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#include "Player/LinkStateDamage.hpp"
#include "Game/Game.hpp"
#include "Unknown/UnkStruct_020e9360.hpp"
#include "Unknown/UnkStruct_ov000_020e9c88.hpp"
extern "C" unk32 func_0201e388(void *param1, const char *param2);
extern "C" void func_02019534(void *model, unk32 param1, unk32 param2);
static char *gShipParts[8] = {"brg", "anc", "pdl", "hul", "can", "dco", "bow", "fnl"};
THUMB void LinkStateDamage::vfunc_00() {}
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5acc = {74, {0x1000, 0, 0x3E000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5adc = {43, {0x1000, 0, 0x5000}};
unk32 LinkStateDamage::data_ov000_020e5aec = 6;
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5af0 = {12, {0x1800, 0, 0xa000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b00 = {13, {0x1800, 0, 0xa000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b10 = {12, {0x1000, 0, 0xa000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b20 = {13, {0x1000, 0, 0xa000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b30 = {39, {0x1000, 0, 0x2000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b40 = {10, {0x800, 0, 0x4000}};
LinkStateBase_UnkStruct1 LinkStateDamage::data_ov000_020e5b50 = {84, {0x1000, 0, 0x19000}};
THUMB void LinkStateDamage::LoadBhio() {
s32 unk1 = this->PlayerControlData_vfunc_14(data_ov000_020e5af0.mUnk_00);
// Front minor damage regeneration speed
this->GetBhio0()->GetField2(true, 'LDMG', "前小ダメ再生速度", &data_ov000_020e5af0.mUnk_04.x, 8, 0, 0x2000);
// Front minor damage start frame
this->GetBhio0()->GetField2(true, 'LDMG', "前小ダメ開始フレーム", &data_ov000_020e5af0.mUnk_04.y, 8, 0, unk1 / 2);
// Front minor damage end frame
this->GetBhio0()->GetField2(true, 'LDMG', "前小ダメ終了フレーム", &data_ov000_020e5af0.mUnk_04.z, 8, unk1 / 2, unk1);
unk1 = this->PlayerControlData_vfunc_14(data_ov000_020e5b00.mUnk_00);
// Back minor damage regeneration speed
this->GetBhio0()->GetField2(true, 'LDMG', "後小ダメ再生速度", &data_ov000_020e5b00.mUnk_04.x, 8, 0, 0x2000);
// Back minor damage start frame
this->GetBhio0()->GetField2(true, 'LDMG', "後小ダメ開始フレーム", &data_ov000_020e5b00.mUnk_04.y, 8, 0, unk1 / 2);
// Back minor damage end frame
this->GetBhio0()->GetField2(true, 'LDMG', "後小ダメ終了フレーム", &data_ov000_020e5b00.mUnk_04.z, 8, unk1 / 2, unk1);
// Number of tears [verb]
this->GetBhio0()->GetField2(false, 'LDMG', "ビリビリ回数", &data_ov000_020e5aec, 6, 0, 0x14);
// Tear [verb] playback speed
this->GetBhio0()->GetField2(true, 'LDMG', "ビリビリ再生速度", &data_ov000_020e5adc.mUnk_04.x, 8, 0, 0x2000);
this->GetBhio0();
this->GetBhio0();
this->GetBhio0();
this->GetBhio0();
this->GetBhio0();
this->GetBhio1();
}
ARM void LinkStateDamage::OnStateEnter() {
this->func_ov00_020a8a4c(&data_ov000_020e5b10, 1);
this->func_ov00_020a8a4c(&data_ov000_020e5b20, 1);
this->func_ov00_020a8a4c(&data_ov000_020e5b30, 1);
this->func_ov00_020a8a4c(&data_ov000_020e5b40, 1);
this->func_ov00_020a8a4c(&data_ov000_020e5b50, 1);
}
ARM void LinkStateDamage::OnStateLeave(s32 param1) {}
ARM void LinkStateDamage::func_ov00_020ac9e4(unk32 param1) {
if (!this->func_ov005_02110f50(this->mUnk_30, param1, this->mUnk_22, (u32 *) this->mUnk_b0)) {
this->ChangeLinkState(LinkStateId_Move);
} else {
s32 unkInt = mUnk_2c;
UnkStruct_027e0fd4 *unkPtr = this->func_ov00_020a8d40();
unkPtr->mUnk_09c = unkInt;
if (data_027e0d38->mUnk_0c.func_ov000_020a5e9c() == 47) {
this->func_ov005_0210f7b8();
}
}
}
ARM void RespawnLink(LinkStateDamage *linkState) {
Vec3p new_pos;
PlayerControlData *ctrlData = linkState->GetPlayerControlData();
Vec3p *pos = linkState->GetPlayerPos();
Vec3p_Add(pos, &ctrlData->mLastJumpLocation, &new_pos);
linkState->mUnk_3c.SetTranslation(&new_pos);
}
#pragma readonly_strings on
ARM void LinkStateDamage::SetLinkFrozenMaterial() {
void *model = mUnk_3c.GetLcdcAddress();
u32 materialsOffset = *(u32 *) ((u32) model + 8);
void *materialList = (void *) ((u32) model + materialsOffset + 4);
unk32 unkVar1 = func_0201e388(materialList, "link_ice1");
unk32 unkVar2 = data_ov000_020e9360.func_ov000_02079e68(1);
void *model2 = mUnk_3c.GetLcdcAddress();
func_02019534(model2, unkVar1, unkVar2);
}
#pragma readonly_strings reset
ARM void LinkStateDamage::vfunc_30(unk32 param1) {
if (mUnk_18 == 6) {
Vec3p *playerPos = this->GetPlayerPos();
Vec3p unkPos;
unkPos.x = playerPos->x;
unkPos.y = playerPos->y;
unkPos.z = playerPos->z;
unkPos.y += 0x999;
data_ov000_020e9c88.func_ov000_0207b89c(param1, &unkPos, (void (*)(void *)) &RespawnLink, this);
}
}
ARM void LinkStateDamage::func_ov00_020acb6c(Vec3p *param1, unk32 param2) {}
ARM void LinkStateDamage::Knockback(Vec3p *knockbackVec, unk32 param2) {
this->mUnk_18 = 2;
Vec3p *playerVel = this->GetPlayerVel();
playerVel->x = knockbackVec->x;
playerVel->y = knockbackVec->y;
playerVel->z = knockbackVec->z;
s16 groundAngle = FX_Atan2Idx(knockbackVec->x, knockbackVec->z);
u16 *playerAngle = this->GetPlayerAngle();
*playerAngle = groundAngle - 0x8000;
this->mUnk_24[12] = 0;
this->mUnk_22 = param2;
}
ARM bool LinkStateDamage::vfunc_24(s32 param1) {
switch (param1) {
case 3:
return false;
case 2:
return mUnk_18 != 0xd;
default:
break;
}
return false;
}
ARM bool LinkStateDamage::vfunc_20(s32 param1) {
if (this->func_ov00_020a8b80()) {
if (this->GetCurrentCharacterHealth() <= 0) {
if (gGame.mModeId == 2) {
if (this->GetPlayerVel()->y <= 0) {
if (gItemManager->HasPurplePotion()) {
mUnk_18 = 0xe;
} else {
mUnk_18 = 0xf;
}
this->func_ov00_020a82ac();
} else {
return false;
}
} else {
this->func_ov00_020a82ac();
mUnk_18 = 0xe;
}
return true;
}
if (mUnk_32 > 0) {
this->func_ov00_020a82ac();
mUnk_18 = 0xe;
return true;
}
}
return false;
}
ARM void LinkStateDamage::func_ov00_020acfe8(bool param1) {
if (param1) {
this->func_ov00_020a8a4c(&data_ov000_020e5b00, 1);
} else {
this->func_ov00_020a8a4c(&data_ov000_020e5af0, 1);
}
}
ARM LinkStateId LinkStateDamage::GetId() {
return LinkStateId_Damage;
}
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