/* * File: z_en_bird.c * Overlay: ovl_En_Bird * Description: An unused brown bird */ #include "z_en_bird.h" #include "objects/object_bird/object_bird.h" #define FLAGS 0 void EnBird_Init(Actor* thisx, GlobalContext* globalCtx); void EnBird_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnBird_Update(Actor* thisx, GlobalContext* globalCtx); void EnBird_Draw(Actor* thisx, GlobalContext* globalCtx); void func_809C1E00(EnBird* this, s16 params); void func_809C1E40(EnBird* this, GlobalContext* globalCtx); void func_809C1D60(EnBird* this, GlobalContext* globalCtx); void func_809C1CAC(EnBird* this, s16 params); const ActorInit En_Bird_InitVars = { ACTOR_EN_BIRD, ACTORCAT_PROP, FLAGS, OBJECT_BIRD, sizeof(EnBird), (ActorFunc)EnBird_Init, (ActorFunc)EnBird_Destroy, (ActorFunc)EnBird_Update, (ActorFunc)EnBird_Draw, NULL, }; static InitChainEntry sInitChain[] = { ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP), }; void EnBird_SetupAction(EnBird* this, EnBirdActionFunc actionFunc) { this->actionFunc = actionFunc; } void EnBird_Init(Actor* thisx, GlobalContext* globalCtx) { EnBird* this = (EnBird*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); Actor_SetScale(&this->actor, 0.01); SkelAnime_Init(globalCtx, &this->skelAnime, &gBirdSkel, &gBirdFlyAnim, NULL, NULL, 0); ActorShape_Init(&this->actor.shape, 5500, ActorShadow_DrawCircle, 4); this->unk_194 = 0; this->unk_198 = 0; this->unk_1C0 = 0x9C4; this->actor.colChkInfo.mass = 0; this->unk_1A8 = 1.5f; this->unk_1AC = 0.5f; this->unk_1A0 = 0.0f; this->unk_1A4 = 0.0f; this->unk_1B8 = 0.0f; this->unk_1B0 = 40.0f; this->unk_1BC = 70.0f; func_809C1CAC(this, this->actor.params); } void EnBird_Destroy(Actor* thisx, GlobalContext* globalCtx) { } void func_809C1CAC(EnBird* this, s16 params) { f32 frameCount = Animation_GetLastFrame(&gBirdFlyAnim); f32 playbackSpeed = this->unk_19C ? 0.0f : 1.0f; AnimationHeader* anim = &gBirdFlyAnim; this->unk_198 = Rand_S16Offset(5, 0x23); Animation_Change(&this->skelAnime, anim, playbackSpeed, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); EnBird_SetupAction(this, func_809C1D60); } void func_809C1D60(EnBird* this, GlobalContext* globalCtx) { f32 fVar2 = sinf(this->unk_1B4); this->actor.shape.yOffset = this->actor.shape.yOffset + fVar2 * this->unk_1A0; Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 0.5f, 0.0f); if (this->unk_19C != 0) { this->skelAnime.playSpeed = this->actor.speedXZ + this->actor.speedXZ; } SkelAnime_Update(&this->skelAnime); this->unk_198 -= 1; if (this->unk_198 <= 0) { func_809C1E00(this, this->actor.params); } } void func_809C1E00(EnBird* this, s16 params) { this->unk_198 = Rand_S16Offset(0x14, 0x2D); EnBird_SetupAction(this, func_809C1E40); } void func_809C1E40(EnBird* this, GlobalContext* globalCtx) { f32 fVar4 = sinf(this->unk_1B4); this->actor.shape.yOffset += fVar4 * this->unk_1A0; Math_SmoothStepToF(&this->actor.speedXZ, this->unk_1A8, 0.1f, this->unk_1AC, 0.0f); if (this->unk_1B0 < Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) || this->unk_198 < 4) { Math_StepToAngleS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos), this->unk_1C0); } else { fVar4 = sinf(this->unk_1B4); this->actor.world.rot.y += (s16)(fVar4 * this->unk_1A4); } this->actor.shape.rot.y = this->actor.world.rot.y; SkelAnime_Update(&this->skelAnime); this->unk_198 -= 1; if (this->unk_198 < 0) { func_809C1CAC(this, this->actor.params); } } void EnBird_Update(Actor* thisx, GlobalContext* globalCtx) { EnBird* this = (EnBird*)thisx; this->unk_1B4 += this->unk_1B8; this->actionFunc(this, globalCtx); } void EnBird_Draw(Actor* thisx, GlobalContext* globalCtx) { EnBird* this = (EnBird*)thisx; SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, NULL, NULL); }