Shipwright/soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c

309 lines
10 KiB
C

/*
* File: z_en_ge3.c
* Overlay: ovl_En_Ge3
* Description: Gerudo giving you membership card
*/
#include "z_en_ge3.h"
#include "objects/object_geldb/object_geldb.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
void EnGe3_Init(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Update(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_WaitLookAtPlayer(EnGe3* this, GlobalContext* globalCtx);
void EnGe3_ForceTalk(EnGe3* this, GlobalContext* globalCtx);
void EnGe3_UpdateWhenNotTalking(Actor* thisx, GlobalContext* globalCtx);
const ActorInit En_Ge3_InitVars = {
ACTOR_EN_GE3,
ACTORCAT_NPC,
FLAGS,
OBJECT_GELDB,
sizeof(EnGe3),
(ActorFunc)EnGe3_Init,
(ActorFunc)EnGe3_Destroy,
(ActorFunc)EnGe3_Update,
(ActorFunc)EnGe3_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000722, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 20, 50, 0, { 0, 0, 0 } },
};
static EnGe3ActionFunc sActionFuncs[] = { EnGe3_WaitLookAtPlayer };
static AnimationHeader* sAnimations[] = { &gGerudoRedStandAnim }; // Idle with right hand on hip and left over mouth
static u8 sAnimationModes[] = { ANIMMODE_LOOP };
void EnGe3_ChangeAction(EnGe3* this, s32 i) {
this->actionFunc = sActionFuncs[i];
Animation_Change(&this->skelAnime, sAnimations[i], 1.0f, 0.0f, (f32)Animation_GetLastFrame(sAnimations[i]),
sAnimationModes[i], -8.0f);
this->unk_30C &= ~2;
}
void EnGe3_Init(Actor* thisx, GlobalContext* globalCtx2) {
EnGe3* this = (EnGe3*)thisx;
GlobalContext* globalCtx = globalCtx2;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoRedSkel, NULL, this->jointTable, this->morphTable,
GELDB_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &gGerudoRedStandAnim);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
this->actor.world.rot.z = 0;
this->actor.shape.rot.z = 0;
EnGe3_ChangeAction(this, 0);
this->actionFunc = EnGe3_ForceTalk;
this->unk_30C = 0;
this->actor.targetMode = 6;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -1.0f;
}
void EnGe3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnGe3* this = (EnGe3*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void EnGe3_TurnToFacePlayer(EnGe3* this, GlobalContext* globalCtx) {
s32 pad;
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(angleDiff) <= 0x4000) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100);
this->actor.world.rot.y = this->actor.shape.rot.y;
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
} else {
if (angleDiff < 0) {
Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100);
} else {
Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 6200, 0x100);
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 1000, 100);
this->actor.world.rot.y = this->actor.shape.rot.y;
}
}
void EnGe3_LookAtPlayer(EnGe3* this, GlobalContext* globalCtx) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x2300) &&
(this->actor.xzDistToPlayer < 100.0f)) {
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_306.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_306.y, 0, 6, 6200, 100);
}
}
void EnGe3_Wait(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnGe3_WaitLookAtPlayer;
this->actor.update = EnGe3_UpdateWhenNotTalking;
this->actor.flags &= ~ACTOR_FLAG_16;
}
EnGe3_TurnToFacePlayer(this, globalCtx);
}
void EnGe3_WaitLookAtPlayer(EnGe3* this, GlobalContext* globalCtx) {
EnGe3_LookAtPlayer(this, globalCtx);
}
void EnGe3_WaitTillCardGiven(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
this->actor.parent = NULL;
this->actionFunc = EnGe3_Wait;
} else {
if (!gSaveContext.n64ddFlag) {
func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
} else {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_GERUDO_MEMBERSHIP_CARD, GI_GERUDO_CARD);
GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f);
}
}
}
void EnGe3_GiveCard(EnGe3* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->actor.flags &= ~ACTOR_FLAG_16;
this->actionFunc = EnGe3_WaitTillCardGiven;
if (!gSaveContext.n64ddFlag) {
func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
} else {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_GERUDO_MEMBERSHIP_CARD, GI_GERUDO_CARD);
GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f);
}
}
}
void EnGe3_ForceTalk(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnGe3_GiveCard;
} else {
if (!(this->unk_30C & 4)) {
func_8002DF54(globalCtx, &this->actor, 7);
this->unk_30C |= 4;
}
this->actor.textId = 0x6004;
this->actor.flags |= ACTOR_FLAG_16;
func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0);
}
EnGe3_LookAtPlayer(this, globalCtx);
}
void EnGe3_UpdateCollision(EnGe3* this, GlobalContext* globalCtx) {
s32 pad;
s32 pad2;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
if (!(this->unk_30C & 2) && SkelAnime_Update(&this->skelAnime)) {
this->unk_30C |= 2;
}
}
void EnGe3_MoveAndBlink(EnGe3* this, GlobalContext* globalCtx) {
Actor_MoveForward(&this->actor);
if (DECR(this->blinkTimer) == 0) {
this->blinkTimer = Rand_S16Offset(60, 60);
}
this->eyeIndex = this->blinkTimer;
if (this->eyeIndex >= 3) {
this->eyeIndex = 0;
}
}
void EnGe3_UpdateWhenNotTalking(Actor* thisx, GlobalContext* globalCtx) {
EnGe3* this = (EnGe3*)thisx;
EnGe3_UpdateCollision(this, globalCtx);
this->actionFunc(this, globalCtx);
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnGe3_Wait;
this->actor.update = EnGe3_Update;
} else {
this->actor.textId = 0x6005;
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, globalCtx, 100.0f);
}
}
EnGe3_MoveAndBlink(this, globalCtx);
}
void EnGe3_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGe3* this = (EnGe3*)thisx;
EnGe3_UpdateCollision(this, globalCtx);
this->actionFunc(this, globalCtx);
EnGe3_MoveAndBlink(this, globalCtx);
}
s32 EnGe3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnGe3* this = (EnGe3*)thisx;
switch (limbIndex) {
// Hide swords and veil from object_geldb
case GELDB_LIMB_VEIL:
case GELDB_LIMB_R_SWORD:
case GELDB_LIMB_L_SWORD:
*dList = NULL;
return false;
// Turn head
case GELDB_LIMB_HEAD:
rot->x += this->headRot.y;
default:
if (CVar_GetS32("gGerudoWarriorClothingFix", 0)) {
// This is a hack to fix the color-changing clothes this Gerudo has on N64 versions
OPEN_DISPS(globalCtx->state.gfxCtx);
switch (limbIndex) {
case GELDB_LIMB_NECK:
break;
case GELDB_LIMB_HEAD:
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 80, 60, 10, 255);
break;
case GELDB_LIMB_R_SWORD:
case GELDB_LIMB_L_SWORD:
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 140, 170, 230, 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
break;
default:
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 140, 0, 0, 255);
break;
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
break;
}
return false;
}
void EnGe3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnGe3* this = (EnGe3*)thisx;
Vec3f D_80A351C8 = { 600.0f, 700.0f, 0.0f };
if (limbIndex == GELDB_LIMB_HEAD) {
Matrix_MultVec3f(&D_80A351C8, &this->actor.focus.pos);
}
}
void EnGe3_Draw(Actor* thisx, GlobalContext* globalCtx2) {
static void* eyeTextures[] = {
gGerudoRedEyeOpenTex,
gGerudoRedEyeHalfTex,
gGerudoRedEyeShutTex,
};
EnGe3* this = (EnGe3*)thisx;
GlobalContext* globalCtx = globalCtx2;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_800943C8(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeIndex]));
func_8002EBCC(&this->actor, globalCtx, 0);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnGe3_OverrideLimbDraw, EnGe3_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}