Shipwright/soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c

1568 lines
51 KiB
C

/*
* File: z_en_elf.c
* Overlay: ovl_En_Elf
* Description: Fairy
*/
#include "z_en_elf.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
#define FAIRY_FLAG_TIMED (1 << 8)
#define FAIRY_FLAG_BIG (1 << 9)
void EnElf_Init(Actor* thisx, PlayState* play);
void EnElf_Destroy(Actor* thisx, PlayState* play);
void EnElf_Update(Actor* thisx, PlayState* play);
void EnElf_Draw(Actor* thisx, PlayState* play);
void func_80A053F0(Actor* thisx, PlayState* play);
void func_80A052F4(Actor* thisx, PlayState* play);
void func_80A05208(Actor* thisx, PlayState* play);
void func_80A05188(Actor* thisx, PlayState* play);
void func_80A05114(Actor* thisx, PlayState* play);
void func_80A05040(Actor* thisx, PlayState* play);
// Navi
void func_80A03CF8(EnElf* this, PlayState* play);
// Healing Fairies
void func_80A0329C(EnElf* this, PlayState* play);
void func_80A03610(EnElf* this, PlayState* play);
// Healing Fairies Revive From Death
void func_80A03990(EnElf* this, PlayState* play);
void func_80A03814(EnElf* this, PlayState* play);
// Kokiri Fairies
void func_80A0353C(EnElf* this, PlayState* play);
// Fairy Spawner
void func_80A03604(EnElf* this, PlayState* play);
// Move(?) functions
void func_80A0214C(EnElf* this, PlayState* play);
void func_80A02AA4(EnElf* this, PlayState* play);
void func_80A02A20(EnElf* this, PlayState* play);
void func_80A02B38(EnElf* this, PlayState* play);
void func_80A020A4(EnElf* this, PlayState* play);
void func_80A01FE0(EnElf* this, PlayState* play);
// misc
void func_80A04414(EnElf* this, PlayState* play);
void func_80A0461C(EnElf* this, PlayState* play);
void EnElf_SpawnSparkles(EnElf* this, PlayState* play, s32 sparkleLife);
void EnElf_GetCutsceneNextPos(Vec3f* vec, PlayState* play, s32 action);
const ActorInit En_Elf_InitVars = {
ACTOR_EN_ELF,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnElf),
(ActorFunc)EnElf_Init,
(ActorFunc)EnElf_Destroy,
(ActorFunc)EnElf_Update,
(ActorFunc)EnElf_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 8, ICHAIN_STOP),
};
static Color_RGBAf sInnerColors[] = {
{ 255.0f, 255.0f, 255.0f, 255.0f },
{ 255.0f, 220.0f, 220.0f, 255.0f },
};
static Color_RGBAf sOuterColors[] = {
{ 255.0f, 255.0f, 255.0f, 255.0f },
{ 255.0f, 50.0f, 100.0f, 255.0f },
};
typedef struct {
u8 r, g, b;
} FairyColorFlags;
static FairyColorFlags sColorFlags[] = {
{ 0, 0, 0 }, { 1, 0, 0 }, { 1, 2, 0 }, { 1, 0, 2 }, { 0, 1, 0 }, { 2, 1, 0 }, { 0, 1, 2 },
{ 0, 0, 1 }, { 2, 0, 1 }, { 0, 2, 1 }, { 1, 1, 0 }, { 1, 0, 1 }, { 0, 1, 1 },
};
void EnElf_SetupAction(EnElf* this, EnElfActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void func_80A01C38(EnElf* this, s32 arg1) {
this->unk_2A8 = arg1;
switch (this->unk_2A8) {
case 0:
this->unk_2AE = 0x400;
this->unk_2B0 = 0x200;
this->func_2C8 = func_80A02A20;
this->unk_2C0 = 100;
this->unk_2B4 = 5.0f;
this->unk_2B8 = 20.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 12:
this->unk_2AE = 0x400;
this->unk_2B0 = 0x200;
this->func_2C8 = func_80A02A20;
this->unk_2C0 = 100;
this->unk_2B4 = 1.0f;
this->unk_2B8 = 5.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 10:
this->unk_2AE = 0x400;
this->unk_2B0 = 0;
this->func_2C8 = func_80A02A20;
this->unk_2B8 = 0.0f;
this->unk_2B4 = 5.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 9:
this->unk_2AE = 0x1000;
this->unk_2B0 = 0x200;
this->func_2C8 = func_80A02A20;
this->unk_2B4 = 3.0f;
this->unk_2B8 = 10.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 7:
this->func_2C8 = func_80A02A20;
this->unk_2AE = 0x1E;
this->unk_2C0 = 1;
this->unk_2B4 = 0.0f;
this->unk_2B8 = 0.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 8:
this->unk_2AE = 0x1000;
this->unk_2B0 = 0x200;
this->func_2C8 = func_80A02A20;
this->unk_2B4 = 0.0f;
this->unk_2B8 = 0.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 1:
this->unk_2AE = 0x1000;
this->unk_2B0 = 0x800;
this->func_2C8 = func_80A02A20;
this->unk_2B4 = 5.0f;
this->unk_2B8 = 7.5f;
this->skelAnime.playSpeed = 2.0f;
break;
case 2:
this->unk_2AE = 0x400;
this->unk_2B0 = 0x1000;
this->func_2C8 = func_80A02AA4;
this->unk_2B4 = 10.0f;
this->unk_2B8 = 20.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 3:
this->unk_2B0 = 0x600;
this->func_2C8 = func_80A02B38;
this->unk_2B8 = 1.0f;
this->unk_2B4 = 1.0f;
this->skelAnime.playSpeed = 1.0f;
break;
case 4:
this->unk_2B0 = 0x800;
this->func_2C8 = func_80A02B38;
this->unk_2B4 = 20.0f;
this->unk_2B8 = 10.0;
this->skelAnime.playSpeed = 2.0f;
break;
case 5:
this->unk_2B0 = 0x200;
this->func_2C8 = func_80A02B38;
this->unk_2B4 = 10.0f;
this->unk_2B8 = 10.0f;
this->skelAnime.playSpeed = 0.5f;
break;
case 6:
this->unk_2AE = 0x1000;
this->unk_2B0 = 0x800;
this->func_2C8 = func_80A02A20;
this->unk_2B4 = 60.0f;
this->unk_2B8 = 20.0f;
this->skelAnime.playSpeed = 2.0f;
break;
case 11:
this->unk_2AE = 0x400;
this->unk_2B0 = 0x2000;
this->func_2C8 = func_80A02A20;
this->unk_2C0 = 42;
this->unk_2B4 = 5.0f;
this->unk_2B8 = 1.0f;
this->skelAnime.playSpeed = 1.0f;
break;
}
}
s32 func_80A01F90(Vec3f* this, Vec3f* arg1, f32 arg2) {
return SQ(arg2) < (SQ(arg1->x - this->x) + SQ(arg1->z - this->z));
}
void func_80A01FE0(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (!func_80A01F90(&this->actor.world.pos, &player->actor.world.pos, 30.0f)) {
this->unk_2B8 = 0.5f;
} else {
this->unk_2B8 = 2.0f;
}
if (this->unk_2C0 > 0) {
this->unk_2C0--;
} else {
this->unk_2A8 = 1;
this->unk_2AC = 0x80;
this->unk_2B8 = Rand_ZeroFloat(1.0f) + 0.5f;
this->unk_2B0 = Rand_CenteredFloat(32767.0f);
this->func_2C8 = func_80A0214C;
}
}
void func_80A020A4(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (func_80A01F90(&this->actor.world.pos, &player->actor.world.pos, 50.0f)) {
if (this->unk_2C0 > 0) {
this->unk_2C0--;
} else {
this->unk_2A8 = 1;
this->unk_2AC = 0x80;
this->unk_2B8 = Rand_ZeroFloat(1.0f) + 0.5f;
this->unk_2B0 = Rand_CenteredFloat(32767.0f);
this->func_2C8 = func_80A0214C;
}
}
}
void func_80A0214C(EnElf* this, PlayState* play) {
f32 xzDistToPlayer;
if (this->unk_2C0 > 0) {
this->unk_2C0--;
} else {
xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer < 50.0f) {
if (Rand_ZeroOne() < 0.2f) {
this->unk_2A8 = 2;
this->unk_2AC = 0x400;
this->unk_2B8 = 2.0f;
this->func_2C8 = func_80A020A4;
this->actor.speedXZ = 1.5f;
this->unk_2C0 = (s16)Rand_ZeroFloat(8.0f) + 4;
} else {
this->unk_2C0 = 10;
}
} else {
if (xzDistToPlayer > 150.0f) {
xzDistToPlayer = 150.0f;
}
xzDistToPlayer = ((xzDistToPlayer - 50.0f) * 0.95f) + 0.05f;
if (Rand_ZeroOne() < xzDistToPlayer) {
this->unk_2A8 = 3;
this->unk_2AC = 0x200;
this->unk_2B8 = (xzDistToPlayer * 2.0f) + 1.0f;
this->func_2C8 = func_80A01FE0;
this->unk_2C0 = (s16)Rand_ZeroFloat(16.0f) + 0x10;
} else {
this->unk_2C0 = 10;
}
}
}
if (Rand_ZeroOne() < 0.1f) {
this->unk_2A8 = 1;
this->unk_2AC = 0x80;
this->unk_2B8 = Rand_ZeroFloat(0.5f) + 0.5f;
this->unk_2B0 = Rand_CenteredFloat(32767.0f);
}
}
void func_80A0232C(EnElf* this, PlayState* play) {
if (func_80A01F90(&this->unk_28C, &this->actor.world.pos, 100.0f)) {
this->unk_2A8 = 0;
this->unk_2AC = 0x200;
this->func_2C8 = func_80A0214C;
this->unk_2B8 = 1.5f;
} else {
this->func_2C8(this, play);
}
}
f32 EnElf_GetColorValue(s32 colorFlag) {
switch (colorFlag) {
case 1:
return Rand_ZeroFloat(55.0f) + 200.0f;
case 2:
return Rand_ZeroFloat(255.0f);
default:
return 0.0f;
}
}
void EnElf_Init(Actor* thisx, PlayState* play) {
EnElf* this = (EnElf*)thisx;
s32 pad;
Player* player = GET_PLAYER(play);
s32 colorConfig;
s32 i;
Actor_ProcessInitChain(thisx, sInitChain);
SkelAnime_Init(play, &this->skelAnime, &gFairySkel, &gFairyAnim, this->jointTable, this->morphTable, 15);
ActorShape_Init(&thisx->shape, 0.0f, NULL, 15.0f);
thisx->shape.shadowAlpha = 0xFF;
Lights_PointGlowSetInfo(&this->lightInfoGlow, thisx->world.pos.x, thisx->world.pos.y, thisx->world.pos.z, 255, 255,
255, 0);
this->lightNodeGlow = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfoGlow);
Lights_PointNoGlowSetInfo(&this->lightInfoNoGlow, thisx->world.pos.x, thisx->world.pos.y, thisx->world.pos.z, 255,
255, 255, 0);
this->lightNodeNoGlow = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfoNoGlow);
this->fairyFlags = 0;
this->disappearTimer = 600;
this->unk_2A4 = 0.0f;
colorConfig = 0;
switch (thisx->params) {
case FAIRY_NAVI:
thisx->room = -1;
EnElf_SetupAction(this, func_80A03CF8);
func_80A01C38(this, 0);
this->fairyFlags |= 4;
thisx->update = func_80A053F0;
this->elfMsg = NULL;
this->unk_2C7 = 0x14;
if ((gSaveContext.naviTimer >= 25800) || (gSaveContext.naviTimer < 3000)) {
gSaveContext.naviTimer = 0;
}
break;
case FAIRY_REVIVE_BOTTLE:
colorConfig = -1;
EnElf_SetupAction(this, func_80A03610);
this->unk_2B8 = Math_Vec3f_DistXZ(&thisx->world.pos, &player->actor.world.pos);
this->unk_2AC = player->actor.shape.rot.y;
this->unk_2B0 = -0x1000;
this->unk_28C.y = thisx->world.pos.y - player->actor.world.pos.y;
this->unk_2AA = 0;
this->unk_2B4 = 0.0f;
break;
case FAIRY_REVIVE_DEATH:
colorConfig = -1;
EnElf_SetupAction(this, func_80A03990);
this->unk_2B8 = 0.0f;
this->unk_2AC = player->actor.shape.rot.y;
this->unk_2B0 = 0;
this->unk_28C.y = thisx->world.pos.y - player->actor.world.pos.y;
this->unk_2AA = 0;
this->unk_2B4 = 7.0f;
break;
case FAIRY_HEAL_BIG:
this->fairyFlags |= FAIRY_FLAG_BIG;
thisx->shape.shadowDraw = ActorShadow_DrawWhiteCircle;
case FAIRY_HEAL_TIMED:
this->fairyFlags |= FAIRY_FLAG_TIMED;
case FAIRY_HEAL:
colorConfig = -1;
EnElf_SetupAction(this, func_80A0329C);
this->unk_2B4 = Rand_ZeroFloat(10.0f) + 10.0f;
this->unk_2AA = 0;
this->unk_2AE = (s16)(Rand_ZeroFloat(1048.0f)) + 0x200;
this->unk_28C = thisx->world.pos;
this->unk_2BC = Rand_CenteredFloat(32767.0f);
this->func_2C8 = func_80A0214C;
func_80A0232C(this, play);
this->unk_2C0 = 0;
this->disappearTimer = 240;
break;
case FAIRY_KOKIRI:
colorConfig = Rand_ZeroFloat(11.99f) + 1.0f;
EnElf_SetupAction(this, func_80A0353C);
func_80A01C38(this, 0);
break;
case FAIRY_SPAWNER:
EnElf_SetupAction(this, func_80A03604);
func_80A01C38(this, 8);
for (i = 0; i < 8; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, thisx->world.pos.x,
thisx->world.pos.y - 30.0f, thisx->world.pos.z, 0, 0, 0, FAIRY_HEAL, true);
}
break;
default:
ASSERT(0);
break;
}
this->unk_2A0 = 3.0f;
this->innerColor = sInnerColors[0];
if (colorConfig > 0) {
this->outerColor.r = EnElf_GetColorValue(sColorFlags[colorConfig].r);
this->outerColor.g = EnElf_GetColorValue(sColorFlags[colorConfig].g);
this->outerColor.b = EnElf_GetColorValue(sColorFlags[colorConfig].b);
this->outerColor.a = 0.0f;
} else {
this->innerColor = sInnerColors[-colorConfig];
this->outerColor = sOuterColors[-colorConfig];
}
}
void func_80A0299C(EnElf* this, s32 arg1) {
}
void func_80A029A8(EnElf* this, s16 increment) {
if (this->disappearTimer < 600) {
this->disappearTimer += increment;
}
}
void EnElf_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
EnElf* this = (EnElf*)thisx;
LightContext_RemoveLight(play, &play->lightCtx, this->lightNodeGlow);
LightContext_RemoveLight(play, &play->lightCtx, this->lightNodeNoGlow);
}
void func_80A02A20(EnElf* this, PlayState* play) {
this->unk_28C.x = Math_SinS(this->unk_2AC) * this->unk_2B8;
this->unk_28C.y = Math_SinS(this->unk_2AA) * this->unk_2B4;
this->unk_28C.z = Math_CosS(this->unk_2AC) * this->unk_2B8;
this->unk_2AC += this->unk_2B0;
this->unk_2AA += this->unk_2AE;
}
void func_80A02AA4(EnElf* this, PlayState* play) {
f32 xzScale;
xzScale = (Math_CosS(this->unk_2AA) * this->unk_2B4) + this->unk_2B8;
this->unk_28C.x = Math_SinS(this->unk_2AC) * xzScale;
this->unk_28C.y = 0.0f;
this->unk_28C.z = Math_CosS(this->unk_2AC) * xzScale;
this->unk_2AC += this->unk_2B0;
this->unk_2AA += this->unk_2AE;
}
void func_80A02B38(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_2AA = (this->unk_2AC * 2) & 0xFFFF;
this->unk_28C.x = Math_SinS(this->unk_2AC) * this->unk_2B8;
this->unk_28C.y = Math_SinS(this->unk_2AA) * this->unk_2B4;
this->unk_28C.z = -Math_SinS(player->actor.shape.rot.y) * this->unk_28C.x;
this->unk_28C.x = Math_CosS(player->actor.shape.rot.y) * this->unk_28C.x;
this->unk_2AC += this->unk_2B0;
}
void func_80A02BD8(EnElf* this, Vec3f* targetPos, f32 arg2) {
f32 yVelTarget;
f32 yVelDirection;
yVelTarget = ((targetPos->y + this->unk_28C.y) - this->actor.world.pos.y) * arg2;
yVelDirection = (yVelTarget >= 0.0f) ? 1.0f : -1.0f;
yVelTarget = fabsf(yVelTarget);
yVelTarget = CLAMP(yVelTarget, 0.0f, 20.0f) * yVelDirection;
Math_StepToF(&this->actor.velocity.y, yVelTarget, 32.0f);
}
void func_80A02C98(EnElf* this, Vec3f* targetPos, f32 arg2) {
f32 xVelTarget;
f32 zVelTarget;
f32 xVelDirection;
f32 zVelDirection;
xVelTarget = ((targetPos->x + this->unk_28C.x) - this->actor.world.pos.x) * arg2;
zVelTarget = ((targetPos->z + this->unk_28C.z) - this->actor.world.pos.z) * arg2;
xVelDirection = (xVelTarget >= 0.0f) ? 1.0f : -1.0f;
zVelDirection = (zVelTarget >= 0.0f) ? 1.0f : -1.0f;
xVelTarget = fabsf(xVelTarget);
zVelTarget = fabsf(zVelTarget);
xVelTarget = CLAMP(xVelTarget, 0.0f, 20.0f) * xVelDirection;
zVelTarget = CLAMP(zVelTarget, 0.0f, 20.0f) * zVelDirection;
func_80A02BD8(this, targetPos, arg2);
Math_StepToF(&this->actor.velocity.x, xVelTarget, 1.5f);
Math_StepToF(&this->actor.velocity.z, zVelTarget, 1.5f);
func_8002D7EC(&this->actor);
}
void func_80A02E30(EnElf* this, Vec3f* targetPos) {
func_80A02BD8(this, targetPos, 0.2f);
this->actor.velocity.x = (targetPos->x + this->unk_28C.x) - this->actor.world.pos.x;
this->actor.velocity.z = (targetPos->z + this->unk_28C.z) - this->actor.world.pos.z;
func_8002D7EC(&this->actor);
this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
}
void func_80A02EC0(EnElf* this, Vec3f* targetPos) {
func_80A02BD8(this, targetPos, 0.2f);
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
func_8002D7EC(&this->actor);
this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
}
void func_80A02F2C(EnElf* this, Vec3f* targetPos) {
f32 yVelTarget;
f32 yVelDirection;
yVelTarget = (((Math_SinS(this->unk_2AA) * this->unk_2B4) + targetPos->y) - this->actor.world.pos.y) * 0.2f;
yVelDirection = (yVelTarget >= 0.0f) ? 1.0f : -1.0f;
this->unk_2AA += this->unk_2AE;
yVelTarget = fabsf(yVelTarget);
yVelTarget = CLAMP(yVelTarget, 0.0f, 20.0f) * yVelDirection;
Math_StepToF(&this->actor.velocity.y, yVelTarget, 1.5f);
}
void func_80A03018(EnElf* this, PlayState* play) {
s32 pad[2];
Player* player = GET_PLAYER(play);
s16 targetYaw;
Vec3f* unk_28C = &this->unk_28C;
Math_SmoothStepToF(&this->actor.speedXZ, this->unk_2B8, 0.2f, 0.5f, 0.01f);
switch (this->unk_2A8) {
case 0:
targetYaw = Math_Atan2S(-(this->actor.world.pos.z - unk_28C->z), -(this->actor.world.pos.x - unk_28C->x));
break;
case 3:
targetYaw = Math_Atan2S(-(this->actor.world.pos.z - player->actor.world.pos.z),
-(this->actor.world.pos.x - player->actor.world.pos.x));
break;
case 2:
targetYaw = Math_Atan2S(this->actor.world.pos.z - player->actor.world.pos.z,
this->actor.world.pos.x - player->actor.world.pos.x);
break;
default:
targetYaw = this->unk_2B0;
break;
}
Math_SmoothStepToS(&this->unk_2BC, targetYaw, 10, this->unk_2AC, 0x20);
this->actor.world.rot.y = this->unk_2BC;
Actor_MoveForward(&this->actor);
}
void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
f32 xVelTarget;
f32 zVelTarget;
f32 xzVelocity;
f32 clampedXZ;
xVelTarget = ((arg1->x + this->unk_28C.x) - this->actor.world.pos.x) * arg4;
zVelTarget = ((arg1->z + this->unk_28C.z) - this->actor.world.pos.z) * arg4;
arg4 += 0.3f;
arg3 += 30.0f;
func_80A02BD8(this, arg1, arg4);
xzVelocity = sqrtf(SQ(xVelTarget) + SQ(zVelTarget));
this->actor.speedXZ = clampedXZ = CLAMP(xzVelocity, arg2, arg3);
if ((xzVelocity != clampedXZ) && (xzVelocity != 0.0f)) {
xzVelocity = clampedXZ / xzVelocity;
xVelTarget *= xzVelocity;
zVelTarget *= xzVelocity;
}
Math_StepToF(&this->actor.velocity.x, xVelTarget, 5.0f);
Math_StepToF(&this->actor.velocity.z, zVelTarget, 5.0f);
func_8002D7EC(&this->actor);
}
void func_80A0329C(EnElf* this, PlayState* play) {
Player* refActor = GET_PLAYER(play);
s32 pad;
Player* player = GET_PLAYER(play);
f32 heightDiff;
SkelAnime_Update(&this->skelAnime);
if (Rand_ZeroOne() < 0.05f) {
this->unk_2B4 = Rand_ZeroFloat(10.0f) + 10.0f;
this->unk_2AE = (s16)(Rand_ZeroFloat(1024.0f)) + 0x200;
}
func_80A0232C(this, play);
this->unk_28C.y = player->bodyPartsPos[0].y;
func_80A02F2C(this, &this->unk_28C);
func_80A03018(this, play);
if ((this->unk_2A8 == 2) || (this->unk_2A8 == 3)) {
EnElf_SpawnSparkles(this, play, 16);
}
if (Actor_HasParent(&this->actor, play)) {
Actor_Kill(&this->actor);
return;
}
if (!Player_InCsMode(play)) {
heightDiff = this->actor.world.pos.y - refActor->actor.world.pos.y;
if ((heightDiff > 0.0f) && (heightDiff < 60.0f)) {
if (!func_80A01F90(&this->actor.world.pos, &refActor->actor.world.pos, 10.0f)) {
if (CVar_GetS32("gFairyEffect", 0) && !(this->fairyFlags & FAIRY_FLAG_BIG))
{
if (CVar_GetS32("gFairyPercentRestore", 0))
{
Health_ChangeBy(play, (gSaveContext.healthCapacity * CVar_GetS32("gFairyHealth", 100) / 100 + 15) / 16 * 16);
}
else
{
Health_ChangeBy(play, CVar_GetS32("gFairyHealth", 8) * 16);
}
}
else
{
Health_ChangeBy(play, 128);
}
if (this->fairyFlags & FAIRY_FLAG_BIG) {
Magic_Fill(play);
}
this->unk_2B8 = 50.0f;
this->unk_2AC = refActor->actor.shape.rot.y;
this->unk_2B0 = -0x1000;
this->unk_28C.y = 30.0f;
this->unk_2B4 = 0.0f;
this->unk_2AA = 0;
EnElf_SetupAction(this, func_80A03610);
return;
}
}
if (this->fairyFlags & FAIRY_FLAG_TIMED) {
if (this->disappearTimer > 0) {
this->disappearTimer--;
} else {
this->disappearTimer--;
if (this->disappearTimer > -10) {
Actor_SetScale(&this->actor, ((this->disappearTimer + 10) * 0.008f) * 0.1f);
} else {
Actor_Kill(&this->actor);
return;
}
}
}
if (!(this->fairyFlags & FAIRY_FLAG_BIG)) {
// GI_MAX in this case allows the player to catch the actor in a bottle
func_8002F434(&this->actor, play, GI_MAX, 80.0f, 60.0f);
}
}
}
void func_80A0353C(EnElf* this, PlayState* play) {
Vec3f parentPos;
Actor* parent;
SkelAnime_Update(&this->skelAnime);
func_80A02A20(this, play);
parent = this->actor.parent;
if ((parent != NULL) && (parent->update != NULL)) {
parentPos = this->actor.parent->world.pos;
parentPos.y += ((1500.0f * this->actor.scale.y) + 40.0f);
func_80A02C98(this, &parentPos, 0.2f);
} else {
Actor_Kill(&this->actor);
}
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
}
void func_80A03604(EnElf* this, PlayState* play) {
}
void func_80A03610(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToF(&this->unk_2B8, 30.0f, 0.1f, 4.0f, 1.0f);
this->unk_28C.x = Math_CosS(this->unk_2AC) * this->unk_2B8;
this->unk_28C.y = this->unk_28C.y + this->unk_2B4;
switch (this->unk_2AA) {
case 0:
if (this->unk_2B4 < 2.0f) {
this->unk_2B4 += 0.1f;
} else {
this->unk_2AA++;
}
break;
case 1:
if (this->unk_2B4 > -1.0f) {
this->unk_2B4 -= 0.2f;
}
}
this->unk_28C.z = Math_SinS(this->unk_2AC) * -this->unk_2B8;
this->unk_2AC += this->unk_2B0;
func_80A02C98(this, &player->actor.world.pos, 0.2f);
if (this->unk_2B4 < 0.0f) {
if ((this->unk_28C.y < 20.0f) && (this->unk_28C.y > 0.0f)) {
Actor_SetScale(&this->actor, (this->unk_28C.y * 0.008f) * 0.05f);
}
}
if (this->unk_28C.y < -10.0f) {
Actor_Kill(&this->actor);
return;
}
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03814(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
if (this->unk_28C.y > 200.0f) {
Actor_Kill(&this->actor);
return;
}
if (this->unk_2AE >= 0x7E) {
this->unk_2B8 += 0.1f;
this->unk_2B4 += 0.5f;
this->unk_28C.y += this->unk_2B4;
} else {
this->unk_2AE++;
if (this->unk_2B8 < 30.0f) {
this->unk_2B8 += 0.5f;
}
if (this->unk_28C.y > 0.0f) {
this->unk_28C.y -= 0.7f;
}
}
this->unk_28C.x = Math_CosS(this->unk_2AC) * this->unk_2B8;
this->unk_28C.z = Math_SinS(this->unk_2AC) * -this->unk_2B8;
this->unk_2AC += this->unk_2B0;
func_80A02E30(this, &player->bodyPartsPos[0]);
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03990(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
this->unk_28C.z = 0.0f;
this->unk_28C.x = 0.0f;
this->unk_28C.y += this->unk_2B4;
this->unk_2B4 -= 0.35f;
if (this->unk_2B4 <= 0.0f) {
EnElf_SetupAction(this, func_80A03814);
this->unk_2B0 = 0x800;
this->unk_2AE = 0;
this->unk_2B4 = 0.0f;
this->unk_2B8 = 1.0f;
}
func_80A02E30(this, &player->bodyPartsPos[0]);
Actor_SetScale(&this->actor, (1.0f - (SQ(this->unk_2B4) * SQ(1.0f / 9.0f))) * 0.008f);
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03AB0(EnElf* this, PlayState* play) {
if (this->fairyFlags & 4) {
func_80A04414(this, play);
}
SkelAnime_Update(&this->skelAnime);
if (this->func_2C8 == NULL) {
ASSERT(this->func_2C8 == NULL);
}
this->func_2C8(this, play);
}
void EnElf_UpdateLights(EnElf* this, PlayState* play) {
s16 glowLightRadius;
Player* player;
glowLightRadius = 100;
if (this->unk_2A8 == 8) {
glowLightRadius = 0;
}
if (this->fairyFlags & 0x20) {
player = GET_PLAYER(play);
Lights_PointNoGlowSetInfo(&this->lightInfoNoGlow, player->actor.world.pos.x,
(s16)(player->actor.world.pos.y) + 60.0f, player->actor.world.pos.z, 255, 255, 255,
200);
} else {
Lights_PointNoGlowSetInfo(&this->lightInfoNoGlow, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 255, -1);
}
Lights_PointGlowSetInfo(&this->lightInfoGlow, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 255, glowLightRadius);
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
Actor_SetScale(&this->actor, this->actor.scale.x);
}
void func_80A03CF8(EnElf* this, PlayState* play) {
Vec3f nextPos;
Vec3f prevPos;
Player* player = GET_PLAYER(play);
Actor* arrowPointedActor;
f32 xScale;
f32 distFromLinksHead;
func_80A0461C(this, play);
func_80A03AB0(this, play);
xScale = 0.0f;
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[8] != NULL)) {
EnElf_GetCutsceneNextPos(&nextPos, play, 8);
if (play->csCtx.npcActions[8]->action == 5) {
EnElf_SpawnSparkles(this, play, 16);
}
prevPos = this->actor.world.pos;
if (this->unk_2A8 == 0xA) {
func_80A02EC0(this, &nextPos);
} else {
func_80A02C98(this, &nextPos, 0.2f);
}
if ((play->sceneNum == SCENE_LINK_HOME) && (gSaveContext.sceneSetupIndex == 4)) {
// play dash sound as Navi enters Links house in the intro
if (play->csCtx.frames == 55) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
}
// play dash sound in intervals as Navi is waking up Link in the intro
if (this->unk_2A8 == 6) {
if (this->fairyFlags & 0x40) {
if (prevPos.y < this->actor.world.pos.y) {
this->fairyFlags &= ~0x40;
}
} else {
if (this->actor.world.pos.y < prevPos.y) {
this->fairyFlags |= 0x40;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
}
}
}
}
} else {
distFromLinksHead = Math_Vec3f_DistXYZ(&player->bodyPartsPos[8], &this->actor.world.pos);
switch (this->unk_2A8) {
case 7:
func_80A02C98(this, &player->bodyPartsPos[8], 1.0f - this->unk_2AE * (1.0f / 30.0f));
xScale = Math_Vec3f_DistXYZ(&player->bodyPartsPos[8], &this->actor.world.pos);
if (distFromLinksHead < 7.0f) {
this->unk_2C0 = 0;
xScale = 0.0f;
} else if (distFromLinksHead < 25.0f) {
xScale = (xScale - 5.0f) * 0.05f;
xScale = 1.0f - xScale;
xScale = (1.0f - SQ(xScale)) * 0.008f;
} else {
xScale = 0.008f;
}
EnElf_SpawnSparkles(this, play, 16);
break;
case 8:
func_80A02C98(this, &player->bodyPartsPos[8], 0.2f);
this->actor.world.pos = player->bodyPartsPos[8];
func_80A029A8(this, 1);
break;
case 11:
nextPos = player->bodyPartsPos[8];
nextPos.y += 1500.0f * this->actor.scale.y;
func_80A02E30(this, &nextPos);
EnElf_SpawnSparkles(this, play, 16);
if (this->unk_2B8 <= 19.0f) {
this->unk_2B8 += 1.0f;
}
if (this->unk_2B8 >= 21.0f) {
this->unk_2B8 -= 1.0f;
}
if (this->unk_2C0 < 0x20) {
this->unk_2B0 = (this->unk_2C0 * 0xF0) + 0x200;
func_80A0299C(this, 1);
}
break;
case 12:
nextPos = GET_ACTIVE_CAM(play)->eye;
nextPos.y += (-2000.0f * this->actor.scale.y);
func_80A03148(this, &nextPos, 0.0f, 20.0f, 0.2f);
break;
default:
func_80A029A8(this, 1);
nextPos = play->actorCtx.targetCtx.naviRefPos;
nextPos.y += (1500.0f * this->actor.scale.y);
arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
if (arrowPointedActor != NULL) {
func_80A03148(this, &nextPos, 0.0f, 20.0f, 0.2f);
if (this->actor.speedXZ >= 5.0f) {
EnElf_SpawnSparkles(this, play, 16);
}
} else {
if ((this->timer % 32) == 0) {
this->unk_2A0 = Rand_ZeroFloat(7.0f) + 3.0f;
}
if (this->fairyFlags & 2) {
if (distFromLinksHead < 30.0f) {
this->fairyFlags ^= 2;
}
func_80A03148(this, &nextPos, 0.0f, 20.0f, 0.2f);
EnElf_SpawnSparkles(this, play, 16);
} else {
if (distFromLinksHead > 100.0f) {
this->fairyFlags |= 2;
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
}
this->unk_2C0 = 0x64;
}
func_80A03148(this, &nextPos, 0.0f, this->unk_2A0, 0.2f);
}
}
break;
}
}
if (this->unk_2A8 == 7) {
this->actor.scale.x = xScale;
} else if (this->unk_2A8 == 8) {
this->actor.scale.x = 0.0f;
} else {
Math_SmoothStepToF(&this->actor.scale.x, 0.008f, 0.3f, 0.00080000004f, 0.000080000005f);
}
EnElf_UpdateLights(this, play);
}
void EnElf_ChangeColor(Color_RGBAf* dest, Color_RGBAf* newColor, Color_RGBAf* curColor, f32 rate) {
Color_RGBAf rgbaDiff;
rgbaDiff.r = (newColor->r - curColor->r);
rgbaDiff.g = (newColor->g - curColor->g);
rgbaDiff.b = (newColor->b - curColor->b);
rgbaDiff.a = (newColor->a - curColor->a);
dest->r += (rgbaDiff.r * rate);
dest->g += (rgbaDiff.g * rate);
dest->b += (rgbaDiff.b * rate);
dest->a += (rgbaDiff.a * rate);
}
void func_80A04414(EnElf* this, PlayState* play) {
Actor* arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
Player* player = GET_PLAYER(play);
f32 transitionRate;
u16 targetSound;
if (play->actorCtx.targetCtx.unk_40 != 0.0f) {
this->unk_2C6 = 0;
this->unk_29C = 1.0f;
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
}
} else {
if (this->unk_2C6 == 0) {
if ((arrowPointedActor == NULL) ||
(Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetCtx.naviRefPos) < 50.0f)) {
this->unk_2C6 = 1;
}
} else if (this->unk_29C != 0.0f) {
if (Math_StepToF(&this->unk_29C, 0.0f, 0.25f) != 0) {
this->innerColor = play->actorCtx.targetCtx.naviInner;
this->outerColor = play->actorCtx.targetCtx.naviOuter;
} else {
transitionRate = 0.25f / this->unk_29C;
EnElf_ChangeColor(&this->innerColor, &play->actorCtx.targetCtx.naviInner, &this->innerColor,
transitionRate);
EnElf_ChangeColor(&this->outerColor, &play->actorCtx.targetCtx.naviOuter, &this->outerColor,
transitionRate);
}
}
}
if (this->fairyFlags & 1) {
if ((arrowPointedActor == NULL) || (player->unk_664 == NULL)) {
this->fairyFlags ^= 1;
}
} else {
if ((arrowPointedActor != NULL) && (player->unk_664 != NULL)) {
if (arrowPointedActor->category == ACTORCAT_NPC) {
targetSound = NA_SE_VO_NAVY_HELLO;
} else {
targetSound =
(arrowPointedActor->category == ACTORCAT_ENEMY) ? NA_SE_VO_NAVY_ENEMY : NA_SE_VO_NAVY_HEAR;
}
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, targetSound);
}
this->fairyFlags |= 1;
}
}
}
void func_80A0461C(EnElf* this, PlayState* play) {
s32 temp;
Actor* arrowPointedActor;
Player* player = GET_PLAYER(play);
if (play->csCtx.state != CS_STATE_IDLE) {
if (play->csCtx.npcActions[8] != NULL) {
switch (play->csCtx.npcActions[8]->action) {
case 4:
temp = 9;
break;
case 3:
temp = 6;
break;
case 1:
temp = 10;
break;
default:
temp = 0;
break;
}
} else {
temp = 0;
this->unk_2C0 = 100;
}
} else {
arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
if ((player->stateFlags1 & 0x400) || ((YREG(15) & 0x10) && func_800BC56C(play, 2))) {
temp = 12;
this->unk_2C0 = 100;
} else if (arrowPointedActor == NULL || arrowPointedActor->category == ACTORCAT_NPC) {
if (arrowPointedActor != NULL) {
this->unk_2C0 = 100;
player->stateFlags2 |= 0x100000;
temp = 0;
} else {
switch (this->unk_2A8) {
case 0:
if (this->unk_2C0 != 0) {
this->unk_2C0--;
temp = 0;
} else {
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_NAVY_VANISH);
}
temp = 7;
}
break;
case 7:
if (this->unk_2C0 != 0) {
if (this->unk_2AE > 0) {
this->unk_2AE--;
temp = 7;
} else {
player->stateFlags2 |= 0x100000;
temp = 0;
}
} else {
temp = 8;
func_80A029A8(this, 10);
}
break;
case 8:
temp = 8;
break;
case 11:
temp = this->unk_2A8;
if (this->unk_2C0 > 0) {
this->unk_2C0--;
} else {
temp = 0;
}
break;
default:
temp = 0;
break;
}
}
} else {
temp = 1;
}
switch (temp) {
case 0:
if (!(player->stateFlags2 & 0x100000)) {
temp = 7;
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_NAVY_VANISH);
}
}
break;
case 8:
if (player->stateFlags2 & 0x100000) {
func_80A0299C(this, 0x32);
this->unk_2C0 = 42;
temp = 11;
if (this->unk_2C7 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FAIRY_DASH);
}
}
break;
case 7:
player->stateFlags2 &= ~0x100000;
break;
default:
player->stateFlags2 |= 0x100000;
break;
}
}
if (temp != this->unk_2A8) {
func_80A01C38(this, temp);
if (temp == 11) {
this->unk_2B8 = Math_Vec3f_DistXZ(&player->bodyPartsPos[8], &this->actor.world.pos);
this->unk_2AC = Math_Vec3f_Yaw(&this->actor.world.pos, &player->bodyPartsPos[8]);
}
}
}
void EnElf_SpawnSparkles(EnElf* this, PlayState* play, s32 sparkleLife) {
static Vec3f sparkleVelocity = { 0.0f, -0.05f, 0.0f };
static Vec3f sparkleAccel = { 0.0f, -0.025f, 0.0f };
s32 pad;
Vec3f sparklePos;
Color_RGBA8 primColor;
Color_RGBA8 envColor;
sparklePos.x = Rand_CenteredFloat(6.0f) + this->actor.world.pos.x;
sparklePos.y = (Rand_ZeroOne() * 6.0f) + this->actor.world.pos.y;
sparklePos.z = Rand_CenteredFloat(6.0f) + this->actor.world.pos.z;
primColor.r = this->innerColor.r;
primColor.g = this->innerColor.g;
primColor.b = this->innerColor.b;
envColor.r = this->outerColor.r;
envColor.g = this->outerColor.g;
envColor.b = this->outerColor.b;
EffectSsKiraKira_SpawnDispersed(play, &sparklePos, &sparkleVelocity, &sparkleAccel, &primColor, &envColor,
1000, sparkleLife);
}
void func_80A04D90(EnElf* this, PlayState* play) {
s32 pad;
s32 bgId;
this->actor.floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &this->actor.floorPoly, &bgId,
&this->actor, &this->actor.world.pos);
this->actor.shape.shadowAlpha = 0x32;
}
// move to talk to player
void func_80A04DE4(EnElf* this, PlayState* play) {
Vec3f headCopy;
Player* player = GET_PLAYER(play);
Vec3f naviRefPos;
if (this->fairyFlags & 0x10) {
naviRefPos = play->actorCtx.targetCtx.naviRefPos;
if ((player->unk_664 == NULL) || (&player->actor == player->unk_664) || (&this->actor == player->unk_664)) {
naviRefPos.x = player->bodyPartsPos[7].x + (Math_SinS(player->actor.shape.rot.y) * 20.0f);
naviRefPos.y = player->bodyPartsPos[7].y + 5.0f;
naviRefPos.z = player->bodyPartsPos[7].z + (Math_CosS(player->actor.shape.rot.y) * 20.0f);
}
this->actor.focus.pos = naviRefPos;
this->fairyFlags &= ~0x10;
}
func_80A03AB0(this, play);
headCopy = this->actor.focus.pos;
func_80A03148(this, &headCopy, 0, 20.0f, 0.2f);
if (this->actor.speedXZ >= 5.0f) {
EnElf_SpawnSparkles(this, play, 16);
}
Math_SmoothStepToF(&this->actor.scale.x, 0.008f, 0.3f, 0.00080000004f, 0.000080000005f);
EnElf_UpdateLights(this, play);
}
// move after talking to player
void func_80A04F94(EnElf* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_2BC, 5, 0x1000, 0x400);
this->timer++;
Math_StepToF(&this->unk_2A4, 1.0f, 0.05f);
Environment_AdjustLights(play, SQ(this->unk_2A4), player->actor.projectedPos.z + 780.0f, 0.2f, 0.5f);
}
// ask to talk to saria again
void func_80A05040(Actor* thisx, PlayState* play) {
EnElf* this = (EnElf*)thisx;
func_80A04DE4(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
switch (play->msgCtx.choiceIndex) {
case 0: // yes
Message_ContinueTextbox(play, ElfMessage_GetSariaText(play));
this->actor.update = func_80A05114;
break;
case 1: // no
Message_CloseTextbox(play);
this->actor.update = func_80A053F0;
func_80A01C38(this, 0);
this->fairyFlags &= ~0x20;
break;
}
}
func_80A04F94(this, play);
}
void func_80A05114(Actor* thisx, PlayState* play) {
EnElf* this = (EnElf*)thisx;
func_80A04DE4(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_ContinueTextbox(play, 0xE3);
this->actor.update = func_80A05040;
}
func_80A04F94(this, play);
}
void func_80A05188(Actor* thisx, PlayState* play) {
EnElf* this = (EnElf*)thisx;
func_80A04DE4(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_ContinueTextbox(play, ElfMessage_GetSariaText(play));
this->actor.update = func_80A05114;
}
func_80A04F94(this, play);
}
// ask to talk to navi
void func_80A05208(Actor* thisx, PlayState* play) {
s32 naviCUpText;
EnElf* this = (EnElf*)thisx;
func_80A04DE4(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
switch (play->msgCtx.choiceIndex) {
case 0: // yes
naviCUpText = ElfMessage_GetCUpText(play);
if (naviCUpText != 0) {
Message_ContinueTextbox(play, naviCUpText);
} else {
Message_ContinueTextbox(play, 0x15F);
}
this->actor.update = func_80A052F4;
break;
case 1: // no
Message_CloseTextbox(play);
this->actor.update = func_80A053F0;
func_80A01C38(this, 0);
this->fairyFlags &= ~0x20;
break;
}
}
func_80A04F94(this, play);
}
// ask to talk to saria
void func_80A052F4(Actor* thisx, PlayState* play) {
EnElf* this = (EnElf*)thisx;
func_80A04DE4(this, play);
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) {
if (Message_ShouldAdvance(play)) {
play->msgCtx.unk_E3F2 = 0xFF;
switch (play->msgCtx.choiceIndex) {
case 0: // yes
this->actor.update = func_80A05188;
Message_ContinueTextbox(play, 0xE2);
break;
case 1: // no
this->actor.update = func_80A05208;
Message_ContinueTextbox(play, 0xE1);
break;
}
}
} else if (Actor_TextboxIsClosing(thisx, play)) {
this->actor.update = func_80A053F0;
func_80A01C38(this, 0);
this->fairyFlags &= ~0x20;
}
func_80A04F94(this, play);
}
void func_80A053F0(Actor* thisx, PlayState* play) {
u8 unk2C7;
s32 pad;
Player* player = GET_PLAYER(play);
EnElf* this = (EnElf*)thisx;
if (player->naviTextId == 0) {
if (player->unk_664 == NULL) {
if (((gSaveContext.naviTimer >= 600) && (gSaveContext.naviTimer <= 3000)) || (nREG(89) != 0)) {
player->naviTextId = ElfMessage_GetCUpText(play);
if (player->naviTextId == 0x15F) {
player->naviTextId = 0;
}
}
}
} else if (player->naviTextId < 0) {
// trigger dialog instantly for negative message IDs
thisx->flags |= ACTOR_FLAG_16;
}
if (Actor_ProcessTalkRequest(thisx, play)) {
func_800F4524(&D_801333D4, NA_SE_VO_SK_LAUGH, 0x20);
thisx->focus.pos = thisx->world.pos;
if (thisx->textId == ElfMessage_GetCUpText(play)) {
this->fairyFlags |= 0x80;
gSaveContext.naviTimer = 3001;
}
this->fairyFlags |= 0x10;
this->fairyFlags |= 0x20;
thisx->update = func_80A052F4;
func_80A01C38(this, 3);
if (this->elfMsg != NULL) {
this->elfMsg->actor.flags |= ACTOR_FLAG_8;
}
thisx->flags &= ~ACTOR_FLAG_16;
} else {
this->actionFunc(this, play);
thisx->shape.rot.y = this->unk_2BC;
nREG(80) = gSaveContext.sceneFlags[127].chest;
if (nREG(81) != 0) {
if (gSaveContext.sceneFlags[127].chest) {
LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", gSaveContext.sceneFlags[127].chest);
}
}
if (!Play_InCsMode(play)) {
if (gSaveContext.naviTimer < 25800) {
gSaveContext.naviTimer++;
} else if (!(this->fairyFlags & 0x80)) {
gSaveContext.naviTimer = 0;
}
}
}
this->elfMsg = NULL;
this->timer++;
if (this->unk_2A4 > 0.0f) {
Math_StepToF(&this->unk_2A4, 0.0f, 0.05f);
Environment_AdjustLights(play, SQ(this->unk_2A4) * this->unk_2A4, player->actor.projectedPos.z + 780.0f,
0.2f, 0.5f);
}
// temp probably fake match
unk2C7 = this->unk_2C7;
if (unk2C7 > 0) {
this->unk_2C7--;
}
if ((this->unk_2C7 == 0) && (play->csCtx.state != CS_STATE_IDLE)) {
this->unk_2C7 = 1;
}
func_80A04D90(this, play);
}
void EnElf_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnElf* this = (EnElf*)thisx;
this->actionFunc(this, play);
this->actor.shape.rot.y = this->unk_2BC;
this->timer++;
if (this->fairyFlags & FAIRY_FLAG_BIG) {
func_80A04D90(this, play);
}
}
s32 EnElf_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
s32 pad;
f32 scale;
Vec3f mtxMult;
EnElf* this = (EnElf*)thisx;
if (limbIndex == 8) {
scale = ((Math_SinS(this->timer * 4096) * 0.1f) + 1.0f) * 0.012f;
if (this->fairyFlags & FAIRY_FLAG_BIG) {
scale *= 2.0f;
}
scale *= CVar_GetFloat("gCosmetics.Fairies_Size", 1.0f);
scale *= (this->actor.scale.x * 124.99999f);
Matrix_MultVec3f(&zeroVec, &mtxMult);
Matrix_Translate(mtxMult.x, mtxMult.y, mtxMult.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
}
// do not draw wings for big fairies
if (this->fairyFlags & FAIRY_FLAG_BIG) {
if (limbIndex == 4 || limbIndex == 7 || limbIndex == 11 || limbIndex == 14) {
*dList = NULL;
}
}
return false;
}
void EnElf_Draw(Actor* thisx, PlayState* play) {
s32 pad;
f32 alphaScale;
s32 envAlpha;
EnElf* this = (EnElf*)thisx;
s32 pad1;
Gfx* dListHead;
Player* player = GET_PLAYER(play);
if ((this->unk_2A8 != 8) && !(this->fairyFlags & 8)) {
if (!(player->stateFlags1 & 0x100000) || (kREG(90) < this->actor.projectedPos.z)) {
dListHead = Graph_Alloc(play->state.gfxCtx, sizeof(Gfx) * 4);
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_27Xlu(play->state.gfxCtx);
envAlpha = (this->timer * 50) & 0x1FF;
envAlpha = (envAlpha > 255) ? 511 - envAlpha : envAlpha;
alphaScale = this->disappearTimer < 0 ? (this->disappearTimer * (7.0f / 6000.0f)) + 1.0f : 1.0f;
gSPSegment(POLY_XLU_DISP++, 0x08, dListHead);
gDPPipeSync(dListHead++);
gDPSetPrimColor(dListHead++, 0, 0x01, (u8)this->innerColor.r, (u8)this->innerColor.g,
(u8)this->innerColor.b, (u8)(this->innerColor.a * alphaScale));
if (this->fairyFlags & 4) {
gDPSetRenderMode(dListHead++, G_RM_PASS, G_RM_CLD_SURF2);
} else {
gDPSetRenderMode(dListHead++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
}
gSPEndDisplayList(dListHead++);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)this->outerColor.r, (u8)this->outerColor.g, (u8)this->outerColor.b,
(u8)(envAlpha * alphaScale));
POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
EnElf_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
void EnElf_GetCutsceneNextPos(Vec3f* vec, PlayState* play, s32 action) {
Vec3f startPos;
Vec3f endPos;
CsCmdActorAction* npcAction = play->csCtx.npcActions[action];
f32 lerp;
startPos.x = npcAction->startPos.x;
startPos.y = npcAction->startPos.y;
startPos.z = npcAction->startPos.z;
endPos.x = npcAction->endPos.x;
endPos.y = npcAction->endPos.y;
endPos.z = npcAction->endPos.z;
lerp = Environment_LerpWeight(npcAction->endFrame, npcAction->startFrame, play->csCtx.frames);
vec->x = ((endPos.x - startPos.x) * lerp) + startPos.x;
vec->y = ((endPos.y - startPos.y) * lerp) + startPos.y;
vec->z = ((endPos.z - startPos.z) * lerp) + startPos.z;
}