/* * File: z_en_ge1.c * Overlay: ovl_En_Ge1 * Description: White-clothed Gerudo */ #include "z_en_ge1.h" #include "vt.h" #include "objects/object_ge1/object_ge1.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) #define GE1_STATE_TALKING (1 << 0) #define GE1_STATE_GIVE_QUIVER (1 << 1) #define GE1_STATE_IDLE_ANIM (1 << 2) #define GE1_STATE_STOP_FIDGET (1 << 3) typedef enum { /* 00 */ GE1_HAIR_BOB, /* 01 */ GE1_HAIR_STRAIGHT, /* 02 */ GE1_HAIR_SPIKY } EnGe1Hairstyle; void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx); void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx); void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx); void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx); s32 EnGe1_CheckCarpentersFreed(void); void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx); void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx); void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx); void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx); void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx); void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx); void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx); void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx); void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx); void EnGe1_CueUpAnimation(EnGe1* this); void EnGe1_StopFidget(EnGe1* this); const ActorInit En_Ge1_InitVars = { ACTOR_EN_GE1, ACTORCAT_NPC, FLAGS, OBJECT_GE1, sizeof(EnGe1), (ActorFunc)EnGe1_Init, (ActorFunc)EnGe1_Destroy, (ActorFunc)EnGe1_Update, (ActorFunc)EnGe1_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 }, { 0x00000702, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 20, 40, 0, { 0, 0, 0 } }, }; static Gfx* sHairstyleDLists[] = { gGerudoWhiteHairstyleBobDL, gGerudoWhiteHairstyleStraightFringeDL, gGerudoWhiteHairstyleSpikyDL, }; static Vec3f D_80A327A8 = { 600.0f, 700.0f, 0.0f }; static void* sEyeTextures[] = { gGerudoWhiteEyeOpenTex, gGerudoWhiteEyeHalfTex, gGerudoWhiteEyeClosedTex, }; void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnGe1* this = (EnGe1*)thisx; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoWhiteSkel, &gGerudoWhiteIdleAnim, this->jointTable, this->morphTable, GE1_LIMB_MAX); Animation_PlayOnce(&this->skelAnime, &gGerudoWhiteIdleAnim); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->animation = &gGerudoWhiteIdleAnim; this->animFunc = EnGe1_CueUpAnimation; this->actor.targetMode = 6; Actor_SetScale(&this->actor, 0.01f); // In Gerudo Valley this->actor.uncullZoneForward = ((globalCtx->sceneNum == SCENE_SPOT09) ? 1000.0f : 1200.0f); switch (this->actor.params & 0xFF) { case GE1_TYPE_GATE_GUARD: this->hairstyle = GE1_HAIR_SPIKY; this->actionFunc = EnGe1_GetReaction_GateGuard; break; case GE1_TYPE_GATE_OPERATOR: this->hairstyle = GE1_HAIR_STRAIGHT; if (EnGe1_CheckCarpentersFreed()) { this->actionFunc = EnGe1_CheckGate_GateOp; } else { this->actionFunc = EnGe1_WatchForPlayerFrontOnly; } break; case GE1_TYPE_NORMAL: this->hairstyle = GE1_HAIR_STRAIGHT; if (EnGe1_CheckCarpentersFreed()) { this->actionFunc = EnGe1_SetNormalText; } else { this->actionFunc = EnGe1_WatchForAndSensePlayer; } break; case GE1_TYPE_VALLEY_FLOOR: if (LINK_IS_ADULT) { // "Valley floor Gerudo withdrawal" osSyncPrintf(VT_FGCOL(CYAN) "谷底 ゲルド 撤退 \n" VT_RST); Actor_Kill(&this->actor); return; } this->hairstyle = GE1_HAIR_BOB; this->actionFunc = EnGe1_GetReaction_ValleyFloor; break; case GE1_TYPE_HORSEBACK_ARCHERY: if (INV_CONTENT(SLOT_BOW) == ITEM_NONE) { Actor_Kill(&this->actor); return; } this->actor.targetMode = 3; this->hairstyle = GE1_HAIR_BOB; // "Horseback archery Gerudo EVENT_INF(0) =" osSyncPrintf(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]); if (gSaveContext.eventInf[0] & 0x100) { this->actionFunc = EnGe1_TalkAfterGame_Archery; } else if (EnGe1_CheckCarpentersFreed()) { this->actionFunc = EnGe1_Wait_Archery; } else { this->actionFunc = EnGe1_WatchForPlayerFrontOnly; } break; case GE1_TYPE_TRAINING_GROUNDS_GUARD: this->hairstyle = GE1_HAIR_STRAIGHT; if (EnGe1_CheckCarpentersFreed()) { this->actionFunc = EnGe1_CheckForCard_GTGGuard; } else { this->actionFunc = EnGe1_WatchForPlayerFrontOnly; } break; } this->stateFlags = 0; } void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnGe1* this = (EnGe1*)thisx; Collider_DestroyCylinder(globalCtx, &this->collider); } s32 EnGe1_SetTalkAction(EnGe1* this, GlobalContext* globalCtx, u16 textId, f32 arg3, EnGe1ActionFunc actionFunc) { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = actionFunc; this->animFunc = EnGe1_StopFidget; this->stateFlags &= ~GE1_STATE_IDLE_ANIM; this->animation = &gGerudoWhiteIdleAnim; Animation_Change(&this->skelAnime, &gGerudoWhiteIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGerudoWhiteIdleAnim), ANIMMODE_ONCE, -8.0f); return true; } this->actor.textId = textId; if (this->actor.xzDistToPlayer < arg3) { func_8002F2CC(&this->actor, globalCtx, arg3); } return false; } void EnGe1_SetAnimationIdle(EnGe1* this) { Animation_Change(&this->skelAnime, &gGerudoWhiteIdleAnim, -1.0f, Animation_GetLastFrame(&gGerudoWhiteIdleAnim), 0.0f, ANIMMODE_ONCE, 8.0f); this->animation = &gGerudoWhiteIdleAnim; this->animFunc = EnGe1_CueUpAnimation; } s32 EnGe1_CheckCarpentersFreed(void) { if (gSaveContext.n64ddFlag) { if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) { return 1; } else { return 0; } } u16 carpenterFlags = gSaveContext.eventChkInf[9]; if (!((carpenterFlags & 1) && (carpenterFlags & 2) && (carpenterFlags & 4) && (carpenterFlags & 8))) { return 0; } return 1; } /** * Sends player to different places depending on if has hookshot, and if this is the first time captured */ void EnGe1_KickPlayer(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if (this->cutsceneTimer > 0) { this->cutsceneTimer--; } else { func_8006D074(globalCtx); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { globalCtx->nextEntranceIndex = 0x1A5; } else if (gSaveContext.eventChkInf[12] & 0x80) { // Caught previously globalCtx->nextEntranceIndex = 0x5F8; } else { globalCtx->nextEntranceIndex = 0x3B4; } globalCtx->fadeTransition = 0x26; globalCtx->sceneLoadFlag = 0x14; } } void EnGe1_SpotPlayer(EnGe1* this, GlobalContext* globalCtx) { this->cutsceneTimer = 30; this->actionFunc = EnGe1_KickPlayer; func_8002DF54(globalCtx, &this->actor, 0x5F); func_80078884(NA_SE_SY_FOUND); Message_StartTextbox(globalCtx, 0x6000, &this->actor); } void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx) { s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) { EnGe1_SpotPlayer(this, globalCtx); } if (this->collider.base.acFlags & AC_HIT) { EnGe1_SpotPlayer(this, globalCtx); } CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } void EnGe1_ChooseActionFromTextId(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { switch (this->actor.textId) { case 0x6001: this->actionFunc = EnGe1_SetNormalText; break; case 0x601A: case 0x6019: this->actionFunc = EnGe1_GetReaction_ValleyFloor; break; case 0x6018: this->actionFunc = EnGe1_CheckGate_GateOp; break; default: this->actionFunc = EnGe1_GetReaction_ValleyFloor; break; } } } void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx) { EnGe1_SetTalkAction(this, globalCtx, 0x6001, 100.0f, EnGe1_ChooseActionFromTextId); } void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx) { s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((this->actor.xzDistToPlayer < 50.0f) || ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 400.0f))) { EnGe1_SpotPlayer(this, globalCtx); } if (this->collider.base.acFlags & AC_HIT) { EnGe1_SpotPlayer(this, globalCtx); } CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx) { u16 reactionText = Text_GetFaceReaction(globalCtx, 0x22); if (reactionText == 0) { reactionText = 0x6019; } EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_ChooseActionFromTextId); } // Gerudo Training Ground Guard functions void EnGe1_WaitTillOpened_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { if (this->cutsceneTimer > 0) { this->cutsceneTimer--; } else { EnGe1_SetAnimationIdle(this); this->actionFunc = EnGe1_SetNormalText; } this->stateFlags |= GE1_STATE_STOP_FIDGET; } void EnGe1_Open_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { if (this->stateFlags & GE1_STATE_IDLE_ANIM) { this->actionFunc = EnGe1_WaitTillOpened_GTGGuard; Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F); this->cutsceneTimer = 50; Message_CloseTextbox(globalCtx); } else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP); } } void EnGe1_SetupOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { this->actionFunc = EnGe1_Open_GTGGuard; Animation_Change(&this->skelAnime, &gGerudoWhiteClapAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGerudoWhiteClapAnim), ANIMMODE_ONCE, -3.0f); this->animation = &gGerudoWhiteClapAnim; this->animFunc = EnGe1_StopFidget; this->stateFlags &= ~GE1_STATE_IDLE_ANIM; } } void EnGe1_RefuseEntryTooPoor_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) { this->actionFunc = EnGe1_CheckForCard_GTGGuard; EnGe1_SetAnimationIdle(this); } } void EnGe1_OfferOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { Message_CloseTextbox(globalCtx); switch (globalCtx->msgCtx.choiceIndex) { case 0: if (gSaveContext.rupees < 10) { Message_ContinueTextbox(globalCtx, 0x6016); this->actionFunc = EnGe1_RefuseEntryTooPoor_GTGGuard; } else { Rupees_ChangeBy(-10); Message_ContinueTextbox(globalCtx, 0x6015); this->actionFunc = EnGe1_SetupOpen_GTGGuard; } break; case 1: this->actionFunc = EnGe1_CheckForCard_GTGGuard; EnGe1_SetAnimationIdle(this); break; } } } void EnGe1_RefuseOpenNoCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = EnGe1_CheckForCard_GTGGuard; EnGe1_SetAnimationIdle(this); } } void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) { if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) { EnGe1_SetTalkAction(this, globalCtx, 0x6014, 100.0f, EnGe1_OfferOpen_GTGGuard); } else { //! @bug This outcome is inaccessible in normal gameplay since this function it is unreachable without //! obtaining the card in the first place. EnGe1_SetTalkAction(this, globalCtx, 0x6013, 100.0f, EnGe1_RefuseOpenNoCard_GTGGuard); } } // Gate Operator functions void EnGe1_WaitGateOpen_GateOp(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { Message_CloseTextbox(globalCtx); this->actionFunc = EnGe1_CheckGate_GateOp; EnGe1_SetAnimationIdle(this); } } void EnGe1_WaitUntilGateOpened_GateOp(EnGe1* this, GlobalContext* globalCtx) { if (this->cutsceneTimer > 0) { this->cutsceneTimer--; } else { EnGe1_SetAnimationIdle(this); this->actionFunc = EnGe1_CheckGate_GateOp; } this->stateFlags |= GE1_STATE_STOP_FIDGET; } void EnGe1_OpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { if (this->stateFlags & GE1_STATE_IDLE_ANIM) { this->actionFunc = EnGe1_WaitUntilGateOpened_GateOp; Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F); this->cutsceneTimer = 50; Message_CloseTextbox(globalCtx); } else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP); } } void EnGe1_SetupOpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { this->actionFunc = EnGe1_OpenGate_GateOp; Animation_Change(&this->skelAnime, &gGerudoWhiteClapAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGerudoWhiteClapAnim), ANIMMODE_ONCE, -3.0f); this->animation = &gGerudoWhiteClapAnim; this->animFunc = EnGe1_StopFidget; this->stateFlags &= ~GE1_STATE_IDLE_ANIM; } } void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx) { if (Flags_GetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F)) { EnGe1_SetTalkAction(this, globalCtx, 0x6018, 100.0f, EnGe1_WaitGateOpen_GateOp); } else { EnGe1_SetTalkAction(this, globalCtx, 0x6017, 100.0f, EnGe1_SetupOpenGate_GateOp); } } // Gate guard functions void EnGe1_Talk_GateGuard(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = EnGe1_GetReaction_GateGuard; EnGe1_SetAnimationIdle(this); } } void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx) { u16 reactionText; reactionText = Text_GetFaceReaction(globalCtx, 0x22); if (reactionText == 0) { reactionText = 0x6069; } if (EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_Talk_GateGuard)) { this->animFunc = EnGe1_CueUpAnimation; this->animation = &gGerudoWhiteDismissiveAnim; Animation_Change(&this->skelAnime, &gGerudoWhiteDismissiveAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGerudoWhiteDismissiveAnim), ANIMMODE_ONCE, -8.0f); } } // Archery functions void EnGe1_SetupWait_Archery(EnGe1* this, GlobalContext* globalCtx) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = EnGe1_Wait_Archery; EnGe1_SetAnimationIdle(this); } } void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx) { GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE; s32 getItemId; if (Actor_HasParent(&this->actor, globalCtx)) { if (gSaveContext.n64ddFlag && gSaveContext.minigameScore >= 1500 && !(gSaveContext.infTable[25] & 1)) { gSaveContext.itemGetInf[0] |= 0x8000; gSaveContext.infTable[25] |= 1; this->stateFlags |= GE1_STATE_GIVE_QUIVER; this->actor.parent = NULL; return; } else { this->actionFunc = EnGe1_SetupWait_Archery; } if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { gSaveContext.itemGetInf[0] |= 0x8000; } else { gSaveContext.infTable[25] |= 1; } } else { if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { if (!gSaveContext.n64ddFlag) { switch (CUR_UPG_VALUE(UPG_QUIVER)) { //! @bug Asschest. See next function for details case 1: getItemId = GI_QUIVER_40; break; case 2: getItemId = GI_QUIVER_50; break; } } else { getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1500_POINTS, CUR_UPG_VALUE(UPG_QUIVER) == 1 ? GI_QUIVER_40 : GI_QUIVER_50); getItemId = getItemEntry.getItemId; } } else { if (!gSaveContext.n64ddFlag) { getItemId = GI_HEART_PIECE; } else { getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1000_POINTS, GI_HEART_PIECE); getItemId = getItemEntry.getItemId; } } if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) { func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f); } else { GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f); } } } void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx) { GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE; s32 getItemId; if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actor.flags &= ~ACTOR_FLAG_16; this->actionFunc = EnGe1_WaitTillItemGiven_Archery; } if (this->stateFlags & GE1_STATE_GIVE_QUIVER) { if (!gSaveContext.n64ddFlag) { switch (CUR_UPG_VALUE(UPG_QUIVER)) { //! @bug Asschest. See next function for details case 1: getItemId = GI_QUIVER_40; break; case 2: getItemId = GI_QUIVER_50; break; } } else { getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1500_POINTS, CUR_UPG_VALUE(UPG_QUIVER) == 1 ? GI_QUIVER_40 : GI_QUIVER_50); getItemId = getItemEntry.getItemId; } } else { if (!gSaveContext.n64ddFlag) { getItemId = GI_HEART_PIECE; } else { getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1000_POINTS, GI_HEART_PIECE); getItemId = getItemEntry.getItemId; } } if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) { func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f); } else { GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f); } } void EnGe1_TalkWinPrize_Archery(EnGe1* this, GlobalContext* globalCtx) { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = EnGe1_BeginGiveItem_Archery; this->actor.flags &= ~ACTOR_FLAG_16; } else { func_8002F2CC(&this->actor, globalCtx, 200.0f); } } void EnGe1_TalkTooPoor_Archery(EnGe1* this, GlobalContext* globalCtx) { if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { Message_CloseTextbox(globalCtx); this->actionFunc = EnGe1_Wait_Archery; EnGe1_SetAnimationIdle(this); } } void EnGe1_WaitDoNothing(EnGe1* this, GlobalContext* globalCtx) { } void EnGe1_BeginGame_Archery(EnGe1* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); Actor* horse; if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { this->actor.flags &= ~ACTOR_FLAG_16; switch (globalCtx->msgCtx.choiceIndex) { case 0: if (gSaveContext.rupees < 20) { Message_ContinueTextbox(globalCtx, 0x85); this->actionFunc = EnGe1_TalkTooPoor_Archery; } else { Rupees_ChangeBy(-20); globalCtx->nextEntranceIndex = 0x129; gSaveContext.nextCutsceneIndex = 0xFFF0; globalCtx->fadeTransition = 0x26; globalCtx->sceneLoadFlag = 0x14; gSaveContext.eventInf[0] |= 0x100; gSaveContext.eventChkInf[6] |= 0x100; if (!(player->stateFlags1 & 0x800000)) { func_8002DF54(globalCtx, &this->actor, 1); } else { horse = Actor_FindNearby(globalCtx, &player->actor, ACTOR_EN_HORSE, ACTORCAT_BG, 1200.0f); player->actor.freezeTimer = 1200; if (horse != NULL) { horse->freezeTimer = 1200; } } this->actionFunc = EnGe1_WaitDoNothing; } break; case 1: this->actionFunc = EnGe1_Wait_Archery; Message_CloseTextbox(globalCtx); break; } } } void EnGe1_TalkOfferPlay_Archery(EnGe1* this, GlobalContext* globalCtx) { if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { Message_ContinueTextbox(globalCtx, 0x6041); this->actionFunc = EnGe1_BeginGame_Archery; } } void EnGe1_TalkNoPrize_Archery(EnGe1* this, GlobalContext* globalCtx) { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = EnGe1_TalkOfferPlay_Archery; } else { func_8002F2CC(&this->actor, globalCtx, 300.0f); } } void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx) { gSaveContext.eventInf[0] &= ~0x100; LOG_NUM("z_common_data.yabusame_total", gSaveContext.minigameScore); LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", HIGH_SCORE(HS_HBA)); this->actor.flags |= ACTOR_FLAG_16; if (HIGH_SCORE(HS_HBA) < gSaveContext.minigameScore) { HIGH_SCORE(HS_HBA) = gSaveContext.minigameScore; } if (gSaveContext.minigameScore < 1000) { this->actor.textId = 0x6045; this->actionFunc = EnGe1_TalkNoPrize_Archery; } else if (!(gSaveContext.infTable[25] & 1)) { this->actor.textId = 0x6046; this->actionFunc = EnGe1_TalkWinPrize_Archery; this->stateFlags &= ~GE1_STATE_GIVE_QUIVER; } else if (gSaveContext.minigameScore < 1500) { this->actor.textId = 0x6047; this->actionFunc = EnGe1_TalkNoPrize_Archery; } else if (gSaveContext.itemGetInf[0] & 0x8000) { this->actor.textId = 0x6047; this->actionFunc = EnGe1_TalkNoPrize_Archery; } else { this->actor.textId = 0x6044; this->actionFunc = EnGe1_TalkWinPrize_Archery; this->stateFlags |= GE1_STATE_GIVE_QUIVER; } } void EnGe1_TalkNoHorse_Archery(EnGe1* this, GlobalContext* globalCtx) { this->stateFlags |= GE1_STATE_TALKING; if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = EnGe1_Wait_Archery; EnGe1_SetAnimationIdle(this); } } void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); u16 textId; if (!(player->stateFlags1 & 0x800000)) { EnGe1_SetTalkAction(this, globalCtx, 0x603F, 100.0f, EnGe1_TalkNoHorse_Archery); } else { if (gSaveContext.eventChkInf[6] & 0x100) { if (gSaveContext.infTable[25] & 1) { textId = 0x6042; } else { textId = 0x6043; } } else { textId = 0x6040; } EnGe1_SetTalkAction(this, globalCtx, textId, 200.0f, EnGe1_TalkOfferPlay_Archery); } } // General functions void EnGe1_TurnToFacePlayer(EnGe1* this, GlobalContext* globalCtx) { s32 pad; s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if (ABS(angleDiff) <= 0x4000) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100); this->actor.world.rot.y = this->actor.shape.rot.y; func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2A2, this->actor.focus.pos); } else { if (angleDiff < 0) { Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100); } else { Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 6200, 0x100); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 1000, 100); this->actor.world.rot.y = this->actor.shape.rot.y; } } void EnGe1_LookAtPlayer(EnGe1* this, GlobalContext* globalCtx) { s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) { func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2A2, this->actor.focus.pos); } else { Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100); } } void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnGe1* this = (EnGe1*)thisx; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5); this->animFunc(this); this->actionFunc(this, globalCtx); if (this->stateFlags & GE1_STATE_TALKING) { EnGe1_TurnToFacePlayer(this, globalCtx); this->stateFlags &= ~GE1_STATE_TALKING; } else { EnGe1_LookAtPlayer(this, globalCtx); } this->unk_2A2.x = this->unk_2A2.y = this->unk_2A2.z = 0; if (DECR(this->blinkTimer) == 0) { this->blinkTimer = Rand_S16Offset(60, 60); } this->eyeIndex = this->blinkTimer; if (this->eyeIndex >= 3) { this->eyeIndex = 0; } } // Animation functions void EnGe1_CueUpAnimation(EnGe1* this) { if (SkelAnime_Update(&this->skelAnime)) { Animation_PlayOnce(&this->skelAnime, this->animation); } } void EnGe1_StopFidget(EnGe1* this) { if (!(this->stateFlags & GE1_STATE_IDLE_ANIM)) { if (SkelAnime_Update(&this->skelAnime)) { this->stateFlags |= GE1_STATE_IDLE_ANIM; } this->stateFlags |= GE1_STATE_STOP_FIDGET; } } s32 EnGe1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { s32 pad; EnGe1* this = (EnGe1*)thisx; if (limbIndex == GE1_LIMB_HEAD) { rot->x += this->headRot.y; rot->z += this->headRot.x; } if (this->stateFlags & GE1_STATE_STOP_FIDGET) { this->stateFlags &= ~GE1_STATE_STOP_FIDGET; return 0; } // The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle // animation. if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) { 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 0; } void EnGe1_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnGe1* this = (EnGe1*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); if (limbIndex == GE1_LIMB_HEAD) { gSPDisplayList(POLY_OPA_DISP++, sHairstyleDLists[this->hairstyle]); Matrix_MultVec3f(&D_80A327A8, &this->actor.focus.pos); } CLOSE_DISPS(globalCtx->state.gfxCtx); } void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnGe1* this = (EnGe1*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_800943C8(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIndex])); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnGe1_OverrideLimbDraw, EnGe1_PostLimbDraw, this); CLOSE_DISPS(globalCtx->state.gfxCtx); }