Shipwright/soh/src/overlays/actors/ovl_En_Md/z_en_md.c

886 lines
28 KiB
C

/*
* File: z_en_md.c
* Overlay: ovl_En_Md
* Description: Mido
*/
#include "z_en_md.h"
#include "objects/object_md/object_md.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnMd_Init(Actor* thisx, GlobalContext* globalCtx);
void EnMd_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnMd_Update(Actor* thisx, GlobalContext* globalCtx);
void EnMd_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80AAB874(EnMd* this, GlobalContext* globalCtx);
void func_80AAB8F8(EnMd* this, GlobalContext* globalCtx);
void func_80AAB948(EnMd* this, GlobalContext* globalCtx);
void func_80AABC10(EnMd* this, GlobalContext* globalCtx);
void func_80AABD0C(EnMd* this, GlobalContext* globalCtx);
const ActorInit En_Md_InitVars = {
ACTOR_EN_MD,
ACTORCAT_NPC,
FLAGS,
OBJECT_MD,
sizeof(EnMd),
(ActorFunc)EnMd_Init,
(ActorFunc)EnMd_Destroy,
(ActorFunc)EnMd_Update,
(ActorFunc)EnMd_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 36, 46, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENMD_ANIM_0,
/* 1 */ ENMD_ANIM_1,
/* 2 */ ENMD_ANIM_2,
/* 3 */ ENMD_ANIM_3,
/* 4 */ ENMD_ANIM_4,
/* 5 */ ENMD_ANIM_5,
/* 6 */ ENMD_ANIM_6,
/* 7 */ ENMD_ANIM_7,
/* 8 */ ENMD_ANIM_8,
/* 9 */ ENMD_ANIM_9,
/* 10 */ ENMD_ANIM_10,
/* 11 */ ENMD_ANIM_11,
/* 12 */ ENMD_ANIM_12,
/* 13 */ ENMD_ANIM_13,
} EnMdAnimation;
static AnimationInfo sAnimationInfo[] = {
{ &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, 0.0f },
{ &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f },
{ &gMidoRaiseHand1Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
{ &gMidoHaltAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
{ &gMidoPutHandDownAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
{ &gMidoAnnoyedPointedHeadIdle1Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
{ &gMidoAnnoyedPointedHeadIdle2Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
{ &gMidoAnim_92B0, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
{ &gMidoWalkingAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
{ &gMidoHandsOnHipsTransitionAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
{ &gMidoHandsOnHipsIdleAnim, 0.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -8.0f },
{ &gMidoSlamAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
{ &gMidoRaiseHand2Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -1.0f },
{ &gMidoAngryHeadTurnAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -1.0f },
};
void func_80AAA250(EnMd* this) {
f32 startFrame;
startFrame = this->skelAnime.startFrame;
this->skelAnime.startFrame = this->skelAnime.endFrame;
this->skelAnime.curFrame = this->skelAnime.endFrame;
this->skelAnime.endFrame = startFrame;
this->skelAnime.playSpeed = -1.0f;
}
void func_80AAA274(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_2);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_3);
this->unk_20A++;
}
}
}
void func_80AAA308(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_4);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_5);
this->unk_20A++;
}
}
}
void func_80AAA39C(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_2);
func_80AAA250(this);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_7);
this->unk_20A++;
} else {
break;
}
case 2:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_8);
this->unk_20A++;
}
}
}
void func_80AAA474(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_7);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_10);
this->unk_20A++;
}
}
}
void func_80AAA508(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_2);
func_80AAA250(this);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_10);
this->unk_20A++;
}
}
}
void func_80AAA5A4(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_9);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_6);
this->unk_20A++;
}
}
}
void func_80AAA638(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_9);
func_80AAA250(this);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_10);
this->unk_20A++;
}
}
}
void func_80AAA6D4(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_11);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_6);
this->unk_20A++;
}
}
}
void func_80AAA768(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_12);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_3);
this->unk_20A++;
}
}
}
void func_80AAA7FC(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_13);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_6);
this->unk_20A++;
}
}
}
void func_80AAA890(EnMd* this) {
switch (this->unk_20A) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_7);
func_80AAA250(this);
this->unk_20A++;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_10);
this->unk_20A++;
}
}
}
void func_80AAA92C(EnMd* this, u8 arg1) {
this->unk_20B = arg1;
this->unk_20A = 0;
}
void func_80AAA93C(EnMd* this) {
switch (this->unk_20B) {
case 1:
func_80AAA274(this);
break;
case 2:
func_80AAA308(this);
break;
case 3:
func_80AAA39C(this);
break;
case 4:
func_80AAA474(this);
break;
case 5:
func_80AAA508(this);
break;
case 6:
func_80AAA5A4(this);
break;
case 7:
func_80AAA638(this);
break;
case 8:
func_80AAA6D4(this);
break;
case 9:
func_80AAA768(this);
break;
case 10:
func_80AAA7FC(this);
break;
case 11:
func_80AAA890(this);
}
}
void func_80AAAA24(EnMd* this) {
if (this->unk_1E0.unk_00 != 0) {
switch (this->actor.textId) {
case 0x102F:
if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
func_80AAA92C(this, 1);
}
if ((this->unk_208 == 2) && (this->unk_20B != 2)) {
func_80AAA92C(this, 2);
}
if ((this->unk_208 == 5) && (this->unk_20B != 8)) {
func_80AAA92C(this, 8);
}
if ((this->unk_208 == 11) && (this->unk_20B != 9)) {
func_80AAA92C(this, 9);
}
break;
case 0x1033:
if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
func_80AAA92C(this, 1);
}
if ((this->unk_208 == 1) && (this->unk_20B != 2)) {
func_80AAA92C(this, 2);
}
if ((this->unk_208 == 5) && (this->unk_20B != 10)) {
func_80AAA92C(this, 10);
}
if ((this->unk_208 == 7) && (this->unk_20B != 9)) {
func_80AAA92C(this, 9);
}
break;
case 0x1030:
case 0x1034:
case 0x1045:
if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
func_80AAA92C(this, 1);
}
break;
case 0x1046:
if ((this->unk_208 == 0) && (this->unk_20B != 6)) {
func_80AAA92C(this, 6);
}
break;
}
} else if (this->skelAnime.animation != &gMidoHandsOnHipsIdleAnim) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_10);
func_80AAA92C(this, 0);
}
func_80AAA93C(this);
}
s16 func_80AAAC78(EnMd* this, GlobalContext* globalCtx) {
s16 dialogState = Message_GetState(&globalCtx->msgCtx);
if ((this->unk_209 == TEXT_STATE_AWAITING_NEXT) || (this->unk_209 == TEXT_STATE_EVENT) ||
(this->unk_209 == TEXT_STATE_CLOSING) || (this->unk_209 == TEXT_STATE_DONE_HAS_NEXT)) {
if (this->unk_209 != dialogState) {
this->unk_208++;
}
}
this->unk_209 = dialogState;
return dialogState;
}
u16 EnMd_GetTextKokiriForest(GlobalContext* globalCtx, EnMd* this) {
u16 reactionText = Text_GetFaceReaction(globalCtx, 0x11);
if (reactionText != 0) {
return reactionText;
}
this->unk_208 = 0;
this->unk_209 = TEXT_STATE_NONE;
if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[1])) {
return 0x1045;
}
if (gSaveContext.eventChkInf[0] & 0x10) {
return 0x1034;
}
if ((CUR_EQUIP_VALUE(EQUIP_SHIELD) == 1) && (CUR_EQUIP_VALUE(EQUIP_SWORD) == 1)) {
return 0x1033;
}
if (gSaveContext.infTable[0] & 0x1000) {
return 0x1030;
}
return 0x102F;
}
u16 EnMd_GetTextKokiriHome(GlobalContext* globalCtx, EnMd* this) {
this->unk_208 = 0;
this->unk_209 = TEXT_STATE_NONE;
if (gSaveContext.eventChkInf[4] & 1) {
return 0x1028;
}
return 0x1046;
}
u16 EnMd_GetTextLostWoods(GlobalContext* globalCtx, EnMd* this) {
this->unk_208 = 0;
this->unk_209 = TEXT_STATE_NONE;
if (gSaveContext.eventChkInf[4] & 0x100) {
if (gSaveContext.infTable[1] & 0x200) {
return 0x1071;
}
return 0x1070;
}
if (gSaveContext.eventChkInf[0] & 0x400) {
return 0x1068;
}
if (gSaveContext.infTable[1] & 0x20) {
return 0x1061;
}
return 0x1060;
}
u16 EnMd_GetText(GlobalContext* globalCtx, Actor* thisx) {
EnMd* this = (EnMd*)thisx;
switch (globalCtx->sceneNum) {
case SCENE_SPOT04:
return EnMd_GetTextKokiriForest(globalCtx, this);
case SCENE_KOKIRI_HOME4:
return EnMd_GetTextKokiriHome(globalCtx, this);
case SCENE_SPOT10:
return EnMd_GetTextLostWoods(globalCtx, this);
default:
return 0;
}
}
s16 func_80AAAF04(GlobalContext* globalCtx, Actor* thisx) {
EnMd* this = (EnMd*)thisx;
switch (func_80AAAC78(this, globalCtx)) {
case TEXT_STATE_NONE:
case TEXT_STATE_DONE_HAS_NEXT:
case TEXT_STATE_DONE_FADING:
case TEXT_STATE_CHOICE:
case TEXT_STATE_DONE:
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
return 1;
case TEXT_STATE_CLOSING:
switch (this->actor.textId) {
case 0x1028:
gSaveContext.eventChkInf[0] |= 0x8000;
break;
case 0x102F:
gSaveContext.eventChkInf[0] |= 4;
gSaveContext.infTable[0] |= 0x1000;
break;
case 0x1060:
gSaveContext.infTable[1] |= 0x20;
break;
case 0x1070:
gSaveContext.infTable[1] |= 0x200;
break;
case 0x1033:
case 0x1067:
return 2;
}
return 0;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
return 2;
}
default:
return 1;
}
}
u8 EnMd_ShouldSpawn(EnMd* this, GlobalContext* globalCtx) {
if (globalCtx->sceneNum == SCENE_SPOT04) {
if (gSaveContext.n64ddFlag) {
// if we have beaten deku tree or have open forest turned on
// or have already shown mido we have an equipped sword/shield
if (gSaveContext.dungeonsDone[1] ||
Randomizer_GetSettingValue(RSK_FOREST) == 1 ||
gSaveContext.eventChkInf[0] & 0x10) {
return 0;
}
return 1;
}
if (!(gSaveContext.eventChkInf[1] & 0x1000) && !(gSaveContext.eventChkInf[4] & 1)) {
return 1;
}
}
if (globalCtx->sceneNum == SCENE_KOKIRI_HOME4) {
if (((gSaveContext.eventChkInf[1] & 0x1000) != 0) || ((gSaveContext.eventChkInf[4] & 1) != 0)) {
if (!LINK_IS_ADULT) {
return 1;
}
}
}
if (globalCtx->sceneNum == SCENE_SPOT10) {
return 1;
}
return 0;
}
void EnMd_UpdateEyes(EnMd* this) {
if (DECR(this->blinkTimer) == 0) {
this->eyeIdx++;
if (this->eyeIdx > 2) {
this->blinkTimer = Rand_S16Offset(30, 30);
this->eyeIdx = 0;
}
}
}
void func_80AAB158(EnMd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 absYawDiff;
s16 temp;
s16 temp2;
s16 yawDiff;
if (this->actor.xzDistToPlayer < 170.0f) {
yawDiff = (f32)this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
absYawDiff = ABS(yawDiff);
temp = (absYawDiff <= func_800347E8(2)) ? 2 : 1;
temp2 = 1;
} else {
temp = 1;
temp2 = 0;
}
if (this->unk_1E0.unk_00 != 0) {
temp = 4;
}
if (this->actionFunc == func_80AABD0C) {
temp = 1;
temp2 = 0;
}
if (this->actionFunc == func_80AAB8F8) {
temp = 4;
temp2 = 1;
}
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
this->unk_1E0.unk_18 = globalCtx->view.eye;
this->unk_1E0.unk_14 = 40.0f;
temp = 2;
} else {
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = (gSaveContext.linkAge > 0) ? 0.0f : -18.0f;
}
func_80034A14(&this->actor, &this->unk_1E0, 2, temp);
if (this->actionFunc != func_80AABC10) {
if (temp2) {
func_800343CC(globalCtx, &this->actor, &this->unk_1E0.unk_00, this->collider.dim.radius + 30.0f,
EnMd_GetText, func_80AAAF04);
}
}
}
u8 EnMd_FollowPath(EnMd* this, GlobalContext* globalCtx) {
Path* path;
Vec3s* pointPos;
f32 pathDiffX;
f32 pathDiffZ;
if ((this->actor.params & 0xFF00) == 0xFF00) {
return 0;
}
path = &globalCtx->setupPathList[(this->actor.params & 0xFF00) >> 8];
pointPos = SEGMENTED_TO_VIRTUAL(path->points);
pointPos += this->waypoint;
pathDiffX = pointPos->x - this->actor.world.pos.x;
pathDiffZ = pointPos->z - this->actor.world.pos.z;
Math_SmoothStepToS(&this->actor.world.rot.y, Math_FAtan2F(pathDiffX, pathDiffZ) * (65536.0f / (2 * M_PI)), 4, 4000,
1);
if ((SQ(pathDiffX) + SQ(pathDiffZ)) < 100.0f) {
this->waypoint++;
if (this->waypoint >= path->count) {
this->waypoint = 0;
}
return 1;
}
return 0;
}
u8 EnMd_SetMovedPos(EnMd* this, GlobalContext* globalCtx) {
Path* path;
Vec3s* lastPointPos;
if ((this->actor.params & 0xFF00) == 0xFF00) {
return 0;
}
path = &globalCtx->setupPathList[(this->actor.params & 0xFF00) >> 8];
lastPointPos = SEGMENTED_TO_VIRTUAL(path->points);
lastPointPos += path->count - 1;
this->actor.world.pos.x = lastPointPos->x;
this->actor.world.pos.y = lastPointPos->y;
this->actor.world.pos.z = lastPointPos->z;
return 1;
}
void func_80AAB5A4(EnMd* this, GlobalContext* globalCtx) {
f32 temp;
if (globalCtx->sceneNum != SCENE_KOKIRI_HOME4) {
if (CVar_GetS32("gDisableKokiriDrawDistance", 0) != 0) {
temp = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
(globalCtx->sceneNum == SCENE_SPOT04))
? 100.0f
: 32767.0f;
} else {
temp = (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
(globalCtx->sceneNum == SCENE_SPOT04))
? 100.0f
: 400.0f;
}
this->alpha = func_80034DD4(&this->actor, globalCtx, this->alpha, temp);
this->actor.shape.shadowAlpha = this->alpha;
} else {
this->alpha = 255;
this->actor.shape.shadowAlpha = this->alpha;
}
}
void EnMd_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMd* this = (EnMd*)thisx;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gMidoSkel, NULL, this->jointTable, this->morphTable, 17);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
if (!EnMd_ShouldSpawn(this, globalCtx)) {
Actor_Kill(&this->actor);
return;
}
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_0);
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->alpha = 255;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, FAIRY_KOKIRI);
if (((globalCtx->sceneNum == SCENE_SPOT04) && !(gSaveContext.eventChkInf[0] & 0x10)) ||
((globalCtx->sceneNum == SCENE_SPOT04) && (gSaveContext.eventChkInf[0] & 0x10) &&
CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
((globalCtx->sceneNum == SCENE_SPOT10) && !(gSaveContext.eventChkInf[0] & 0x400))) {
this->actor.home.pos = this->actor.world.pos;
this->actionFunc = func_80AAB948;
return;
}
if (globalCtx->sceneNum != SCENE_KOKIRI_HOME4) {
EnMd_SetMovedPos(this, globalCtx);
}
this->actionFunc = func_80AAB874;
}
void EnMd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnMd* this = (EnMd*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80AAB874(EnMd* this, GlobalContext* globalCtx) {
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
func_80034F54(globalCtx, this->unk_214, this->unk_236, 17);
} else if ((this->unk_1E0.unk_00 == 0) && (this->unk_20B != 7)) {
func_80AAA92C(this, 7);
}
func_80AAAA24(this);
}
void func_80AAB8F8(EnMd* this, GlobalContext* globalCtx) {
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
func_80034F54(globalCtx, this->unk_214, this->unk_236, 17);
}
func_80AAA93C(this);
}
void func_80AAB948(EnMd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 temp;
Actor* actorToBlock = &GET_PLAYER(globalCtx)->actor;
s16 yaw;
func_80AAAA24(this);
if (this->unk_1E0.unk_00 == 0) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
yaw = Math_Vec3f_Yaw(&this->actor.home.pos, &actorToBlock->world.pos);
this->actor.world.pos.x = this->actor.home.pos.x;
this->actor.world.pos.x += 60.0f * Math_SinS(yaw);
this->actor.world.pos.z = this->actor.home.pos.z;
this->actor.world.pos.z += 60.0f * Math_CosS(yaw);
temp = fabsf((f32)this->actor.yawTowardsPlayer - yaw) * 0.001f * 3.0f;
this->skelAnime.playSpeed = CLAMP(temp, 1.0f, 3.0f);
}
if (this->unk_1E0.unk_00 == 2) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
(globalCtx->sceneNum == SCENE_SPOT04)) {
globalCtx->msgCtx.msgMode = MSGMODE_PAUSED;
}
if (globalCtx->sceneNum == SCENE_SPOT04) {
gSaveContext.eventChkInf[0] |= 0x10;
}
if (globalCtx->sceneNum == SCENE_SPOT10) {
gSaveContext.eventChkInf[0] |= 0x400;
}
func_80AAA92C(this, 3);
func_80AAA93C(this);
this->waypoint = 1;
this->unk_1E0.unk_00 = 0;
this->actionFunc = func_80AABD0C;
this->actor.speedXZ = 1.5f;
return;
}
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
func_80034F54(globalCtx, this->unk_214, this->unk_236, 17);
}
if ((this->unk_1E0.unk_00 == 0) && (globalCtx->sceneNum == SCENE_SPOT10)) {
if (player->stateFlags2 & 0x1000000) {
player->stateFlags2 |= 0x2000000;
player->unk_6A8 = &this->actor;
func_8010BD58(globalCtx, OCARINA_ACTION_CHECK_SARIA);
this->actionFunc = func_80AABC10;
return;
}
if (this->actor.xzDistToPlayer < (30.0f + this->collider.dim.radius)) {
player->stateFlags2 |= 0x800000;
}
}
}
void func_80AABC10(EnMd* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (globalCtx->msgCtx.ocarinaMode >= OCARINA_MODE_04) {
this->actionFunc = func_80AAB948;
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
} else if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_03) {
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->actor.textId = 0x1067;
func_8002F2CC(&this->actor, globalCtx, this->collider.dim.radius + 30.0f);
this->actionFunc = func_80AAB948;
globalCtx->msgCtx.ocarinaMode = OCARINA_MODE_04;
} else {
player->stateFlags2 |= 0x800000;
}
}
void func_80AABD0C(EnMd* this, GlobalContext* globalCtx) {
func_80034F54(globalCtx, this->unk_214, this->unk_236, 17);
func_80AAA93C(this);
if (!(EnMd_FollowPath(this, globalCtx)) || (this->waypoint != 0)) {
this->actor.shape.rot = this->actor.world.rot;
return;
}
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
(globalCtx->sceneNum == SCENE_SPOT04)) {
Message_CloseTextbox(globalCtx);
gSaveContext.eventChkInf[1] |= 0x1000;
Actor_Kill(&this->actor);
return;
}
func_80AAA92C(this, 11);
this->skelAnime.playSpeed = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.home.pos = this->actor.world.pos;
this->actionFunc = func_80AAB8F8;
}
void EnMd_Update(Actor* thisx, GlobalContext* globalCtx) {
EnMd* this = (EnMd*)thisx;
s32 pad;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
SkelAnime_Update(&this->skelAnime);
EnMd_UpdateEyes(this);
func_80AAB5A4(this, globalCtx);
Actor_MoveForward(&this->actor);
func_80AAB158(this, globalCtx);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actionFunc(this, globalCtx);
}
s32 EnMd_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
Gfx** gfx) {
EnMd* this = (EnMd*)thisx;
Vec3s vec;
if (limbIndex == 16) {
Matrix_Translate(1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 9) {
vec = this->unk_1E0.unk_0E;
Matrix_RotateX((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateY((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
}
if (((limbIndex == 9) || (limbIndex == 10)) || (limbIndex == 13)) {
rot->y += Math_SinS(this->unk_214[limbIndex]) * 200.0f;
rot->z += Math_CosS(this->unk_236[limbIndex]) * 200.0f;
}
return false;
}
void EnMd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
EnMd* this = (EnMd*)thisx;
Vec3f vec = { 400.0f, 0.0f, 0.0f };
if (limbIndex == 16) {
Matrix_MultVec3f(&vec, &this->actor.focus.pos);
}
}
void EnMd_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* sEyeTextures[] = {
gMidoEyeOpenTex,
gMidoEyeHalfTex,
gMidoEyeClosedTex,
};
EnMd* this = (EnMd*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->alpha == 255) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx]));
func_80034BA0(globalCtx, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
} else if (this->alpha != 0) {
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx]));
func_80034CC4(globalCtx, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}