mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
375 lines
12 KiB
C
375 lines
12 KiB
C
/*
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* File: z_en_ma3.c
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* Overlay: En_Ma3
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* Description: Adult Malon (Ranch)
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*/
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#include "z_en_ma3.h"
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#include "objects/object_ma2/object_ma2.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx);
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u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this);
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s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this);
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void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx);
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s32 func_80AA2EC8(EnMa3* this, GlobalContext* globalCtx);
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s32 func_80AA2F28(EnMa3* this);
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void EnMa3_UpdateEyes(EnMa3* this);
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void func_80AA3200(EnMa3* this, GlobalContext* globalCtx);
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const ActorInit En_Ma3_InitVars = {
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ACTOR_EN_MA3,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_MA2,
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sizeof(EnMa3),
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(ActorFunc)EnMa3_Init,
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(ActorFunc)EnMa3_Destroy,
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(ActorFunc)EnMa3_Update,
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(ActorFunc)EnMa3_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_NONE,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_NONE,
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OCELEM_ON,
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},
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{ 18, 46, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
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typedef enum {
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/* 0 */ ENMA3_ANIM_0,
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/* 1 */ ENMA3_ANIM_1,
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/* 2 */ ENMA3_ANIM_2,
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/* 3 */ ENMA3_ANIM_3,
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/* 4 */ ENMA3_ANIM_4
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} EnMa3Animation;
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static AnimationFrameCountInfo sAnimationInfo[] = {
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{ &gMalonAdultIdleAnim, 1.0f, ANIMMODE_LOOP, 0.0f }, { &gMalonAdultIdleAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
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{ &gMalonAdultStandStillAnim, 1.0f, ANIMMODE_LOOP, 0.0f }, { &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, 0.0f },
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{ &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
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};
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u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
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Player* player = GET_PLAYER(globalCtx);
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s16* timer1ValuePtr; // weirdness with this necessary to match
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if (!(gSaveContext.infTable[11] & 0x100)) {
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return 0x2000;
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}
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timer1ValuePtr = &gSaveContext.timer1Value;
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if (gSaveContext.eventInf[0] & 0x400) {
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gSaveContext.timer1Value = gSaveContext.timer1Value;
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thisx->flags |= ACTOR_FLAG_16;
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if (gSaveContext.timer1Value >= 0xD3) {
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return 0x208E;
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}
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if ((HIGH_SCORE(HS_HORSE_RACE) == 0) || (HIGH_SCORE(HS_HORSE_RACE) >= 0xB4)) {
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HIGH_SCORE(HS_HORSE_RACE) = 0xB4;
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gSaveContext.timer1Value = *timer1ValuePtr;
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}
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if (!(gSaveContext.eventChkInf[1] & 0x4000) && (gSaveContext.timer1Value < 0x32)) {
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return 0x208F;
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} else if (gSaveContext.timer1Value < HIGH_SCORE(HS_HORSE_RACE)) {
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return 0x2012;
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} else {
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return 0x2004;
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}
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}
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if ((!(player->stateFlags1 & 0x800000)) &&
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(Actor_FindNearby(globalCtx, thisx, ACTOR_EN_HORSE, 1, 1200.0f) == NULL)) {
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return 0x2001;
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}
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if (!(gSaveContext.infTable[11] & 0x200)) {
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return 0x2002;
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} else {
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return 0x2003;
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}
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}
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s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
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s16 ret = 1;
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switch (Message_GetState(&globalCtx->msgCtx)) {
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case TEXT_STATE_EVENT:
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if (Message_ShouldAdvance(globalCtx)) {
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globalCtx->nextEntranceIndex = 0x157;
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gSaveContext.nextCutsceneIndex = 0xFFF0;
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globalCtx->fadeTransition = 0x26;
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globalCtx->sceneLoadFlag = 0x14;
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gSaveContext.eventInf[0] |= 0x400;
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gSaveContext.timer1State = 0xF;
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}
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break;
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case TEXT_STATE_CHOICE:
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if (Message_ShouldAdvance(globalCtx)) {
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gSaveContext.infTable[11] |= 0x200;
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if (globalCtx->msgCtx.choiceIndex == 0) {
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if (gSaveContext.eventChkInf[1] & 0x4000) {
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Message_ContinueTextbox(globalCtx, 0x2091);
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} else if (HIGH_SCORE(HS_HORSE_RACE) == 0) {
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Message_ContinueTextbox(globalCtx, 0x2092);
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} else {
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Message_ContinueTextbox(globalCtx, 0x2090);
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}
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}
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}
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break;
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case TEXT_STATE_CLOSING:
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switch (thisx->textId) {
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case 0x2000:
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gSaveContext.infTable[11] |= 0x100;
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ret = 0;
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break;
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case 0x208F:
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gSaveContext.eventChkInf[1] |= 0x4000;
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case 0x2004:
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case 0x2012:
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if (HIGH_SCORE(HS_HORSE_RACE) > gSaveContext.timer1Value) {
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HIGH_SCORE(HS_HORSE_RACE) = gSaveContext.timer1Value;
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}
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case 0x208E:
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gSaveContext.eventInf[0] &= ~0x400;
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thisx->flags &= ~ACTOR_FLAG_16;
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ret = 0;
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gSaveContext.timer1State = 0xA;
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break;
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case 0x2002:
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gSaveContext.infTable[11] |= 0x200;
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case 0x2003:
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if (!(gSaveContext.eventInf[0] & 0x400)) {
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ret = 0;
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}
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break;
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default:
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ret = 0;
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}
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break;
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case TEXT_STATE_NONE:
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case TEXT_STATE_DONE_HAS_NEXT:
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case TEXT_STATE_DONE_FADING:
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case TEXT_STATE_DONE:
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case TEXT_STATE_SONG_DEMO_DONE:
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case TEXT_STATE_8:
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case TEXT_STATE_9:
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break;
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}
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return ret;
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}
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void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s16 phi_a3;
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if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
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phi_a3 = 1;
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} else {
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phi_a3 = 0;
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}
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this->unk_1E0.unk_18 = player->actor.world.pos;
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this->unk_1E0.unk_14 = 0.0f;
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func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
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}
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s32 func_80AA2EC8(EnMa3* this, GlobalContext* globalCtx) {
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if (LINK_IS_CHILD) {
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return 2;
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}
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if (!(gSaveContext.eventChkInf[1] & 0x100)) {
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return 2;
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}
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if (gSaveContext.eventInf[0] & 0x400) {
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return 1;
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}
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return 0;
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}
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s32 func_80AA2F28(EnMa3* this) {
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if (this->skelAnime.animation != &gMalonAdultSingAnim) {
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return 0;
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}
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if (this->unk_1E0.unk_00 != 0) {
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return 0;
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}
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this->blinkTimer = 0;
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if (this->eyeIndex != 2) {
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return 0;
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}
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this->mouthIndex = 2;
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return 1;
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}
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void EnMa3_UpdateEyes(EnMa3* this) {
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if ((!func_80AA2F28(this)) && (DECR(this->blinkTimer) == 0)) {
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this->eyeIndex += 1;
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if (this->eyeIndex >= 3) {
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this->blinkTimer = Rand_S16Offset(30, 30);
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this->eyeIndex = 0;
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}
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}
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}
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void EnMa3_ChangeAnim(EnMa3* this, s32 index) {
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f32 frameCount = Animation_GetLastFrame(sAnimationInfo[index].animation);
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Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, frameCount,
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sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames);
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}
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void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnMa3* this = (EnMa3*)thisx;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 18.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gMalonAdultSkel, NULL, NULL, NULL, 0);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(22), &sColChkInfoInit);
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switch (func_80AA2EC8(this, globalCtx)) {
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case 0:
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EnMa3_ChangeAnim(this, ENMA3_ANIM_0);
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this->actionFunc = func_80AA3200;
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break;
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case 1:
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EnMa3_ChangeAnim(this, ENMA3_ANIM_0);
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this->actionFunc = func_80AA3200;
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break;
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case 2:
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Actor_Kill(&this->actor);
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return;
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}
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_SetScale(&this->actor, 0.01f);
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this->unk_1E0.unk_00 = (u16)0;
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}
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void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnMa3* this = (EnMa3*)thisx;
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SkelAnime_Free(&this->skelAnime, globalCtx);
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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void func_80AA3200(EnMa3* this, GlobalContext* globalCtx) {
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if (this->unk_1E0.unk_00 == 2) {
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this->actor.flags &= ~ACTOR_FLAG_16;
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this->unk_1E0.unk_00 = 0;
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}
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}
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void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnMa3* this = (EnMa3*)thisx;
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s32 pad;
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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SkelAnime_Update(&this->skelAnime);
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EnMa3_UpdateEyes(this);
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this->actionFunc(this, globalCtx);
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func_80AA2E54(this, globalCtx);
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func_800343CC(globalCtx, &this->actor, &this->unk_1E0.unk_00, (f32)this->collider.dim.radius + 150.0f,
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func_80AA2AA0, func_80AA2BD4);
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if (this->unk_1E0.unk_00 == 0) {
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if (this->unk_20A != 0) {
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func_800F6584(0);
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this->unk_20A = 0;
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}
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} else if (this->unk_20A == 0) {
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func_800F6584(1);
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this->unk_20A = 1;
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}
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}
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s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnMa3* this = (EnMa3*)thisx;
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Vec3s vec;
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if ((limbIndex == MALON_ADULT_LIMB_LEFT_THIGH) || (limbIndex == MALON_ADULT_LIMB_RIGHT_THIGH)) {
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*dList = NULL;
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}
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if (limbIndex == MALON_ADULT_LIMB_HEAD) {
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Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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vec = this->unk_1E0.unk_08;
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Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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}
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if (limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) {
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vec = this->unk_1E0.unk_0E;
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Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
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Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
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}
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if ((limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) || (limbIndex == MALON_ADULT_LIMB_LEFT_SHOULDER) ||
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(limbIndex == MALON_ADULT_LIMB_RIGHT_SHOULDER)) {
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rot->y += Math_SinS(this->unk_212[limbIndex].y) * 200.0f;
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rot->z += Math_CosS(this->unk_212[limbIndex].z) * 200.0f;
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}
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return false;
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}
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void EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnMa3* this = (EnMa3*)thisx;
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Vec3f vec = { 900.0f, 0.0f, 0.0f };
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OPEN_DISPS(globalCtx->state.gfxCtx);
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if (limbIndex == MALON_ADULT_LIMB_HEAD) {
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Matrix_MultVec3f(&vec, &this->actor.focus.pos);
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}
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if ((limbIndex == MALON_ADULT_LIMB_LEFT_HAND) && (this->skelAnime.animation == &gMalonAdultStandStillAnim)) {
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gSPDisplayList(POLY_OPA_DISP++, gMalonAdultBasketDL);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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static void* sMouthTextures[] = { gMalonAdultMouthNeutralTex, gMalonAdultMouthSadTex, gMalonAdultMouthHappyTex };
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static void* sEyeTextures[] = { gMalonAdultEyeOpenTex, gMalonAdultEyeHalfTex, gMalonAdultEyeClosedTex };
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EnMa3* this = (EnMa3*)thisx;
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Camera* camera;
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f32 someFloat;
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s32 pad;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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camera = GET_ACTIVE_CAM(globalCtx);
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someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
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func_800F6268(someFloat, NA_BGM_LONLON);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[this->mouthIndex]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIndex]));
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnMa3_OverrideLimbDraw, EnMa3_PostLimbDraw, this);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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