#include "z_en_daiku.h" #include "overlays/actors/ovl_En_GeldB/z_en_geldb.h" #include "objects/object_daiku/object_daiku.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) typedef struct { Vec3f eyePosDeltaLocal; s32 maxFramesActive; } EnDaikuEscapeSubCamParam; // state flags // probably related to animating torso and head to look towards the player #define ENDAIKU_STATEFLAG_1 (1 << 1) // same #define ENDAIKU_STATEFLAG_2 (1 << 2) // the gerudo guard appeared (after talking to the carpenter) #define ENDAIKU_STATEFLAG_GERUDOFIGHTING (1 << 3) // the gerudo guard was defeated #define ENDAIKU_STATEFLAG_GERUDODEFEATED (1 << 4) typedef enum { /* 0 */ ENDAIKU_STATE_CAN_TALK, /* 2 */ ENDAIKU_STATE_TALKING = 2, /* 3 */ ENDAIKU_STATE_NO_TALK } EnDaikuTalkState; void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx); void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx); void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx); void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx); void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx); s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx); const ActorInit En_Daiku_InitVars = { ACTOR_EN_DAIKU, ACTORCAT_NPC, FLAGS, OBJECT_DAIKU, sizeof(EnDaiku), (ActorFunc)EnDaiku_Init, (ActorFunc)EnDaiku_Destroy, (ActorFunc)EnDaiku_Update, (ActorFunc)EnDaiku_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_NONE, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, TOUCH_NONE, BUMP_NONE, OCELEM_ON, }, { 18, 66, 0, { 0, 0, 0 } }, }; static CollisionCheckInfoInit2 sColChkInfoInit2 = { 0, 0, 0, 0, MASS_IMMOVABLE }; static DamageTable sDamageTable = { /* Deku nut */ DMG_ENTRY(0, 0x0), /* Deku stick */ DMG_ENTRY(0, 0x0), /* Slingshot */ DMG_ENTRY(0, 0x0), /* Explosive */ DMG_ENTRY(0, 0x0), /* Boomerang */ DMG_ENTRY(0, 0x0), /* Normal arrow */ DMG_ENTRY(0, 0x0), /* Hammer swing */ DMG_ENTRY(0, 0x0), /* Hookshot */ DMG_ENTRY(0, 0x0), /* Kokiri sword */ DMG_ENTRY(0, 0x0), /* Master sword */ DMG_ENTRY(0, 0x0), /* Giant's Knife */ DMG_ENTRY(0, 0x0), /* Fire arrow */ DMG_ENTRY(0, 0x0), /* Ice arrow */ DMG_ENTRY(0, 0x0), /* Light arrow */ DMG_ENTRY(0, 0x0), /* Unk arrow 1 */ DMG_ENTRY(0, 0x0), /* Unk arrow 2 */ DMG_ENTRY(0, 0x0), /* Unk arrow 3 */ DMG_ENTRY(0, 0x0), /* Fire magic */ DMG_ENTRY(0, 0x0), /* Ice magic */ DMG_ENTRY(0, 0x0), /* Light magic */ DMG_ENTRY(0, 0x0), /* Shield */ DMG_ENTRY(0, 0x0), /* Mirror Ray */ DMG_ENTRY(0, 0x0), /* Kokiri spin */ DMG_ENTRY(0, 0x0), /* Giant spin */ DMG_ENTRY(0, 0x0), /* Master spin */ DMG_ENTRY(0, 0x0), /* Kokiri jump */ DMG_ENTRY(0, 0x0), /* Giant jump */ DMG_ENTRY(0, 0x0), /* Master jump */ DMG_ENTRY(0, 0x0), /* Unknown 1 */ DMG_ENTRY(0, 0x0), /* Unblockable */ DMG_ENTRY(0, 0x0), /* Hammer jump */ DMG_ENTRY(0, 0x0), /* Unknown 2 */ DMG_ENTRY(0, 0x0), }; typedef enum { /* 0 */ ENDAIKU_ANIM_SHOUT, /* 1 */ ENDAIKU_ANIM_STAND, /* 2 */ ENDAIKU_ANIM_CELEBRATE, /* 3 */ ENDAIKU_ANIM_RUN, /* 4 */ ENDAIKU_ANIM_SIT } EnDaikuAnimation; static AnimationFrameCountInfo sAnimationInfo[] = { { &object_daiku_Anim_001AB0, 1.0f, 0, 0 }, { &object_daiku_Anim_007DE0, 1.0f, 0, 0 }, { &object_daiku_Anim_00885C, 1.0f, 0, 0 }, { &object_daiku_Anim_000C44, 1.0f, 0, 0 }, { &object_daiku_Anim_008164, 1.0f, 0, 0 }, }; static EnDaikuEscapeSubCamParam sEscapeSubCamParams[] = { { { 0, 130, 220 }, 100 }, { { -20, 22, 280 }, 110 }, { { 50, 180, 350 }, 100 }, { { -40, 60, 60 }, 120 }, }; void EnDaiku_ChangeAnim(EnDaiku* this, s32 index, s32* currentIndex) { f32 morphFrames; if (*currentIndex < 0 || *currentIndex == index) { morphFrames = 0.0f; } else { morphFrames = sAnimationInfo[index].morphFrames; } Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, Animation_GetLastFrame(sAnimationInfo[index].animation), sAnimationInfo[index].mode, morphFrames); *currentIndex = index; } void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) { EnDaiku* this = (EnDaiku*)thisx; s32 pad; s32 noKill = true; s32 isFree = false; if ((this->actor.params & 3) == 0 && (gSaveContext.eventChkInf[9] & 1)) { isFree = true; } else if ((this->actor.params & 3) == 1 && (gSaveContext.eventChkInf[9] & 2)) { isFree = true; } else if ((this->actor.params & 3) == 2 && (gSaveContext.eventChkInf[9] & 4)) { isFree = true; } else if ((this->actor.params & 3) == 3 && (gSaveContext.eventChkInf[9] & 8)) { isFree = true; } if (isFree == true && globalCtx->sceneNum == SCENE_GERUDOWAY) { noKill = false; } else if (isFree == false && globalCtx->sceneNum == SCENE_TENT) { noKill = false; } this->startFightSwitchFlag = this->actor.shape.rot.z & 0x3F; this->actor.shape.rot.z = 0; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f); SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_daiku_Skel_007958, NULL, this->jointTable, this->morphTable, 17); if (!noKill) { Actor_Kill(&this->actor); return; } Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2); Animation_Change(&this->skelAnime, sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation, 1.0f, 0.0f, Animation_GetLastFrame(sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation), sAnimationInfo[ENDAIKU_ANIM_SHOUT].mode, sAnimationInfo[ENDAIKU_ANIM_SHOUT].morphFrames); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4); this->actor.targetMode = 6; this->currentAnimIndex = -1; this->runSpeed = 5.0f; this->initRot = this->actor.world.rot; this->initPos = this->actor.world.pos; if (globalCtx->sceneNum == SCENE_GERUDOWAY) { EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex); this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2; this->actionFunc = EnDaiku_Jailed; } else { if ((this->actor.params & 3) == 1 || (this->actor.params & 3) == 3) { EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex); this->stateFlags |= ENDAIKU_STATEFLAG_1; } else { EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex); this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2; } this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame); this->actionFunc = EnDaiku_TentIdle; } } void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnDaiku* this = (EnDaiku*)thisx; Collider_DestroyCylinder(globalCtx, &this->collider); } s32 EnDaiku_UpdateTalking(EnDaiku* this, GlobalContext* globalCtx) { s32 newTalkState = ENDAIKU_STATE_TALKING; if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) { if (globalCtx->sceneNum == SCENE_GERUDOWAY) { if (Message_ShouldAdvance(globalCtx)) { if (this->actor.textId == 0x6007) { Flags_SetSwitch(globalCtx, this->startFightSwitchFlag); newTalkState = ENDAIKU_STATE_CAN_TALK; } else { this->actionFunc = EnDaiku_InitEscape; newTalkState = ENDAIKU_STATE_NO_TALK; } } } else if (globalCtx->sceneNum == SCENE_TENT) { if (Message_ShouldAdvance(globalCtx)) { switch (this->actor.textId) { case 0x6061: gSaveContext.infTable[23] |= 0x40; break; case 0x6064: gSaveContext.infTable[23] |= 0x100; break; } newTalkState = ENDAIKU_STATE_CAN_TALK; } } } return newTalkState; } void EnDaiku_UpdateText(EnDaiku* this, GlobalContext* globalCtx) { s32 carpenterType; s32 freedCount; s16 sp2E; s16 sp2C; if (this->talkState == ENDAIKU_STATE_TALKING) { this->talkState = EnDaiku_UpdateTalking(this, globalCtx); } else if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->talkState = ENDAIKU_STATE_TALKING; } else { Actor_GetScreenPos(globalCtx, &this->actor, &sp2E, &sp2C); if (sp2E >= 0 && sp2E <= 320 && sp2C >= 0 && sp2C <= 240 && this->talkState == ENDAIKU_STATE_CAN_TALK && func_8002F2CC(&this->actor, globalCtx, 100.0f) == 1) { if (globalCtx->sceneNum == SCENE_GERUDOWAY) { if (this->stateFlags & ENDAIKU_STATEFLAG_GERUDODEFEATED) { freedCount = 0; for (carpenterType = 0; carpenterType < 4; carpenterType++) { if (gSaveContext.eventChkInf[9] & (1 << carpenterType)) { freedCount++; } } switch (freedCount) { case 0: this->actor.textId = 0x605B; break; case 1: this->actor.textId = 0x605C; break; case 2: this->actor.textId = 0x605D; break; case 3: this->actor.textId = 0x605E; break; } } else if (!(this->stateFlags & (ENDAIKU_STATEFLAG_GERUDOFIGHTING | ENDAIKU_STATEFLAG_GERUDODEFEATED))) { this->actor.textId = 0x6007; } } else if (globalCtx->sceneNum == SCENE_TENT) { switch (this->actor.params & 3) { case 0: if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) { this->actor.textId = 0x6060; } else { this->actor.textId = 0x605F; } break; case 1: if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) { this->actor.textId = 0x6063; } else { if (!(gSaveContext.infTable[23] & 0x40)) { this->actor.textId = 0x6061; } else { this->actor.textId = 0x6062; } } break; case 2: if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) { this->actor.textId = 0x6066; } else { if (!(gSaveContext.infTable[23] & 0x100)) { this->actor.textId = 0x6064; } else { this->actor.textId = 0x6065; } } break; case 3: if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) { this->actor.textId = 0x6068; } else { this->actor.textId = 0x6067; } break; } } } } } /** * The carpenter is idling in the tent. */ void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx) { SkelAnime_Update(&this->skelAnime); EnDaiku_UpdateText(this, globalCtx); } /** * The carpenter is jailed in a Gerudo fortress cell, talking to him starts a fight against a gerudo guard */ void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx) { EnGeldB* gerudo; s32 temp_t9; s32 temp_v1; if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING)) { EnDaiku_UpdateText(this, globalCtx); } SkelAnime_Update(&this->skelAnime); gerudo = (EnGeldB*)Actor_Find(&globalCtx->actorCtx, ACTOR_EN_GELDB, ACTORCAT_ENEMY); if (gerudo == NULL) { this->stateFlags |= ENDAIKU_STATEFLAG_GERUDODEFEATED; this->stateFlags &= ~ENDAIKU_STATEFLAG_GERUDOFIGHTING; EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex); this->actionFunc = EnDaiku_WaitFreedom; } else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) { this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING; this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3); } } /** * The player defeated the gerudo guard and the carpenter is waiting for the cell door to be opened, and for the player * to then talk to him */ void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx) { SkelAnime_Update(&this->skelAnime); if (Flags_GetSwitch(globalCtx, this->actor.params >> 8 & 0x3F)) { this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; EnDaiku_UpdateText(this, globalCtx); } } /** * The carpenter is free, initializes his running away animation */ void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) { Path* path; f32 dxz; f32 dx; f32 dz; Vec3s* pointPos; s32 exitLoop; Audio_PlayFanfare(NA_BGM_APPEAR); EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex); this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2); gSaveContext.eventChkInf[9] |= 1 << (this->actor.params & 3); this->actor.gravity = -1.0f; this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive; EnDaiku_InitSubCamera(this, globalCtx); exitLoop = false; path = &globalCtx->setupPathList[this->actor.params >> 4 & 0xF]; while (!exitLoop) { pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint; dx = pointPos->x - this->actor.world.pos.x; dz = pointPos->z - this->actor.world.pos.z; this->rotYtowardsPath = Math_FAtan2F(dx, dz) * (0x8000 / M_PI); dxz = sqrtf(SQ(dx) + SQ(dz)); if (dxz > 10.0f) { exitLoop = true; } else { this->waypoint++; } } this->actionFunc = EnDaiku_EscapeRotate; } /** * The carpenter is rotating towards where he is going next */ void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx) { s16 diff; diff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0); SkelAnime_Update(&this->skelAnime); if (diff == 0) { this->actionFunc = EnDaiku_EscapeRun; this->actionFunc(this, globalCtx); } } void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx) { s32 pad; Vec3f eyePosDeltaLocal; Vec3f eyePosDeltaWorld; this->subCamActive = true; this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive; eyePosDeltaLocal.x = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.x; eyePosDeltaLocal.y = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.y; eyePosDeltaLocal.z = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.z; Matrix_RotateY(this->actor.world.rot.y * (M_PI / 0x8000), MTXMODE_NEW); Matrix_MultVec3f(&eyePosDeltaLocal, &eyePosDeltaWorld); this->subCamEyeInit.x = this->subCamEye.x = this->actor.world.pos.x + eyePosDeltaWorld.x; this->subCamEyeInit.y = this->subCamEye.y = this->actor.world.pos.y + eyePosDeltaWorld.y; this->subCamEyeInit.z = this->subCamEye.z = this->actor.world.pos.z + eyePosDeltaWorld.z; this->subCamAtTarget.x = this->subCamAt.x = this->actor.world.pos.x; this->subCamAtTarget.y = this->subCamAt.y = this->actor.world.pos.y + 60.0f; this->subCamAtTarget.z = this->subCamAt.z = this->actor.world.pos.z; this->subCamId = Gameplay_CreateSubCamera(globalCtx); Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT); Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE); Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye); Gameplay_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov); func_8002DF54(globalCtx, &this->actor, 1); } void EnDaiku_UpdateSubCamera(EnDaiku* this, GlobalContext* globalCtx) { s32 pad; this->subCamAtTarget.x = this->actor.world.pos.x; this->subCamAtTarget.y = this->actor.world.pos.y + 60.0f; this->subCamAtTarget.z = this->actor.world.pos.z; Math_SmoothStepToF(&this->subCamAt.x, this->subCamAtTarget.x, 1.0f, 1000.0f, 0.0f); Math_SmoothStepToF(&this->subCamAt.y, this->subCamAtTarget.y, 1.0f, 1000.0f, 0.0f); Math_SmoothStepToF(&this->subCamAt.z, this->subCamAtTarget.z, 1.0f, 1000.0f, 0.0f); Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye); } void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) { static Vec3f D_809E4148 = { 0.0f, 0.0f, 120.0f }; Actor* gerudoGuard; Vec3f vec; Gameplay_ClearCamera(globalCtx, this->subCamId); Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE); this->subCamActive = false; if ((gSaveContext.eventChkInf[9] & 0xF) == 0xF) { Matrix_RotateY(this->initRot.y * (M_PI / 0x8000), MTXMODE_NEW); Matrix_MultVec3f(&D_809E4148, &vec); gerudoGuard = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y, this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2); if (gerudoGuard == NULL) { Actor_Kill(&this->actor); } } else { func_8002DF54(globalCtx, &this->actor, 7); } } /** * The carpenter is running away */ void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) { s32 pad1; Path* path; s16 ry; f32 dx; f32 dz; s32 pad2; f32 dxz; Vec3s* pointPos; path = &globalCtx->setupPathList[this->actor.params >> 4 & 0xF]; pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint; dx = pointPos->x - this->actor.world.pos.x; dz = pointPos->z - this->actor.world.pos.z; ry = Math_FAtan2F(dx, dz) * (0x8000 / M_PI); dxz = sqrtf(SQ(dx) + SQ(dz)); if (dxz <= 20.88f) { this->waypoint++; if (this->waypoint >= path->count) { if (this->subCamActive) { EnDaiku_EscapeSuccess(this, globalCtx); } Actor_Kill(&this->actor); return; } } Math_SmoothStepToS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0); this->actor.world.rot.y = this->actor.shape.rot.y; Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (this->subCamActive) { EnDaiku_UpdateSubCamera(this, globalCtx); if (this->escapeSubCamTimer-- <= 0) { EnDaiku_EscapeSuccess(this, globalCtx); } } SkelAnime_Update(&this->skelAnime); } void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx) { EnDaiku* this = (EnDaiku*)thisx; s32 curFrame; Player* player = GET_PLAYER(globalCtx); if (this->currentAnimIndex == ENDAIKU_ANIM_RUN) { curFrame = this->skelAnime.curFrame; if (curFrame == 6 || curFrame == 15) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK); } } Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); this->actionFunc(this, globalCtx); if (this->stateFlags & ENDAIKU_STATEFLAG_1) { this->unk_244.unk_18.x = player->actor.focus.pos.x; this->unk_244.unk_18.y = player->actor.focus.pos.y; this->unk_244.unk_18.z = player->actor.focus.pos.z; if (this->stateFlags & ENDAIKU_STATEFLAG_2) { func_80034A14(&this->actor, &this->unk_244, 0, 4); } else { func_80034A14(&this->actor, &this->unk_244, 0, 2); } } } void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx) { EnDaiku* this = (EnDaiku*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_80093D18(globalCtx->state.gfxCtx); if ((thisx->params & 3) == 0) { gDPSetEnvColor(POLY_OPA_DISP++, 170, 10, 70, 255); } else if ((thisx->params & 3) == 1) { gDPSetEnvColor(POLY_OPA_DISP++, 170, 200, 255, 255); } else if ((thisx->params & 3) == 2) { gDPSetEnvColor(POLY_OPA_DISP++, 0, 230, 70, 255); } else if ((thisx->params & 3) == 3) { gDPSetEnvColor(POLY_OPA_DISP++, 200, 0, 150, 255); } SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnDaiku_OverrideLimbDraw, EnDaiku_PostLimbDraw, this); CLOSE_DISPS(globalCtx->state.gfxCtx); } s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnDaiku* this = (EnDaiku*)thisx; switch (limb) { case 8: // torso rot->x += this->unk_244.unk_0E.y; rot->y -= this->unk_244.unk_0E.x; break; case 15: // head rot->x += this->unk_244.unk_08.y; rot->z += this->unk_244.unk_08.x; break; } return false; } void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx) { static Gfx* hairDLists[] = { object_daiku_DL_005BD0, object_daiku_DL_005AC0, object_daiku_DL_005990, object_daiku_DL_005880 }; static Vec3f targetPosHeadLocal = { 700, 1100, 0 }; EnDaiku* this = (EnDaiku*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); if (limb == 15) { // head Matrix_MultVec3f(&targetPosHeadLocal, &this->actor.focus.pos); gSPDisplayList(POLY_OPA_DISP++, hairDLists[this->actor.params & 3]); } CLOSE_DISPS(globalCtx->state.gfxCtx); }