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/*
* File: z_en_sb.c
* Overlay: ovl_En_Sb
* Description: Shellblade
*/
#include "z_en_sb.h"
#include "attributes.h"
#include "ichain.h"
#include "printf.h"
#include "rand.h"
#include "sfx.h"
#include "terminal.h"
#include "translation.h"
#include "z_en_item00.h"
#include "z_lib.h"
#include "effect.h"
#include "play_state.h"
#include "assets/objects/object_sb/object_sb.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
void EnSb_Init(Actor* thisx, PlayState* play);
void EnSb_Destroy(Actor* thisx, PlayState* play);
void EnSb_Update(Actor* thisx, PlayState* play);
void EnSb_Draw(Actor* thisx, PlayState* play);
void EnSb_SetupWaitClosed(EnSb* this);
void EnSb_WaitClosed(EnSb* this, PlayState* play);
void EnSb_Open(EnSb* this, PlayState* play);
void EnSb_WaitOpen(EnSb* this, PlayState* play);
void EnSb_TurnAround(EnSb* this, PlayState* play);
void EnSb_Lunge(EnSb* this, PlayState* play);
void EnSb_Bounce(EnSb* this, PlayState* play);
void EnSb_Cooldown(EnSb* this, PlayState* play);
ActorProfile En_Sb_Profile = {
/**/ ACTOR_EN_SB,
/**/ ACTORCAT_ENEMY,
/**/ FLAGS,
/**/ OBJECT_SB,
/**/ sizeof(EnSb),
/**/ EnSb_Init,
/**/ EnSb_Destroy,
/**/ EnSb_Update,
/**/ EnSb_Draw,
};
static ColliderCylinderInitType1 sCylinderInit = {
{
COL_MATERIAL_NONE,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
COLSHAPE_CYLINDER,
},
{
ELEM_MATERIAL_UNK0,
{ 0xFFCFFFFF, HIT_SPECIAL_EFFECT_KNOCKBACK, 0x08 },
{ 0xFFCFFFFF, HIT_BACKLASH_NONE, 0x00 },
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_ON,
},
{ 30, 40, 0, { 0, 0, 0 } },
};
static DamageTable sDamageTable[] = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(2, 0xF),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(2, 0xF),
/* Hammer swing */ DMG_ENTRY(2, 0xF),
/* Hookshot */ DMG_ENTRY(2, 0x1),
/* Kokiri sword */ DMG_ENTRY(1, 0xD),
/* Master sword */ DMG_ENTRY(2, 0xD),
/* Giant's Knife */ DMG_ENTRY(4, 0xD),
/* Fire arrow */ DMG_ENTRY(4, 0x2),
/* Ice arrow */ DMG_ENTRY(2, 0xF),
/* Light arrow */ DMG_ENTRY(2, 0xF),
/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
/* Fire magic */ DMG_ENTRY(4, 0x2),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(1, 0xD),
/* Giant spin */ DMG_ENTRY(4, 0xD),
/* Master spin */ DMG_ENTRY(2, 0xD),
/* Kokiri jump */ DMG_ENTRY(2, 0xD),
/* Giant jump */ DMG_ENTRY(8, 0xD),
/* Master jump */ DMG_ENTRY(4, 0xD),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SHELL_BLADE, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
static Vec3f sFlamePosOffsets[] = {
{ 5.0f, 0.0f, 0.0f },
{ -5.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 5.0f },
{ 0.0f, 0.0f, -5.0f },
};
typedef enum ShellbladeBehavior {
/* 0x00 */ SHELLBLADE_OPEN,
/* 0x01 */ SHELLBLADE_WAIT_CLOSED,
/* 0x02 */ SHELLBLADE_WAIT_OPEN,
/* 0x03 */ SHELLBLADE_LUNGE,
/* 0x04 */ SHELLBLADE_BOUNCE
} ShellbladeBehavior;
void EnSb_Init(Actor* thisx, PlayState* play) {
EnSb* this = (EnSb*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = sDamageTable;
this->actor.colChkInfo.health = 2;
SkelAnime_InitFlex(play, &this->skelAnime, &object_sb_Skel_002BF0, &object_sb_Anim_000194, NULL, NULL, 0);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinderType1(play, &this->collider, &this->actor, &sCylinderInit);
this->isDead = false;
this->actor.colChkInfo.mass = 0;
Actor_SetScale(&this->actor, 0.006f);
this->actor.shape.rot.y = 0;
this->actor.speed = 0.0f;
this->actor.gravity = -0.35f;
this->fire = 0;
this->hitByWindArrow = false;
this->actor.velocity.y = -1.0f;
EnSb_SetupWaitClosed(this);
}
void EnSb_Destroy(Actor* thisx, PlayState* play) {
EnSb* this = (EnSb*)thisx;
SkelAnime_Free(&this->skelAnime, play);
Collider_DestroyCylinder(play, &this->collider);
}
void EnSb_SpawnBubbles(PlayState* play, EnSb* this) {
s32 i;
if (this->actor.depthInWater > 0) {
for (i = 0; i < 10; i++) {
EffectSsBubble_Spawn(play, &this->actor.world.pos, 10.0f, 10.0f, 30.0f, 0.25f);
}
}
}
void EnSb_SetupWaitClosed(EnSb* this) {
Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_00004C),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_WAIT_CLOSED;
this->actionFunc = EnSb_WaitClosed;
}
void EnSb_SetupOpen(EnSb* this) {
Animation_Change(&this->skelAnime, &object_sb_Anim_000194, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_000194),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_OPEN;
this->actionFunc = EnSb_Open;
Actor_PlaySfx(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
void EnSb_SetupWaitOpen(EnSb* this) {
Animation_Change(&this->skelAnime, &object_sb_Anim_002C8C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_002C8C),
ANIMMODE_LOOP, 0.0f);
this->behavior = SHELLBLADE_WAIT_OPEN;
this->actionFunc = EnSb_WaitOpen;
}
void EnSb_SetupLunge(EnSb* this) {
f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_000124);
f32 playbackSpeed = this->actor.depthInWater > 0.0f ? 1.0f : 0.0f;
Animation_Change(&this->skelAnime, &object_sb_Anim_000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0);
this->behavior = SHELLBLADE_LUNGE;
this->actionFunc = EnSb_Lunge;
Actor_PlaySfx(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
void EnSb_SetupBounce(EnSb* this) {
Animation_Change(&this->skelAnime, &object_sb_Anim_0000B4, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_0000B4),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_BOUNCE;
this->actionFunc = EnSb_Bounce;
}
void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_00004C);
if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, frameCount, ANIMMODE_ONCE, 0.0f);
}
this->behavior = SHELLBLADE_WAIT_CLOSED;
if (changeSpeed) {
if (this->actor.depthInWater > 0.0f) {
this->actor.speed = -5.0f;
if (this->actor.velocity.y < 0.0f) {
this->actor.velocity.y = 2.1f;
}
} else {
this->actor.speed = -6.0f;
if (this->actor.velocity.y < 0.0f) {
this->actor.velocity.y = 1.4f;
}
}
}
this->timer = 60;
this->actionFunc = EnSb_Cooldown;
}
void EnSb_WaitClosed(EnSb* this, PlayState* play) {
// always face toward link
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistToPlayer <= 160.0f) && (this->actor.xzDistToPlayer > 40.0f)) {
EnSb_SetupOpen(this);
}
}
void EnSb_Open(EnSb* this, PlayState* play) {
f32 currentFrame = this->skelAnime.curFrame;
if (Animation_GetLastFrame(&object_sb_Anim_000194) <= currentFrame) {
this->timer = 15;
EnSb_SetupWaitOpen(this);
} else {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
EnSb_SetupWaitClosed(this);
}
}
}
void EnSb_WaitOpen(EnSb* this, PlayState* play) {
s16 timer = this->timer;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
EnSb_SetupWaitClosed(this);
}
if (timer != 0) {
this->timer = timer - 1;
} else {
this->timer = 0;
this->attackYaw = this->actor.yawTowardsPlayer;
this->actionFunc = EnSb_TurnAround;
}
}
void EnSb_TurnAround(EnSb* this, PlayState* play) {
s16 invertedYaw;
invertedYaw = this->attackYaw + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
if (this->actor.shape.rot.y == invertedYaw) {
this->actor.world.rot.y = this->attackYaw;
if (this->actor.depthInWater > 0.0f) {
this->actor.velocity.y = 3.0f;
this->actor.speed = 5.0f;
this->actor.gravity = -0.35f;
} else {
this->actor.velocity.y = 2.0f;
this->actor.speed = 6.0f;
this->actor.gravity = -2.0f;
}
EnSb_SpawnBubbles(play, this);
this->bouncesLeft = 3;
EnSb_SetupLunge(this);
PRINTF(T("アタァ〜ック!!\n", "Attack!!\n"));
}
}
void EnSb_Lunge(EnSb* this, PlayState* play) {
Math_StepToF(&this->actor.speed, 0.0f, 0.2f);
if ((this->actor.velocity.y <= -0.1f) || (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH)) {
if (!(this->actor.depthInWater > 0.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
}
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
EnSb_SetupBounce(this);
}
}
void EnSb_Bounce(EnSb* this, PlayState* play) {
s32 pad;
f32 currentFrame;
f32 frameCount;
currentFrame = this->skelAnime.curFrame;
frameCount = Animation_GetLastFrame(&object_sb_Anim_0000B4);
Math_StepToF(&this->actor.speed, 0.0f, 0.2f);
if (currentFrame == frameCount) {
if (this->bouncesLeft != 0) {
this->bouncesLeft--;
this->timer = 1;
if (this->actor.depthInWater > 0.0f) {
this->actor.velocity.y = 3.0f;
this->actor.speed = 5.0f;
this->actor.gravity = -0.35f;
} else {
this->actor.velocity.y = 2.0f;
this->actor.speed = 6.0f;
this->actor.gravity = -2.0f;
}
EnSb_SpawnBubbles(play, this);
EnSb_SetupLunge(this);
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
this->actor.speed = 0.0f;
this->timer = 1;
EnSb_SetupWaitClosed(this);
PRINTF(VT_FGCOL(RED) T("攻撃終了!!", "Attack complete!!") VT_RST "\n");
}
}
}
void EnSb_Cooldown(EnSb* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->actor.speed = 0.0f;
}
} else {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->actionFunc = EnSb_WaitClosed;
this->actor.speed = 0.0f;
}
}
}
s32 EnSb_IsVulnerable(EnSb* this) {
switch (this->behavior) {
case SHELLBLADE_OPEN:
if ((this->skelAnime.curFrame >= 2.0f) && (this->skelAnime.curFrame <= 5.0f)) {
return true;
}
break;
case SHELLBLADE_WAIT_CLOSED:
if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 1.0f)) {
return true;
}
break;
case SHELLBLADE_WAIT_OPEN:
if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 19.0f)) {
return true;
}
break;
case SHELLBLADE_LUNGE:
if (this->skelAnime.curFrame == 0.0f) {
return true;
}
break;
case SHELLBLADE_BOUNCE:
if ((this->skelAnime.curFrame >= 3.0f) && (this->skelAnime.curFrame <= 5.0f)) {
return true;
}
break;
}
return false;
}
s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
Vec3f hitPoint;
f32 hitY;
s16 yawDiff;
s32 tookDamage;
u8 hitByWindArrow;
// hit box collided, switch to cool down
if (this->collider.base.atFlags & AT_HIT) {
EnSb_SetupCooldown(this, 1);
return 1;
}
// hurt box collided, take damage if appropriate
if (this->collider.base.acFlags & AC_HIT) {
hitByWindArrow = false;
tookDamage = false;
this->collider.base.acFlags &= ~AC_HIT;
switch (this->actor.colChkInfo.damageReaction) {
case 14: // wind arrow
hitByWindArrow = true;
FALLTHROUGH;
case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
if (EnSb_IsVulnerable(this)) {
hitY = this->collider.elem.acDmgInfo.hitPos.y - this->actor.world.pos.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_XLU, 80);
tookDamage = true;
}
}
break;
case 2: // fire arrow, dins fire
this->fire = 4;
Actor_ApplyDamage(&this->actor);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_XLU, 80);
tookDamage = true;
break;
case 1: // hookshot/longshot
case 13: // all sword damage
if (EnSb_IsVulnerable(this)) {
hitY = this->collider.elem.acDmgInfo.hitPos.y - this->actor.world.pos.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_XLU, 80);
tookDamage = true;
EnSb_SetupCooldown(this, 0);
}
}
break;
default:
break;
}
if (this->actor.colChkInfo.health == 0) {
this->hitByWindArrow = hitByWindArrow;
BodyBreak_Alloc(&this->bodyBreak, 8, play);
this->isDead = true;
Enemy_StartFinishingBlow(play, &this->actor);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_SHELL_DEAD);
return 1;
}
// if player attack didn't do damage, play recoil sound effect and spawn sparks
if (!tookDamage) {
hitPoint.x = this->collider.elem.acDmgInfo.hitPos.x;
hitPoint.y = this->collider.elem.acDmgInfo.hitPos.y;
hitPoint.z = this->collider.elem.acDmgInfo.hitPos.z;
CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPoint);
}
}
return 0;
}
void EnSb_Update(Actor* thisx, PlayState* play) {
EnSb* this = (EnSb*)thisx;
s32 pad;
if (this->isDead) {
if (this->actor.depthInWater > 0.0f) {
this->actor.params = 4;
} else {
this->actor.params = 1;
}
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params)) {
if (!this->hitByWindArrow) {
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x80);
} else {
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_ARROWS_SMALL);
}
Actor_Kill(&this->actor);
}
} else {
Actor_SetFocus(&this->actor, 20.0f);
Actor_SetScale(&this->actor, 0.006f);
Actor_MoveXZGravity(&this->actor);
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
EnSb_UpdateDamage(this, play);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
SkelAnime_Update(&this->skelAnime);
}
}
void EnSb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnSb* this = (EnSb*)thisx;
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 6, 8, dList, BODYBREAK_OBJECT_SLOT_DEFAULT);
}
void EnSb_Draw(Actor* thisx, PlayState* play) {
EnSb* this = (EnSb*)thisx;
Vec3f flamePos;
Vec3f* offset;
s16 fireDecr;
func_8002EBCC(&this->actor, play, 1);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
EnSb_PostLimbDraw, this);
if (this->fire != 0) {
this->actor.colorFilterTimer++;
fireDecr = this->fire - 1;
// this is intended to draw flames after being burned, but the condition is never met to run this code
// fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement
if ((fireDecr & 1) == 0) {
offset = &sFlamePosOffsets[(fireDecr & 3)];
flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.x + offset->x);
flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.y + offset->y);
flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.z + offset->z);
EffectSsEnFire_SpawnVec3f(play, &this->actor, &flamePos, 100, 0, 0, -1);
}
}
}
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