diff options
| author | EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> | 2021-02-01 20:20:16 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-01 15:20:16 -0500 |
| commit | ea60ad60178dcce79bb2e16fbc57154d5f1674ac (patch) | |
| tree | b040c0ebf68d1acc2e9c5ec038bce16478be8748 /src | |
| parent | 45deae6357bc7c0a108ef9af03168946da740e41 (diff) | |
Gerudo1 OK and mostly documented (#607)
* all functions matched, data imported
* some function names
* more naming
* corrections, naming
* some state flags named
* naming completed (some may be inaccurate)
* spec
* delete asm
* Review changes
* review
* review
Co-authored-by: Fig02 <fig02srl@gmail.com>
Diffstat (limited to 'src')
| -rw-r--r-- | src/overlays/actors/ovl_En_Ge1/z_en_ge1.c | 844 | ||||
| -rw-r--r-- | src/overlays/actors/ovl_En_Ge1/z_en_ge1.h | 47 |
2 files changed, 796 insertions, 95 deletions
diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index 6ca95beb2..905e24896 100644 --- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -1,20 +1,39 @@ #include "z_en_ge1.h" +#include "vt.h" #define FLAGS 0x00000009 #define THIS ((EnGe1*)thisx) +#define GE1_STATE_TALKING (1 << 0) +#define GE1_STATE_GIVE_QUIVER (1 << 1) +#define GE1_STATE_IDLE_ANIM (1 << 2) +#define GE1_STATE_STOP_FIDGET (1 << 3) + +typedef enum { + /* 00 */ GE1_HAIR_BOB, + /* 01 */ GE1_HAIR_STRAIGHT, + /* 02 */ GE1_HAIR_SPIKEY +} EnGe1Hairstyle; + void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx); -extern UNK_TYPE D_06000228; -extern UNK_TYPE D_06000330; -extern UNK_TYPE D_0600A048; -extern UNK_TYPE D_0600A498; +s32 EnGe1_CheckCarpentersFreed(void); +void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx); +void EnGe1_CueUpAnimation(EnGe1* this); +void EnGe1_StopFidget(EnGe1* this); -/* const ActorInit En_Ge1_InitVars = { ACTOR_EN_GE1, ACTORCAT_NPC, @@ -27,7 +46,7 @@ const ActorInit En_Ge1_InitVars = { (ActorFunc)EnGe1_Draw, }; -static ColliderCylinderInit D_80A32770 = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, @@ -46,95 +65,732 @@ static ColliderCylinderInit D_80A32770 = { }, { 20, 40, 0, { 0, 0, 0 } }, }; -*/ -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Init.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Destroy.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30C70.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30D48.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30DCC.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30E08.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30EE8.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30F48.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31000.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31094.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A310C4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3118C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A311E0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31234.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A312E4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A313A0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A313E0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A314D0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31514.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3157C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A315F0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31644.s") -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A316F4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A317C0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3183C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31880.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31934.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3196C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31A5C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31B20.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31B7C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31BDC.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31BE8.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31D88.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31DE4.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31E2C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31F9C.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31FE0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32078.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32190.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Update.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A323B0.s") - -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A323EC.s") +static Gfx* sHairstyleDLists[] = { + 0x06009198, // Bob + 0x06009430, // Straight with fringe + 0x06009690, // Spikey +}; -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32444.s") +static Vec3f D_80A327A8 = { 600.0f, 700.0f, 0.0f }; -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32598.s") +static u64* sEyeTextures[] = { + 0x06000708, // Mostly Open + 0x06000F08, // Half + 0x06001708, // Closed +}; -#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Draw.s") +extern AnimationHeader D_06000228; // Idle, arms crossed +extern FlexSkeletonHeader D_06000330; +extern AnimationHeader D_0600A048; // Clap +extern AnimationHeader D_0600A498; // Dismissive gesture + +void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx) { + s32 pad; + EnGe1* this = THIS; + + ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); + SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000330, &D_06000228, this->jointTable, this->morphTable, + GE1_LIMB_MAX); + Animation_PlayOnce(&this->skelAnime, &D_06000228); + Collider_InitCylinder(globalCtx, &this->collider); + Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); + this->actor.colChkInfo.mass = MASS_IMMOVABLE; + this->animation = &D_06000228; + this->animFunc = EnGe1_CueUpAnimation; + this->actor.targetMode = 6; + Actor_SetScale(&this->actor, 0.01f); + + // In Gerudo Valley + this->actor.uncullZoneForward = ((globalCtx->sceneNum == SCENE_SPOT09) ? 1000.0f : 1200.0f); + + switch (this->actor.params & 0xFF) { + + case GE1_TYPE_GATE_GUARD: + this->hairstyle = GE1_HAIR_SPIKEY; + this->actionFunc = EnGe1_GetReaction_GateGuard; + break; + + case GE1_TYPE_GATE_OPERATOR: + this->hairstyle = GE1_HAIR_STRAIGHT; + if (EnGe1_CheckCarpentersFreed()) { + this->actionFunc = EnGe1_CheckGate_GateOp; + } else { + this->actionFunc = EnGe1_WatchForPlayerFrontOnly; + } + break; + + case GE1_TYPE_NORMAL: + this->hairstyle = GE1_HAIR_STRAIGHT; + if (EnGe1_CheckCarpentersFreed()) { + this->actionFunc = EnGe1_SetNormalText; + } else { + this->actionFunc = EnGe1_WatchForAndSensePlayer; + } + break; + + case GE1_TYPE_VALLEY_FLOOR: + if (LINK_IS_ADULT) { + // Valley floor Gerudo withdrawal + osSyncPrintf(VT_FGCOL(CYAN) "谷底 ゲルド 撤退 \n" VT_RST); + Actor_Kill(&this->actor); + return; + } + this->hairstyle = GE1_HAIR_BOB; + this->actionFunc = EnGe1_GetReaction_ValleyFloor; + break; + + case GE1_TYPE_HORSEBACK_ARCHERY: + if (INV_CONTENT(SLOT_BOW) == ITEM_NONE) { + Actor_Kill(&this->actor); + return; + } + this->actor.targetMode = 3; + this->hairstyle = GE1_HAIR_BOB; + // Horsback archery Gerudo EVENT_INF(0) = + osSyncPrintf(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]); + + if (gSaveContext.eventInf[0] & 0x100) { + this->actionFunc = EnGe1_TalkAfterGame_Archery; + } else if (EnGe1_CheckCarpentersFreed()) { + this->actionFunc = EnGe1_Wait_Archery; + } else { + this->actionFunc = EnGe1_WatchForPlayerFrontOnly; + } + break; + + case GE1_TYPE_TRAINING_GROUNDS_GUARD: + this->hairstyle = GE1_HAIR_STRAIGHT; + + if (EnGe1_CheckCarpentersFreed()) { + this->actionFunc = EnGe1_CheckForCard_GTGGuard; + } else { + this->actionFunc = EnGe1_WatchForPlayerFrontOnly; + } + break; + } + this->stateFlags = 0; +} + +void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx) { + EnGe1* this = THIS; + + Collider_DestroyCylinder(globalCtx, &this->collider); +} + +s32 EnGe1_SetTalkAction(EnGe1* this, GlobalContext* globalCtx, u16 textId, f32 arg3, EnGe1ActionFunc actionFunc) { + if (func_8002F194(&this->actor, globalCtx)) { + this->actionFunc = actionFunc; + this->animFunc = EnGe1_StopFidget; + this->stateFlags &= ~GE1_STATE_IDLE_ANIM; + this->animation = &D_06000228; + Animation_Change(&this->skelAnime, &D_06000228, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000228), ANIMMODE_ONCE, + -8.0f); + return true; + } + this->actor.textId = textId; + + if (this->actor.xzDistToPlayer < arg3) { + func_8002F2CC(&this->actor, globalCtx, arg3); + } + return false; +} + +void EnGe1_SetAnimationIdle(EnGe1* this) { + Animation_Change(&this->skelAnime, &D_06000228, -1.0f, Animation_GetLastFrame(&D_06000228), 0.0f, ANIMMODE_ONCE, + 8.0f); + this->animation = &D_06000228; + this->animFunc = EnGe1_CueUpAnimation; +} + +s32 EnGe1_CheckCarpentersFreed(void) { + u16 carpenterFlags = gSaveContext.eventChkInf[9]; + + if (!((carpenterFlags & 1) && (carpenterFlags & 2) && (carpenterFlags & 4) && (carpenterFlags & 8))) { + return 0; + } + return 1; +} + +/** + * Sends player to different places depending on if has hookshot, and if this is the first time captured + */ +void EnGe1_KickPlayer(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + + if (this->cutsceneTimer > 0) { + this->cutsceneTimer--; + } else { + func_8006D074(globalCtx); + + if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { + globalCtx->nextEntranceIndex = 0x1A5; + } else if (gSaveContext.eventChkInf[12] & 0x80) { + globalCtx->nextEntranceIndex = 0x5F8; + } else { + globalCtx->nextEntranceIndex = 0x3B4; + } + + globalCtx->fadeTransition = 0x26; + globalCtx->sceneLoadFlag = 0x14; + } +} + +void EnGe1_SpotPlayer(EnGe1* this, GlobalContext* globalCtx) { + this->cutsceneTimer = 30; + this->actionFunc = EnGe1_KickPlayer; + func_8002DF54(globalCtx, &this->actor, 0x5F); + func_80078884(NA_SE_SY_FOUND); + func_8010B680(globalCtx, 0x6000, &this->actor); +} + +void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx) { + s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; + + if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) { + EnGe1_SpotPlayer(this, globalCtx); + } + + if (this->collider.base.acFlags & AC_HIT) { + EnGe1_SpotPlayer(this, globalCtx); + } + CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); +} + +void EnGe1_ChooseActionFromTextId(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + + if (func_8002F334(&this->actor, globalCtx)) { + switch (this->actor.textId) { + case 0x6001: + this->actionFunc = EnGe1_SetNormalText; + break; + case 0x601A: + case 0x6019: + this->actionFunc = EnGe1_GetReaction_ValleyFloor; + break; + case 0x6018: + this->actionFunc = EnGe1_CheckGate_GateOp; + break; + default: + this->actionFunc = EnGe1_GetReaction_ValleyFloor; + break; + } + } +} + +void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx) { + EnGe1_SetTalkAction(this, globalCtx, 0x6001, 100.0f, EnGe1_ChooseActionFromTextId); +} + +void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx) { + s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; + + if ((this->actor.xzDistToPlayer < 50.0f) || ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 400.0f))) { + EnGe1_SpotPlayer(this, globalCtx); + } + + if (this->collider.base.acFlags & AC_HIT) { + EnGe1_SpotPlayer(this, globalCtx); + } + CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); +} + +void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx) { + u16 reactionText = Text_GetFaceReaction(globalCtx, 0x22); + + if (reactionText == 0) { + reactionText = 0x6019; + } + + EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_ChooseActionFromTextId); +} + +// Gerudo Training Ground Guard functions + +void EnGe1_WaitTillOpened_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + if (this->cutsceneTimer > 0) { + this->cutsceneTimer--; + } else { + EnGe1_SetAnimationIdle(this); + this->actionFunc = EnGe1_SetNormalText; + } + + this->stateFlags |= GE1_STATE_STOP_FIDGET; +} + +void EnGe1_Open_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + if (this->stateFlags & GE1_STATE_IDLE_ANIM) { + this->actionFunc = EnGe1_WaitTillOpened_GTGGuard; + Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F); + this->cutsceneTimer = 50; + func_80106CCC(globalCtx); + } else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) { + Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP); + } +} + +void EnGe1_SetupOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) { + this->actionFunc = EnGe1_Open_GTGGuard; + Animation_Change(&this->skelAnime, &D_0600A048, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A048), ANIMMODE_ONCE, + -3.0f); + this->animation = &D_0600A048; + this->animFunc = EnGe1_StopFidget; + this->stateFlags &= ~GE1_STATE_IDLE_ANIM; + } +} + +void EnGe1_RefuseEntryTooPoor_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + if (func_8010BDBC(&globalCtx->msgCtx) == 2) { + this->actionFunc = EnGe1_CheckForCard_GTGGuard; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_OfferOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + if ((func_8010BDBC(&globalCtx->msgCtx) == 4) && func_80106BC8(globalCtx)) { + func_80106CCC(globalCtx); + + switch (globalCtx->msgCtx.choiceIndex) { + case 0: + if (gSaveContext.rupees < 10) { + func_8010B720(globalCtx, 0x6016); + this->actionFunc = EnGe1_RefuseEntryTooPoor_GTGGuard; + } else { + Rupees_ChangeBy(-10); + func_8010B720(globalCtx, 0x6015); + this->actionFunc = EnGe1_SetupOpen_GTGGuard; + } + break; + case 1: + this->actionFunc = EnGe1_CheckForCard_GTGGuard; + EnGe1_SetAnimationIdle(this); + break; + } + } +} + +void EnGe1_RefuseOpenNoCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + if (func_8002F334(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_CheckForCard_GTGGuard; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { + if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) { + EnGe1_SetTalkAction(this, globalCtx, 0x6014, 100.0f, EnGe1_OfferOpen_GTGGuard); + } else { + //! @bug This outcome is inaccessible in normal gameplay since this function it is unreachable without + //! obtaining the card in the first place. + EnGe1_SetTalkAction(this, globalCtx, 0x6013, 100.0f, EnGe1_RefuseOpenNoCard_GTGGuard); + } +} + +// Gate Operator functions + +void EnGe1_WaitGateOpen_GateOp(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + + if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) { + func_80106CCC(globalCtx); + this->actionFunc = EnGe1_CheckGate_GateOp; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_WaitUntilGateOpened_GateOp(EnGe1* this, GlobalContext* globalCtx) { + if (this->cutsceneTimer > 0) { + this->cutsceneTimer--; + } else { + EnGe1_SetAnimationIdle(this); + this->actionFunc = EnGe1_CheckGate_GateOp; + } + this->stateFlags |= GE1_STATE_STOP_FIDGET; +} + +void EnGe1_OpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { + if (this->stateFlags & GE1_STATE_IDLE_ANIM) { + this->actionFunc = EnGe1_WaitUntilGateOpened_GateOp; + Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F); + this->cutsceneTimer = 50; + func_80106CCC(globalCtx); + } else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) { + Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP); + } +} + +void EnGe1_SetupOpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + + if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) { + this->actionFunc = EnGe1_OpenGate_GateOp; + Animation_Change(&this->skelAnime, &D_0600A048, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A048), ANIMMODE_ONCE, + -3.0f); + this->animation = &D_0600A048; + this->animFunc = EnGe1_StopFidget; + this->stateFlags &= ~GE1_STATE_IDLE_ANIM; + } +} + +void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { + if (Flags_GetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F)) { + EnGe1_SetTalkAction(this, globalCtx, 0x6018, 100.0f, EnGe1_WaitGateOpen_GateOp); + } else { + EnGe1_SetTalkAction(this, globalCtx, 0x6017, 100.0f, EnGe1_SetupOpenGate_GateOp); + } +} + +// Gate guard functions + +void EnGe1_Talk_GateGuard(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + + if (func_8002F334(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_GetReaction_GateGuard; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx) { + u16 reactionText; + + reactionText = Text_GetFaceReaction(globalCtx, 0x22); + + if (reactionText == 0) { + reactionText = 0x6069; + } + + if (EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_Talk_GateGuard)) { + this->animFunc = EnGe1_CueUpAnimation; + this->animation = &D_0600A498; + Animation_Change(&this->skelAnime, &D_0600A498, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A498), ANIMMODE_ONCE, + -8.0f); + } +} + +// Archery functions + +void EnGe1_SetupWait_Archery(EnGe1* this, GlobalContext* globalCtx) { + if (func_8002F334(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_Wait_Archery; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx) { + s32 getItemId; + + if (Actor_HasParent(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_SetupWait_Archery; + if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { + gSaveContext.itemGetInf[0] |= 0x8000; + } else { + gSaveContext.infTable[25] |= 1; + } + } else { + if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { + switch (CUR_UPG_VALUE(UPG_QUIVER)) { + //! @bug Asschest. See next function for details + case 1: + getItemId = GI_QUIVER_40; + break; + case 2: + getItemId = GI_QUIVER_50; + break; + } + } else { + getItemId = GI_HEART_PIECE; + } + func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f); + } +} + +void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx) { + s32 getItemId; + + if (func_8002F334(&this->actor, globalCtx)) { + this->actor.flags &= ~0x10000; + this->actionFunc = EnGe1_WaitTillItemGiven_Archery; + } + if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { + switch (CUR_UPG_VALUE(UPG_QUIVER)) { + //! @bug Asschest: the compiler inserts a default assigning *(sp+0x24) to getItemId, which is junk data left + //! over from the previous function run in EnGe1_Update, namely EnGe1_CueUpAnimation. The top stack variable + //! in that function is &this->skelAnime = thisx + 198, and depending on where this loads in memory, the + //! getItemId changes. + case 1: + getItemId = GI_QUIVER_40; + break; + case 2: + getItemId = GI_QUIVER_50; + break; + } + } else { + getItemId = GI_HEART_PIECE; + } + func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f); +} + +void EnGe1_TalkWinPrize_Archery(EnGe1* this, GlobalContext* globalCtx) { + if (func_8002F194(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_BeginGiveItem_Archery; + this->actor.flags &= ~0x10000; + } else { + func_8002F2CC(&this->actor, globalCtx, 200.0f); + } +} + +void EnGe1_TalkTooPoor_Archery(EnGe1* this, GlobalContext* globalCtx) { + if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) { + func_80106CCC(globalCtx); + this->actionFunc = EnGe1_Wait_Archery; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_WaitDoNothing(EnGe1* this, GlobalContext* globalCtx) { +} + +void EnGe1_BeginGame_Archery(EnGe1* this, GlobalContext* globalCtx) { + Player* player = PLAYER; + Actor* horse; + + if ((func_8010BDBC(&globalCtx->msgCtx) == 4) && func_80106BC8(globalCtx)) { + this->actor.flags &= ~0x10000; + + switch (globalCtx->msgCtx.choiceIndex) { + case 0: + if (gSaveContext.rupees < 20) { + func_8010B720(globalCtx, 0x85); + this->actionFunc = EnGe1_TalkTooPoor_Archery; + } else { + Rupees_ChangeBy(-20); + globalCtx->nextEntranceIndex = 0x129; + gSaveContext.nextCutsceneIndex = 0xFFF0; + globalCtx->fadeTransition = 0x26; + globalCtx->sceneLoadFlag = 0x14; + gSaveContext.eventInf[0] |= 0x100; + gSaveContext.eventChkInf[6] |= 0x100; + + if (!(player->stateFlags1 & 0x800000)) { + func_8002DF54(globalCtx, &this->actor, 1); + } else { + horse = Actor_FindNearby(globalCtx, &player->actor, ACTOR_EN_HORSE, ACTORCAT_BG, 1200.0f); + player->actor.freezeTimer = 1200; + + if (horse != NULL) { + horse->freezeTimer = 1200; + } + } + this->actionFunc = EnGe1_WaitDoNothing; + } + break; + case 1: + this->actionFunc = EnGe1_Wait_Archery; + func_80106CCC(globalCtx); + break; + } + } +} + +void EnGe1_TalkOfferPlay_Archery(EnGe1* this, GlobalContext* globalCtx) { + if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) { + func_8010B720(globalCtx, 0x6041); + this->actionFunc = EnGe1_BeginGame_Archery; + } +} + +void EnGe1_TalkNoPrize_Archery(EnGe1* this, GlobalContext* globalCtx) { + if (func_8002F194(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_TalkOfferPlay_Archery; + } else { + func_8002F2CC(&this->actor, globalCtx, 300.0f); + } +} + +void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx) { + gSaveContext.eventInf[0] &= ~0x100; + LOG_NUM("z_common_data.yabusame_total", gSaveContext.minigameScore, "../z_en_ge1.c", 1110); + LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", gSaveContext.highScores[0], "../z_en_ge1.c", 1111); + this->actor.flags |= 0x10000; + + if (gSaveContext.highScores[0] < gSaveContext.minigameScore) { + gSaveContext.highScores[0] = gSaveContext.minigameScore; + } + + if (gSaveContext.minigameScore < 1000) { + this->actor.textId = 0x6045; + this->actionFunc = EnGe1_TalkNoPrize_Archery; + } else if (!(gSaveContext.infTable[25] & 1)) { + this->actor.textId = 0x6046; + this->actionFunc = EnGe1_TalkWinPrize_Archery; + this->stateFlags &= ~GE1_STATE_GIVE_QUIVER; + } else if (gSaveContext.minigameScore < 1500) { + this->actor.textId = 0x6047; + this->actionFunc = EnGe1_TalkNoPrize_Archery; + } else if (gSaveContext.itemGetInf[0] & 0x8000) { + this->actor.textId = 0x6047; + this->actionFunc = EnGe1_TalkNoPrize_Archery; + } else { + this->actor.textId = 0x6044; + this->actionFunc = EnGe1_TalkWinPrize_Archery; + this->stateFlags |= GE1_STATE_GIVE_QUIVER; + } +} + +void EnGe1_TalkNoHorse_Archery(EnGe1* this, GlobalContext* globalCtx) { + this->stateFlags |= GE1_STATE_TALKING; + if (func_8002F334(&this->actor, globalCtx)) { + this->actionFunc = EnGe1_Wait_Archery; + EnGe1_SetAnimationIdle(this); + } +} + +void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx) { + Player* player = PLAYER; + u16 textId; + + if (!(player->stateFlags1 & 0x800000)) { + EnGe1_SetTalkAction(this, globalCtx, 0x603F, 100.0f, EnGe1_TalkNoHorse_Archery); + } else { + if (gSaveContext.eventChkInf[6] & 0x100) { + if (gSaveContext.infTable[25] & 1) { + textId = 0x6042; + } else { + textId = 0x6043; + } + } else { + textId = 0x6040; + } + EnGe1_SetTalkAction(this, globalCtx, textId, 200.0f, EnGe1_TalkOfferPlay_Archery); + } +} + +// General functions + +void EnGe1_TurnToFacePlayer(EnGe1* this, GlobalContext* globalCtx) { + s32 pad; + s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; + + if (ABS(angleDiff) <= 0x4000) { + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100); + this->actor.world.rot.y = this->actor.shape.rot.y; + func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2A2, this->actor.focus.pos); + } else { + if (angleDiff < 0) { + Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100); + } else { + Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 6200, 0x100); + } + + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 1000, 100); + this->actor.world.rot.y = this->actor.shape.rot.y; + } +} + +void EnGe1_LookAtPlayer(EnGe1* this, GlobalContext* globalCtx) { + s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; + + if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) { + func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2A2, this->actor.focus.pos); + } else { + Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100); + Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100); + } +} + +void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx) { + s32 pad; + EnGe1* this = THIS; + + Collider_UpdateCylinder(&this->actor, &this->collider); + CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); + Actor_MoveForward(&this->actor); + Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5); + this->animFunc(this); + this->actionFunc(this, globalCtx); + + if (this->stateFlags & GE1_STATE_TALKING) { + EnGe1_TurnToFacePlayer(this, globalCtx); + this->stateFlags &= ~GE1_STATE_TALKING; + } else { + EnGe1_LookAtPlayer(this, globalCtx); + } + this->unk_2A2.x = this->unk_2A2.y = this->unk_2A2.z = 0; + + if (DECR(this->blinkTimer) == 0) { + this->blinkTimer = Rand_S16Offset(60, 60); + } + this->eyeIndex = this->blinkTimer; + + if (this->eyeIndex >= 3) { + this->eyeIndex = 0; + } +} + +// Animation functions + +void EnGe1_CueUpAnimation(EnGe1* this) { + if (SkelAnime_Update(&this->skelAnime)) { + Animation_PlayOnce(&this->skelAnime, this->animation); + } +} + +void EnGe1_StopFidget(EnGe1* this) { + if (!(this->stateFlags & GE1_STATE_IDLE_ANIM)) { + if (SkelAnime_Update(&this->skelAnime)) { + this->stateFlags |= GE1_STATE_IDLE_ANIM; + } + this->stateFlags |= GE1_STATE_STOP_FIDGET; + } +} + +s32 EnGe1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { + s32 pad; + EnGe1* this = THIS; + + if (limbIndex == GE1_LIMB_HEAD) { + rot->x += this->headRot.y; + rot->z += this->headRot.x; + } + + if (this->stateFlags & GE1_STATE_STOP_FIDGET) { + this->stateFlags &= ~GE1_STATE_STOP_FIDGET; + return 0; + } + + // The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle + // animation. + if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) { + rot->y += Math_SinS(globalCtx->state.frames * (limbIndex * 50 + 0x814)) * 200.0f; + rot->z += Math_CosS(globalCtx->state.frames * (limbIndex * 50 + 0x940)) * 200.0f; + } + return 0; +} + +void EnGe1_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { + EnGe1* this = THIS; + + OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1419); + if (limbIndex == GE1_LIMB_HEAD) { + gSPDisplayList(POLY_OPA_DISP++, sHairstyleDLists[this->hairstyle]); + Matrix_MultVec3f(&D_80A327A8, &this->actor.focus.pos); + } + CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1427); +} + +void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx) { + s32 pad; + EnGe1* this = THIS; + + OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1442); + func_800943C8(globalCtx->state.gfxCtx); + gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIndex])); + SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, + EnGe1_OverrideLimbDraw, EnGe1_PostLimbDraw, this); + CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1459); +} diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.h b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.h index cd77352f2..72952e535 100644 --- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.h +++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.h @@ -6,9 +6,54 @@ struct EnGe1; +typedef void (*EnGe1AnimFunc)(struct EnGe1*); +typedef void (*EnGe1ActionFunc)(struct EnGe1*, GlobalContext*); + +typedef enum { + /* 0x00 */ GE1_TYPE_GATE_GUARD, + /* 0x01 */ GE1_TYPE_GATE_OPERATOR, + /* 0x04 */ GE1_TYPE_NORMAL = 4, + /* 0x05 */ GE1_TYPE_VALLEY_FLOOR, + /* 0x45 */ GE1_TYPE_HORSEBACK_ARCHERY = 0x45, + /* 0x46 */ GE1_TYPE_TRAINING_GROUNDS_GUARD +} EnGe1Type; + +typedef enum { + /* 00 */ GE1_LIMB_NONE, + /* 01 */ GE1_LIMB_WAIST, + /* 02 */ GE1_LIMB_L_THIGH, + /* 03 */ GE1_LIMB_L_LOWER_LEG, + /* 04 */ GE1_LIMB_L_FOOT, + /* 05 */ GE1_LIMB_R_THIGH, + /* 06 */ GE1_LIMB_R_LOWER_LEG, + /* 07 */ GE1_LIMB_R_FOOT, + /* 08 */ GE1_LIMB_TORSO, + /* 09 */ GE1_LIMB_L_UPPER_ARM, + /* 10 */ GE1_LIMB_L_FOREARM, + /* 11 */ GE1_LIMB_L_HAND, + /* 12 */ GE1_LIMB_R_UPPER_ARM, + /* 13 */ GE1_LIMB_R_FOREARM, + /* 14 */ GE1_LIMB_R_HAND, + /* 15 */ GE1_LIMB_HEAD, + /* 16 */ GE1_LIMB_MAX +} EnGe1Limb; + typedef struct EnGe1 { /* 0x0000 */ Actor actor; - /* 0x014C */ char unk_14C[0x170]; + /* 0x014C */ ColliderCylinder collider; + /* 0x0198 */ SkelAnime skelAnime; + /* 0x01DC */ Vec3s jointTable[GE1_LIMB_MAX]; + /* 0x023C */ Vec3s morphTable[GE1_LIMB_MAX]; + /* 0x029C */ Vec3s headRot; + /* 0x02A2 */ Vec3s unk_2A2; + /* 0x02A8 */ s16 eyeIndex; + /* 0x02AA */ s16 blinkTimer; + /* 0x02AC */ u16 stateFlags; + /* 0x02AE */ u8 hairstyle; + /* 0x02AF */ u8 cutsceneTimer; + /* 0x02B0 */ AnimationHeader* animation; + /* 0x02B4 */ EnGe1ActionFunc actionFunc; + /* 0x02B8 */ EnGe1AnimFunc animFunc; } EnGe1; // size = 0x02BC extern const ActorInit En_Ge1_InitVars; |
