/* * File: z_en_sth.c * Overlay: ovl_En_Sth * Description: Uncursed House of Skulltula People */ #include "vt.h" #include "z_en_sth.h" #include "objects/object_ahg/object_ahg.h" #include "objects/object_boj/object_boj.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) void EnSth_Init(Actor* thisx, PlayState* play); void EnSth_Destroy(Actor* thisx, PlayState* play); void EnSth_Update(Actor* thisx, PlayState* play); void EnSth_Update2(Actor* thisx, PlayState* play); void EnSth_Draw(Actor* thisx, PlayState* play); void EnSth_WaitForObjectLoaded(EnSth* this, PlayState* play); void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play); void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play); void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play); const ActorInit En_Sth_InitVars = { ACTOR_EN_STH, ACTORCAT_NPC, FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(EnSth), (ActorFunc)EnSth_Init, (ActorFunc)EnSth_Destroy, (ActorFunc)EnSth_Update, NULL, NULL, }; #include "overlays/ovl_En_Sth/ovl_En_Sth.h" static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ENEMY, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 30, 40, 0, { 0, 0, 0 } }, }; static s16 sObjectIds[6] = { OBJECT_AHG, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ, }; static FlexSkeletonHeader* sSkeletons[6] = { &object_ahg_Skel_0000F0, &object_boj_Skel_0000F0, &object_boj_Skel_0000F0, &object_boj_Skel_0000F0, &object_boj_Skel_0000F0, &object_boj_Skel_0000F0, }; static AnimationHeader* sAnimations[6] = { &sParentDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim, }; static EnSthActionFunc sRewardObtainedWaitActions[6] = { EnSth_ParentRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait, }; static u16 sEventFlags[6] = { 0x0000, 0x0400, 0x0800, 0x1000, 0x2000, 0x4000, }; static s16 sGetItemIds[6] = { GI_RUPEE_GOLD, GI_WALLET_ADULT, GI_STONE_OF_AGONY, GI_WALLET_GIANT, GI_BOMBCHUS_10, GI_HEART_PIECE, }; static Vec3f D_80B0B49C = { 700.0f, 400.0f, 0.0f }; static Color_RGB8 sTunicColors[6] = { { 190, 110, 0 }, { 0, 180, 110 }, { 0, 255, 80 }, { 255, 160, 60 }, { 190, 230, 250 }, { 240, 230, 120 }, }; void EnSth_SetupAction(EnSth* this, EnSthActionFunc actionFunc) { this->actionFunc = actionFunc; } void EnSth_Init(Actor* thisx, PlayState* play) { EnSth* this = (EnSth*)thisx; s16 objectId; s32 params = this->actor.params; s32 objectBankIdx; osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 no = %d\n" VT_RST, params); // "Gold Skulltula Shop" if (this->actor.params == 0) { if (gSaveContext.inventory.gsTokens < 100) { Actor_Kill(&this->actor); // "Gold Skulltula Shop I still can't be a human" osSyncPrintf("金スタル屋 まだ 人間に戻れない \n"); return; } } else if (gSaveContext.inventory.gsTokens < (this->actor.params * 10)) { Actor_Kill(&this->actor); // "Gold Skulltula Shop I still can't be a human" osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 まだ 人間に戻れない \n" VT_RST); return; } objectId = sObjectIds[params]; if (objectId != 1) { objectBankIdx = Object_GetIndex(&play->objectCtx, objectId); } else { objectBankIdx = 0; } osSyncPrintf("bank_ID = %d\n", objectBankIdx); if (objectBankIdx < 0) { ASSERT(objectBankIdx < 0); } this->objectBankIdx = objectBankIdx; this->drawFunc = EnSth_Draw; Actor_SetScale(&this->actor, 0.01f); EnSth_SetupAction(this, EnSth_WaitForObjectLoaded); this->actor.draw = NULL; this->unk_2B2 = 0; this->actor.targetMode = 6; } void EnSth_SetupShapeColliderUpdate2AndDraw(EnSth* this, PlayState* play) { s32 pad; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.update = EnSth_Update2; this->actor.draw = this->drawFunc; } void EnSth_SetupAfterObjectLoaded(EnSth* this, PlayState* play) { s32 pad; s16* params; EnSth_SetupShapeColliderUpdate2AndDraw(this, play); gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[this->objectBankIdx].segment); SkelAnime_InitFlex(play, &this->skelAnime, sSkeletons[this->actor.params], NULL, this->jointTable, this->morphTable, 16); Animation_PlayLoop(&this->skelAnime, sAnimations[this->actor.params]); this->eventFlag = sEventFlags[this->actor.params]; params = &this->actor.params; if (gSaveContext.eventChkInf[13] & this->eventFlag) { EnSth_SetupAction(this, sRewardObtainedWaitActions[*params]); } else { EnSth_SetupAction(this, EnSth_RewardUnobtainedWait); } } void EnSth_Destroy(Actor* thisx, PlayState* play) { EnSth* this = (EnSth*)thisx; Collider_DestroyCylinder(play, &this->collider); } void EnSth_WaitForObjectLoaded(EnSth* this, PlayState* play) { if (Object_IsLoaded(&play->objectCtx, this->objectBankIdx)) { this->actor.objBankIndex = this->objectBankIdx; this->actionFunc = EnSth_SetupAfterObjectLoaded; } } void EnSth_FacePlayer(EnSth* this, PlayState* play) { s32 pad; s16 diffRot = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if (ABS(diffRot) <= 0x4000) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 0xFA0, 0x64); this->actor.world.rot.y = this->actor.shape.rot.y; func_80038290(play, &this->actor, &this->headRot, &this->unk_2AC, this->actor.focus.pos); } else { if (diffRot < 0) { Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 0x1838, 0x100); } else { Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 0x1838, 0x100); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xC, 0x3E8, 0x64); this->actor.world.rot.y = this->actor.shape.rot.y; } } void EnSth_LookAtPlayer(EnSth* this, PlayState* play) { s16 diffRot = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((ABS(diffRot) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) { func_80038290(play, &this->actor, &this->headRot, &this->unk_2AC, this->actor.focus.pos); } else { Math_SmoothStepToS(&this->headRot.x, 0, 6, 0x1838, 0x64); Math_SmoothStepToS(&this->headRot.y, 0, 6, 0x1838, 0x64); Math_SmoothStepToS(&this->unk_2AC.x, 0, 6, 0x1838, 0x64); Math_SmoothStepToS(&this->unk_2AC.y, 0, 6, 0x1838, 0x64); } } void EnSth_RewardObtainedTalk(EnSth* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { if (this->actor.params == 0) { EnSth_SetupAction(this, EnSth_ParentRewardObtainedWait); } else { EnSth_SetupAction(this, EnSth_ChildRewardObtainedWait); } } EnSth_FacePlayer(this, play); } void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { EnSth_SetupAction(this, EnSth_RewardObtainedTalk); } else { this->actor.textId = 0x23; if (this->actor.xzDistToPlayer < 100.0f) { func_8002F2CC(&this->actor, play, 100.0f); } } EnSth_LookAtPlayer(this, play); } void EnSth_GivePlayerItem(EnSth* this, PlayState* play) { u16 getItemId = sGetItemIds[this->actor.params]; GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE; if (gSaveContext.n64ddFlag) { switch (getItemId) { case GI_RUPEE_GOLD: if (!Flags_GetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD)) { getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_100_GOLD_SKULLTULA_REWARD, GI_RUPEE_GOLD); Flags_SetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD); } break; case GI_WALLET_ADULT: getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_10_GOLD_SKULLTULA_REWARD, GI_WALLET_ADULT); break; case GI_STONE_OF_AGONY: getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_20_GOLD_SKULLTULA_REWARD, GI_STONE_OF_AGONY); break; case GI_WALLET_GIANT: getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_30_GOLD_SKULLTULA_REWARD, GI_WALLET_GIANT); break; case GI_BOMBCHUS_10: getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_40_GOLD_SKULLTULA_REWARD, GI_BOMBCHUS_10); break; case GI_HEART_PIECE: getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_50_GOLD_SKULLTULA_REWARD, GI_HEART_PIECE); break; } getItemId = getItemEntry.getItemId; } else { switch (this->actor.params) { case 1: case 3: switch (CUR_UPG_VALUE(UPG_WALLET)) { case 0: getItemId = GI_WALLET_ADULT; break; case 1: getItemId = GI_WALLET_GIANT; break; } break; } } if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) { func_8002F434(&this->actor, play, getItemId, 10000.0f, 50.0f); } else { GiveItemEntryFromActor(&this->actor, play, getItemEntry, 10000.0f, 50.0f); } } void EnSth_GiveReward(EnSth* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { this->actor.parent = NULL; EnSth_SetupAction(this, EnSth_RewardObtainedTalk); gSaveContext.eventChkInf[13] |= this->eventFlag; } else { EnSth_GivePlayerItem(this, play); } EnSth_FacePlayer(this, play); } void EnSth_RewardUnobtainedTalk(EnSth* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { Message_CloseTextbox(play); EnSth_SetupAction(this, EnSth_GiveReward); EnSth_GivePlayerItem(this, play); } EnSth_FacePlayer(this, play); } void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { EnSth_SetupAction(this, EnSth_RewardUnobtainedTalk); } else { if (this->actor.params == 0) { this->actor.textId = 0x28; } else { this->actor.textId = 0x21; } if (this->actor.xzDistToPlayer < 100.0f) { func_8002F2CC(&this->actor, play, 100.0f); } } EnSth_LookAtPlayer(this, play); } void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { EnSth_SetupAction(this, EnSth_RewardObtainedTalk); } else { if (gSaveContext.inventory.gsTokens < 50) { this->actor.textId = 0x20; } else { this->actor.textId = 0x1F; } if (this->actor.xzDistToPlayer < 100.0f) { func_8002F2CC(&this->actor, play, 100.0f); } } EnSth_LookAtPlayer(this, play); } void EnSth_Update(Actor* thisx, PlayState* play) { EnSth* this = (EnSth*)thisx; this->actionFunc(this, play); } void EnSth_Update2(Actor* thisx, PlayState* play) { EnSth* this = (EnSth*)thisx; s32 pad; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime)) { this->skelAnime.curFrame = 0.0f; } this->actionFunc(this, play); // Likely an unused blink timer and eye index if (DECR(this->unk_2B6) == 0) { this->unk_2B6 = Rand_S16Offset(0x3C, 0x3C); } this->unk_2B4 = this->unk_2B6; if (this->unk_2B4 >= 3) { this->unk_2B4 = 0; } } s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnSth* this = (EnSth*)thisx; s32 temp_v1; if (limbIndex == 15) { rot->x += this->headRot.y; rot->z += this->headRot.x; *dList = D_80B0A050; } if (this->unk_2B2 & 2) { this->unk_2B2 &= ~2; return 0; } if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) { temp_v1 = limbIndex * 0x32; rot->y += (Math_SinS(play->state.frames * (temp_v1 + 0x814)) * 200.0f); rot->z += (Math_CosS(play->state.frames * (temp_v1 + 0x940)) * 200.0f); } return 0; } void EnSth_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnSth* this = (EnSth*)thisx; if (limbIndex == 15) { Matrix_MultVec3f(&D_80B0B49C, &this->actor.focus.pos); if (this->actor.params != 0) { // Children OPEN_DISPS(play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, D_80B0A3C0); CLOSE_DISPS(play->state.gfxCtx); } } } Gfx* EnSth_AllocColorDList(GraphicsContext* play, u8 envR, u8 envG, u8 envB, u8 envA) { Gfx* dList; dList = Graph_Alloc(play, 2 * sizeof(Gfx)); gDPSetEnvColor(dList, envR, envG, envB, envA); gSPEndDisplayList(dList + 1); return dList; } void EnSth_Draw(Actor* thisx, PlayState* play) { EnSth* this = (EnSth*)thisx; Color_RGB8* envColor1; OPEN_DISPS(play->state.gfxCtx); gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[this->objectBankIdx].segment); Gfx_SetupDL_37Opa(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, EnSth_AllocColorDList(play->state.gfxCtx, sTunicColors[this->actor.params].r, sTunicColors[this->actor.params].g, sTunicColors[this->actor.params].b, 255)); if (this->actor.params == 0) { gSPSegment(POLY_OPA_DISP++, 0x09, EnSth_AllocColorDList(play->state.gfxCtx, 190, 110, 0, 255)); } else { gSPSegment(POLY_OPA_DISP++, 0x09, EnSth_AllocColorDList(play->state.gfxCtx, 90, 110, 130, 255)); } SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnSth_OverrideLimbDraw, EnSth_PostLimbDraw, &this->actor); CLOSE_DISPS(play->state.gfxCtx); }