Shipwright/soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c

627 lines
22 KiB
C

/*
* File: z_en_gs.c
* Overlay: ovl_En_Gs
* Description: Gossip Stone
*/
#include "z_en_gs.h"
#include "objects/object_gs/object_gs.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_NO_FREEZE_OCARINA)
void EnGs_Init(Actor* thisx, PlayState* play);
void EnGs_Destroy(Actor* thisx, PlayState* play);
void EnGs_Update(Actor* thisx, PlayState* play);
void EnGs_Draw(Actor* thisx, PlayState* play);
void func_80A4F734(EnGs* this, PlayState* play);
void func_80A4F700(EnGs* this, PlayState* play);
void func_80A4F77C(EnGs* this);
const ActorInit En_Gs_InitVars = {
ACTOR_EN_GS,
ACTORCAT_PROP,
FLAGS,
OBJECT_GS,
sizeof(EnGs),
(ActorFunc)EnGs_Init,
(ActorFunc)EnGs_Destroy,
(ActorFunc)EnGs_Update,
(ActorFunc)EnGs_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 21, 48, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0xE),
/* Explosive */ DMG_ENTRY(0, 0xC),
/* Boomerang */ DMG_ENTRY(0, 0xE),
/* Normal arrow */ DMG_ENTRY(0, 0xE),
/* Hammer swing */ DMG_ENTRY(0, 0xD),
/* Hookshot */ DMG_ENTRY(0, 0xE),
/* Kokiri sword */ DMG_ENTRY(0, 0xF),
/* Master sword */ DMG_ENTRY(0, 0xF),
/* Giant's Knife */ DMG_ENTRY(0, 0xF),
/* Fire arrow */ DMG_ENTRY(0, 0xB),
/* Ice arrow */ DMG_ENTRY(0, 0xB),
/* Light arrow */ DMG_ENTRY(0, 0xB),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0xB),
/* Ice magic */ DMG_ENTRY(0, 0xB),
/* Light magic */ DMG_ENTRY(0, 0xB),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0x0),
/* Giant spin */ DMG_ENTRY(0, 0x0),
/* Master spin */ DMG_ENTRY(0, 0x0),
/* Kokiri jump */ DMG_ENTRY(0, 0x0),
/* Giant jump */ DMG_ENTRY(0, 0x0),
/* Master jump */ DMG_ENTRY(0, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void EnGs_Init(Actor* thisx, PlayState* play) {
EnGs* this = (EnGs*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
thisx->targetMode = 6;
this->unk_1D8 = thisx->world.pos;
this->actionFunc = func_80A4F734;
this->unk_1B4[0].x = 1.0f;
this->unk_1B4[0].y = 1.0f;
this->unk_1B4[0].z = 1.0f;
this->unk_1B4[1].x = 1.0f;
this->unk_1B4[1].y = 1.0f;
this->unk_1B4[1].z = 1.0f;
}
void EnGs_Destroy(Actor* thisx, PlayState* play) {
}
s32 func_80A4E3EC(EnGs* this, PlayState* play) {
s32 ret = 2;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_DONE:
if (Message_ShouldAdvance(play)) {
switch (this->actor.textId) {
case 0x2054:
this->actor.textId = (this->actor.params & 0xFF) + 0x400;
ret = 1;
break;
default:
ret = 0;
break;
}
}
break;
}
return ret;
}
void func_80A4E470(EnGs* this, PlayState* play) {
Player* player = GET_PLAYER(play);
bREG(15) = 0;
if (this->actor.xzDistToPlayer <= 100.0f) {
bREG(15) = 1;
if (this->unk_19D == 0) {
player->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR;
if (player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) {
func_8010BD58(play, OCARINA_ACTION_FREE_PLAY);
this->unk_19D |= 1;
}
} else if (this->unk_19D & 1) {
if (play->msgCtx.ocarinaMode == OCARINA_MODE_04) {
if ((play->msgCtx.unk_E3F2 == OCARINA_SONG_SARIAS) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_EPONAS) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_LULLABY) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_SUNS) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_TIME)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (play->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG, true);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
this->unk_19D = 0;
Flags_SetSwitch(play, (this->actor.params >> 8) & 0x3F);
} else if (play->msgCtx.ocarinaMode == OCARINA_MODE_01) {
player->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR;
}
}
}
}
void func_80A4E648(EnGs* this, PlayState* play) {
s16 sp26;
s16 sp24;
if (this->unk_19C == 1) {
Message_ContinueTextbox(play, this->actor.textId);
this->unk_19C = 2;
} else if (this->unk_19C == 2) {
this->unk_19C = func_80A4E3EC(this, play);
} else if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->unk_19C = 2;
} else {
Actor_GetScreenPos(play, &this->actor, &sp26, &sp24);
if ((sp26 >= 0) && (sp26 <= SCREEN_WIDTH) && (sp24 >= 0) && (sp24 <= SCREEN_HEIGHT) && (this->unk_19C != 3)) {
if (func_8002F2CC(&this->actor, play, 40.0f) == 1) {
if (IS_RANDO) {
// if we're rando'd, always use the non-mask text id
this->actor.textId = 0x2053;
} else {
if (Player_GetMask(play) == PLAYER_MASK_TRUTH) {
this->actor.textId = 0x2054;
} else {
this->actor.textId = 0x2053;
}
}
}
}
}
}
f32 func_80A4E754(EnGs* this, PlayState* play, f32* arg2, f32* arg3, u16* arg4, f32 arg5, f32 arg6, f32 arg7,
s32 arg8, s32 arg9) {
f32 sp2C = Math_SmoothStepToF(arg2, *arg3, arg5, arg6, arg7);
if (arg9 == 0) {
sp2C = Math_SmoothStepToF(arg2, *arg3, arg5, arg6, arg7);
this->unk_1B4[0].x = 1.0f + (sinf((((*arg4 % arg8) * (1.0f / arg8)) * 360.0f) * (M_PI / 180.0f)) * *arg2);
this->unk_1B4[0].y = 1.0f - (sinf((((*arg4 % arg8) * (1.0f / arg8)) * 360.0f) * (M_PI / 180.0f)) * *arg2);
*arg4 += 1;
}
return sp2C;
}
void func_80A4E910(EnGs* this, PlayState* play) {
if (this->unk_19F == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
this->unk_200 = 0;
this->unk_19F = 1;
this->unk_1E8 = 0.5f;
this->unk_1EC = 0.0f;
} else if ((this->unk_19F == 1) && (func_80A4E754(this, play, &this->unk_1E8, &this->unk_1EC, &this->unk_200,
0.8f, 0.007f, 0.001f, 7, 0) == 0.0f)) {
if (!Play_InCsMode(play)) {
Message_StartTextbox(play, 0x71B1, NULL);
}
this->unk_19C = 0;
this->actionFunc = func_80A4F734;
}
}
void func_80A4EA08(EnGs* this, PlayState* play) {
if (this->unk_19F == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
this->unk_1E8 = 0.3f;
this->unk_1EC = 0.0f;
this->unk_200 = 0;
this->unk_19F = 1;
} else if (this->unk_19F == 1) {
this->unk_1A0[0].z = (((this->unk_200 % 8) / 8.0f) * 360.0f) * (0x10000 / 360.0f);
this->unk_1A0[1].z = -this->unk_1A0[0].z;
if (func_80A4E754(this, play, &this->unk_1E8, &this->unk_1EC, &this->unk_200, 0.8f, 0.005f, 0.001f, 7,
0) == 0.0f) {
this->unk_19C = 0;
this->actionFunc = func_80A4F734;
}
}
}
void func_80A4EB3C(EnGs* this, PlayState* play) {
f32 ret;
if (this->unk_19F == 0) {
this->unk_1E8 = this->unk_1B4[0].y - 1.0f;
this->unk_1EC = -0.8f;
this->unk_19F++;
} else if (this->unk_19F == 1) {
ret = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 1.0f, 0.4f, 0.001f);
this->unk_1B4[0].y = this->unk_1E8 + 1.0f;
if (ret == 0.0f) {
this->unk_200 = 0;
this->unk_19F++;
}
} else if (this->unk_19F == 2) {
this->unk_200++;
if (this->unk_200 >= 100) {
this->unk_19F++;
this->unk_1E8 = this->unk_1B4[0].y - 1.0f;
this->unk_1EC = 0.0f;
}
} else if (this->unk_19F == 3) {
ret = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 1.0f, 0.5f, 0.001f);
this->unk_1B4[0].y = this->unk_1E8 + 1.0f;
if (ret == 0.0f) {
this->unk_1E8 = 0.5f;
this->unk_1EC = 0.0f;
this->unk_200 = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
this->unk_19F++;
}
} else if (this->unk_19F == 4) {
if (func_80A4E754(this, play, &this->unk_1E8, &this->unk_1EC, &this->unk_200, 1.0f, 0.03f, 0.001f, 5, 0) ==
0.0f) {
this->unk_19C = 0;
this->actionFunc = func_80A4F734;
}
}
}
void func_80A4ED34(EnGs* this, PlayState* play) {
static Color_RGBA8 flashRed = { 255, 50, 50, 0 };
static Color_RGBA8 flashBlue = { 50, 50, 255, 0 };
static Color_RGBA8 baseWhite = { 255, 255, 255, 0 };
static Vec3f dustAccel = { 0.0f, -0.3f, 0.0f };
static Color_RGBA8 dustPrim = { 200, 200, 200, 128 };
static Color_RGBA8 dustEnv = { 100, 100, 100, 0 };
static Vec3f bomb2Velocity = { 0.0f, 0.0f, 0.0f };
static Vec3f bomb2Accel = { 0.0f, 0.0f, 0.0f };
u8 i;
Vec3f dustPos;
Vec3f dustVelocity;
Vec3f bomb2Pos;
if (this->unk_19F == 0) {
this->unk_200 = 40;
this->unk_19F++;
}
if (this->unk_19F == 1) {
if ((u32)this->unk_200-- <= 0) {
this->unk_200 = 80;
this->unk_19E |= 4;
this->unk_19F++;
}
}
if (this->unk_19F == 2) {
this->unk_200--;
Color_RGBA8_Copy(&this->flashColor, &baseWhite);
if ((this->unk_200 < 80) && ((this->unk_200 % 20) < 8)) {
if (this->unk_200 < 20) {
Color_RGBA8_Copy(&this->flashColor, &flashRed);
if ((this->unk_200 % 20) == 7) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
} else {
Color_RGBA8_Copy(&this->flashColor, &flashBlue);
if ((this->unk_200 % 20) == 7) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
}
}
if (this->unk_200 <= 0) {
this->unk_200 = 0;
this->unk_19E &= ~4;
this->unk_19F++;
}
}
if (this->unk_19F == 3) {
for (i = 0; i < 3; i++) {
dustVelocity.x = Rand_CenteredFloat(15.0f);
dustVelocity.y = Rand_ZeroFloat(-1.0f);
dustVelocity.z = Rand_CenteredFloat(15.0f);
dustPos.x = this->actor.world.pos.x + (dustVelocity.x + dustVelocity.x);
dustPos.y = this->actor.world.pos.y + 7.0f;
dustPos.z = this->actor.world.pos.z + (dustVelocity.z + dustVelocity.z);
func_8002836C(play, &dustPos, &dustVelocity, &dustAccel, &dustPrim, &dustEnv,
(s16)Rand_ZeroFloat(50.0f) + 200, 40, 15);
}
func_8002F974(&this->actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
if (this->unk_200++ >= 40) {
this->unk_19E |= 0x10;
this->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->actor.uncullZoneForward = 12000.0f;
this->actor.gravity = 0.3f;
this->unk_19F++;
}
}
if (this->unk_19F == 4) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 3);
if (this->actor.bgCheckFlags & 0x18) {
bomb2Pos.x = this->actor.world.pos.x;
bomb2Pos.y = this->actor.world.pos.y;
bomb2Pos.z = this->actor.world.pos.z;
Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
EffectSsBomb2_SpawnLayered(play, &bomb2Pos, &bomb2Velocity, &bomb2Accel, 100, 20);
this->unk_200 = 10;
this->unk_19E |= 8;
this->actionFunc = func_80A4F700;
} else {
func_8002F974(&this->actor, NA_SE_EV_STONE_LAUNCH - SFX_FLAG);
}
Actor_MoveForward(&this->actor);
if (this->actor.yDistToPlayer < -12000.0f) {
Actor_Kill(&this->actor);
}
}
}
void func_80A4F13C(EnGs* this, PlayState* play) {
f32 tmpf1;
f32 tmpf2;
f32 tmpf3;
s32 tmp;
s16 tmp2 = this->unk_1A0[0].y;
if (this->unk_19F == 0) {
this->unk_1E8 = 0.0f;
this->unk_1EC = 90.0f;
this->unk_1F0 = 0.1f;
this->unk_1F4 = 2.0f;
this->unk_1F8 = 0;
this->unk_19F = 1;
}
if (this->unk_19F == 1) {
Math_SmoothStepToF(&this->unk_1F0, this->unk_1F4, 1.0f, 0.1f, 0.001f);
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 1.0f, this->unk_1F0, 0.001f);
this->unk_1A0[0].y += (s32)(this->unk_1E8 * (0x10000 / 360.0f));
if (tmpf1 == 0.0f) {
this->unk_200 = 0;
this->unk_19F = 2;
}
}
if (this->unk_19F == 2) {
this->unk_1A0[0].y += (s32)(this->unk_1E8 * (0x10000 / 360.0f));
if (this->unk_200++ > 40) {
this->unk_1E8 = this->unk_1B4[0].y - 1.0f;
this->unk_1EC = 1.5f;
this->unk_1F0 = this->unk_1B4[1].y - 1.0f;
this->unk_1F4 = -0.3f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_STONE_GROW_UP);
this->unk_19F = 3;
}
}
if (this->unk_19F == 3) {
this->unk_1A0[0].y += 0x4000;
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 0.8f, 0.2f, 0.001f);
Math_SmoothStepToF(&this->unk_1F0, this->unk_1F4, 0.8f, 0.2f, 0.001f);
this->unk_1B4[0].x = this->unk_1F0 + 1.0f;
this->unk_1B4[0].y = this->unk_1E8 + 1.0f;
if (tmpf1 == 0.0f) {
this->unk_1E8 = 2.0f * M_PI / 9.0000002;
this->unk_1EC = M_PI / 9.0000002;
this->unk_19F = 4;
}
}
if (this->unk_19F == 4) {
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 0.8f, 16384.0f, 3640.0f);
this->unk_1A0[0].y += (s16)this->unk_1E8;
if (tmpf1 == 0.0f) {
tmp = this->unk_1A0[0].y;
if (tmp > 0) {
tmp += 0xFFFF0000;
}
this->unk_1E8 = tmp;
this->unk_1EC = 0.0f;
this->unk_19F = 5;
}
}
if (this->unk_19F == 5) {
tmp = this->unk_1A0[0].y;
if (tmp > 0) {
tmp += 0xFFFF0001;
}
this->unk_1E8 = tmp;
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 0.8f, 3640.0f, 0.001f);
this->unk_1A0[0].y = this->unk_1E8;
if (tmpf1 == 0.0f) {
this->unk_1E8 = this->unk_1B4[0].y - 1.0f;
this->unk_1EC = 0;
this->unk_1A0[0].y = 0;
this->unk_200 = 0;
this->unk_1F0 = this->unk_1B4[0].x - 1.0f;
this->unk_1F4 = 0;
this->unk_1F8 = 0.5f;
this->unk_1FC = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK);
this->unk_19F = 6;
}
}
if (this->unk_19F == 6) {
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 0.8f, 0.1f, 0.001f);
tmpf2 = Math_SmoothStepToF(&this->unk_1F0, this->unk_1F4, 0.8f, 0.1f, 0.001f);
tmpf3 = Math_SmoothStepToF(&this->unk_1F8, this->unk_1FC, 0.8f, 0.02f, 0.001f);
this->unk_1B4[0].x = this->unk_1F0 + 1.0f;
this->unk_1B4[0].y = this->unk_1E8 + 1.0f;
this->unk_1B4[0].x += sinf((((this->unk_200 % 10) * 0.1f) * 360.0f) * (M_PI / 180.0f)) * this->unk_1F8;
this->unk_1B4[0].y += sinf((((this->unk_200 % 10) * 0.1f) * 360.0f) * (M_PI / 180.0f)) * this->unk_1F8;
this->unk_200++;
if ((tmpf1 == 0.0f) && (tmpf2 == 0.0f) && (tmpf3 == 0.0f)) {
this->unk_19C = 0;
this->actionFunc = func_80A4F734;
}
}
if ((u16)this->unk_1A0[0].y < (u16)tmp2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_STONE_ROLLING);
}
}
void func_80A4F700(EnGs* this, PlayState* play) {
if (this->unk_200-- <= 0) {
Actor_Kill(&this->actor);
}
}
void func_80A4F734(EnGs* this, PlayState* play) {
if (!Flags_GetSwitch(play, (this->actor.params >> 8) & 0x3F)) {
func_80A4E470(this, play);
}
}
void func_80A4F77C(EnGs* this) {
static Vec3s D_80A4FE34 = { 0, 0, 0 };
static Vec3f D_80A4FE3C = { 1.0f, 1.0f, 1.0f };
s32 i;
for (i = 0; i < 3; i++) {
this->unk_1A0[i] = D_80A4FE34;
}
for (i = 0; i < 2; i++) {
this->unk_1B4[i] = D_80A4FE3C;
}
this->unk_19C = 3;
}
void EnGs_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnGs* this = (EnGs*)thisx;
Actor_SetFocus(&this->actor, 23.0f);
if (!(this->unk_19E & 0x10)) {
if (this->collider.base.acFlags & AC_HIT) {
this->unk_19F = 0;
this->collider.base.acFlags &= ~AC_HIT;
switch (this->actor.colChkInfo.damageEffect) {
case 15:
this->unk_19E |= 1;
func_80A4F77C(this);
this->actionFunc = func_80A4E910;
break;
case 14:
this->unk_19E |= 1;
func_80A4F77C(this);
this->actionFunc = func_80A4EA08;
break;
case 13:
this->unk_19E |= 1;
func_80A4F77C(this);
this->actionFunc = func_80A4EB3C;
break;
case 12:
this->unk_19E |= 2;
func_80A4F77C(this);
this->actionFunc = func_80A4ED34;
break;
case 11:
this->unk_19E |= 1;
func_80A4F77C(this);
this->actionFunc = func_80A4F13C;
break;
}
}
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
this->actionFunc(this, play);
func_80A4E648(this, play);
}
void EnGs_Draw(Actor* thisx, PlayState* play) {
EnGs* this = (EnGs*)thisx;
s32 tmp;
u32 frames;
if (!(this->unk_19E & 8)) {
OPEN_DISPS(play->state.gfxCtx);
frames = play->gameplayFrames;
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Push();
if (this->unk_19E & 1) {
Matrix_RotateY(this->unk_1A0[0].y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(this->unk_1A0[0].x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(this->unk_1A0[0].z * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_Scale(this->unk_1B4[0].x, this->unk_1B4[0].y, this->unk_1B4[0].z, MTXMODE_APPLY);
Matrix_RotateY(this->unk_1A0[1].y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateX(this->unk_1A0[1].x * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZ(this->unk_1A0[1].z * (M_PI / 0x8000), MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGossipStoneMaterialDL);
if (this->unk_19E & 4) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->flashColor.r, this->flashColor.g, this->flashColor.b,
this->flashColor.a);
} else {
if (CVarGetInteger(CVAR_COSMETIC("World.GossipStone.Changed"), 0)) {
Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("World.GossipStone.Value"), (Color_RGB8){255, 255, 255});
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color.r, color.g, color.b, 255);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
}
}
gSPDisplayList(POLY_OPA_DISP++, gGossipStoneDL);
gSPDisplayList(POLY_OPA_DISP++, gGossipStoneSquishedDL);
Matrix_Pop();
if (this->unk_19E & 2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(0.05f, -0.05f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(play->state.gfxCtx);
}
}