos);
i_this->mWeakSph.SetR(30.0f);
dComIfG_Ccsp()->Set(&i_this->mWeakSph);
if (i_this->mBodyCyl.ChkCoSet()) {
fopAcM_posMove(actor, i_this->mStts.GetCCMoveP());
} else {
fopAcM_posMove(actor, NULL);
}
if (i_this->mAction != ACTION_MODORU_MOVE) {
BG_check(i_this);
}
draw_SUB(i_this);
return TRUE;
}
/* 00003AB8-00003AC0 .text daAM2_IsDelete__FP9am2_class */
static BOOL daAM2_IsDelete(am2_class* i_this) {
return TRUE;
}
/* 00003AC0-00003B18 .text daAM2_Delete__FP9am2_class */
static BOOL daAM2_Delete(am2_class* i_this) {
dComIfG_resDelete(&i_this->mPhase, "AM2");
i_this->mSmokeCb.end();
i_this->mRippleCb.end();
return TRUE;
}
/* 00003B18-00003E28 .text useHeapInit__FP10fopAc_ac_c */
static BOOL useHeapInit(fopAc_ac_c* i_actor) {
am2_class* i_this = (am2_class*)i_actor;
i_this->mpMorf = new mDoExt_McaMorf(
(J3DModelData*)dComIfG_getObjectRes("AM2", AM2_BDL_AM2),
NULL, NULL,
(J3DAnmTransformKey*)dComIfG_getObjectRes("AM2", AM2_BCK_WAIT),
J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, 0, -1, 1,
NULL,
0x00000000,
0x11020203
);
if (!i_this->mpMorf || !i_this->mpMorf->getModel()) {
return FALSE;
}
J3DModel* model = i_this->mpMorf->getModel();
i_this->mpBtkAnm = new mDoExt_btkAnm();
if (!i_this->mpBtkAnm) { return FALSE; }
J3DAnmTextureSRTKey* pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes("AM2", AM2_BTK_AM2);
int ret = i_this->mpBtkAnm->init(model->getModelData(), pbtk, TRUE, 2, 1.0f, 0, -1, false, 0);
if (!ret) { return FALSE; }
if (!i_this->mpBtkAnm) { return FALSE; }
i_this->mpBrkAnm = new mDoExt_brkAnm();
if (!i_this->mpBrkAnm) { return FALSE; }
J3DAnmTevRegKey* pbrk = (J3DAnmTevRegKey*)dComIfG_getObjectRes("AM2", AM2_BRK_AM2);
ret = i_this->mpBrkAnm->init(model->getModelData(), pbrk, TRUE, 2, 1.0f, 0, -1, false, 0);
if (!ret) { return FALSE; }
if (!i_this->mpBrkAnm) { return FALSE; }
i_this->mpMorf->getModel()->setUserArea((u32)i_this);
for (u16 i = 0; i < i_this->mpMorf->getModel()->getModelData()->getJointNum(); i++) {
i_this->mpMorf->getModel()->getModelData()->getJointNodePointer(i)->setCallBack(nodeCallBack);
}
static Vec cyl_eye_offset[] = {
{80.0f, -25.0f, 0.0f},
{80.0f, -30.0f, 0.0f},
};
static Vec sph_offset[] = {
{50.0f, 30.0f, 0.0f},
};
static __jnt_hit_data_c search_data[] = {
{
/* mShapeType */ 2, // Cylinder
/* mJointIndex */ 0x00, // body joint
/* mRadius */ 20.0f,
/* mpOffsets */ cyl_eye_offset,
},
{
/* mShapeType */ 1, // Sphere
/* mJointIndex */ 0x00, // body joint
/* mRadius */ 20.0f,
/* mpOffsets */ sph_offset,
},
};
i_this->mEyeJntHit = JntHit_create(i_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data));
if (i_this->mEyeJntHit) {
i_this->jntHit = i_this->mEyeJntHit;
} else {
return FALSE;
}
return TRUE;
}
/* 00003E70-00004250 .text daAM2_Create__FP10fopAc_ac_c */
static s32 daAM2_Create(fopAc_ac_c* i_actor) {
fopAcM_SetupActor(i_actor, am2_class);
am2_class* i_this = (am2_class*)i_actor;
s32 phase_state = dComIfG_resLoad(&i_this->mPhase, "AM2");
if (phase_state == cPhs_COMPLEATE_e) {
if (!fopAcM_entrySolidHeap(i_this, useHeapInit, 0x1AA0)) {
return cPhs_ERROR_e;
}
i_this->mSmokeCb.setRateOff(0);
i_this->mType = (fopAcM_GetParam(i_this) >> 0x00) & 0xFF;
i_this->mPrmAreaRadius = (fopAcM_GetParam(i_this) >> 0x08) & 0xFF;
i_this->mStartsInactive = (fopAcM_GetParam(i_this) >> 0x10) & 0xFF;
i_this->mSwitch = (fopAcM_GetParam(i_this) >> 0x18) & 0xFF;
if (i_this->mType == 0xFF) {
i_this->mType = 0;
}
if (i_this->mStartsInactive == 0xFF) {
i_this->mStartsInactive = 0;
}
if (g_regHIO.mChild[8].mShortRegs[9] != 0) {
i_this->mType = 1;
}
if (i_this->mPrmAreaRadius == 0xFF || i_this->mPrmAreaRadius == 0) {
i_this->mAreaRadius = 600.0f;
} else {
i_this->mAreaRadius = i_this->mPrmAreaRadius * 100.0f;
}
if (i_this->mStartsInactive == 0 && i_this->mSwitch != 0xFF && dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
return cPhs_ERROR_e;
}
i_this->itemTableIdx = dComIfGp_CharTbl()->GetNameIndex("amos2", 0);
i_this->max_health = 2;
i_this->health = 2;
i_this->stealItemLeft = 3;
i_this->model = i_this->mpMorf->getModel();
fopAcM_SetMtx(i_this, i_this->mpMorf->getModel()->getBaseTRMtx());
fopAcM_setCullSizeBox(i_this, -50.0f, 0.0f, -20.0f, 60.0f, 180.0f, 60.0f);
i_this->attention_info.flags = 0;
i_this->mAcch.Set(
fopAcM_GetPosition_p(i_this), fopAcM_GetOldPosition_p(i_this),
i_this, 1, &i_this->mAcchCir, fopAcM_GetSpeed_p(i_this)
);
i_this->mStts.Init(254, 1, i_this);
i_this->gravity = -3.0f;
i_this->mEnemyIce.mpActor = i_this;
i_this->mEnemyIce.mWallRadius = 50.0f;
i_this->mEnemyIce.mCylHeight = 100.0f;
i_this->attention_info.distances[4] = 9;
fopAcM_OnStatus(i_this, fopAcStts_UNK8000000_e);
static dCcD_SrcSph eye_co_sph_src = {
// dCcD_SrcGObjInf
{
/* Flags */ 0,
/* SrcObjAt Type */ AT_TYPE_UNK1000,
/* SrcObjAt Atp */ 0,
/* SrcObjAt SPrm */ 0,
/* SrcObjTg Type */ AT_TYPE_NORMAL_ARROW | AT_TYPE_FIRE_ARROW | AT_TYPE_ICE_ARROW | AT_TYPE_LIGHT_ARROW | AT_TYPE_GRAPPLING_HOOK,
/* SrcObjTg SPrm */ TG_SPRM_SET | TG_SPRM_IS_ENEMY,
/* SrcObjCo SPrm */ 0,
/* SrcGObjAt Se */ 0,
/* SrcGObjAt HitMark */ 0,
/* SrcGObjAt Spl */ 0,
/* SrcGObjAt Mtrl */ 0,
/* SrcGObjAt SPrm */ 0,
/* SrcGObjTg Se */ 0,
/* SrcGObjTg HitMark */ 0,
/* SrcGObjTg Spl */ 0,
/* SrcGObjTg Mtrl */ 0,
/* SrcGObjTg SPrm */ G_TG_SPRM_NO_CON_HIT | G_TG_SPRM_NO_HIT_MARK,
/* SrcGObjCo SPrm */ 0,
},
// cM3dGSphS
{
/* Center */ 0.0f, 0.0f, 0.0f,
/* Radius */ 15.0f,
},
};
i_this->mEyeSph.Set(eye_co_sph_src);
i_this->mEyeSph.SetStts(&i_this->mStts);
i_this->mEyeSph.OffTgSetBit();
static dCcD_SrcSph week_co_sph_src = {
// dCcD_SrcGObjInf
{
/* Flags */ 0,
/* SrcObjAt Type */ AT_TYPE_UNK1000,
/* SrcObjAt Atp */ 0,
/* SrcObjAt SPrm */ 0,
/* SrcObjTg Type */ ~(AT_TYPE_WATER | AT_TYPE_UNK20000 | AT_TYPE_WIND | AT_TYPE_UNK400000 | AT_TYPE_LIGHT),
/* SrcObjTg SPrm */ TG_SPRM_SET | TG_SPRM_IS_ENEMY,
/* SrcObjCo SPrm */ 0,
/* SrcGObjAt Se */ 0,
/* SrcGObjAt HitMark */ 0,
/* SrcGObjAt Spl */ 0,
/* SrcGObjAt Mtrl */ 0,
/* SrcGObjAt SPrm */ 0,
/* SrcGObjTg Se */ 0,
/* SrcGObjTg HitMark */ 0,
/* SrcGObjTg Spl */ 0,
/* SrcGObjTg Mtrl */ 0,
/* SrcGObjTg SPrm */ G_TG_SPRM_NO_CON_HIT | G_TG_SPRM_NO_HIT_MARK,
/* SrcGObjCo SPrm */ 0,
},
// cM3dGSphS
{
/* Center */ 0.0f, 0.0f, 0.0f,
/* Radius */ 15.0f,
},
};
i_this->mWeakSph.Set(week_co_sph_src);
i_this->mWeakSph.SetStts(&i_this->mStts);
i_this->mWeakSph.OffTgSetBit();
static dCcD_SrcCyl body_co_cyl_src = {
// dCcD_SrcGObjInf
{
/* Flags */ 0,
/* SrcObjAt Type */ AT_TYPE_UNK1000,
/* SrcObjAt Atp */ 0,
/* SrcObjAt SPrm */ 0,
/* SrcObjTg Type */ ~(AT_TYPE_WATER | AT_TYPE_UNK20000 | AT_TYPE_WIND | AT_TYPE_UNK400000 | AT_TYPE_LIGHT),
/* SrcObjTg SPrm */ TG_SPRM_SET | TG_SPRM_IS_ENEMY,
/* SrcObjCo SPrm */ CO_SPRM_SET | CO_SPRM_IS_UNK4 | CO_SPRM_VSGRP,
/* SrcGObjAt Se */ 0,
/* SrcGObjAt HitMark */ 0,
/* SrcGObjAt Spl */ 0,
/* SrcGObjAt Mtrl */ 0,
/* SrcGObjAt SPrm */ 0,
/* SrcGObjTg Se */ 0,
/* SrcGObjTg HitMark */ G_TG_MARK_PURPLE_HIT,
/* SrcGObjTg Spl */ 0,
/* SrcGObjTg Mtrl */ 0,
/* SrcGObjTg SPrm */ G_TG_SPRM_SHIELD | G_TG_SPRM_NO_CON_HIT,
/* SrcGObjCo SPrm */ 0,
},
// cM3dGCylS
{
/* Center */ 0.0f, 0.0f, 0.0f,
/* Radius */ 15.0f,
/* Height */ 0.0f,
},
};
i_this->mBodyCyl.Set(body_co_cyl_src);
i_this->mBodyCyl.SetStts(&i_this->mStts);
static dCcD_SrcCyl sword_co_cyl_src = {
// dCcD_SrcGObjInf
{
/* Flags */ 0,
/* SrcObjAt Type */ AT_TYPE_UNK1000,
/* SrcObjAt Atp */ 1,
/* SrcObjAt SPrm */ AT_SPRM_SET | AT_SPRM_VS_PLAYER,
/* SrcObjTg Type */ 0,
/* SrcObjTg SPrm */ 0,
/* SrcObjCo SPrm */ CO_SPRM_SET | CO_SPRM_VS_UNK4 | CO_SPRM_VS_UNK8,
/* SrcGObjAt Se */ 0,
/* SrcGObjAt HitMark */ 0,
/* SrcGObjAt Spl */ dCcG_At_Spl_UNK6,
/* SrcGObjAt Mtrl */ 0,
/* SrcGObjAt SPrm */ 0,
/* SrcGObjTg Se */ 0,
/* SrcGObjTg HitMark */ G_TG_MARK_PURPLE_HIT,
/* SrcGObjTg Spl */ 0,
/* SrcGObjTg Mtrl */ 0,
/* SrcGObjTg SPrm */ G_TG_SPRM_SHIELD | G_TG_SPRM_NO_CON_HIT,
/* SrcGObjCo SPrm */ 0,
},
// cM3dGCylS
{
/* Center */ 0.0f, 0.0f, 0.0f,
/* Radius */ 15.0f,
/* Height */ 0.0f,
},
};
i_this->mNeedleCyl.Set(sword_co_cyl_src);
i_this->mNeedleCyl.SetStts(&i_this->mStts);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffCoSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->m304 = i_this->current.pos;
i_this->mTargetAngleY = i_this->current.angle.y;
i_this->mSpawnPos = i_this->current.pos;
i_this->mSpawnRotY = i_this->shape_angle.y;
BG_check(i_this);
draw_SUB(i_this);
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mState = 0xC;
}
i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10];
}
return phase_state;
}
static actor_method_class l_daAM2_Method = {
(process_method_func)daAM2_Create,
(process_method_func)daAM2_Delete,
(process_method_func)daAM2_Execute,
(process_method_func)daAM2_IsDelete,
(process_method_func)daAM2_Draw,
};
actor_process_profile_definition g_profile_AM2 = {
/* LayerID */ fpcLy_CURRENT_e,
/* ListID */ 7,
/* ListPrio */ fpcPi_CURRENT_e,
/* ProcName */ PROC_AM2,
/* Proc SubMtd */ &g_fpcLf_Method.base,
/* Size */ sizeof(am2_class),
/* SizeOther */ 0,
/* Parameters */ 0,
/* Leaf SubMtd */ &g_fopAc_Method.base,
/* Priority */ 0x00BE,
/* Actor SubMtd */ &l_daAM2_Method,
/* Status */ fopAcStts_CULL_e | fopAcStts_FREEZE_e | fopAcStts_UNK40000_e,
/* Group */ fopAc_ENEMY_e,
/* CullType */ fopAc_CULLBOX_CUSTOM_e,
};