456 lines
16 KiB
C
456 lines
16 KiB
C
/*
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* File: z_en_cow.c
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* Overlay: ovl_En_Cow
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* Description: Cow
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*/
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#include "z_en_cow.h"
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#include "objects/object_cow/object_cow.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
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void EnCow_Init(Actor* thisx, PlayState* play);
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void EnCow_Destroy(Actor* thisx, PlayState* play);
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void EnCow_Update(Actor* thisx, PlayState* play);
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void EnCow_Draw(Actor* thisx, PlayState* play);
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void func_809DFE98(Actor* thisx, PlayState* play);
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void func_809E0070(Actor* thisx, PlayState* play);
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void func_809DF494(EnCow* this, PlayState* play);
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void func_809DF6BC(EnCow* this, PlayState* play);
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void EnCow_MoveForRandomizer(EnCow* this, PlayState* play);
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void func_809DF778(EnCow* this, PlayState* play);
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void func_809DF7D8(EnCow* this, PlayState* play);
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void func_809DF870(EnCow* this, PlayState* play);
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void func_809DF8FC(EnCow* this, PlayState* play);
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void func_809DF96C(EnCow* this, PlayState* play);
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void func_809DFA84(EnCow* this, PlayState* play);
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const ActorInit En_Cow_InitVars = {
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ACTOR_EN_COW,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_COW,
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sizeof(EnCow),
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(ActorFunc)EnCow_Init,
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(ActorFunc)EnCow_Destroy,
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(ActorFunc)EnCow_Update,
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(ActorFunc)EnCow_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_ON | AC_TYPE_ENEMY,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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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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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 30, 40, 0, { 0, 0, 0 } },
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};
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static Vec3f D_809E010C = { 0.0f, -1300.0f, 1100.0f };
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void func_809DEE00(Vec3f* vec, s16 rotY) {
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f32 xCalc;
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f32 rotCalcTemp;
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rotCalcTemp = Math_CosS(rotY);
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xCalc = (Math_SinS(rotY) * vec->z) + (rotCalcTemp * vec->x);
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rotCalcTemp = Math_SinS(rotY);
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vec->z = (Math_CosS(rotY) * vec->z) + (-rotCalcTemp * vec->x);
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vec->x = xCalc;
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}
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void func_809DEE9C(EnCow* this) {
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Vec3f vec;
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vec.y = 0.0f;
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vec.x = 0.0f;
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vec.z = 30.0f;
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->colliders[0].dim.pos.x = this->actor.world.pos.x + vec.x;
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this->colliders[0].dim.pos.y = this->actor.world.pos.y;
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this->colliders[0].dim.pos.z = this->actor.world.pos.z + vec.z;
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vec.x = 0.0f;
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vec.y = 0.0f;
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vec.z = -20.0f;
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->colliders[1].dim.pos.x = this->actor.world.pos.x + vec.x;
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this->colliders[1].dim.pos.y = this->actor.world.pos.y;
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this->colliders[1].dim.pos.z = this->actor.world.pos.z + vec.z;
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}
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void func_809DEF94(EnCow* this) {
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Vec3f vec;
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VEC_SET(vec, 0.0f, 57.0f, -36.0f);
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->actor.world.pos.x += vec.x;
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this->actor.world.pos.y += vec.y;
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this->actor.world.pos.z += vec.z;
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}
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void EnCow_Init(Actor* thisx, PlayState* play) {
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EnCow* this = (EnCow*)thisx;
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s32 pad;
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_COWS)) {
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EnCow_MoveForRandomizer(thisx, play);
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}
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 72.0f);
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switch (this->actor.params) {
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case 0:
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SkelAnime_InitFlex(play, &this->skelAnime, &gCowBodySkel, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &gCowBodyChewAnim);
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Collider_InitCylinder(play, &this->colliders[0]);
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Collider_SetCylinder(play, &this->colliders[0], &this->actor, &sCylinderInit);
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Collider_InitCylinder(play, &this->colliders[1]);
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Collider_SetCylinder(play, &this->colliders[1], &this->actor, &sCylinderInit);
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func_809DEE9C(this);
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this->actionFunc = func_809DF96C;
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if (play->sceneNum == SCENE_LINK_HOME) {
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if (!LINK_IS_ADULT && !CVarGetInteger("gCowOfTime", 0)) {
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Actor_Kill(&this->actor);
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return;
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}
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if (!(gSaveContext.eventChkInf[1] & 0x4000)) {
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Actor_Kill(&this->actor);
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return;
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}
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}
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_COW, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, 1);
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this->unk_278 = Rand_ZeroFloat(1000.0f) + 40.0f;
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this->unk_27A = 0;
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this->actor.targetMode = 6;
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DREG(53) = 0;
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break;
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case 1:
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SkelAnime_InitFlex(play, &this->skelAnime, &gCowTailSkel, NULL, this->jointTable, this->morphTable, 6);
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Animation_PlayLoop(&this->skelAnime, &gCowTailIdleAnim);
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this->actor.update = func_809DFE98;
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this->actor.draw = func_809E0070;
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this->actionFunc = func_809DFA84;
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func_809DEF94(this);
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->unk_278 = ((u32)(Rand_ZeroFloat(1000.0f)) & 0xFFFF) + 40.0f;
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break;
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}
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Actor_SetScale(&this->actor, 0.01f);
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this->unk_276 = 0;
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}
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void EnCow_Destroy(Actor* thisx, PlayState* play) {
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EnCow* this = (EnCow*)thisx;
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if (this->actor.params == 0) {
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Collider_DestroyCylinder(play, &this->colliders[0]);
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Collider_DestroyCylinder(play, &this->colliders[1]);
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}
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ResourceMgr_UnregisterSkeleton(&this->skelAnime);
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}
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void func_809DF494(EnCow* this, PlayState* play) {
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if (this->unk_278 > 0) {
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this->unk_278 -= 1;
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} else {
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this->unk_278 = Rand_ZeroFloat(500.0f) + 40.0f;
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Animation_Change(&this->skelAnime, &gCowBodyChewAnim, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&gCowBodyChewAnim), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToPlayer < 150.0f) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &gCowBodyChewAnim) {
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this->unk_278 = 0;
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}
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}
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this->unk_27A += 1;
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if (this->unk_27A >= 0x31) {
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this->unk_27A = 0;
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}
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// (1.0f / 100.0f) instead of 0.01f below is necessary so 0.01f doesn't get reused mistakenly
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if (this->unk_27A < 0x20) {
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this->actor.scale.x = ((Math_SinS(this->unk_27A << 0xA) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
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} else {
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this->actor.scale.x = 0.01f;
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}
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if (this->unk_27A >= 0x11) {
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this->actor.scale.y = ((Math_SinS((this->unk_27A << 0xA) - 0x4000) * (1.0f / 100.0f)) + 1.0f) * 0.01f;
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} else {
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this->actor.scale.y = 0.01f;
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}
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}
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void func_809DF6BC(EnCow* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
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this->actor.flags &= ~ACTOR_FLAG_16;
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Message_CloseTextbox(play);
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this->actionFunc = func_809DF96C;
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}
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}
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void func_809DF730(EnCow* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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this->actor.flags &= ~ACTOR_FLAG_16;
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this->actionFunc = func_809DF96C;
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}
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}
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void EnCow_MoveForRandomizer(EnCow* this, PlayState* play) {
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// Only move the cow body (the tail will be moved with the body)
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if (this->actor.params != 0) {
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return;
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}
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// Move left cow in lon lon tower
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if (play->sceneNum == SCENE_SOUKO && this->actor.world.pos.x == -108 && this->actor.world.pos.z == -65) {
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this->actor.world.pos.x = -229.0f;
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this->actor.world.pos.z = 157.0f;
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this->actor.shape.rot.y = 15783.0f;
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// Move right cow in lon lon stable
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} else if (play->sceneNum == SCENE_MALON_STABLE && this->actor.world.pos.x == -3 && this->actor.world.pos.z == -254) {
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this->actor.world.pos.x += 119.0f;
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}
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}
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void EnCow_SetCowMilked(EnCow* this, PlayState* play) {
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CowIdentity cowIdentity = Randomizer_IdentifyCow(play->sceneNum, this->actor.world.pos.x, this->actor.world.pos.z);
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Player* player = GET_PLAYER(play);
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player->pendingFlag.flagID = cowIdentity.randomizerInf;
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player->pendingFlag.flagType = FLAG_RANDOMIZER_INF;
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}
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void func_809DF778(EnCow* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play)) {
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this->actor.parent = NULL;
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this->actionFunc = func_809DF730;
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} else {
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func_8002F434(&this->actor, play, GI_MILK, 10000.0f, 100.0f);
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}
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}
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void func_809DF7D8(EnCow* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
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this->actor.flags &= ~ACTOR_FLAG_16;
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Message_CloseTextbox(play);
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this->actionFunc = func_809DF778;
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func_8002F434(&this->actor, play, GI_MILK, 10000.0f, 100.0f);
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}
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}
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void func_809DF870(EnCow* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
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if (Inventory_HasEmptyBottle()) {
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Message_ContinueTextbox(play, 0x2007);
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this->actionFunc = func_809DF7D8;
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} else {
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Message_ContinueTextbox(play, 0x2013);
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this->actionFunc = func_809DF6BC;
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}
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}
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}
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void func_809DF8FC(EnCow* this, PlayState* play) {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = func_809DF870;
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} else {
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this->actor.flags |= ACTOR_FLAG_16;
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func_8002F2CC(&this->actor, play, 170.0f);
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this->actor.textId = 0x2006;
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}
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func_809DF494(this, play);
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}
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bool EnCow_HasBeenMilked(EnCow* this, PlayState* play) {
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CowIdentity cowIdentity = Randomizer_IdentifyCow(play->sceneNum, this->actor.world.pos.x, this->actor.world.pos.z);
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return Flags_GetRandomizerInf(cowIdentity.randomizerInf);
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}
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void EnCow_GivePlayerRandomizedItem(EnCow* this, PlayState* play) {
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if (!EnCow_HasBeenMilked(this, play)) {
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CowIdentity cowIdentity = Randomizer_IdentifyCow(play->sceneNum, this->actor.world.pos.x, this->actor.world.pos.z);
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GetItemEntry itemEntry = Randomizer_GetItemFromKnownCheck(cowIdentity.randomizerCheck, GI_MILK);
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GiveItemEntryFromActor(&this->actor, play, itemEntry, 10000.0f, 100.0f);
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} else {
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// once we've gotten the rando reward from the cow,
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// return them to the their default action function
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this->actionFunc = func_809DF96C;
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}
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}
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void func_809DF96C(EnCow* this, PlayState* play) {
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if ((play->msgCtx.ocarinaMode == OCARINA_MODE_00) || (play->msgCtx.ocarinaMode == OCARINA_MODE_04)) {
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if (DREG(53) != 0) {
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if (this->unk_276 & 4) {
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this->unk_276 &= ~0x4;
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DREG(53) = 0;
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} else {
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if ((this->actor.xzDistToPlayer < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x61A8)) {
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DREG(53) = 0;
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// when randomized with cowsanity, if we haven't gotten the
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// reward from this cow yet, give that, otherwise use the
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// vanilla cow behavior
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if (gSaveContext.n64ddFlag &&
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Randomizer_GetSettingValue(RSK_SHUFFLE_COWS) &&
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!EnCow_HasBeenMilked(this, play)) {
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EnCow_SetCowMilked(this, play);
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// setting the ocarina mode here prevents intermittent issues
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// with the item get not triggering until walking away
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play->msgCtx.ocarinaMode = OCARINA_MODE_00;
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this->actionFunc = EnCow_GivePlayerRandomizedItem;
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return;
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}
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this->actionFunc = func_809DF8FC;
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this->actor.flags |= ACTOR_FLAG_16;
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func_8002F2CC(&this->actor, play, 170.0f);
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this->actor.textId = 0x2006;
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} else {
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this->unk_276 |= 4;
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}
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}
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} else {
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this->unk_276 &= ~0x4;
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}
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}
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func_809DF494(this, play);
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}
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void func_809DFA84(EnCow* this, PlayState* play) {
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if (this->unk_278 > 0) {
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this->unk_278--;
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} else {
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this->unk_278 = Rand_ZeroFloat(200.0f) + 40.0f;
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Animation_Change(&this->skelAnime, &gCowTailIdleAnim, 1.0f, this->skelAnime.curFrame,
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Animation_GetLastFrame(&gCowTailIdleAnim), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToPlayer < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) >= 0x61A9) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &gCowTailIdleAnim) {
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this->unk_278 = 0;
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}
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}
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}
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void EnCow_Update(Actor* thisx, PlayState* play2) {
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EnCow* this = (EnCow*)thisx;
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PlayState* play = play2;
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s16 targetX;
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s16 targetY;
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Player* player = GET_PLAYER(play);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[0].base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[1].base);
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Actor_MoveForward(thisx);
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Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->skelAnime.animation == &gCowBodyChewAnim) {
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Audio_PlayActorSound2(thisx, NA_SE_EV_COW_CRY);
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Animation_Change(&this->skelAnime, &gCowBodyMoveHeadAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gCowBodyMoveHeadAnim), ANIMMODE_ONCE, 1.0f);
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} else {
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Animation_Change(&this->skelAnime, &gCowBodyChewAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCowBodyChewAnim),
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ANIMMODE_LOOP, 1.0f);
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}
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}
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this->actionFunc(this, play);
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if ((thisx->xzDistToPlayer < 150.0f) &&
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(ABS(Math_Vec3f_Yaw(&thisx->world.pos, &player->actor.world.pos)) < 0xC000)) {
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targetX = Math_Vec3f_Pitch(&thisx->focus.pos, &player->actor.focus.pos);
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targetY = Math_Vec3f_Yaw(&thisx->focus.pos, &player->actor.focus.pos) - thisx->shape.rot.y;
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if (targetX > 0x1000) {
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targetX = 0x1000;
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} else if (targetX < -0x1000) {
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targetX = -0x1000;
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}
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if (targetY > 0x2500) {
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targetY = 0x2500;
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} else if (targetY < -0x2500) {
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targetY = -0x2500;
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}
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} else {
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targetY = 0;
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targetX = 0;
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}
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Math_SmoothStepToS(&this->someRot.x, targetX, 0xA, 0xC8, 0xA);
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Math_SmoothStepToS(&this->someRot.y, targetY, 0xA, 0xC8, 0xA);
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}
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void func_809DFE98(Actor* thisx, PlayState* play) {
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EnCow* this = (EnCow*)thisx;
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s32 pad;
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->skelAnime.animation == &gCowTailIdleAnim) {
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Animation_Change(&this->skelAnime, &gCowTailSwishAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gCowTailSwishAnim), ANIMMODE_ONCE, 1.0f);
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} else {
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Animation_Change(&this->skelAnime, &gCowTailIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCowTailIdleAnim),
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ANIMMODE_LOOP, 1.0f);
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}
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}
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this->actionFunc(this, play);
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|
}
|
|
|
|
s32 EnCow_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
EnCow* this = (EnCow*)thisx;
|
|
|
|
if (limbIndex == 2) {
|
|
rot->y += this->someRot.y;
|
|
rot->x += this->someRot.x;
|
|
}
|
|
if (limbIndex == 5) {
|
|
*dList = NULL;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void EnCow_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
|
EnCow* this = (EnCow*)thisx;
|
|
|
|
if (limbIndex == 2) {
|
|
Matrix_MultVec3f(&D_809E010C, &this->actor.focus.pos);
|
|
}
|
|
}
|
|
|
|
void EnCow_Draw(Actor* thisx, PlayState* play) {
|
|
EnCow* this = (EnCow*)thisx;
|
|
|
|
Gfx_SetupDL_37Opa(play->state.gfxCtx);
|
|
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
EnCow_OverrideLimbDraw, EnCow_PostLimbDraw, this);
|
|
}
|
|
|
|
void func_809E0070(Actor* thisx, PlayState* play) {
|
|
EnCow* this = (EnCow*)thisx;
|
|
|
|
Gfx_SetupDL_37Opa(play->state.gfxCtx);
|
|
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
NULL, NULL, this);
|
|
}
|