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mirror of https://github.com/blawar/ooot.git synced 2024-07-07 12:32:37 +00:00

object_goma (#754)

* testing

* all named

* oh god spelling

* fixes

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
This commit is contained in:
petrie911 2021-04-04 16:54:56 -05:00 committed by GitHub
parent 208167361b
commit 1398898b70
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 132 additions and 99 deletions

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@ -0,0 +1,45 @@
<Root>
<File Name="object_goma" Segment="6">
<!-- Skeleton -->
<Skeleton Name="gGohmaSkel" Type="Normal" LimbType="Standard" Offset="0x1DCF8"/>
<!-- Animations -->
<Animation Name="gGohmaAnim_000AE8" Offset="0xAE8"/> <!-- standing up, wiggle (first encounter?) -->
<Animation Name="gGohmaAnim_00193C" Offset="0x193C"/> <!-- stretched, looking up (would make more sense with 0x8000 x rot?) -->
<Animation Name="gGohmaAnim_002360" Offset="0x2360"/> <!-- running -->
<Animation Name="gGohmaAnim_0029F0" Offset="0x29F0"/> <!-- standing up, shaking -->
<Animation Name="gGohmaAnim_004318" Offset="0x4318"/> <!-- attack (or land?) -->
<Animation Name="gGohmaAnim_004A20" Offset="0x4A20"/> <!-- briefly look up (rotX 0x8000?) -->
<Animation Name="gGohmaAnim_005330" Offset="0x5330"/> <!-- get up and close eye -->
<Animation Name="gGohmaAnim_0058C0" Offset="0x58C0"/> <!-- lying on ground, shook (when hit?) -->
<Animation Name="gGohmaAnim_005F28" Offset="0x5F28"/> <!-- briefly crouch, eye halfclosed -->
<Animation Name="gGohmaAnim_0066DC" Offset="0x66DC"/> <!-- running, head facing down -->
<Animation Name="gGohmaAnim_006E60" Offset="0x6E60"/> <!-- lying on ground, shook, rolling eye (when hit?) -->
<Animation Name="gGohmaAnim_00B2FC" Offset="0xB2FC"/> <!-- get up, shake, fall, get up, fall (death animation?) -->
<Animation Name="gGohmaAnim_00C468" Offset="0xC468"/> <!-- open eye, stretch/get up, blink, "attack posture" (first encounter?) -->
<Animation Name="gGohmaAnim_00CCD8" Offset="0xCCD8"/> <!-- on ground, eye and limbs shaking a bit -->
<Animation Name="gGohmaAnim_00F70C" Offset="0xF70C"/> <!-- blink, get up, take "attack posture" -->
<Animation Name="gGohmaAnim_010918" Offset="0x10918"/> <!-- standing up, roll eye -->
<Animation Name="gGohmaAnim_0113BC" Offset="0x113BC"/> <!-- eye half closed, standing up, kind of briefly crouch and agitate limbs -->
<Animation Name="gGohmaAnim_012678" Offset="0x12678"/> <!-- eye half closed, one step ahead, one step back (menacing) -->
<Animation Name="gGohmaAnim_01EB4C" Offset="0x1EB4C"/> <!-- eye half closed, walk (cautiously?) -->
<!-- Unused animations -->
<Animation Name="gGohmaAnim_0039D0" Offset="0x39D0"/> <!-- unused attack animation -->
<!-- Limb textures -->
<Texture Name="gGohmaTex_0183A8" Outname="gohma_tex_0183A8" Format="rgb5a1" Width="16" Height="16" Offset="0x183A8"/>
<Texture Name="gGohmaTex_0185A8" Outname="gohma_tex_0185A8" Format="rgb5a1" Width="16" Height="16" Offset="0x185A8"/>
<Texture Name="gGohmaTex_0187A8" Outname="gohma_tex_0187A8" Format="rgb5a1" Width="16" Height="16" Offset="0x187A8"/>
<Texture Name="gGohmaTex_0189A8" Outname="gohma_tex_0189A8" Format="rgb5a1" Width="32" Height="32" Offset="0x189A8"/>
<Texture Name="gGohmaTex_0191A8" Outname="gohma_tex_0191A8" Format="rgb5a1" Width="16" Height="16" Offset="0x191A8"/>
<Texture Name="gGohmaTex_0193A8" Outname="gohma_tex_0193A8" Format="rgb5a1" Width="32" Height="32" Offset="0x193A8"/>
<!-- Boss title card -->
<Texture Name="gGohmaTitleCardTex" OutName="gohma_title_card" Format="i8" Width="128" Height="120" Offset="0x19BA8"/>
<!-- Door -->
<DList Name="gGohmaDoorDL" Offset="0x1EC20"/>
<Collision Name="gGohmaDoorCol" Offset="0x1EDD0"/>
</File>
</Root>

3
spec
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@ -3614,7 +3614,8 @@ endseg
beginseg
name "object_goma"
romalign 0x1000
include "build/baserom/object_goma.o"
include "build/assets/objects/object_goma/object_goma.o"
number 6
endseg
beginseg

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@ -1,5 +1,7 @@
#include "z_boss_goma.h"
#include "objects/object_goma/object_goma.h"
#include "overlays/actors/ovl_En_Goma/z_en_goma.h"
#include "overlays/actors/ovl_Door_Shutter/z_door_shutter.h"
#define FLAGS 0x00000035
@ -46,36 +48,7 @@ void BossGoma_CeilingIdle(BossGoma* this, GlobalContext* globalCtx);
void BossGoma_FloorMain(BossGoma* this, GlobalContext* globalCtx);
void BossGoma_WallClimb(BossGoma* this, GlobalContext* globalCtx);
void BossGoma_CeilingMoveToCenter(BossGoma* this, GlobalContext* globalCtx);
void BossGoma_SpawnChildGohma(BossGoma* this, GlobalContext* globalCtx, s16 arg2);
extern AnimationHeader D_06000AE8; // standing up, wiggle (first encounter?)
extern AnimationHeader D_0600193C; // stretched, looking up (would make more sense with 0x8000 x rot?)
extern AnimationHeader D_06002360; // running
extern AnimationHeader D_060029F0; // standing up, shaking
// unused attack animation at 0x39D0
extern AnimationHeader D_06004318; // attack (or land?)
extern AnimationHeader D_06004A20; // briefly look up (rotX 0x8000?)
extern AnimationHeader D_06005330; // get up and close eye
extern AnimationHeader D_060058C0; // lying on ground, shook (when hit?)
extern AnimationHeader D_06005F28; // briefly crouch, eye halfclosed
extern AnimationHeader D_060066DC; // running, head facing down
extern AnimationHeader D_06006E60; // lying on ground, shook, rolling eye (when hit?)
extern AnimationHeader D_0600B2FC; // get up, shake, fall, get up, fall (death animation?)
extern AnimationHeader D_0600C468; // open eye, stretch/get up, blink, "attack posture" (first encounter?)
extern AnimationHeader D_0600CCD8; // on ground, eye and limbs shaking a bit
extern AnimationHeader D_0600F70C; // blink, get up, take "attack posture"
extern AnimationHeader D_06010918; // standing up, roll eye
extern AnimationHeader D_060113BC; // eye half closed, standing up, kind of briefly crouch and agitate limbs
extern AnimationHeader D_06012678; // eye half closed, one step ahead, one step back (menacing)
extern AnimationHeader D_0601EB4C; // eye half closed, walk (cautiously?)
extern s16 D_060183A8[];
extern s16 D_060185A8[];
extern s16 D_060187A8[];
extern s16 D_060189A8[];
extern s16 D_060191A8[];
extern s16 D_060193A8[];
extern UNK_TYPE D_06019BA8[];
extern SkeletonHeader D_0601DCF8;
void BossGoma_SpawnChildGohma(BossGoma* this, GlobalContext* globalCtx, s16 i);
const ActorInit Boss_Goma_InitVars = {
ACTOR_BOSS_GOMA,
@ -350,13 +323,13 @@ void BossGoma_ClearPixels32x32Rgba16(s16* rgba16image, u8* clearPixelTable, s16
* Clear pixels from Gohma's textures
*/
void BossGoma_ClearPixels(u8* clearPixelTable, s16 i) {
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(D_060183A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(D_060185A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(D_060187A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(D_060191A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0183A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0185A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0187A8), clearPixelTable, i);
BossGoma_ClearPixels16x16Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0191A8), clearPixelTable, i);
BossGoma_ClearPixels32x32Rgba16(SEGMENTED_TO_VIRTUAL(D_060189A8), clearPixelTable, i);
BossGoma_ClearPixels32x32Rgba16(SEGMENTED_TO_VIRTUAL(D_060193A8), clearPixelTable, i);
BossGoma_ClearPixels32x32Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0189A8), clearPixelTable, i);
BossGoma_ClearPixels32x32Rgba16(SEGMENTED_TO_VIRTUAL(gGohmaTex_0193A8), clearPixelTable, i);
}
static InitChainEntry sInitChain[] = {
@ -371,8 +344,8 @@ void BossGoma_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 4000.0f, ActorShadow_DrawCircle, 150.0f);
SkelAnime_Init(globalCtx, &this->skelanime, &D_0601DCF8, &D_06012678, NULL, NULL, 0);
Animation_PlayLoop(&this->skelanime, &D_06012678);
SkelAnime_Init(globalCtx, &this->skelanime, &gGohmaSkel, &gGohmaAnim_012678, NULL, NULL, 0);
Animation_PlayLoop(&this->skelanime, &gGohmaAnim_012678);
this->actor.shape.rot.x = -0x8000; // upside-down
this->eyeIrisScaleX = 1.0f;
this->eyeIrisScaleY = 1.0f;
@ -421,7 +394,8 @@ void BossGoma_Destroy(Actor* thisx, GlobalContext* globalCtx) {
* When Gohma is hit and its health drops to 0
*/
void BossGoma_SetupDefeated(BossGoma* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelanime, &D_0600B2FC, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600B2FC), 2, -2.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00B2FC, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_00B2FC),
ANIMMODE_ONCE, -2.0f);
this->actionFunc = BossGoma_Defeated;
this->disableGameplayLogic = true;
this->decayingProgress = 0;
@ -439,9 +413,9 @@ void BossGoma_SetupDefeated(BossGoma* this, GlobalContext* globalCtx) {
* Initial action setup, with Gohma waiting on the ceiling for the fight to start.
*/
void BossGoma_SetupEncounter(BossGoma* this, GlobalContext* globalCtx) {
f32 lastFrame = Animation_GetLastFrame(&D_06002360);
f32 lastFrame = Animation_GetLastFrame(&gGohmaAnim_002360);
Animation_Change(&this->skelanime, &D_06002360, 1.0f, 0.0f, lastFrame, 0, -15.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_002360, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, -15.0f);
this->actionFunc = BossGoma_Encounter;
this->actionState = 0;
this->disableGameplayLogic = true;
@ -453,10 +427,10 @@ void BossGoma_SetupEncounter(BossGoma* this, GlobalContext* globalCtx) {
* On the floor and not doing anything for 20-30 frames, before going back to BossGoma_FloorMain
*/
void BossGoma_SetupFloorIdle(BossGoma* this) {
f32 lastFrame = Animation_GetLastFrame(&D_06012678);
f32 lastFrame = Animation_GetLastFrame(&gGohmaAnim_012678);
this->framesUntilNextAction = Rand_S16Offset(20, 30);
Animation_Change(&this->skelanime, &D_06012678, 1.0f, 0.0f, lastFrame, 0, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_012678, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, -5.0f);
this->actionFunc = BossGoma_FloorIdle;
}
@ -465,7 +439,8 @@ void BossGoma_SetupFloorIdle(BossGoma* this) {
*/
void BossGoma_SetupCeilingIdle(BossGoma* this) {
this->framesUntilNextAction = Rand_S16Offset(20, 30);
Animation_Change(&this->skelanime, &D_0600193C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600193C), 0, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00193C, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_00193C),
ANIMMODE_LOOP, -5.0f);
this->actionFunc = BossGoma_CeilingIdle;
}
@ -473,7 +448,7 @@ void BossGoma_SetupCeilingIdle(BossGoma* this) {
* When the player killed all children gohmas
*/
void BossGoma_SetupFallJump(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06005F28, 1.0f, 0.0f, 0.0f, 2, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_005F28, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, -5.0f);
this->actionFunc = BossGoma_FallJump;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
@ -484,7 +459,7 @@ void BossGoma_SetupFallJump(BossGoma* this) {
* When the player successfully hits Gohma on the ceiling
*/
void BossGoma_SetupFallStruckDown(BossGoma* this) {
Animation_Change(&this->skelanime, &D_060058C0, 1.0f, 0.0f, 0.0f, 2, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_0058C0, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, -5.0f);
this->actionFunc = BossGoma_FallStruckDown;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
@ -492,19 +467,22 @@ void BossGoma_SetupFallStruckDown(BossGoma* this) {
}
void BossGoma_SetupCeilingSpawnGohmas(BossGoma* this) {
Animation_Change(&this->skelanime, &D_060113BC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060113BC), 0, -15.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_0113BC, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_0113BC),
ANIMMODE_LOOP, -15.0f);
this->actionFunc = BossGoma_CeilingSpawnGohmas;
this->spawnGohmasActionTimer = 0;
}
void BossGoma_SetupCeilingPrepareSpawnGohmas(BossGoma* this) {
Animation_Change(&this->skelanime, &D_060029F0, 1.0f, 0.0f, Animation_GetLastFrame(&D_060029F0), 0, -10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_0029F0, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_0029F0),
ANIMMODE_LOOP, -10.0f);
this->actionFunc = BossGoma_CeilingPrepareSpawnGohmas;
this->framesUntilNextAction = 70;
}
void BossGoma_SetupWallClimb(BossGoma* this) {
Animation_Change(&this->skelanime, &D_060066DC, 1.0f, 0.0f, Animation_GetLastFrame(&D_060066DC), 0, -10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_0066DC, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_0066DC),
ANIMMODE_LOOP, -10.0f);
this->actionFunc = BossGoma_WallClimb;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
@ -515,7 +493,8 @@ void BossGoma_SetupWallClimb(BossGoma* this) {
* Gohma either reached the ceiling after climbing a wall, or is waiting for the player to kill the (children) Gohmas.
*/
void BossGoma_SetupCeilingMoveToCenter(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06002360, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002360), 0, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_002360, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_002360),
ANIMMODE_LOOP, -5.0f);
this->actionFunc = BossGoma_CeilingMoveToCenter;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
@ -527,7 +506,8 @@ void BossGoma_SetupCeilingMoveToCenter(BossGoma* this) {
* Root action when on the floor, leads to attacking or climbing.
*/
void BossGoma_SetupFloorMain(BossGoma* this) {
Animation_Change(&this->skelanime, &D_0601EB4C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0601EB4C), 0, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_01EB4C, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_01EB4C),
ANIMMODE_LOOP, -5.0f);
this->actionFunc = BossGoma_FloorMain;
this->framesUntilNextAction = Rand_S16Offset(70, 110);
}
@ -536,26 +516,29 @@ void BossGoma_SetupFloorMain(BossGoma* this) {
* Gohma jumped to the floor on its own, after the player has killed its children Gohmas.
*/
void BossGoma_SetupFloorLand(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06005F28, 1.0f, 0.0f, Animation_GetLastFrame(&D_06005F28), 2, -2.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_005F28, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_005F28),
ANIMMODE_ONCE, -2.0f);
this->actionFunc = BossGoma_FloorLand;
this->currentAnimFrameCount = Animation_GetLastFrame(&D_06005F28);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaAnim_005F28);
}
/**
* Gohma was shot by the player down from the ceiling.
*/
void BossGoma_SetupFloorLandStruckDown(BossGoma* this) {
Animation_Change(&this->skelanime, &D_060058C0, 1.0f, 0.0f, Animation_GetLastFrame(&D_060058C0), 2, -2.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&D_060058C0);
Animation_Change(&this->skelanime, &gGohmaAnim_0058C0, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_0058C0),
ANIMMODE_ONCE, -2.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaAnim_0058C0);
this->actionFunc = BossGoma_FloorLandStruckDown;
this->currentAnimFrameCount = Animation_GetLastFrame(&D_060058C0);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaAnim_0058C0);
}
/**
* Gohma is vulnerable, from being struck down from the ceiling or on the ground.
*/
void BossGoma_SetupFloorStunned(BossGoma* this) {
Animation_Change(&this->skelanime, &D_0600CCD8, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600CCD8), 0, -2.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00CCD8, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_00CCD8),
ANIMMODE_LOOP, -2.0f);
this->actionFunc = BossGoma_FloorStunned;
}
@ -563,7 +546,8 @@ void BossGoma_SetupFloorStunned(BossGoma* this) {
* Take an attack posture, when the player is close enough.
*/
void BossGoma_SetupFloorAttackPosture(BossGoma* this) {
Animation_Change(&this->skelanime, &D_0600C468, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600C468), 2, -10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00C468, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_00C468),
ANIMMODE_ONCE, -10.0f);
this->actionFunc = BossGoma_FloorAttackPosture;
}
@ -571,13 +555,15 @@ void BossGoma_SetupFloorAttackPosture(BossGoma* this) {
* Leads to BossGoma_FloorAttack after 1 frame
*/
void BossGoma_SetupFloorPrepareAttack(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06000AE8, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000AE8), 0, -10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_000AE8, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_000AE8),
ANIMMODE_LOOP, -10.0f);
this->actionFunc = BossGoma_FloorPrepareAttack;
this->framesUntilNextAction = 0;
}
void BossGoma_SetupFloorAttack(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06004318, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004318), 2, -10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_004318, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_004318),
ANIMMODE_ONCE, -10.0f);
this->actionFunc = BossGoma_FloorAttack;
this->actionState = 0;
this->framesUntilNextAction = 0;
@ -589,7 +575,8 @@ void BossGoma_SetupFloorAttack(BossGoma* this) {
* as the stun duration
*/
void BossGoma_SetupFloorDamaged(BossGoma* this) {
Animation_Change(&this->skelanime, &D_06006E60, 1.0f, 0.0f, Animation_GetLastFrame(&D_06006E60), 2, -2.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_006E60, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_006E60),
ANIMMODE_ONCE, -2.0f);
this->actionFunc = BossGoma_FloorDamaged;
}
@ -645,8 +632,9 @@ void BossGoma_SetupEncounterState4(BossGoma* this, GlobalContext* globalCtx) {
this->subCameraId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, 0, 3);
Gameplay_ChangeCameraStatus(globalCtx, this->subCameraId, 7);
Animation_Change(&this->skelanime, &D_06010918, 1.0f, 0.0f, Animation_GetLastFrame(&D_06010918), 2, 0.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&D_06010918);
Animation_Change(&this->skelanime, &gGohmaAnim_010918, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaAnim_010918),
ANIMMODE_ONCE, 0.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaAnim_010918);
// room center (todo: defines for hardcoded positions relative to room center)
this->actor.world.pos.x = -150.0f;
@ -759,7 +747,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
if (this->frameCount == 176) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_SHUTTER, 164.72f, -480.0f,
397.68002f, 0, -0x705C, 0, 0x180);
397.68002f, 0, -0x705C, 0, SHUTTER_GOHMA_BLOCK << 6);
}
if (this->frameCount == 176) {
@ -832,8 +820,8 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelanime, this->currentAnimFrameCount)) {
this->actionState = 5;
Animation_Change(&this->skelanime, &D_06002360, 2.0f, 0.0f, Animation_GetLastFrame(&D_06002360),
0, -5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_002360, 2.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_002360), ANIMMODE_LOOP, -5.0f);
this->framesUntilNextAction = 30;
this->subCameraFollowSpeed = 0.0f;
}
@ -862,8 +850,8 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
}
if (this->framesUntilNextAction == 0) {
Animation_Change(&this->skelanime, &D_0600193C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600193C), 0,
-5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00193C, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_00193C), ANIMMODE_LOOP, -5.0f);
}
if (this->framesUntilNextAction == 0) {
@ -871,8 +859,8 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = -2.0f;
Animation_Change(&this->skelanime, &D_0600F70C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600F70C), 2,
-5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_00F70C, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_00F70C), ANIMMODE_ONCE, -5.0f);
player->actor.world.pos.x = 0.0f;
player->actor.world.pos.z = -30.0f;
}
@ -895,9 +883,9 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
if (this->actor.bgCheckFlags & 1) {
this->actionState = 130;
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelanime, &D_0600F70C, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600F70C), 2,
-2.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&D_0600F70C);
Animation_Change(&this->skelanime, &gGohmaAnim_00F70C, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_00F70C), ANIMMODE_ONCE, -2.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaAnim_00F70C);
BossGoma_PlayEffectsAndSfx(this, globalCtx, 0, 5);
this->framesUntilNextAction = 15;
func_800A9F6C(0.0f, 0xC8, 0x14, 0x14);
@ -928,8 +916,8 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_CRY1);
if (!(gSaveContext.eventChkInf[7] & 1)) {
TitleCard_InitBossName(globalCtx, &globalCtx->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(D_06019BA8),
0xA0, 0xB4, 0x80, 0x28);
TitleCard_InitBossName(globalCtx, &globalCtx->actorCtx.titleCtx,
SEGMENTED_TO_VIRTUAL(gGohmaTitleCardTex), 0xA0, 0xB4, 0x80, 0x28);
}
Audio_SetBGM(0x1B);
@ -938,8 +926,8 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelanime, this->currentAnimFrameCount)) {
this->actionState = 140;
Animation_Change(&this->skelanime, &D_06000AE8, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000AE8), 0,
-10.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_000AE8, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_000AE8), ANIMMODE_LOOP, -10.0f);
this->framesUntilNextAction = 20;
}
break;
@ -1270,7 +1258,7 @@ void BossGoma_FloorAttackPosture(BossGoma* this, GlobalContext* globalCtx) {
Math_ApproachS(&this->actor.world.rot.y, Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor), 3, 0xBB8);
}
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&D_0600C468))) {
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAnim_00C468))) {
if (this->actor.xzDistToPlayer < 250.0f) {
BossGoma_SetupFloorPrepareAttack(this);
} else {
@ -1320,10 +1308,10 @@ void BossGoma_FloorAttack(BossGoma* this, GlobalContext* globalCtx) {
func_80033E88(&this->actor, globalCtx, 5, 15);
}
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&D_06004318))) {
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAnim_004318))) {
this->actionState = 1;
Animation_Change(&this->skelanime, &D_06004A20, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004A20), 0,
-1.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_004A20, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_004A20), ANIMMODE_LOOP, -1.0f);
if (this->framesUntilNextAction == 0) {
this->timer = (s16)(Rand_ZeroOne() * 30.0f) + 30;
@ -1338,13 +1326,13 @@ void BossGoma_FloorAttack(BossGoma* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
this->actionState = 2;
Animation_Change(&this->skelanime, &D_06005330, 1.0f, 0.0f, Animation_GetLastFrame(&D_06005330), 2,
-5.0f);
Animation_Change(&this->skelanime, &gGohmaAnim_005330, 1.0f, 0.0f,
Animation_GetLastFrame(&gGohmaAnim_005330), ANIMMODE_ONCE, -5.0f);
}
break;
case 2:
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&D_06005330))) {
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAnim_005330))) {
BossGoma_SetupFloorIdle(this);
}
break;
@ -1360,7 +1348,7 @@ void BossGoma_FloorAttack(BossGoma* this, GlobalContext* globalCtx) {
void BossGoma_FloorDamaged(BossGoma* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelanime);
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&D_06006E60))) {
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAnim_006E60))) {
BossGoma_SetupFloorStunned(this);
this->patienceTimer = 0;
}
@ -1808,16 +1796,15 @@ void BossGoma_UpdateTailLimbsScale(BossGoma* this) {
}
void BossGoma_UpdateHit(BossGoma* this, GlobalContext* globalCtx) {
ColliderInfo* acHitInfo;
s32 damage;
if (this->invincibilityFrames != 0) {
this->invincibilityFrames--;
} else {
acHitInfo = this->collider.elements[0].info.acHitInfo;
ColliderInfo* acHitInfo = this->collider.elements[0].info.acHitInfo;
s32 damage;
if (this->eyeClosedTimer == 0 && this->actionFunc != BossGoma_CeilingSpawnGohmas &&
(this->collider.elements[0].info.bumperFlags & 2)) {
this->collider.elements[0].info.bumperFlags &= ~2;
(this->collider.elements[0].info.bumperFlags & BUMP_HIT)) {
this->collider.elements[0].info.bumperFlags &= ~BUMP_HIT;
if (this->actionFunc == BossGoma_CeilingMoveToCenter || this->actionFunc == BossGoma_CeilingIdle ||
this->actionFunc == BossGoma_CeilingPrepareSpawnGohmas) {
@ -1838,7 +1825,7 @@ void BossGoma_UpdateHit(BossGoma* this, GlobalContext* globalCtx) {
this->invincibilityFrames = 10;
} else if (this->actionFunc != BossGoma_FloorStunned && this->patienceTimer != 0 &&
(acHitInfo->toucher.dmgFlags & 5) != 0) {
(acHitInfo->toucher.dmgFlags & 0x00000005)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_DAM2);
func_800F8D04(NA_SE_EN_GOMA_CRY1);
this->invincibilityFrames = 10;
@ -2083,9 +2070,10 @@ void BossGoma_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
Matrix_MultVec3f(&zero, &childPos);
Matrix_Get(&mtx);
func_800D20CC(&mtx, &childRot, 0);
// These are the pieces of Gohma as it falls apart. It appears to use the same actor as the baby gohmas.
babyGohma = (EnGoma*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_GOMA,
childPos.x, childPos.y, childPos.z, childRot.x, childRot.y, childRot.z,
D_8091B244[limbIndex] + 0x64);
D_8091B244[limbIndex] + 100);
if (babyGohma != NULL) {
babyGohma->unk_308 = *dList;
babyGohma->actor.objBankIndex = this->actor.objBankIndex;
@ -2142,7 +2130,7 @@ void BossGoma_Draw(Actor* thisx, GlobalContext* globalCtx) {
void BossGoma_SpawnChildGohma(BossGoma* this, GlobalContext* globalCtx, s16 i) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_GOMA, this->lastTailLimbWorldPos.x,
this->lastTailLimbWorldPos.y - 50.0f, this->lastTailLimbWorldPos.z, 0, i * 0x5555, 0, i);
this->lastTailLimbWorldPos.y - 50.0f, this->lastTailLimbWorldPos.z, 0, i * (0x10000 / 3), 0, i);
this->childrenGohmaState[i] = 1;
}

View File

@ -8,6 +8,7 @@
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
#include "objects/object_gnd/object_gnd.h"
#include "objects/object_goma/object_goma.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
@ -89,7 +90,7 @@ static ShutterInfo D_80998134[] = {
{ 0x060000C0, 0x060001F0, 240, 14, 70, 15 },
{ 0x06000590, 0x06006460, 0, 110, 50, 15 },
{ gPhantomGanonBarsDL, NULL, 130, 12, 50, 15 },
{ 0x0601EC20, NULL, 130, 12, 50, 15 },
{ gGohmaDoorDL, NULL, 130, 12, 50, 15 },
{ 0x06000100, 0x060001F0, 240, 14, 50, 15 },
{ 0x060010C0, NULL, 130, 12, 50, 15 },
{ gDungeonDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
@ -156,8 +157,6 @@ static UNK_PTR D_809982D4[] = {
0x060065C0, 0x060035C0, 0x060055C0, 0x060045C0, 0x06000000, 0x060025C0, 0x060015C0,
};
extern CollisionHeader D_0601EDD0; // gohma block collision header
void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc) {
this->actionFunc = actionFunc;
this->unk_16F = 0;
@ -283,7 +282,7 @@ void DoorShutter_SetupType(DoorShutter* this, GlobalContext* globalCtx) {
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
this->unk_16C = D_809980F0[this->unk_16B].index1;
CollisionHeader_GetVirtual((this->doorType == SHUTTER_GOHMA_BLOCK) ? &D_0601EDD0 : &gPhantomGanonBarsCol,
CollisionHeader_GetVirtual((this->doorType == SHUTTER_GOHMA_BLOCK) ? &gGohmaDoorCol : &gPhantomGanonBarsCol,
&colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->doorType == SHUTTER_GOHMA_BLOCK) {