Files
banjo-kazooie/src/RBB/ch/grimlet.c
2024-11-03 14:07:56 -06:00

184 lines
5.1 KiB
C

#include <ultra64.h>
#include "functions.h"
#include "variables.h"
/* typedefs and declarations */
typedef struct {
f32 unk0;
u8 unk4;
u8 unk5;
f32 unk8;
f32 unkC;
f32 unk10;
f32 unk14;
}ActorLocal_RBB_1FC0;
Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **arg3);
void func_80388620(Actor *this);
/* .data */
ActorInfo D_80390380 = {
MARKER_2E_GRIMLET, ACTOR_1C6_GRIMLET, ASSET_419_MODEL_GRIMLET, 0x0, NULL,
func_80388620, NULL, func_8038846C,
0, 0, 0.0f, 0
};
/* .code */
void func_803883B0(Actor *this, s32 arg1){
ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *)&this->local;
local->unk5 = 0;
if(arg1 == 2){
FUNC_8030E624(SFX_66_BIRD_AUUGHH, 0.6f, 32675);
skeletalAnim_set(this->unk148, 0x137, 0.0f, 0.8f);
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
}
this->state = arg1;
}
void RBB_func_80388430(ActorMarker * marker, ActorMarker *other_marker){
Actor * actor = marker_getActor(marker);
ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *) &actor->local;
func_8030E6D4(SFX_111_WHIPCRACK_DEATH);
local->unk5 = 1;
}
Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
Actor *actor = marker_getActor(marker);
ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *) &actor->local;
BoneTransformList *sp5C;
f32 pad58;
f32 sp4C[3];
f32 sp40[3];
f32 sp34[3];
if(actor->state == 0){
return actor;
}
if(local->unk4){
sp5C = skeletalAnim_getBoneTransformList(actor->unk148);
sp40[0] = 0.0f;
sp40[1] = local->unk0;
sp40[2] = 0.0f;
func_80345C78(&sp4C, &sp40);
func_8033A8F0(sp5C, 1, &sp4C);
sp34[0] = 0.0f;
sp34[1] = 0.0f;
sp34[2] = (local->unkC*0.5)/200.0;
ml_vec3f_yaw_rotate_copy(sp34, sp34, local->unk0);
func_8033A968(sp5C, 1, sp34);
sp34[0] = 0.0f;
sp34[1] = 0.0f;
sp34[2] = local->unkC/200.0f;
func_8033A968(sp5C, 0x12, sp34);
skeletalAnim_func_80335918(actor->unk148);
}
func_8033A45C(3, (0.0f < local->unk8)? 1 : 0);
func_8033A45C(4, (0.0f < local->unk8)? 1 : 0);
actor_draw(marker, gdl, mptr, vtx);
local->unk4 = actor->marker->unk14_21;
return actor;
}
void func_80388620(Actor *this){
f32 plyr_pos[3];
f32 sp60;
f32 sp5C;
f32 sp58;
ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *)&this->local;
f32 sp50 = time_getDelta();
f32 sp4C;
f32 sp48;
f32 tmp_f2;
if(!this->volatile_initialized){
this->volatile_initialized = TRUE;
this->marker->propPtr->unk8_3 = 1;
marker_setCollisionScripts(this->marker, RBB_func_80388430, NULL, NULL);
local->unk4 = 0;
local->unk0 = 0.0f;
local->unk8 = 0.0f;
local->unkC = 0.0f;
local->unk10 = 0.0f;
local->unk14 = 0.0f;
func_803883B0(this, 1);
}
player_getPosition(plyr_pos);
func_80258A4C(this->position, this->yaw + -90.0f, plyr_pos, &sp60, &sp5C, &sp58);
if(sp60 < 600.0f)
local->unk8 = 1.0f;
else{
local->unk8 -= sp50;
local->unk8 = MAX(0.0f, local->unk8);
}
if( 500.0f <= local->unk10
&& sp60 < 500.0f
&& (sp58 < -0.2 || 0.2 < sp58)
){
FUNC_8030E624(SFX_C4_TWINKLY_MUNCHER_GRR, 0.8f, 32675);
}
local->unk10 = sp60;
local->unk14 = local->unk14 + sp50;
if( sp60 < 600.0f
&& -1.0f < sp58
&& sp58 < 1.0f
&& plyr_pos[1] < this->position_y + this->scale*200.0f
){
func_80258A4C(this->position, (this->yaw + -90.0f) + local->unk0, plyr_pos, &sp60, &sp5C, &sp58);
local->unk0 += (sp58*200.0f)*sp50;
if(1.0f < local->unk14 && (sp58 < -0.1 || 0.1 < sp58)){
func_8030E6A4(SFX_D0_GRIMLET_SQUEAK, mlAbsF(sp58) * 0.1 + 0.9, 0x4e20);
local->unk14 = 0.0f;
}
}
else{//L80388964
if(0.0f < local->unk0){
local->unk0 -= 30.0f*sp50;
local->unk0 = MAX(0.0f, local->unk0);
}//L803889B4
else{
if(local->unk0 < 0.0f){
local->unk0 += 30.0f*sp50;
local->unk0 = MIN(0.0f, local->unk0);
}
}
}//L803889F8
if(this->state == 1){
if( sp60 < 400.0f
&& -0.8 <= sp58
&& sp58 <= 0.8
&& (plyr_pos[1] - this->position_y) < 100.0f
&& -100.0f < (plyr_pos[1] - this->position_y)
){
func_803883B0(this, 2);
}
}//L80388AB8
if(this->state == 2){
skeletalAnim_getProgressRange(this->unk148, &sp4C, &sp48);
if(0.6 <= sp48)
tmp_f2 = 1.0 - 2*(sp48 - 0.6);
else
tmp_f2 = sp48*1.6666666666666667;
//L80388B34
local->unkC = tmp_f2*sp60;
if( sp4C < 0.55
&& 0.55 <= sp48
&& !local->unk5
){
FUNC_8030E8B4(SFX_20_METAL_CLANK_1, 1.0f, 32000, this->position, 500, 2500);
}
if(skeletalAnim_getLoopCount(this->unk148) > 0)
func_803883B0(this, 1);
}//L80388BB0
}