Shipwright/soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c

446 lines
15 KiB
C

/*
* File: z_en_sth.c
* Overlay: ovl_En_Sth
* Description: Uncursed House of Skulltula People
*/
#include "vt.h"
#include "z_en_sth.h"
#include "objects/object_ahg/object_ahg.h"
#include "objects/object_boj/object_boj.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
void EnSth_Init(Actor* thisx, PlayState* play);
void EnSth_Destroy(Actor* thisx, PlayState* play);
void EnSth_Update(Actor* thisx, PlayState* play);
void EnSth_Update2(Actor* thisx, PlayState* play);
void EnSth_Draw(Actor* thisx, PlayState* play);
void EnSth_WaitForObjectLoaded(EnSth* this, PlayState* play);
void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play);
void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play);
void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play);
const ActorInit En_Sth_InitVars = {
ACTOR_EN_STH,
ACTORCAT_NPC,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnSth),
(ActorFunc)EnSth_Init,
(ActorFunc)EnSth_Destroy,
(ActorFunc)EnSth_Update,
NULL,
NULL,
};
#include "overlays/ovl_En_Sth/ovl_En_Sth.h"
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 30, 40, 0, { 0, 0, 0 } },
};
static s16 sObjectIds[6] = {
OBJECT_AHG, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ, OBJECT_BOJ,
};
static FlexSkeletonHeader* sSkeletons[6] = {
&object_ahg_Skel_0000F0,
&object_boj_Skel_0000F0,
&object_boj_Skel_0000F0,
&object_boj_Skel_0000F0,
&object_boj_Skel_0000F0,
&object_boj_Skel_0000F0,
};
static AnimationHeader* sAnimations[6] = {
&sParentDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim, &sChildDanceAnim,
};
static EnSthActionFunc sRewardObtainedWaitActions[6] = {
EnSth_ParentRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait,
EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait, EnSth_ChildRewardObtainedWait,
};
static u16 sEventFlags[6] = {
0x0000, 0x0400, 0x0800, 0x1000, 0x2000, 0x4000,
};
static s16 sGetItemIds[6] = {
GI_RUPEE_GOLD, GI_WALLET_ADULT, GI_STONE_OF_AGONY, GI_WALLET_GIANT, GI_BOMBCHUS_10, GI_HEART_PIECE,
};
static Vec3f D_80B0B49C = { 700.0f, 400.0f, 0.0f };
static Color_RGB8 sTunicColors[6] = {
{ 190, 110, 0 }, { 0, 180, 110 }, { 0, 255, 80 }, { 255, 160, 60 }, { 190, 230, 250 }, { 240, 230, 120 },
};
void EnSth_SetupAction(EnSth* this, EnSthActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnSth_Init(Actor* thisx, PlayState* play) {
EnSth* this = (EnSth*)thisx;
s16 objectId;
s32 params = this->actor.params;
s32 objectBankIdx;
osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 no = %d\n" VT_RST, params); // "Gold Skulltula Shop"
if (this->actor.params == 0) {
if (gSaveContext.inventory.gsTokens < 100) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
osSyncPrintf("金スタル屋 まだ 人間に戻れない \n");
return;
}
} else if (gSaveContext.inventory.gsTokens < (this->actor.params * 10)) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 まだ 人間に戻れない \n" VT_RST);
return;
}
objectId = sObjectIds[params];
if (objectId != 1) {
objectBankIdx = Object_GetIndex(&play->objectCtx, objectId);
} else {
objectBankIdx = 0;
}
osSyncPrintf("bank_ID = %d\n", objectBankIdx);
if (objectBankIdx < 0) {
ASSERT(objectBankIdx < 0);
}
this->objectBankIdx = objectBankIdx;
this->drawFunc = EnSth_Draw;
Actor_SetScale(&this->actor, 0.01f);
EnSth_SetupAction(this, EnSth_WaitForObjectLoaded);
this->actor.draw = NULL;
this->unk_2B2 = 0;
this->actor.targetMode = 6;
}
void EnSth_SetupShapeColliderUpdate2AndDraw(EnSth* this, PlayState* play) {
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.update = EnSth_Update2;
this->actor.draw = this->drawFunc;
}
void EnSth_SetupAfterObjectLoaded(EnSth* this, PlayState* play) {
s32 pad;
s16* params;
EnSth_SetupShapeColliderUpdate2AndDraw(this, play);
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[this->objectBankIdx].segment);
SkelAnime_InitFlex(play, &this->skelAnime, sSkeletons[this->actor.params], NULL, this->jointTable,
this->morphTable, 16);
Animation_PlayLoop(&this->skelAnime, sAnimations[this->actor.params]);
this->eventFlag = sEventFlags[this->actor.params];
params = &this->actor.params;
if (gSaveContext.eventChkInf[13] & this->eventFlag) {
EnSth_SetupAction(this, sRewardObtainedWaitActions[*params]);
} else {
EnSth_SetupAction(this, EnSth_RewardUnobtainedWait);
}
}
void EnSth_Destroy(Actor* thisx, PlayState* play) {
EnSth* this = (EnSth*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
void EnSth_WaitForObjectLoaded(EnSth* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objectBankIdx)) {
this->actor.objBankIndex = this->objectBankIdx;
this->actionFunc = EnSth_SetupAfterObjectLoaded;
}
}
void EnSth_FacePlayer(EnSth* this, PlayState* play) {
s32 pad;
s16 diffRot = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(diffRot) <= 0x4000) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 0xFA0, 0x64);
this->actor.world.rot.y = this->actor.shape.rot.y;
func_80038290(play, &this->actor, &this->headRot, &this->unk_2AC, this->actor.focus.pos);
} else {
if (diffRot < 0) {
Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 0x1838, 0x100);
} else {
Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 0x1838, 0x100);
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xC, 0x3E8, 0x64);
this->actor.world.rot.y = this->actor.shape.rot.y;
}
}
void EnSth_LookAtPlayer(EnSth* this, PlayState* play) {
s16 diffRot = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(diffRot) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) {
func_80038290(play, &this->actor, &this->headRot, &this->unk_2AC, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->headRot.x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&this->headRot.y, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&this->unk_2AC.x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&this->unk_2AC.y, 0, 6, 0x1838, 0x64);
}
}
void EnSth_RewardObtainedTalk(EnSth* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
if (this->actor.params == 0) {
EnSth_SetupAction(this, EnSth_ParentRewardObtainedWait);
} else {
EnSth_SetupAction(this, EnSth_ChildRewardObtainedWait);
}
}
EnSth_FacePlayer(this, play);
}
void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
} else {
this->actor.textId = 0x23;
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
}
void EnSth_GivePlayerItem(EnSth* this, PlayState* play) {
u16 getItemId = sGetItemIds[this->actor.params];
GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE;
if (gSaveContext.n64ddFlag) {
switch (getItemId) {
case GI_RUPEE_GOLD:
if (!Flags_GetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD)) {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_100_GOLD_SKULLTULA_REWARD, GI_RUPEE_GOLD);
Flags_SetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD);
}
break;
case GI_WALLET_ADULT:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_10_GOLD_SKULLTULA_REWARD, GI_WALLET_ADULT);
break;
case GI_STONE_OF_AGONY:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_20_GOLD_SKULLTULA_REWARD, GI_STONE_OF_AGONY);
break;
case GI_WALLET_GIANT:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_30_GOLD_SKULLTULA_REWARD, GI_WALLET_GIANT);
break;
case GI_BOMBCHUS_10:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_40_GOLD_SKULLTULA_REWARD, GI_BOMBCHUS_10);
break;
case GI_HEART_PIECE:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_50_GOLD_SKULLTULA_REWARD, GI_HEART_PIECE);
break;
}
getItemId = getItemEntry.getItemId;
} else {
switch (this->actor.params) {
case 1:
case 3:
switch (CUR_UPG_VALUE(UPG_WALLET)) {
case 0:
getItemId = GI_WALLET_ADULT;
break;
case 1:
getItemId = GI_WALLET_GIANT;
break;
}
break;
}
}
if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) {
func_8002F434(&this->actor, play, getItemId, 10000.0f, 50.0f);
} else {
GiveItemEntryFromActor(&this->actor, play, getItemEntry, 10000.0f, 50.0f);
}
}
void EnSth_GiveReward(EnSth* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
gSaveContext.eventChkInf[13] |= this->eventFlag;
} else {
EnSth_GivePlayerItem(this, play);
}
EnSth_FacePlayer(this, play);
}
void EnSth_RewardUnobtainedTalk(EnSth* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
EnSth_SetupAction(this, EnSth_GiveReward);
EnSth_GivePlayerItem(this, play);
}
EnSth_FacePlayer(this, play);
}
void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardUnobtainedTalk);
} else {
if (this->actor.params == 0) {
this->actor.textId = 0x28;
} else {
this->actor.textId = 0x21;
}
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
}
void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
} else {
if (gSaveContext.inventory.gsTokens < 50) {
this->actor.textId = 0x20;
} else {
this->actor.textId = 0x1F;
}
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
}
void EnSth_Update(Actor* thisx, PlayState* play) {
EnSth* this = (EnSth*)thisx;
this->actionFunc(this, play);
}
void EnSth_Update2(Actor* thisx, PlayState* play) {
EnSth* this = (EnSth*)thisx;
s32 pad;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}
this->actionFunc(this, play);
// Likely an unused blink timer and eye index
if (DECR(this->unk_2B6) == 0) {
this->unk_2B6 = Rand_S16Offset(0x3C, 0x3C);
}
this->unk_2B4 = this->unk_2B6;
if (this->unk_2B4 >= 3) {
this->unk_2B4 = 0;
}
}
s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnSth* this = (EnSth*)thisx;
s32 temp_v1;
if (limbIndex == 15) {
rot->x += this->headRot.y;
rot->z += this->headRot.x;
*dList = D_80B0A050;
}
if (this->unk_2B2 & 2) {
this->unk_2B2 &= ~2;
return 0;
}
if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
temp_v1 = limbIndex * 0x32;
rot->y += (Math_SinS(play->state.frames * (temp_v1 + 0x814)) * 200.0f);
rot->z += (Math_CosS(play->state.frames * (temp_v1 + 0x940)) * 200.0f);
}
return 0;
}
void EnSth_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnSth* this = (EnSth*)thisx;
if (limbIndex == 15) {
Matrix_MultVec3f(&D_80B0B49C, &this->actor.focus.pos);
if (this->actor.params != 0) { // Children
OPEN_DISPS(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, D_80B0A3C0);
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
Gfx* EnSth_AllocColorDList(GraphicsContext* play, u8 envR, u8 envG, u8 envB, u8 envA) {
Gfx* dList;
dList = Graph_Alloc(play, 2 * sizeof(Gfx));
gDPSetEnvColor(dList, envR, envG, envB, envA);
gSPEndDisplayList(dList + 1);
return dList;
}
void EnSth_Draw(Actor* thisx, PlayState* play) {
EnSth* this = (EnSth*)thisx;
Color_RGB8* envColor1;
OPEN_DISPS(play->state.gfxCtx);
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[this->objectBankIdx].segment);
Gfx_SetupDL_37Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
EnSth_AllocColorDList(play->state.gfxCtx, sTunicColors[this->actor.params].r,
sTunicColors[this->actor.params].g, sTunicColors[this->actor.params].b, 255));
if (this->actor.params == 0) {
gSPSegment(POLY_OPA_DISP++, 0x09, EnSth_AllocColorDList(play->state.gfxCtx, 190, 110, 0, 255));
} else {
gSPSegment(POLY_OPA_DISP++, 0x09, EnSth_AllocColorDList(play->state.gfxCtx, 90, 110, 130, 255));
}
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnSth_OverrideLimbDraw, EnSth_PostLimbDraw, &this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}