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authorTom Overton <tom-overton@users.noreply.github.com>2021-10-31 09:25:10 -0700
committerGitHub <noreply@github.com>2021-10-31 13:25:10 -0300
commitd4effceefd6610b8bb782fec97387ed2340ec4f2 (patch)
tree8c1a62598896e88831d4f8ae2b6276bfe7ef601e /src
parentb1b114e142f05443524d91b4127d9bf97fe75a28 (diff)
En_Elforg (Stray Fairy) OK and mostly documented (#359)
* Migrate data to C * EnElforg_Init OK * func_80ACC470 OK * EnElforg_Destroy OK * EnElforg_Update OK * func_80ACCBD0 OK * func_80ACCBB8 OK * func_80ACD6EC OK * func_80ACD59C OK * func_80ACD6A8 OK * func_80ACD610 OK * func_80ACD878 OK * Declare animated materials for Elforg * EnElforg_Draw OK * func_80ACCC98 OK * func_80ACC7E4 OK * func_80ACC8D4 OK * func_80ACCEB0 OK * func_80ACC994 OK * PLAYER -> GET_PLAYER * func_80ACCE4C OK * func_80ACC934 OK * func_80ACCAC0 OK * func_80ACD2E4 OK * func_80ACD1F0 OK * func_80ACD164 OK * func_80ACD1B0 OK (maybe fakematch but oh well) * func_80ACD088 OK * Better match for func_80ACD1B0 * Use compiled reloc * Move static data to appropriate function * Name sCylinderInit appropriately * Add explanatory comment * Clean up forward declarations * Add macro for the flag * Macro and enum for type * Add STRAY_FAIRY_GET_PARAM_1C0 macro (no clue what this does) * Document the area stuff * Name some functions * Document timer and direction * Eliminate some early returns * Tons more documentation * Name remaining functions * Document flags * Name targetDistanceFromHome * fairyFountainTimer -> secondaryTimer, since it's used outside of Fairy Fountains * Name the unknown flag * Name the collider fairy type * Last bit of renaming/documenting * Remove zero check * Use hex constant for newAngle * Merge animation updates * Use 0x10000 instead of 65536.0f * Use decimal for alpha * Move yDifference initialization up to the same line as declaration * Use +=/-= * <= 30 instead of < 31 * += -1 -> -- * >= 81 -> > 80 * 0xDFFFFFFF -> ~0x20000000 * EnElforg_InitializeSpeedAndRotation -> EnElforg_InitializeParams
Diffstat (limited to 'src')
-rw-r--r--src/boot_O2_g3/CIC6105.c1
-rw-r--r--src/boot_O2_g3/boot_main.c1
-rw-r--r--src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c3
-rw-r--r--src/overlays/actors/ovl_En_Elforg/z_en_elforg.c649
-rw-r--r--src/overlays/actors/ovl_En_Elforg/z_en_elforg.h46
5 files changed, 638 insertions, 62 deletions
diff --git a/src/boot_O2_g3/CIC6105.c b/src/boot_O2_g3/CIC6105.c
index 4ab4ca4e8..7e9d960bf 100644
--- a/src/boot_O2_g3/CIC6105.c
+++ b/src/boot_O2_g3/CIC6105.c
@@ -1,3 +1,4 @@
+#include "prevent_bss_reordering.h"
#include "global.h"
#include "prevent_bss_reordering.h"
diff --git a/src/boot_O2_g3/boot_main.c b/src/boot_O2_g3/boot_main.c
index ec6b446e7..be281d248 100644
--- a/src/boot_O2_g3/boot_main.c
+++ b/src/boot_O2_g3/boot_main.c
@@ -1,3 +1,4 @@
+#include "prevent_bss_reordering.h"
#include "global.h"
#include "prevent_bss_reordering.h"
diff --git a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c
index e8145f806..1e87473cd 100644
--- a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c
+++ b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c
@@ -5,6 +5,7 @@
*/
#include "z_en_elfbub.h"
+#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
#define FLAGS 0x00000001
@@ -76,7 +77,7 @@ void EnElfbub_Init(Actor* thisx, GlobalContext* globalCtx) {
childActor = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELFORG,
this->actor.world.pos.x, this->actor.world.pos.y + 12.0f, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z,
- ((ENELFBUB_GET_SWITCHFLAG(&this->actor) & 0x7F) << 9) | 2);
+ ((ENELFBUB_GET_SWITCHFLAG(&this->actor) & 0x7F) << 9) | STRAY_FAIRY_TYPE_BUBBLE);
if (childActor != NULL) {
childActor->parent = &this->actor;
}
diff --git a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c
index 2302e1cca..3bbe3ba8e 100644
--- a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c
+++ b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c
@@ -1,3 +1,9 @@
+/*
+ * File: z_en_elforg.c
+ * Overlay: ovl_En_Elforg
+ * Description: Stray Fairy
+ */
+
#include "z_en_elforg.h"
#define FLAGS 0x00000010
@@ -9,7 +15,13 @@ void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx);
void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx);
-#if 0
+void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx);
+void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx);
+void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx);
+void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx);
+void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx);
+void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx);
+
const ActorInit En_Elforg_InitVars = {
ACTOR_EN_ELFORG,
ACTORCAT_ITEMACTION,
@@ -22,63 +34,584 @@ const ActorInit En_Elforg_InitVars = {
(ActorFunc)EnElforg_Draw,
};
-// static ColliderCylinderInit sCylinderInit = {
-static ColliderCylinderInit D_80ACDA30 = {
- { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_PLAYER, OC2_TYPE_1, COLSHAPE_CYLINDER, },
- { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
+static ColliderCylinderInit sCylinderInit = {
+ {
+ COLTYPE_NONE,
+ AT_NONE,
+ AC_ON | AC_TYPE_PLAYER,
+ OC1_ON | OC1_TYPE_PLAYER,
+ OC2_TYPE_1,
+ COLSHAPE_CYLINDER,
+ },
+ {
+ ELEMTYPE_UNK0,
+ { 0x00000000, 0x00, 0x00 },
+ { 0xF7CFFFFF, 0x00, 0x00 },
+ TOUCH_NONE | TOUCH_SFX_NORMAL,
+ BUMP_ON,
+ OCELEM_NONE,
+ },
{ 16, 32, 0, { 0, 0, 0 } },
};
-#endif
-
-extern ColliderCylinderInit D_80ACDA30;
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC470.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Init.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Destroy.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC7E4.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC8D4.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC934.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC994.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCAC0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBB8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBD0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCC98.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCE4C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCEB0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD088.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD164.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1B0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1F0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD2E4.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD59C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD610.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6A8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6EC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Update.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD878.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Draw.s")
+void EnElforg_InitializeParams(EnElforg* this) {
+ this->actor.speedXZ = 1.0f;
+ this->targetSpeedXZ = 1.0f;
+ this->actor.velocity.y = 0.0f;
+ this->actor.world.rot.y = randPlusMinusPoint5Scaled(0x10000);
+ this->timer = 0;
+ this->secondaryTimer = Rand_ZeroFloat(100.0f);
+ this->actor.shape.yOffset = 0.0f;
+ this->skelAnime.curFrame = (s32)Rand_ZeroFloat(5.0f);
+}
+
+void EnElforg_Init(Actor* thisx, GlobalContext* globalCtx) {
+ s32 pad;
+ EnElforg* this = THIS;
+
+ Actor_SetScale(&this->actor, 0.01f);
+ this->flags = 0;
+ this->direction = 0;
+ SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0402CA98, &D_0402B494, this->jointTable, this->jointTable, 10);
+ this->skelAnime.playSpeed = 1.0f;
+ ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
+ this->actor.shape.shadowAlpha = 255;
+
+ switch (STRAY_FAIRY_TYPE(&this->actor)) {
+ case STRAY_FAIRY_TYPE_CLOCK_TOWN:
+ if (gSaveContext.weekEventReg[8] & 0x80) {
+ Actor_MarkForDeath(&this->actor);
+ return;
+ }
+ break;
+ case STRAY_FAIRY_TYPE_COLLECTIBLE:
+ if (Actor_GetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
+ Actor_MarkForDeath(&this->actor);
+ return;
+ }
+ break;
+ default:
+ if (Flags_GetSwitch(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
+ Actor_MarkForDeath(&this->actor);
+ return;
+ }
+ break;
+ case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
+ case STRAY_FAIRY_TYPE_BUBBLE:
+ case STRAY_FAIRY_TYPE_CHEST:
+ case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
+ break;
+ }
+
+ if (func_8010A074(globalCtx)) {
+ this->area = gSaveContext.unk_48C8 + 1;
+ } else {
+ // Needs to be thisx in order to match
+ this->area = STRAY_FAIRY_GET_PARAM_1C0(thisx) >> 6;
+ }
+
+ switch (STRAY_FAIRY_TYPE(&this->actor)) {
+ case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_FreeFloatingFairyFountain;
+ this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
+ this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
+ break;
+ case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_TurnInFairy;
+ this->secondaryTimer = 60;
+ break;
+ case STRAY_FAIRY_TYPE_BUBBLE:
+ this->timer = 0;
+ this->actionFunc = EnElforg_TrappedByBubble;
+ break;
+ case STRAY_FAIRY_TYPE_ENEMY:
+ this->actionFunc = EnElforg_SetupTrappedByEnemy;
+ EnElforg_SetupTrappedByEnemy(this, globalCtx);
+ this->actor.draw = NULL;
+ break;
+ case STRAY_FAIRY_TYPE_COLLIDER:
+ this->actionFunc = EnElforg_HiddenByCollider;
+ this->actor.draw = NULL;
+ Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
+ Collider_UpdateCylinder(&this->actor, &this->collider);
+ break;
+ default:
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_FreeFloating;
+ break;
+ }
+
+ this->actor.shape.rot.y = 0;
+}
+
+void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx) {
+ EnElforg* this = THIS;
+
+ if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_COLLIDER) {
+ Collider_DestroyCylinder(globalCtx, &this->collider);
+ }
+}
+
+void EnElforg_SpawnSparkles(EnElforg* this, GlobalContext* globalCtx, s32 life) {
+ static Vec3f sVelocity = { 0.0f, -0.05f, 0.0f };
+ static Vec3f sAcceleration = { 0.0f, -0.025f, 0.0f };
+ static Color_RGBA8 sPrimColors[] = {
+ { 255, 235, 220, 255 }, { 255, 220, 220, 255 }, { 220, 255, 220, 255 },
+ { 220, 220, 255, 255 }, { 255, 255, 200, 255 },
+ };
+ static Color_RGBA8 sEnvColors[] = {
+ { 255, 150, 0, 255 }, { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 255, 255, 0, 255 },
+ };
+ Vec3f pos;
+ s32 pad;
+ s32 index;
+
+ pos.x = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.x;
+ pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
+ pos.z = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.z;
+ index = (this->area < STRAY_FAIRY_AREA_CLOCK_TOWN || this->area >= STRAY_FAIRY_AREA_MAX)
+ ? STRAY_FAIRY_AREA_CLOCK_TOWN
+ : this->area;
+ EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &sVelocity, &sAcceleration, &sPrimColors[index],
+ &sEnvColors[index], 1000, life);
+}
+
+void EnElforg_ApproachTargetYPosition(EnElforg* this, Vec3f* targetPos) {
+ f32 yDifference = targetPos->y - this->actor.world.pos.y;
+
+ if (fabsf(yDifference) < this->actor.speedXZ) {
+ this->actor.world.pos.y = targetPos->y;
+ } else if (yDifference > 0.0f) {
+ this->actor.world.pos.y += this->actor.speedXZ;
+ } else {
+ this->actor.world.pos.y -= this->actor.speedXZ;
+ }
+}
+
+void EnElforg_ApproachTargetSpeedXZ(EnElforg* this) {
+ if (this->actor.speedXZ > this->targetSpeedXZ) {
+ this->actor.speedXZ *= 0.9f;
+ } else if (this->actor.speedXZ < (this->targetSpeedXZ - 0.1f)) {
+ this->actor.speedXZ += 0.1f;
+ } else {
+ this->actor.speedXZ = this->targetSpeedXZ;
+ }
+}
+
+void EnElforg_MoveToTargetFairyFountain(EnElforg* this, Vec3f* homePos) {
+ s32 pad[2];
+ f32 xzDistance;
+ f32 zDifference;
+ f32 xDifference;
+ s16 angleAdjustment;
+ s16 targetAngle;
+
+ this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
+ EnElforg_ApproachTargetYPosition(this, homePos);
+ xDifference = this->actor.world.pos.x - homePos->x;
+ zDifference = this->actor.world.pos.z - homePos->z;
+ targetAngle = Math_FAtan2F(-zDifference, -xDifference);
+ xzDistance = sqrtf(SQ(xDifference) + SQ(zDifference));
+ if ((this->targetDistanceFromHome + 10.0f) < xzDistance) {
+ angleAdjustment = 0x1000;
+ } else if ((this->targetDistanceFromHome - 10.0f) > xzDistance) {
+ angleAdjustment = 0x6000;
+ } else {
+ angleAdjustment = 0x4000;
+ }
+ targetAngle += angleAdjustment;
+ Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 4000, 1000);
+ EnElforg_ApproachTargetSpeedXZ(this);
+ Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
+}
+
+/**
+ * Adjust's the Stray Fairy's speed, rotation, and y-position to bring it
+ * closer to targetPos. Since it doesn't directly point the fairy towards
+ * its target, it can take strange paths or even "orbit" the target.
+ */
+void EnElforg_MoveToTarget(EnElforg* this, Vec3f* targetPos) {
+ s16 targetAngle;
+
+ this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
+ EnElforg_ApproachTargetYPosition(this, targetPos);
+ targetAngle = Math_FAtan2F(-(this->actor.world.pos.z - targetPos->z), -(this->actor.world.pos.x - targetPos->x));
+ if (this->targetSpeedXZ > 2.0f) {
+ Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 0x400, 0x100);
+ } else {
+ // If the speed is below a threshold, deliberately mess up the target
+ // angle so the fairy "orbits" the target instead of reaching it.
+ targetAngle += 0x2000;
+ Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 10, 0x200, 0x80);
+ }
+ EnElforg_ApproachTargetSpeedXZ(this);
+ Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
+}
+
+void func_80ACCBB8(EnElforg* this, GlobalContext* globalCtx) {
+ globalCtx->actorCtx.unk5 |= 8;
+}
+
+void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx) {
+ SkelAnime_Update(&this->skelAnime);
+ if ((this->actor.parent == NULL) || (this->actor.parent->update == NULL)) {
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_FreeFloating;
+ } else {
+ this->actor.shape.yOffset += 10.0f * Math_SinS(this->timer << 9);
+ this->actor.world.pos = this->actor.parent->world.pos;
+ this->actor.world.pos.y += 12.0f;
+ }
+ func_80ACCBB8(this, globalCtx);
+}
+
+void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx) {
+ Player* player = GET_PLAYER(globalCtx);
+ f32 xzDistToPlayer;
+ s16 rotationTemp;
+ s16 newAngle;
+ s32 pad;
+
+ // This code makes the fairy briefly circle the player before
+ // flying towards the fountain's center.
+ SkelAnime_Update(&this->skelAnime);
+ this->actor.shape.yOffset *= 0.9f;
+ this->actor.speedXZ = 5.0f;
+ EnElforg_ApproachTargetYPosition(this, &player->bodyPartsPos[0]);
+ xzDistToPlayer = this->actor.xzDistToPlayer;
+ if (xzDistToPlayer < 0.0f) {
+ xzDistToPlayer = 10.0f;
+ }
+ newAngle = 0x28000 / xzDistToPlayer;
+ Math_SmoothStepToF(&xzDistToPlayer, 40.0f, 0.2f, 100.0f, 1.0f);
+ rotationTemp = this->actor.yawTowardsPlayer - newAngle;
+ this->actor.world.pos.x = player->actor.world.pos.x - (Math_SinS(rotationTemp) * xzDistToPlayer);
+ this->actor.world.pos.z = player->actor.world.pos.z - (Math_CosS(rotationTemp) * xzDistToPlayer);
+ EnElforg_SpawnSparkles(this, globalCtx, 16);
+
+ if (this->secondaryTimer > 0) {
+ this->secondaryTimer--;
+ } else {
+ this->actor.world.rot.y = rotationTemp + 0x4000;
+ this->timer = 0;
+ this->secondaryTimer = Rand_ZeroFloat(100.0f);
+ this->actor.shape.yOffset = 0.0f;
+ this->targetSpeedXZ = 3.0f;
+ this->targetDistanceFromHome = 50.0f;
+ this->actionFunc = EnElforg_FreeFloatingFairyFountain;
+ this->flags &= ~STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN;
+ }
+}
+
+void EnElforg_QuicklyCircleFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
+ SkelAnime_Update(&this->skelAnime);
+ EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
+ if (this->secondaryTimer <= 30) {
+ this->actionFunc = EnElforg_TurnInFairy;
+ }
+ this->secondaryTimer--;
+}
+
+void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
+ s32 pad;
+
+ if (this->flags & STRAY_FAIRY_FLAG_MOVES_QUICKLY_TO_HOME) {
+ // This happens when "turning in" the last batch of Stray Fairies to
+ // a Fairy Fountain. The ones being "turned in" will fly very
+ // quickly to the center of the fountain.
+ if (this->targetSpeedXZ < 8.0f) {
+ this->targetSpeedXZ += 0.1f;
+ }
+ if (this->targetDistanceFromHome > 0.0f) {
+ this->targetDistanceFromHome -= 2.0f;
+ }
+ } else if ((this->timer & 127) == 127) {
+ if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) {
+ this->targetSpeedXZ = 5.0f;
+ } else {
+ this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
+ }
+ this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
+ }
+ SkelAnime_Update(&this->skelAnime);
+ EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
+ if (this->flags & STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN) {
+ // A small number of fairies will do this when the player walks into
+ // the center of the fountain to be healed.
+ this->actionFunc = EnElforg_QuicklyCircleFairyFountain;
+ }
+ if (this->flags & STRAY_FAIRY_FLAG_SPARKLES_AND_SHRINKS) {
+ // This happens right before the Great Fairy appears once all
+ // Stray Fairies are saved.
+ if (this->actor.home.rot.x > 0) {
+ EnElforg_SpawnSparkles(this, globalCtx, 10);
+ this->actor.home.rot.x--;
+ }
+ Actor_SetScale(&this->actor, this->actor.scale.x * 0.9f);
+ if (this->actor.scale.x < 0.001f) {
+ Actor_MarkForDeath(&this->actor);
+ }
+ }
+}
+
+void EnElforg_CirclePlayer(EnElforg* this, GlobalContext* globalCtx) {
+ s32 pad;
+ Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
+ Player* player = GET_PLAYER(globalCtx);
+ f32 distanceFromPlayer;
+
+ if (gSaveContext.playerForm == PLAYER_FORM_GORON) {
+ distanceFromPlayer = 40.0f;
+ } else {
+ distanceFromPlayer = 20.0f;
+ }
+ this->actor.world.pos.x = (Math_SinS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.x;
+ this->actor.world.pos.z = (Math_CosS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.z;
+ this->actor.world.pos.y = player->bodyPartsPos[0].y;
+ EnElforg_SpawnSparkles(this, globalCtx, 16);
+}
+
+void EnElforg_FairyCollected(EnElforg* this, GlobalContext* globalCtx) {
+ EnElforg_CirclePlayer(this, globalCtx);
+ if (this->timer > 80) {
+ Actor_MarkForDeath(&this->actor);
+ return;
+ }
+ func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
+}
+
+void EnElforg_SetupFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
+ Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
+ Player* player = GET_PLAYER(globalCtx);
+
+ this->actor.world.pos.x = playerActor->world.pos.x;
+ this->actor.world.pos.y = player->bodyPartsPos[0].y;
+ this->actor.world.pos.z = playerActor->world.pos.z;
+ this->actionFunc = EnElforg_FairyCollected;
+ this->timer = 0;
+ this->secondaryTimer = 0;
+ this->actor.shape.yOffset = 0.0f;
+}
+
+void EnElforg_ClockTownFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
+ Player* player = GET_PLAYER(globalCtx);
+
+ EnElforg_CirclePlayer(this, globalCtx);
+ player->actor.freezeTimer = 100;
+ player->stateFlags1 |= 0x20000000;
+ if (func_800B867C(&this->actor, globalCtx)) {
+ player->actor.freezeTimer = 0;
+ player->stateFlags1 &= ~0x20000000;
+ Actor_MarkForDeath(&this->actor);
+ gSaveContext.weekEventReg[8] |= 0x80;
+ ActorCutscene_Stop(0x7C);
+ } else {
+ func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
+ if (ActorCutscene_GetCurrentIndex() != 0x7C) {
+ if (ActorCutscene_GetCanPlayNext(0x7C)) {
+ ActorCutscene_Start(0x7C, &this->actor);
+ } else {
+ ActorCutscene_SetIntentToPlay(0x7C);
+ }
+ }
+ }
+}
+
+void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx) {
+ Vec3f pos;
+ f32 scaledYDistance;
+ Player* player = GET_PLAYER(globalCtx);
+
+ SkelAnime_Update(&this->skelAnime);
+ if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
+ pos = player->bodyPartsPos[0];
+ this->targetSpeedXZ = 5.0f;
+ EnElforg_MoveToTarget(this, &pos);
+ } else {
+ this->targetSpeedXZ = 1.0f;
+ EnElforg_MoveToTarget(this, &this->actor.home.pos);
+ }
+
+ scaledYDistance = this->actor.yDistToPlayer - (this->actor.shape.yOffset * this->actor.scale.y);
+ if (!func_801233E4(globalCtx)) {
+ if ((this->actor.xzDistToPlayer < 30.0f) && (scaledYDistance < 12.0f) && (scaledYDistance > -68.0f)) {
+ EnElforg_SetupFairyCollected(this, globalCtx);
+ func_80115908(globalCtx, 48);
+ switch (STRAY_FAIRY_TYPE(&this->actor)) {
+ case STRAY_FAIRY_TYPE_COLLECTIBLE:
+ Actor_SetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
+ break;
+ case STRAY_FAIRY_TYPE_CHEST:
+ Actor_SetChestFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
+ break;
+ default:
+ Actor_SetSwitchFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
+ break;
+ }
+
+ if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_CLOCK_TOWN) {
+ player->actor.freezeTimer = 100;
+ player->stateFlags1 |= 0x20000000;
+ func_801518B0(globalCtx, 0x579, NULL);
+ this->actionFunc = EnElforg_ClockTownFairyCollected;
+ ActorCutscene_SetIntentToPlay(0x7C);
+ return;
+ }
+
+ if (func_8010A074(globalCtx)) {
+ gSaveContext.inventory.strayFairies[gSaveContext.unk_48C8]++;
+ func_801518B0(globalCtx, 0x11, NULL);
+ if (gSaveContext.inventory.strayFairies[(void)0, gSaveContext.unk_48C8] >= 15) {
+ func_801A3098(0x922);
+ }
+ }
+ }
+
+ Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 7);
+ func_80ACCBB8(this, globalCtx);
+ if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
+ if (!(this->flags & STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED)) {
+ play_sound(NA_SE_SY_FAIRY_MASK_SUCCESS);
+ }
+ this->flags |= STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
+ } else {
+ this->flags &= ~STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
+ }
+ }
+}
+
+/**
+ * This finds the enemy that is "holding" the Stray Fairy hostage. When
+ * this enemy is killed, the Stray Fairy will spawn. This function only
+ * works if the enemy and the Stray Fairy have the exact same home
+ * coordinates when the Stray Fairy first spawns.
+ */
+Actor* EnElforg_GetHoldingEnemy(EnElforg* this, GlobalContext* globalCtx) {
+ Actor* enemy;
+
+ for (enemy = globalCtx->actorCtx.actorList[ACTORCAT_ENEMY].first; enemy != NULL; enemy = enemy->next) {
+ if ((enemy->home.pos.x == this->actor.home.pos.x) && (enemy->home.pos.y == this->actor.home.pos.y) &&
+ (enemy->home.pos.z == this->actor.home.pos.z)) {
+ return enemy;
+ }
+ }
+ return NULL;
+}
+
+void EnElforg_TrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
+ f32 posTemp;
+
+ if (this->enemy->update == NULL) {
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_FreeFloating;
+ this->actor.draw = EnElforg_Draw;
+ Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
+ } else {
+ // The enemy is still alive, so have the Stray Fairy
+ // track the enemy in case it's moving around.
+ posTemp = this->enemy->world.pos.x;
+ this->actor.world.pos.x = posTemp;
+ this->actor.home.pos.x = posTemp;
+ posTemp = this->enemy->world.pos.y + 30.0f;
+ this->actor.world.pos.y = posTemp;
+ this->actor.home.pos.y = posTemp;
+ posTemp = this->enemy->world.pos.z;
+ this->actor.world.pos.z = posTemp;
+ this->actor.home.pos.z = posTemp;
+ }
+ func_80ACCBB8(this, globalCtx);
+}
+
+void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
+ Actor* enemy = EnElforg_GetHoldingEnemy(this, globalCtx);
+
+ if (enemy != NULL && enemy->update != NULL) {
+ this->actionFunc = EnElforg_TrappedByEnemy;
+ this->enemy = enemy;
+ }
+}
+
+void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx) {
+ if (this->collider.base.acFlags & AC_HIT) {
+ EnElforg_InitializeParams(this);
+ this->actionFunc = EnElforg_FreeFloating;
+ this->actor.draw = EnElforg_Draw;
+ this->actor.world.pos.y += 40.0f;
+ this->actor.home.pos.y += 40.0f;
+ Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
+ } else {
+ CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
+ }
+ func_80ACCBB8(this, globalCtx);
+}
+
+void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx) {
+ EnElforg* this = THIS;
+
+ this->actionFunc(this, globalCtx);
+
+ if (this->timer == 0 && this->secondaryTimer > 0) {
+ this->secondaryTimer--;
+ } else {
+ this->timer++;
+ }
+
+ if (this->direction < 0) {
+ this->direction++;
+ if (this->direction == 0) {
+ this->direction = Rand_ZeroFloat(20.0f) + 20.0f;
+ }
+ } else if (this->direction > 0) {
+ this->direction--;
+ } else {
+ this->direction = -Rand_ZeroFloat(20.0f) - 20.0f;
+ }
+}
+
+s32 EnElforg_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
+ Actor* thisx, Gfx** gfx) {
+ EnElforg* this = THIS;
+
+ if (this->direction < 0) {
+ if (limbIndex == 9) {
+ *dList = NULL;
+ }
+ } else if (limbIndex == 1) {
+ *dList = NULL;
+ }
+ return 0;
+}
+
+void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx) {
+ s32 pad;
+ EnElforg* this = THIS;
+
+ OPEN_DISPS(globalCtx->state.gfxCtx);
+ func_8012C2DC(globalCtx->state.gfxCtx);
+ switch (this->area) {
+ case STRAY_FAIRY_AREA_WOODFALL:
+ AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C908));
+ break;
+ case STRAY_FAIRY_AREA_SNOWHEAD:
+ AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C890));
+ break;
+ case STRAY_FAIRY_AREA_GREAT_BAY:
+ AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C980));
+ break;
+ case STRAY_FAIRY_AREA_STONE_TOWER:
+ AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C9F8));
+ break;
+ default:
+ AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C818));
+ break;
+ }
+ Matrix_InsertMatrix(&globalCtx->mf_187FC, 1);
+
+ POLY_XLU_DISP =
+ SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
+ EnElforg_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
+
+ CLOSE_DISPS(globalCtx->state.gfxCtx);
+}
diff --git a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.h b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.h
index cd3f037bf..5195235a3 100644
--- a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.h
+++ b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.h
@@ -3,14 +3,54 @@
#include "global.h"
+#define STRAY_FAIRY_TYPE(thisx) ((thisx)->params & 0xF)
+#define STRAY_FAIRY_GET_PARAM_1C0(thisx) ((thisx)->params & 0x1C0)
+#define STRAY_FAIRY_FLAG(thisx) (((thisx)->params & 0xFE00) >> 9)
+
+#define STRAY_FAIRY_FLAG_MOVES_QUICKLY_TO_HOME (1 << 0)
+#define STRAY_FAIRY_FLAG_SPARKLES_AND_SHRINKS (1 << 1)
+#define STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN (1 << 2)
+#define STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED (1 << 3)
+
+typedef enum {
+ STRAY_FAIRY_TYPE_FREE_FLOATING, // The ones just floating around
+ STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN, // The ones already present when you enter a Fairy Fountain
+ STRAY_FAIRY_TYPE_BUBBLE, // The ones trapped in bubbles
+ STRAY_FAIRY_TYPE_CLOCK_TOWN, // The free-floating Stray Fairies in Clock Town
+ STRAY_FAIRY_TYPE_ENEMY, // The ones trapped inside enemies
+ STRAY_FAIRY_TYPE_COLLIDER, // Unused in retail. The fairy is hidden until the collider is hit
+ STRAY_FAIRY_TYPE_CHEST, // The ones in treasure chests
+ STRAY_FAIRY_TYPE_COLLECTIBLE, // The ones in boxes, pots, beehives, etc.
+ STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN // The ones you "turn in" by walking into a Fairy Fountain
+} StrayFairyType;
+
+typedef enum {
+ STRAY_FAIRY_AREA_CLOCK_TOWN,
+ STRAY_FAIRY_AREA_WOODFALL,
+ STRAY_FAIRY_AREA_SNOWHEAD,
+ STRAY_FAIRY_AREA_GREAT_BAY,
+ STRAY_FAIRY_AREA_STONE_TOWER,
+ STRAY_FAIRY_AREA_MAX
+} StrayFairyArea;
+
struct EnElforg;
typedef void (*EnElforgActionFunc)(struct EnElforg*, GlobalContext*);
typedef struct EnElforg {
- /* 0x0000 */ Actor actor;
- /* 0x0144 */ char unk_144[0xE8];
- /* 0x022C */ EnElforgActionFunc actionFunc;
+ /* 0x000 */ Actor actor;
+ /* 0x144 */ SkelAnime skelAnime;
+ /* 0x188 */ Vec3s jointTable[10];
+ /* 0x1C4 */ ColliderCylinder collider;
+ /* 0x210 */ Actor* enemy;
+ /* 0x214 */ u16 flags;
+ /* 0x216 */ s16 direction; // negative when facing left, positive when facing right
+ /* 0x218 */ s16 area;
+ /* 0x21C */ s32 timer;
+ /* 0x220 */ s32 secondaryTimer;
+ /* 0x224 */ f32 targetSpeedXZ;
+ /* 0x228 */ f32 targetDistanceFromHome;
+ /* 0x22C */ EnElforgActionFunc actionFunc;
} EnElforg; // size = 0x230
extern const ActorInit En_Elforg_InitVars;