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#include "DTCM/UnkStruct_027e0d38.hpp"
#include "DTCM/UnkStruct_027e0ffc.hpp"
#include "Game/Game.hpp"
#include "Player/LinkStateDamage.hpp"
#include "Player/LinkStateFollow.hpp"
#include "Player/LinkStateInteract.hpp"
#include "Player/LinkStateItem.hpp"
#include "Player/LinkStateMove.hpp"
#include "Player/LinkStateRoll.hpp"
#include "Player/PlayerControl.hpp"
#include "Save/AdventureFlags.hpp"
#include "Unknown/UnkStruct_02037750.hpp"
class UnkFilterActor : public FilterActorBase {
public:
/* 00 (base) */
/* 04 */ Actor *mActor;
/* 08 */ q20 mUnk_08;
/* 0c */ Vec3p mPos;
/* 18 */ s16 mAngle;
/* 1a */
/* 0 */ virtual bool Filter(Actor *actor) override;
/* 4 */
};
struct UnkStruct_ov005_021123ac {
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0c */ unk32 mUnk_0c;
/* 10 */
};
ARM void LinkStateMove::func_ov005_021113d0() {
mUnk_12 = 10;
}
static q4 data_ov005_02112be4 = FLOAT_TO_Q20(16 / 15.0);
static q20 data_ov005_02112be8 = FLOAT_TO_Q20(1 / 64.0);
static q20 data_ov005_02112bec = FLOAT_TO_Q20(1 / 3.0);
static const Vec3p data_ov005_021123ac = {
FLOAT_TO_Q20(0.0122),
FLOAT_TO_Q20(1.0),
FLOAT_TO_Q20(0.0),
};
static Vec3p data_ov005_02112bf0 = {
FLOAT_TO_Q20(0.3),
FLOAT_TO_Q20(0.25),
FLOAT_TO_Q20(0.01),
};
static const volatile q20 data_ov005_021123b8 = FLOAT_TO_Q20(15.0);
extern LinkStateFollow *GetLinkStateFollow();
extern "C" bool Lerp(s32 *pValue, s32 dest, s32 factor, unk32 param4, u32 step);
extern "C" void func_ov000_020ceacc(unk32 *param1, unk32 param2, Vec3p *param3, unk32 param4);
ARM void LinkStateMove::vfunc_1c() {
Actor *grabActor = this->GetGrabActor();
Vec3p sp4C;
s32 temp_r7 = GetLinkStateFollow()->func_ov00_020a9180(&sp4C);
s32 temp_r0 = UnkStruct_02037750::GetLinkStateInteract()->func_ov00_020ab770(&sp4C);
bool var_r9;
if ((temp_r0 == 0) && (temp_r7 == 0)) {
var_r9 = false;
} else {
var_r9 = true;
}
LinkStateDamage *damage = (LinkStateDamage *) GetLinkState(LinkStateId_Damage);
if (damage->vfunc_20(var_r9) != 0) {
this->ChangeLinkState(LinkStateId_Damage);
return;
}
if ((gAdventureFlags->func_ov00_02097738() == 0) && (data_027e0d38->mUnk_14 != 1)) {
LinkStateInteract *interact = (LinkStateInteract *) GetLinkState(LinkStateId_Interact);
if (interact->vfunc_20(var_r9) != 0) {
this->ChangeLinkState(LinkStateId_Interact);
return;
}
LinkStateFollow *follow = (LinkStateFollow *) GetLinkState(LinkStateId_Follow);
if (follow->vfunc_20(var_r9) != 0) {
this->ChangeLinkState(LinkStateId_Follow);
return;
}
LinkStateRoll *roll = (LinkStateRoll *) GetLinkState(LinkStateId_Roll);
if (roll->vfunc_20(var_r9) != 0) {
this->ChangeLinkState(LinkStateId_Roll);
return;
}
LinkStateItem *item = (LinkStateItem *) GetLinkState(LinkStateId_Item);
if (item->vfunc_20(var_r9) != 0) {
this->ChangeLinkState(LinkStateId_Item);
return;
}
}
if ((temp_r0 == 2) || (temp_r7 == 8)) {
this->UpdateSwordShieldInUse();
} else {
if ((temp_r0 == 3) || (temp_r0 == 4) || (temp_r0 == 5) || (temp_r7 == 3) || (temp_r7 == 4) || (temp_r7 == 5) ||
(temp_r7 == 9) || ((temp_r7 - 0xD) <= 1U)) {
this->EquipItem_vfunc_28();
}
}
if (gGame.mModeId != GameModeId_Battle) {
s32 temp_r7_2 = gPlayerControl->func_ov00_020b0418();
if ((this->func_ov00_020a8f2c() == 0) && (temp_r7_2 > 0)) {
mUnk_0c = temp_r7_2;
}
if (mUnk_0c > 0) {
q4 temp_r8 = data_ov005_02112be4;
s16 temp_r1 = *(s16 *) this->GetPlayerAngle() + this->Get_PlayerControlData_Unk32();
this->TurnTo(temp_r1, temp_r1, temp_r8);
s32 temp_r1_2 = mUnk_0c;
if (temp_r7_2 > temp_r1_2) {
temp_r1_2 = temp_r7_2 - temp_r1_2;
Lerp(&mUnk_0c, temp_r7_2 + temp_r1_2, data_ov005_02112bec, MUL_Q20(data_ov005_02112be8, data_ov005_02112bec),
0x7FFFFFFF);
if (mUnk_0c > FLOAT_TO_Q20(1.0)) {
mUnk_0c = FLOAT_TO_Q20(1.0);
}
} else {
Lerp(&mUnk_0c, temp_r7_2, data_ov000_020e56f0, MUL_Q20(data_ov005_02112be8, data_ov000_020e56f0), 0x7FFFFFFF);
}
}
}
s32 var_r4;
if (mUnk_16 != 1) {
if (var_r9 != 0) {
Vec3p sp40 = {0, 0, 0};
sp40.x = sp4C.x - this->GetPlayerPos()->x;
sp40.z = sp4C.z - this->GetPlayerPos()->z;
if (Vec3p_Length(&sp40) > FLOAT_TO_Q20(0.2)) {
var_r4 = this->func_ov005_0210f808(FLOAT_TO_Q20(1.0), &sp4C, grabActor != NULL);
} else {
gPlayerControl->StopFollowing();
}
} else {
s32 temp_r1_3 = gPlayerControl->func_ov00_020b034c();
var_r4 = this->func_ov005_0210f808(temp_r1_3, NULL, grabActor != NULL);
if (gAdventureFlags->func_ov00_02097750() == 0) {
UnkFilterActor filter;
filter.mActor = NULL;
filter.mUnk_08 = FLOAT_TO_Q20(4.0);
Vec3p pos = *this->GetPlayerPos();
filter.mPos = pos;
filter.mAngle = *(s16 *) this->GetPlayerAngle();
if (gActorManager->FilterActors(&filter, NULL) > 0) {
q20 temp_r1_4 = FLOAT_TO_Q20(4.0) - filter.mUnk_08;
Vec3p spC = filter.mActor->mPos;
spC.y += filter.mActor->mYOffset;
q20 var_r2 = MUL_Q20(temp_r1_4, FLOAT_TO_Q20(0.25)) + FLOAT_TO_Q20(0.1);
if (var_r2 >= FLOAT_TO_Q20(1.0)) {
var_r2 = FLOAT_TO_Q20(1.0);
}
this->func_ov00_020a81fc(&spC, var_r2);
this->func_ov005_021113d0();
}
}
if (mUnk_12 > 0) {
this->func_ov005_021107fc();
mUnk_12 -= 1;
} else if ((this->Get_PlayerLinkBase_Unk5e() != 0) && (var_r4 == 0)) {
this->func_ov00_020a8294(0, FLOAT_TO_Q20(0.2));
this->func_ov00_020a827c(0, FLOAT_TO_Q20(0.2));
}
if ((grabActor != NULL) && (grabActor->mType == ActorTypeId_Cucco)) {
if (this->func_ov00_020a8b80() != 0) {
mUnk_10 = 0x19;
} else if (mUnk_10 > 0) {
*(unk16 *) ((u32) this->func_ov00_020a8d40() + 0xa8) = 0x4CD;
if (mUnk_10 == 0x19) {
data_027e0ffc.func_ov000_020ceacc(0x23D, this->GetPlayerPos(), 0);
}
mUnk_10 -= 1;
} else {
LinkStateInteract *interact = UnkStruct_02037750::GetLinkStateInteract();
interact->SetGrabActorVelocity(this->GetPlayerVel());
}
}
}
}
if (this->GetGrabActor() == NULL) {
if (var_r4 <= data_ov005_02112bf0.x) {
this->func_ov005_021112ec();
}
if (mUnk_15) {
if (!mUnk_16) {
this->func_ov00_020a8a4c(&data_ov005_021123ac, 0);
this->func_ov00_020a8ad0(0);
mUnk_16 = true;
} else if (mUnk_0c > 0) {
q20 temp_r4 = data_ov005_021123b8;
if (this->func_ov00_020a8d6c() >= temp_r4) {
this->func_ov00_020a8ad0(this->func_ov00_020a8d6c() - (temp_r4 - FLOAT_TO_Q20(7.0)));
}
} else {
mUnk_15 = false;
mUnk_16 = false;
}
}
ActorRef sp4;
sp4.Reset();
this->PlayerLinkBase_vfunc_58(0, &sp4);
return;
}
this->PlayerLinkBase_vfunc_58(1, this->GetGrabActorRef());
}
ARM bool LinkStateMove::vfunc_3c() {
if ((gPlayerControl->GetFollowActor() == NULL) && (gPlayerControl->mFollowObject == NULL) &&
(this->Get_PlayerControlData_Unk120() != 2) && (this->Get_PlayerControlData_Unk120() != 3)) {
return true;
}
return false;
}
ARM bool UnkFilterActor::Filter(Actor *actor) {
if (!actor->mVisible) {
return false;
}
s32 temp_r0 = actor->mUnk_12c;
if ((temp_r0 != 2) && (temp_r0 != 5)) {
return false;
}
Vec3p sp0;
Vec3p_Sub(&actor->mPos, &mPos, &sp0);
s16 angle2 = mAngle;
s16 angle1 = (s16) FX_Atan2Idx(sp0.x, sp0.z);
s32 var_r6 = (s16) (angle1 - angle2) >> 3;
if (var_r6 < 0) {
var_r6 = -var_r6;
}
q20 length = Vec3p_Length(&sp0);
s32 temp_r2 = length + MUL_Q20(var_r6, FLOAT_TO_Q20(4.0));
if (temp_r2 < mUnk_08) {
mActor = actor;
mUnk_08 = temp_r2;
return true;
}
return false;
}
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