/* * File: z_en_fu.c * Overlay: ovl_En_Fu * Description: Windmill Man */ #include "z_en_fu.h" #include "objects/object_fu/object_fu.h" #include "scenes/indoors/hakasitarelay/hakasitarelay_scene.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25) #define FU_RESET_LOOK_ANGLE (1 << 0) #define FU_WAIT (1 << 1) void EnFu_Init(Actor* thisx, GlobalContext* globalCtx); void EnFu_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnFu_Update(Actor* thisx, GlobalContext* globalCtx); void EnFu_Draw(Actor* thisx, GlobalContext* globalCtx); void EnFu_WaitChild(EnFu* this, GlobalContext* globalCtx); void func_80A1DA04(EnFu* this, GlobalContext* globalCtx); void EnFu_WaitAdult(EnFu* this, GlobalContext* globalCtx); void EnFu_TeachSong(EnFu* this, GlobalContext* globalCtx); void EnFu_WaitForPlayback(EnFu* this, GlobalContext* globalCtx); void func_80A1DBA0(EnFu* this, GlobalContext* globalCtx); void func_80A1DBD4(EnFu* this, GlobalContext* globalCtx); void func_80A1DB60(EnFu* this, GlobalContext* globalCtx); const ActorInit En_Fu_InitVars = { ACTOR_EN_FU, ACTORCAT_NPC, FLAGS, OBJECT_FU, sizeof(EnFu), (ActorFunc)EnFu_Init, (ActorFunc)EnFu_Destroy, (ActorFunc)EnFu_Update, (ActorFunc)EnFu_Draw, NULL, }; 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 Vec3f sMtxSrc = { 700.0f, 700.0f, 0.0f, }; typedef enum { /* 0x00 */ FU_FACE_CALM, /* 0x01 */ FU_FACE_MAD } EnFuFace; void EnFu_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnFu* this = (EnFu*)thisx; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); SkelAnime_InitFlex(globalCtx, &this->skelanime, &gWindmillManSkel, &gWindmillManPlayStillAnim, this->jointTable, this->morphTable, FU_LIMB_MAX); Animation_PlayLoop(&this->skelanime, &gWindmillManPlayStillAnim); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); if (!LINK_IS_ADULT) { this->actionFunc = EnFu_WaitChild; this->facialExpression = FU_FACE_CALM; } else { this->actionFunc = EnFu_WaitAdult; this->facialExpression = FU_FACE_MAD; this->skelanime.playSpeed = 2.0f; } this->behaviorFlags = 0; this->actor.targetMode = 6; } void EnFu_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnFu* this = (EnFu*)thisx; Collider_DestroyCylinder(globalCtx, &this->collider); } s32 func_80A1D94C(EnFu* this, GlobalContext* globalCtx, u16 textID, EnFuActionFunc actionFunc) { s16 yawDiff; if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = actionFunc; return true; } this->actor.textId = textID; yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((ABS(yawDiff) < 0x2301) && (this->actor.xzDistToPlayer < 100.0f)) { func_8002F2CC(&this->actor, globalCtx, 100.0f); } else { this->behaviorFlags |= FU_RESET_LOOK_ANGLE; } return false; } void func_80A1DA04(EnFu* this, GlobalContext* globalCtx) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->behaviorFlags &= ~FU_WAIT; this->actionFunc = EnFu_WaitChild; if (this->skelanime.animation == &gWindmillManPlayAndMoveHeadAnim) { Animation_Change(&this->skelanime, &gWindmillManPlayStillAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gWindmillManPlayStillAnim), ANIMMODE_ONCE, -4.0f); } } } void EnFu_WaitChild(EnFu* this, GlobalContext* globalCtx) { u16 textID = Text_GetFaceReaction(globalCtx, 0xB); if (textID == 0) { textID = (gSaveContext.eventChkInf[6] & 0x80) ? 0x5033 : 0x5032; } // if ACTOR_FLAG_8 is set and textID is 0x5033, change animation // if func_80A1D94C returns 1, actionFunc is set to func_80A1DA04 if (func_80A1D94C(this, globalCtx, textID, func_80A1DA04)) { if (textID == 0x5033) { Animation_Change(&this->skelanime, &gWindmillManPlayAndMoveHeadAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gWindmillManPlayAndMoveHeadAnim), ANIMMODE_ONCE, -4.0f); } } } void GivePlayerRandoRewardSongOfStorms(EnFu* windmillGuy, GlobalContext* globalCtx, RandomizerCheck check) { if (windmillGuy->actor.parent != NULL && windmillGuy->actor.parent->id == GET_PLAYER(globalCtx)->actor.id && !Flags_GetTreasure(globalCtx, 0x1F)) { Flags_SetTreasure(globalCtx, 0x1F); windmillGuy->actionFunc = func_80A1DBD4; } else if (!Flags_GetTreasure(globalCtx, 0x1F)) { GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_SONG_OF_STORMS); func_8002F434(&windmillGuy->actor, globalCtx, getItemId, 10000.0f, 100.0f); } } void func_WaitForSongGive(EnFu* this, GlobalContext* globalCtx) { GivePlayerRandoRewardSongOfStorms(this, globalCtx, RC_SONG_FROM_WINDMILL); } void func_80A1DB60(EnFu* this, GlobalContext* globalCtx) { if (globalCtx->csCtx.state == CS_STATE_IDLE) { this->actionFunc = EnFu_WaitAdult; gSaveContext.eventChkInf[5] |= 0x800; globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04; } if (gSaveContext.n64ddFlag) { this->actionFunc = func_WaitForSongGive; } } void func_80A1DBA0(EnFu* this, GlobalContext* globalCtx) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = EnFu_WaitAdult; } } void func_80A1DBD4(EnFu* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if (gSaveContext.n64ddFlag && (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING)) { globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_03; } if (globalCtx->msgCtx.ocarinaMode >= OCARINA_MODE_04) { this->actionFunc = EnFu_WaitAdult; globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04; this->actor.flags &= ~ACTOR_FLAG_16; } else if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_03) { func_80078884(NA_SE_SY_CORRECT_CHIME); this->actionFunc = func_80A1DB60; this->actor.flags &= ~ACTOR_FLAG_16; if (!gSaveContext.n64ddFlag) { globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gSongOfStormsCs); gSaveContext.cutsceneTrigger = 1; Item_Give(globalCtx, ITEM_SONG_STORMS); } globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_00; gSaveContext.eventChkInf[6] |= 0x20; } else if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_02) { player->stateFlags2 &= ~0x1000000; this->actionFunc = EnFu_WaitAdult; } else if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_01) { player->stateFlags2 |= 0x800000; } } void EnFu_WaitForPlayback(EnFu* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); player->stateFlags2 |= 0x800000; // if dialog state is 7, player has played back the song if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_SONG_DEMO_DONE) { func_8010BD58(globalCtx, OCARINA_ACTION_PLAYBACK_STORMS); this->actionFunc = func_80A1DBD4; } } void EnFu_TeachSong(EnFu* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); player->stateFlags2 |= 0x800000; // if dialog state is 2, start song demonstration if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) { this->behaviorFlags &= ~FU_WAIT; Audio_OcaSetInstrument(4); // seems to be related to setting instrument type func_8010BD58(globalCtx, OCARINA_ACTION_TEACH_STORMS); this->actionFunc = EnFu_WaitForPlayback; } } void EnFu_WaitAdult(EnFu* this, GlobalContext* globalCtx) { static s16 yawDiff; Player* player = GET_PLAYER(globalCtx); yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((gSaveContext.eventChkInf[5] & 0x800)) { func_80A1D94C(this, globalCtx, 0x508E, func_80A1DBA0); } else if (player->stateFlags2 & 0x1000000) { this->actor.textId = 0x5035; Message_StartTextbox(globalCtx, this->actor.textId, NULL); this->actionFunc = gSaveContext.n64ddFlag ? func_80A1DBD4 : EnFu_TeachSong; this->behaviorFlags |= FU_WAIT; } else if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = func_80A1DBA0; } else if (ABS(yawDiff) < 0x2301) { if (this->actor.xzDistToPlayer < 100.0f) { this->actor.textId = 0x5034; func_8002F2CC(&this->actor, globalCtx, 100.0f); player->stateFlags2 |= 0x800000; } } } void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnFu* this = (EnFu*)thisx; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4); if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) { Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f, Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f); } this->actionFunc(this, globalCtx); if ((this->behaviorFlags & FU_RESET_LOOK_ANGLE)) { Math_SmoothStepToS(&this->lookAngleOffset.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->lookAngleOffset.y, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2A2.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2A2.y, 0, 6, 6200, 100); this->behaviorFlags &= ~FU_RESET_LOOK_ANGLE; } else { func_80038290(globalCtx, &this->actor, &this->lookAngleOffset, &this->unk_2A2, this->actor.focus.pos); } } s32 EnFu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnFu* this = (EnFu*)thisx; s32 pad; if (limbIndex == FU_LIMB_UNK) { return false; } switch (limbIndex) { case FU_LIMB_HEAD: rot->x += this->lookAngleOffset.y; rot->z += this->lookAngleOffset.x; break; case FU_LIMB_CHEST_MUSIC_BOX: break; } if (!(this->behaviorFlags & FU_WAIT)) { return false; } if (limbIndex == FU_LIMB_CHEST_MUSIC_BOX) { 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 false; } void EnFu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnFu* this = (EnFu*)thisx; if (limbIndex == FU_LIMB_HEAD) { Matrix_MultVec3f(&sMtxSrc, &this->actor.focus.pos); } } void EnFu_Draw(Actor* thisx, GlobalContext* globalCtx) { static void* sEyesSegments[] = { gWindmillManEyeClosedTex, gWindmillManEyeAngryTex }; static void* sMouthSegments[] = { gWindmillManMouthOpenTex, gWindmillManMouthAngryTex }; s32 pad; EnFu* this = (EnFu*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_800943C8(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->facialExpression])); gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthSegments[this->facialExpression])); SkelAnime_DrawFlexOpa(globalCtx, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount, EnFu_OverrideLimbDraw, EnFu_PostLimbDraw, this); CLOSE_DISPS(globalCtx->state.gfxCtx); }