Shipwright/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c

641 lines
22 KiB
C

#include "z_en_daiku.h"
#include "overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#include "objects/object_daiku/object_daiku.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
typedef struct {
Vec3f eyePosDeltaLocal;
s32 maxFramesActive;
} EnDaikuEscapeSubCamParam;
// state flags
// probably related to animating torso and head to look towards the player
#define ENDAIKU_STATEFLAG_1 (1 << 1)
// same
#define ENDAIKU_STATEFLAG_2 (1 << 2)
// the gerudo guard appeared (after talking to the carpenter)
#define ENDAIKU_STATEFLAG_GERUDOFIGHTING (1 << 3)
// the gerudo guard was defeated
#define ENDAIKU_STATEFLAG_GERUDODEFEATED (1 << 4)
typedef enum {
/* 0 */ ENDAIKU_STATE_CAN_TALK,
/* 2 */ ENDAIKU_STATE_TALKING = 2,
/* 3 */ ENDAIKU_STATE_NO_TALK
} EnDaikuTalkState;
void EnDaiku_Init(Actor* thisx, PlayState* play);
void EnDaiku_Destroy(Actor* thisx, PlayState* play);
void EnDaiku_Update(Actor* thisx, PlayState* play);
void EnDaiku_Draw(Actor* thisx, PlayState* play);
void EnDaiku_TentIdle(EnDaiku* this, PlayState* play);
void EnDaiku_Jailed(EnDaiku* this, PlayState* play);
void EnDaiku_WaitFreedom(EnDaiku* this, PlayState* play);
void EnDaiku_InitEscape(EnDaiku* this, PlayState* play);
void EnDaiku_EscapeRotate(EnDaiku* this, PlayState* play);
void EnDaiku_InitSubCamera(EnDaiku* this, PlayState* play);
void EnDaiku_EscapeRun(EnDaiku* this, PlayState* play);
s32 EnDaiku_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx);
void EnDaiku_PostLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3s* rot, void* thisx);
const ActorInit En_Daiku_InitVars = {
ACTOR_EN_DAIKU,
ACTORCAT_NPC,
FLAGS,
OBJECT_DAIKU,
sizeof(EnDaiku),
(ActorFunc)EnDaiku_Init,
(ActorFunc)EnDaiku_Destroy,
(ActorFunc)EnDaiku_Update,
(ActorFunc)EnDaiku_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,
},
{ 18, 66, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit2 = { 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, 0x0),
/* Explosive */ DMG_ENTRY(0, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(0, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x0),
/* Kokiri sword */ DMG_ENTRY(0, 0x0),
/* Master sword */ DMG_ENTRY(0, 0x0),
/* Giant's Knife */ DMG_ENTRY(0, 0x0),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* 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, 0x0),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* 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),
};
typedef enum {
/* 0 */ ENDAIKU_ANIM_SHOUT,
/* 1 */ ENDAIKU_ANIM_STAND,
/* 2 */ ENDAIKU_ANIM_CELEBRATE,
/* 3 */ ENDAIKU_ANIM_RUN,
/* 4 */ ENDAIKU_ANIM_SIT
} EnDaikuAnimation;
static AnimationFrameCountInfo sAnimationInfo[] = {
{ &object_daiku_Anim_001AB0, 1.0f, 0, 0 }, { &object_daiku_Anim_007DE0, 1.0f, 0, 0 },
{ &object_daiku_Anim_00885C, 1.0f, 0, 0 }, { &object_daiku_Anim_000C44, 1.0f, 0, 0 },
{ &object_daiku_Anim_008164, 1.0f, 0, 0 },
};
static EnDaikuEscapeSubCamParam sEscapeSubCamParams[] = {
{ { 0, 130, 220 }, 100 },
{ { -20, 22, 280 }, 110 },
{ { 50, 180, 350 }, 100 },
{ { -40, 60, 60 }, 120 },
};
void EnDaiku_ChangeAnim(EnDaiku* this, s32 index, s32* currentIndex) {
f32 morphFrames;
if (*currentIndex < 0 || *currentIndex == index) {
morphFrames = 0.0f;
} else {
morphFrames = sAnimationInfo[index].morphFrames;
}
Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f,
Animation_GetLastFrame(sAnimationInfo[index].animation), sAnimationInfo[index].mode, morphFrames);
*currentIndex = index;
}
void EnDaiku_Init(Actor* thisx, PlayState* play) {
EnDaiku* this = (EnDaiku*)thisx;
s32 pad;
s32 noKill = true;
s32 isFree = false;
if ((this->actor.params & 3) == 0 && (gSaveContext.eventChkInf[9] & 1)) {
isFree = true;
} else if ((this->actor.params & 3) == 1 && (gSaveContext.eventChkInf[9] & 2)) {
isFree = true;
} else if ((this->actor.params & 3) == 2 && (gSaveContext.eventChkInf[9] & 4)) {
isFree = true;
} else if ((this->actor.params & 3) == 3 && (gSaveContext.eventChkInf[9] & 8)) {
isFree = true;
}
if (isFree == true && play->sceneNum == SCENE_GERUDOWAY) {
noKill = false;
} else if (isFree == false && play->sceneNum == SCENE_TENT) {
noKill = false;
}
this->startFightSwitchFlag = this->actor.shape.rot.z & 0x3F;
this->actor.shape.rot.z = 0;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_007958, NULL, this->jointTable, this->morphTable,
17);
if (!noKill) {
Actor_Kill(&this->actor);
return;
}
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2);
Animation_Change(&this->skelAnime, sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation, 1.0f, 0.0f,
Animation_GetLastFrame(sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation),
sAnimationInfo[ENDAIKU_ANIM_SHOUT].mode, sAnimationInfo[ENDAIKU_ANIM_SHOUT].morphFrames);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actor.targetMode = 6;
this->currentAnimIndex = -1;
this->runSpeed = 5.0f;
this->initRot = this->actor.world.rot;
this->initPos = this->actor.world.pos;
if (play->sceneNum == SCENE_GERUDOWAY) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
this->actionFunc = EnDaiku_Jailed;
} else {
if ((this->actor.params & 3) == 1 || (this->actor.params & 3) == 3) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1;
} else {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
}
this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame);
this->actionFunc = EnDaiku_TentIdle;
}
}
void EnDaiku_Destroy(Actor* thisx, PlayState* play) {
EnDaiku* this = (EnDaiku*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
s32 EnDaiku_UpdateTalking(EnDaiku* this, PlayState* play) {
s32 newTalkState = ENDAIKU_STATE_TALKING;
if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) {
if (play->sceneNum == SCENE_GERUDOWAY) {
if (Message_ShouldAdvance(play)) {
if (this->actor.textId == 0x6007) {
Flags_SetSwitch(play, this->startFightSwitchFlag);
newTalkState = ENDAIKU_STATE_CAN_TALK;
} else {
this->actionFunc = EnDaiku_InitEscape;
newTalkState = ENDAIKU_STATE_NO_TALK;
}
}
} else if (play->sceneNum == SCENE_TENT) {
if (Message_ShouldAdvance(play)) {
switch (this->actor.textId) {
case 0x6061:
gSaveContext.infTable[23] |= 0x40;
break;
case 0x6064:
gSaveContext.infTable[23] |= 0x100;
break;
}
newTalkState = ENDAIKU_STATE_CAN_TALK;
}
}
}
return newTalkState;
}
void EnDaiku_UpdateText(EnDaiku* this, PlayState* play) {
s32 carpenterType;
s32 freedCount;
s16 sp2E;
s16 sp2C;
if (this->talkState == ENDAIKU_STATE_TALKING) {
this->talkState = EnDaiku_UpdateTalking(this, play);
} else if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->talkState = ENDAIKU_STATE_TALKING;
} else {
Actor_GetScreenPos(play, &this->actor, &sp2E, &sp2C);
if (sp2E >= 0 && sp2E <= 320 && sp2C >= 0 && sp2C <= 240 && this->talkState == ENDAIKU_STATE_CAN_TALK &&
func_8002F2CC(&this->actor, play, 100.0f) == 1) {
if (play->sceneNum == SCENE_GERUDOWAY) {
if (this->stateFlags & ENDAIKU_STATEFLAG_GERUDODEFEATED) {
freedCount = 0;
for (carpenterType = 0; carpenterType < 4; carpenterType++) {
if (gSaveContext.eventChkInf[9] & (1 << carpenterType)) {
freedCount++;
}
}
switch (freedCount) {
case 0:
this->actor.textId = 0x605B;
break;
case 1:
this->actor.textId = 0x605C;
break;
case 2:
this->actor.textId = 0x605D;
break;
case 3:
this->actor.textId = 0x605E;
break;
}
} else if (!(this->stateFlags &
(ENDAIKU_STATEFLAG_GERUDOFIGHTING | ENDAIKU_STATEFLAG_GERUDODEFEATED))) {
this->actor.textId = 0x6007;
}
} else if (play->sceneNum == SCENE_TENT) {
switch (this->actor.params & 3) {
case 0:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6060;
} else {
this->actor.textId = 0x605F;
}
break;
case 1:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6063;
} else {
if (!(gSaveContext.infTable[23] & 0x40)) {
this->actor.textId = 0x6061;
} else {
this->actor.textId = 0x6062;
}
}
break;
case 2:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6066;
} else {
if (!(gSaveContext.infTable[23] & 0x100)) {
this->actor.textId = 0x6064;
} else {
this->actor.textId = 0x6065;
}
}
break;
case 3:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6068;
} else {
this->actor.textId = 0x6067;
}
break;
}
}
}
}
}
/**
* The carpenter is idling in the tent.
*/
void EnDaiku_TentIdle(EnDaiku* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
EnDaiku_UpdateText(this, play);
}
/**
* The carpenter is jailed in a Gerudo fortress cell, talking to him starts a fight against a gerudo guard
*/
void EnDaiku_Jailed(EnDaiku* this, PlayState* play) {
EnGeldB* gerudo;
s32 temp_t9;
s32 temp_v1;
if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING)) {
EnDaiku_UpdateText(this, play);
}
SkelAnime_Update(&this->skelAnime);
gerudo = (EnGeldB*)Actor_Find(&play->actorCtx, ACTOR_EN_GELDB, ACTORCAT_ENEMY);
if (gerudo == NULL) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDODEFEATED;
this->stateFlags &= ~ENDAIKU_STATEFLAG_GERUDOFIGHTING;
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex);
this->actionFunc = EnDaiku_WaitFreedom;
} else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
}
}
/**
* The player defeated the gerudo guard and the carpenter is waiting for the cell door to be opened, and for the player
* to then talk to him
*/
void EnDaiku_WaitFreedom(EnDaiku* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Flags_GetSwitch(play, this->actor.params >> 8 & 0x3F)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
EnDaiku_UpdateText(this, play);
}
}
/**
* The carpenter is free, initializes his running away animation
*/
void EnDaiku_InitEscape(EnDaiku* this, PlayState* play) {
Path* path;
f32 dxz;
f32 dx;
f32 dz;
Vec3s* pointPos;
s32 exitLoop;
Audio_PlayFanfare(NA_BGM_APPEAR);
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex);
this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2);
gSaveContext.eventChkInf[9] |= 1 << (this->actor.params & 3);
this->actor.gravity = -1.0f;
this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;
EnDaiku_InitSubCamera(this, play);
exitLoop = false;
path = &play->setupPathList[this->actor.params >> 4 & 0xF];
while (!exitLoop) {
pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
dx = pointPos->x - this->actor.world.pos.x;
dz = pointPos->z - this->actor.world.pos.z;
this->rotYtowardsPath = Math_FAtan2F(dx, dz) * (0x8000 / M_PI);
dxz = sqrtf(SQ(dx) + SQ(dz));
if (dxz > 10.0f) {
exitLoop = true;
} else {
this->waypoint++;
}
}
this->actionFunc = EnDaiku_EscapeRotate;
}
/**
* The carpenter is rotating towards where he is going next
*/
void EnDaiku_EscapeRotate(EnDaiku* this, PlayState* play) {
s16 diff;
diff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0);
SkelAnime_Update(&this->skelAnime);
if (diff == 0) {
this->actionFunc = EnDaiku_EscapeRun;
this->actionFunc(this, play);
}
}
void EnDaiku_InitSubCamera(EnDaiku* this, PlayState* play) {
s32 pad;
Vec3f eyePosDeltaLocal;
Vec3f eyePosDeltaWorld;
this->subCamActive = true;
this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;
eyePosDeltaLocal.x = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.x;
eyePosDeltaLocal.y = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.y;
eyePosDeltaLocal.z = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.z;
Matrix_RotateY(this->actor.world.rot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_MultVec3f(&eyePosDeltaLocal, &eyePosDeltaWorld);
this->subCamEyeInit.x = this->subCamEye.x = this->actor.world.pos.x + eyePosDeltaWorld.x;
this->subCamEyeInit.y = this->subCamEye.y = this->actor.world.pos.y + eyePosDeltaWorld.y;
this->subCamEyeInit.z = this->subCamEye.z = this->actor.world.pos.z + eyePosDeltaWorld.z;
this->subCamAtTarget.x = this->subCamAt.x = this->actor.world.pos.x;
this->subCamAtTarget.y = this->subCamAt.y = this->actor.world.pos.y + 60.0f;
this->subCamAtTarget.z = this->subCamAt.z = this->actor.world.pos.z;
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetFov(play, this->subCamId, play->mainCamera.fov);
func_8002DF54(play, &this->actor, 1);
}
void EnDaiku_UpdateSubCamera(EnDaiku* this, PlayState* play) {
s32 pad;
this->subCamAtTarget.x = this->actor.world.pos.x;
this->subCamAtTarget.y = this->actor.world.pos.y + 60.0f;
this->subCamAtTarget.z = this->actor.world.pos.z;
Math_SmoothStepToF(&this->subCamAt.x, this->subCamAtTarget.x, 1.0f, 1000.0f, 0.0f);
Math_SmoothStepToF(&this->subCamAt.y, this->subCamAtTarget.y, 1.0f, 1000.0f, 0.0f);
Math_SmoothStepToF(&this->subCamAt.z, this->subCamAtTarget.z, 1.0f, 1000.0f, 0.0f);
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
}
void EnDaiku_EscapeSuccess(EnDaiku* this, PlayState* play) {
static Vec3f D_809E4148 = { 0.0f, 0.0f, 120.0f };
Actor* gerudoGuard;
Vec3f vec;
Play_ClearCamera(play, this->subCamId);
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_ACTIVE);
this->subCamActive = false;
if ((gSaveContext.eventChkInf[9] & 0xF) == 0xF) {
Matrix_RotateY(this->initRot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_MultVec3f(&D_809E4148, &vec);
gerudoGuard =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2, true);
if (gerudoGuard == NULL) {
Actor_Kill(&this->actor);
}
} else {
func_8002DF54(play, &this->actor, 7);
}
}
/**
* The carpenter is running away
*/
void EnDaiku_EscapeRun(EnDaiku* this, PlayState* play) {
s32 pad1;
Path* path;
s16 ry;
f32 dx;
f32 dz;
s32 pad2;
f32 dxz;
Vec3s* pointPos;
path = &play->setupPathList[this->actor.params >> 4 & 0xF];
pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
dx = pointPos->x - this->actor.world.pos.x;
dz = pointPos->z - this->actor.world.pos.z;
ry = Math_FAtan2F(dx, dz) * (0x8000 / M_PI);
dxz = sqrtf(SQ(dx) + SQ(dz));
if (dxz <= 20.88f) {
this->waypoint++;
if (this->waypoint >= path->count) {
if (this->subCamActive) {
EnDaiku_EscapeSuccess(this, play);
}
Actor_Kill(&this->actor);
return;
}
}
Math_SmoothStepToS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (this->subCamActive) {
EnDaiku_UpdateSubCamera(this, play);
if (this->escapeSubCamTimer-- <= 0) {
EnDaiku_EscapeSuccess(this, play);
}
}
SkelAnime_Update(&this->skelAnime);
}
void EnDaiku_Update(Actor* thisx, PlayState* play) {
EnDaiku* this = (EnDaiku*)thisx;
s32 curFrame;
Player* player = GET_PLAYER(play);
if (this->currentAnimIndex == ENDAIKU_ANIM_RUN) {
curFrame = this->skelAnime.curFrame;
if (curFrame == 6 || curFrame == 15) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
}
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
this->actionFunc(this, play);
if (this->stateFlags & ENDAIKU_STATEFLAG_1) {
this->unk_244.unk_18.x = player->actor.focus.pos.x;
this->unk_244.unk_18.y = player->actor.focus.pos.y;
this->unk_244.unk_18.z = player->actor.focus.pos.z;
if (this->stateFlags & ENDAIKU_STATEFLAG_2) {
func_80034A14(&this->actor, &this->unk_244, 0, 4);
} else {
func_80034A14(&this->actor, &this->unk_244, 0, 2);
}
}
}
void EnDaiku_Draw(Actor* thisx, PlayState* play) {
EnDaiku* this = (EnDaiku*)thisx;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if ((thisx->params & 3) == 0) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 10, 70, 255);
} else if ((thisx->params & 3) == 1) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 200, 255, 255);
} else if ((thisx->params & 3) == 2) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 230, 70, 255);
} else if ((thisx->params & 3) == 3) {
gDPSetEnvColor(POLY_OPA_DISP++, 200, 0, 150, 255);
}
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnDaiku_OverrideLimbDraw, EnDaiku_PostLimbDraw, this);
CLOSE_DISPS(play->state.gfxCtx);
}
s32 EnDaiku_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDaiku* this = (EnDaiku*)thisx;
switch (limb) {
case 8: // torso
rot->x += this->unk_244.unk_0E.y;
rot->y -= this->unk_244.unk_0E.x;
break;
case 15: // head
rot->x += this->unk_244.unk_08.y;
rot->z += this->unk_244.unk_08.x;
break;
}
return false;
}
void EnDaiku_PostLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3s* rot, void* thisx) {
static Gfx* hairDLists[] = { object_daiku_DL_005BD0, object_daiku_DL_005AC0, object_daiku_DL_005990,
object_daiku_DL_005880 };
static Vec3f targetPosHeadLocal = { 700, 1100, 0 };
EnDaiku* this = (EnDaiku*)thisx;
OPEN_DISPS(play->state.gfxCtx);
if (limb == 15) { // head
Matrix_MultVec3f(&targetPosHeadLocal, &this->actor.focus.pos);
gSPDisplayList(POLY_OPA_DISP++, hairDLists[this->actor.params & 3]);
}
CLOSE_DISPS(play->state.gfxCtx);
}