mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
644 lines
23 KiB
C
644 lines
23 KiB
C
#include "z_en_daiku.h"
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#include "overlays/actors/ovl_En_GeldB/z_en_geldb.h"
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#include "objects/object_daiku/object_daiku.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
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typedef struct {
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Vec3f eyePosDeltaLocal;
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s32 maxFramesActive;
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} EnDaikuEscapeSubCamParam;
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// state flags
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// probably related to animating torso and head to look towards the player
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#define ENDAIKU_STATEFLAG_1 (1 << 1)
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// same
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#define ENDAIKU_STATEFLAG_2 (1 << 2)
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// the gerudo guard appeared (after talking to the carpenter)
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#define ENDAIKU_STATEFLAG_GERUDOFIGHTING (1 << 3)
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// the gerudo guard was defeated
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#define ENDAIKU_STATEFLAG_GERUDODEFEATED (1 << 4)
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typedef enum {
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/* 0 */ ENDAIKU_STATE_CAN_TALK,
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/* 2 */ ENDAIKU_STATE_TALKING = 2,
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/* 3 */ ENDAIKU_STATE_NO_TALK
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} EnDaikuTalkState;
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void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx);
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void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx);
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s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx);
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void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx);
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const ActorInit En_Daiku_InitVars = {
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ACTOR_EN_DAIKU,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_DAIKU,
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sizeof(EnDaiku),
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(ActorFunc)EnDaiku_Init,
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(ActorFunc)EnDaiku_Destroy,
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(ActorFunc)EnDaiku_Update,
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(ActorFunc)EnDaiku_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_NONE,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 18, 66, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit2 sColChkInfoInit2 = { 0, 0, 0, 0, MASS_IMMOVABLE };
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(0, 0x0),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(0, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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/* Hammer swing */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x0),
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/* Kokiri sword */ DMG_ENTRY(0, 0x0),
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/* Master sword */ DMG_ENTRY(0, 0x0),
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/* Giant's Knife */ DMG_ENTRY(0, 0x0),
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/* Fire arrow */ DMG_ENTRY(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(0, 0x0),
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/* Giant spin */ DMG_ENTRY(0, 0x0),
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/* Master spin */ DMG_ENTRY(0, 0x0),
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/* Kokiri jump */ DMG_ENTRY(0, 0x0),
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/* Giant jump */ DMG_ENTRY(0, 0x0),
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/* Master jump */ DMG_ENTRY(0, 0x0),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(0, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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typedef enum {
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/* 0 */ ENDAIKU_ANIM_SHOUT,
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/* 1 */ ENDAIKU_ANIM_STAND,
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/* 2 */ ENDAIKU_ANIM_CELEBRATE,
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/* 3 */ ENDAIKU_ANIM_RUN,
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/* 4 */ ENDAIKU_ANIM_SIT
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} EnDaikuAnimation;
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static AnimationFrameCountInfo sAnimationInfo[] = {
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{ &object_daiku_Anim_001AB0, 1.0f, 0, 0 }, { &object_daiku_Anim_007DE0, 1.0f, 0, 0 },
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{ &object_daiku_Anim_00885C, 1.0f, 0, 0 }, { &object_daiku_Anim_000C44, 1.0f, 0, 0 },
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{ &object_daiku_Anim_008164, 1.0f, 0, 0 },
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};
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static EnDaikuEscapeSubCamParam sEscapeSubCamParams[] = {
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{ { 0, 130, 220 }, 100 },
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{ { -20, 22, 280 }, 110 },
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{ { 50, 180, 350 }, 100 },
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{ { -40, 60, 60 }, 120 },
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};
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void EnDaiku_ChangeAnim(EnDaiku* this, s32 index, s32* currentIndex) {
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f32 morphFrames;
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if (*currentIndex < 0 || *currentIndex == index) {
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morphFrames = 0.0f;
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} else {
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morphFrames = sAnimationInfo[index].morphFrames;
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}
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Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f,
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Animation_GetLastFrame(sAnimationInfo[index].animation), sAnimationInfo[index].mode, morphFrames);
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*currentIndex = index;
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}
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void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnDaiku* this = (EnDaiku*)thisx;
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s32 pad;
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s32 noKill = true;
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s32 isFree = false;
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if ((this->actor.params & 3) == 0 && (gSaveContext.eventChkInf[9] & 1)) {
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isFree = true;
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} else if ((this->actor.params & 3) == 1 && (gSaveContext.eventChkInf[9] & 2)) {
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isFree = true;
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} else if ((this->actor.params & 3) == 2 && (gSaveContext.eventChkInf[9] & 4)) {
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isFree = true;
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} else if ((this->actor.params & 3) == 3 && (gSaveContext.eventChkInf[9] & 8)) {
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isFree = true;
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}
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if (isFree == true && globalCtx->sceneNum == SCENE_GERUDOWAY) {
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noKill = false;
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} else if (isFree == false && globalCtx->sceneNum == SCENE_TENT) {
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noKill = false;
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}
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this->startFightSwitchFlag = this->actor.shape.rot.z & 0x3F;
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this->actor.shape.rot.z = 0;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_daiku_Skel_007958, NULL, this->jointTable, this->morphTable,
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17);
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if (!noKill) {
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Actor_Kill(&this->actor);
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return;
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}
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2);
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Animation_Change(&this->skelAnime, sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation, 1.0f, 0.0f,
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Animation_GetLastFrame(sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation),
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sAnimationInfo[ENDAIKU_ANIM_SHOUT].mode, sAnimationInfo[ENDAIKU_ANIM_SHOUT].morphFrames);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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this->actor.targetMode = 6;
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this->currentAnimIndex = -1;
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this->runSpeed = 5.0f;
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this->initRot = this->actor.world.rot;
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this->initPos = this->actor.world.pos;
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if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
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EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex);
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this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
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this->actionFunc = EnDaiku_Jailed;
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} else {
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if ((this->actor.params & 3) == 1 || (this->actor.params & 3) == 3) {
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EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex);
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this->stateFlags |= ENDAIKU_STATEFLAG_1;
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} else {
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EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex);
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this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
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}
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this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame);
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this->actionFunc = EnDaiku_TentIdle;
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}
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}
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void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnDaiku* this = (EnDaiku*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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s32 EnDaiku_UpdateTalking(EnDaiku* this, GlobalContext* globalCtx) {
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s32 newTalkState = ENDAIKU_STATE_TALKING;
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if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) {
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if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
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if (Message_ShouldAdvance(globalCtx)) {
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if (this->actor.textId == 0x6007) {
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Flags_SetSwitch(globalCtx, this->startFightSwitchFlag);
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newTalkState = ENDAIKU_STATE_CAN_TALK;
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} else {
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this->actionFunc = EnDaiku_InitEscape;
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newTalkState = ENDAIKU_STATE_NO_TALK;
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}
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}
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} else if (globalCtx->sceneNum == SCENE_TENT) {
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if (Message_ShouldAdvance(globalCtx)) {
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switch (this->actor.textId) {
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case 0x6061:
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gSaveContext.infTable[23] |= 0x40;
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break;
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case 0x6064:
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gSaveContext.infTable[23] |= 0x100;
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break;
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}
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newTalkState = ENDAIKU_STATE_CAN_TALK;
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}
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}
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}
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return newTalkState;
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}
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void EnDaiku_UpdateText(EnDaiku* this, GlobalContext* globalCtx) {
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s32 carpenterType;
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s32 freedCount;
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s16 sp2E;
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s16 sp2C;
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if (this->talkState == ENDAIKU_STATE_TALKING) {
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this->talkState = EnDaiku_UpdateTalking(this, globalCtx);
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} else if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
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this->talkState = ENDAIKU_STATE_TALKING;
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} else {
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Actor_GetScreenPos(globalCtx, &this->actor, &sp2E, &sp2C);
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if (sp2E >= 0 && sp2E <= 320 && sp2C >= 0 && sp2C <= 240 && this->talkState == ENDAIKU_STATE_CAN_TALK &&
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func_8002F2CC(&this->actor, globalCtx, 100.0f) == 1) {
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if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
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if (this->stateFlags & ENDAIKU_STATEFLAG_GERUDODEFEATED) {
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freedCount = 0;
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for (carpenterType = 0; carpenterType < 4; carpenterType++) {
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if (gSaveContext.eventChkInf[9] & (1 << carpenterType)) {
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freedCount++;
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}
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}
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switch (freedCount) {
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case 0:
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this->actor.textId = 0x605B;
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break;
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case 1:
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this->actor.textId = 0x605C;
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break;
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case 2:
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this->actor.textId = 0x605D;
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break;
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case 3:
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this->actor.textId = 0x605E;
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break;
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}
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} else if (!(this->stateFlags &
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(ENDAIKU_STATEFLAG_GERUDOFIGHTING | ENDAIKU_STATEFLAG_GERUDODEFEATED))) {
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this->actor.textId = 0x6007;
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}
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} else if (globalCtx->sceneNum == SCENE_TENT) {
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switch (this->actor.params & 3) {
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case 0:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
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this->actor.textId = 0x6060;
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} else {
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this->actor.textId = 0x605F;
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}
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break;
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case 1:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
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this->actor.textId = 0x6063;
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} else {
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if (!(gSaveContext.infTable[23] & 0x40)) {
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this->actor.textId = 0x6061;
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} else {
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this->actor.textId = 0x6062;
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}
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}
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break;
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case 2:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
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this->actor.textId = 0x6066;
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} else {
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if (!(gSaveContext.infTable[23] & 0x100)) {
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this->actor.textId = 0x6064;
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} else {
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this->actor.textId = 0x6065;
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}
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}
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break;
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case 3:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
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this->actor.textId = 0x6068;
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} else {
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this->actor.textId = 0x6067;
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}
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break;
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}
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}
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}
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}
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}
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/**
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* The carpenter is idling in the tent.
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*/
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void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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EnDaiku_UpdateText(this, globalCtx);
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}
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/**
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* The carpenter is jailed in a Gerudo fortress cell, talking to him starts a fight against a gerudo guard
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*/
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void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx) {
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EnGeldB* gerudo;
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s32 temp_t9;
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s32 temp_v1;
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if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING)) {
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EnDaiku_UpdateText(this, globalCtx);
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}
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SkelAnime_Update(&this->skelAnime);
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gerudo = (EnGeldB*)Actor_Find(&globalCtx->actorCtx, ACTOR_EN_GELDB, ACTORCAT_ENEMY);
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if (gerudo == NULL) {
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this->stateFlags |= ENDAIKU_STATEFLAG_GERUDODEFEATED;
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this->stateFlags &= ~ENDAIKU_STATEFLAG_GERUDOFIGHTING;
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EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex);
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this->actionFunc = EnDaiku_WaitFreedom;
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} else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) {
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this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING;
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this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
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}
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}
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/**
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* The player defeated the gerudo guard and the carpenter is waiting for the cell door to be opened, and for the player
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* to then talk to him
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*/
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void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if (Flags_GetSwitch(globalCtx, this->actor.params >> 8 & 0x3F)) {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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EnDaiku_UpdateText(this, globalCtx);
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}
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}
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/**
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* The carpenter is free, initializes his running away animation
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*/
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void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) {
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Path* path;
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f32 dxz;
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f32 dx;
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f32 dz;
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Vec3s* pointPos;
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s32 exitLoop;
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Audio_PlayFanfare(NA_BGM_APPEAR);
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EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex);
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this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2);
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gSaveContext.eventChkInf[9] |= 1 << (this->actor.params & 3);
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this->actor.gravity = -1.0f;
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this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;
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EnDaiku_InitSubCamera(this, globalCtx);
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exitLoop = false;
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path = &globalCtx->setupPathList[this->actor.params >> 4 & 0xF];
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while (!exitLoop) {
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pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
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dx = pointPos->x - this->actor.world.pos.x;
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dz = pointPos->z - this->actor.world.pos.z;
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this->rotYtowardsPath = Math_FAtan2F(dx, dz) * (0x8000 / M_PI);
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dxz = sqrtf(SQ(dx) + SQ(dz));
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if (dxz > 10.0f) {
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exitLoop = true;
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} else {
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this->waypoint++;
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}
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}
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this->actionFunc = EnDaiku_EscapeRotate;
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}
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/**
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* The carpenter is rotating towards where he is going next
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*/
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void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx) {
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s16 diff;
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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;
|
|
if (1) {}
|
|
this->subCamEyeInit.z = this->subCamEye.z = this->actor.world.pos.z + eyePosDeltaWorld.z;
|
|
|
|
if (1) {}
|
|
this->subCamAtTarget.x = this->subCamAt.x = this->actor.world.pos.x;
|
|
this->subCamAtTarget.y = this->subCamAt.y = this->actor.world.pos.y + 60.0f;
|
|
if (1) {}
|
|
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, "../z_en_daiku.c", 1227);
|
|
|
|
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, "../z_en_daiku.c", 1255);
|
|
}
|
|
|
|
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, "../z_en_daiku.c", 1323);
|
|
|
|
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, "../z_en_daiku.c", 1330);
|
|
}
|