Shipwright/soh/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c

452 lines
17 KiB
C

/*
* File: z_en_dnt_jiji.c
* Overlay: ovl_En_Dnt_Jiji
* Description: Forest Stage scrub leader
*/
#include "z_en_dnt_jiji.h"
#include "objects/object_dns/object_dns.h"
#include "overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "vt.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_UPDATE_WHILE_CULLED)
void EnDntJiji_Init(Actor* thisx, PlayState* play);
void EnDntJiji_Destroy(Actor* thisx, PlayState* play);
void EnDntJiji_Update(Actor* thisx, PlayState* play);
void EnDntJiji_Draw(Actor* thisx, PlayState* play);
void EnDntJiji_SetFlower(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupWait(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupUnburrow(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupWalk(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupCower(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupGivePrize(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupHide(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupReturn(EnDntJiji* this, PlayState* play);
void EnDntJiji_Wait(EnDntJiji* this, PlayState* play);
void EnDntJiji_Up(EnDntJiji* this, PlayState* play);
void EnDntJiji_Unburrow(EnDntJiji* this, PlayState* play);
void EnDntJiji_Walk(EnDntJiji* this, PlayState* play);
void EnDntJiji_Burrow(EnDntJiji* this, PlayState* play);
void EnDntJiji_Cower(EnDntJiji* this, PlayState* play);
void EnDntJiji_SetupTalk(EnDntJiji* this, PlayState* play);
void EnDntJiji_Talk(EnDntJiji* this, PlayState* play);
void EnDntJiji_GivePrize(EnDntJiji* this, PlayState* play);
void EnDntJiji_Hide(EnDntJiji* this, PlayState* play);
void EnDntJiji_Return(EnDntJiji* this, PlayState* play);
const ActorInit En_Dnt_Jiji_InitVars = {
ACTOR_EN_DNT_JIJI,
ACTORCAT_NPC,
FLAGS,
OBJECT_DNS,
sizeof(EnDntJiji),
(ActorFunc)EnDntJiji_Init,
(ActorFunc)EnDntJiji_Destroy,
(ActorFunc)EnDntJiji_Update,
(ActorFunc)EnDntJiji_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,
},
{ 30, 80, 0, { 0, 0, 0 } },
};
void EnDntJiji_Init(Actor* thisx, PlayState* play) {
EnDntJiji* this = (EnDntJiji*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f);
SkelAnime_Init(play, &this->skelAnime, &gDntJijiSkel, &gDntJijiBurrowAnim, this->jointTable, this->morphTable,
13);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->stage = (EnDntDemo*)this->actor.parent;
osSyncPrintf("\n\n");
// "Deku Scrub mask show elder"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.colChkInfo.mass = 0xFF;
this->actor.targetMode = 6;
this->actionFunc = EnDntJiji_SetFlower;
this->actor.gravity = -2.0f;
}
void EnDntJiji_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
EnDntJiji* this = (EnDntJiji*)thisx;
Collider_DestroyCylinder(play, &this->collider);
ResourceMgr_UnregisterSkeleton(&this->skelAnime);
}
void EnDntJiji_SetFlower(EnDntJiji* this, PlayState* play) {
// SOH: Due to removed object dependencies, parent was still NULL when Init was called. In order to properly set
// stage, redo it here now that we are a frame later.
this->stage = (EnDntDemo*)this->actor.parent;
if (this->actor.bgCheckFlags & 1) {
this->flowerPos = this->actor.world.pos;
this->actionFunc = EnDntJiji_SetupWait;
}
}
void EnDntJiji_SetupWait(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiBurrowAnim);
Animation_Change(&this->skelAnime, &gDntJijiBurrowAnim, 0.0f, 0.0f, this->endFrame, ANIMMODE_LOOP, -10.0f);
this->skelAnime.curFrame = 8.0f;
this->isSolid = this->action = DNT_LEADER_ACTION_NONE;
this->actionFunc = EnDntJiji_Wait;
}
void EnDntJiji_Wait(EnDntJiji* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
if ((this->timer == 1) && (this->actor.xzDistToPlayer < 150.0f) && !Play_InCsMode(play) &&
!(player->stateFlags1 & 0x800)) {
OnePointCutscene_Init(play, 2230, -99, &this->actor, MAIN_CAM);
this->timer = 0;
func_8002DF54(play, NULL, 8);
this->actionFunc = EnDntJiji_SetupUnburrow;
}
}
void EnDntJiji_SetupUp(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiUpAnim);
Animation_Change(&this->skelAnime, &gDntJijiUpAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 6.0f, 0, 15, 5, 20, HAHEN_OBJECT_DEFAULT, 10, NULL);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_UP);
this->actionFunc = EnDntJiji_Up;
}
void EnDntJiji_Up(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x1388, 0);
if (this->actor.xzDistToPlayer < 150.0f) {
this->actionFunc = EnDntJiji_SetupCower;
}
}
void EnDntJiji_SetupUnburrow(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiUnburrowAnim);
Animation_Change(&this->skelAnime, &gDntJijiUnburrowAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 6.0f, 0, 15, 5, 20, HAHEN_OBJECT_DEFAULT, 10, NULL);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_UP);
this->actionFunc = EnDntJiji_Unburrow;
}
void EnDntJiji_Unburrow(EnDntJiji* this, PlayState* play) {
f32 frame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
if (this->endFrame <= frame) {
if (this->action != DNT_LEADER_ACTION_ATTACK) {
this->actionFunc = EnDntJiji_SetupWalk;
} else {
this->actionFunc = EnDntJiji_SetupReturn;
}
}
}
void EnDntJiji_SetupWalk(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiWalkAnim);
Animation_Change(&this->skelAnime, &gDntJijiWalkAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_LOOP, -10.0f);
this->actor.speedXZ = 1.0f;
this->isSolid = true;
this->unburrow = true;
this->actionFunc = EnDntJiji_Walk;
}
void EnDntJiji_Walk(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0x3E8, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
Math_ApproachF(&this->actor.speedXZ, 1.0f, 0.2f, 0.4f);
if (this->sfxTimer == 0) {
this->sfxTimer = 5;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_WALK);
}
if ((this->actor.bgCheckFlags & 8) && (this->actor.bgCheckFlags & 1)) {
this->actor.velocity.y = 9.0f;
this->actor.speedXZ = 3.0f;
}
if (this->actor.xzDistToPlayer < 100.0f) {
if (CUR_UPG_VALUE(UPG_STICKS) == 1) {
this->getItemId = GI_STICK_UPGRADE_20;
} else {
this->getItemId = GI_STICK_UPGRADE_30;
}
this->actor.textId = 0x104D;
Message_StartTextbox(play, this->actor.textId, NULL);
this->actor.speedXZ = 0.0f;
this->unused = 5;
this->actionFunc = EnDntJiji_Talk;
}
}
void EnDntJiji_SetupBurrow(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiBurrowAnim);
Animation_Change(&this->skelAnime, &gDntJijiBurrowAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 6.0f, 0, 15, 5, 20, HAHEN_OBJECT_DEFAULT, 10, NULL);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_UP);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DOWN);
this->actionFunc = EnDntJiji_Burrow;
}
void EnDntJiji_Burrow(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
}
void EnDntJiji_SetupCower(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiCowerAnim);
Animation_Change(&this->skelAnime, &gDntJijiCowerAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 3.0f, 0, 9, 3, 10, HAHEN_OBJECT_DEFAULT, 10, NULL);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_UP);
if ((CUR_UPG_VALUE(UPG_NUTS) == 1) || (CUR_UPG_VALUE(UPG_NUTS) == 0)) {
this->getItemId = GI_NUT_UPGRADE_30;
} else {
this->getItemId = GI_NUT_UPGRADE_40;
}
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.textId = 0x10DB;
this->unused = 5;
this->actionFunc = EnDntJiji_Cower;
}
void EnDntJiji_Cower(EnDntJiji* this, PlayState* play) {
f32 frame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x1388, 0);
if (frame >= this->endFrame) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnDntJiji_SetupTalk;
} else {
func_8002F2CC(&this->actor, play, 100.0f);
}
}
}
void EnDntJiji_SetupTalk(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiTalkAnim);
Animation_Change(&this->skelAnime, &gDntJijiTalkAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_LOOP, -10.0f);
this->actionFunc = EnDntJiji_Talk;
}
void EnDntJiji_Talk(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x1388, 0);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
func_8005B1A4(GET_ACTIVE_CAM(play));
Message_CloseTextbox(play);
func_8002DF54(play, NULL, 7);
this->actor.parent = NULL;
func_8002F434(&this->actor, play, this->getItemId, 400.0f, 200.0f);
this->actionFunc = EnDntJiji_SetupGivePrize;
}
}
void EnDntJiji_SetupGivePrize(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Actor_HasParent(&this->actor, play)) {
this->actionFunc = EnDntJiji_GivePrize;
} else {
func_8002F434(&this->actor, play, this->getItemId, 400.0f, 200.0f);
}
}
void EnDntJiji_GivePrize(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
if ((this->getItemId == GI_NUT_UPGRADE_30) || (this->getItemId == GI_NUT_UPGRADE_40)) {
// "nut"
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
Flags_SetItemGetInf(ITEMGETINF_OBTAINED_NUT_UPGRADE_FROM_STAGE);
} else {
// "stick"
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
osSyncPrintf("\n");
Flags_SetItemGetInf(ITEMGETINF_OBTAINED_STICK_UPGRADE_FROM_STAGE);
}
this->actor.textId = 0;
if ((this->stage != NULL) && (this->stage->actor.update != NULL)) {
this->stage->action = DNT_ACTION_NONE;
if (!this->unburrow) {
this->stage->leaderSignal = DNT_SIGNAL_HIDE;
} else {
this->stage->leaderSignal = DNT_SIGNAL_RETURN;
}
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
if (!this->unburrow) {
this->actionFunc = EnDntJiji_SetupHide;
} else {
this->actionFunc = EnDntJiji_SetupReturn;
}
}
}
void EnDntJiji_SetupHide(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiHideAnim);
Animation_Change(&this->skelAnime, &gDntJijiHideAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f);
this->actionFunc = EnDntJiji_Hide;
}
void EnDntJiji_Hide(EnDntJiji* this, PlayState* play) {
f32 frame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
if (this->endFrame <= frame) {
this->actionFunc = EnDntJiji_SetupWait;
}
}
void EnDntJiji_SetupReturn(EnDntJiji* this, PlayState* play) {
this->endFrame = (f32)Animation_GetLastFrame(&gDntJijiWalkAnim);
Animation_Change(&this->skelAnime, &gDntJijiWalkAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_LOOP, -10.0f);
this->actor.speedXZ = 2.0f;
this->isSolid = this->unburrow = true;
this->actionFunc = EnDntJiji_Return;
}
void EnDntJiji_Return(EnDntJiji* this, PlayState* play) {
f32 dx;
f32 dz;
SkelAnime_Update(&this->skelAnime);
dx = this->flowerPos.x - this->actor.world.pos.x;
dz = this->flowerPos.z - this->actor.world.pos.z;
Math_SmoothStepToS(&this->actor.shape.rot.y, Math_FAtan2F(dx, dz) * (0x8000 / M_PI), 1, 0xBB8, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
if ((this->actor.bgCheckFlags & 8) && (this->actor.bgCheckFlags & 1)) {
this->actor.velocity.y = 9.0f;
this->actor.speedXZ = 3.0f;
}
if (this->sfxTimer == 0) {
this->sfxTimer = 3;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_WALK);
}
if ((fabsf(dx) < 5.0f) && (fabsf(dz) < 5.0f)) {
this->actor.world.pos.x = this->flowerPos.x;
this->actor.world.pos.z = this->flowerPos.z;
if (this->attackFlag) {
if ((this->stage->actor.update != NULL) && (this->stage->leaderSignal == DNT_SIGNAL_NONE)) {
this->stage->leaderSignal = DNT_SIGNAL_HIDE;
this->stage->action = DNT_ACTION_ATTACK;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ENEMY | 0x800);
}
}
this->actor.speedXZ = 0.0f;
this->isSolid = 0;
this->actionFunc = EnDntJiji_SetupBurrow;
}
}
void EnDntJiji_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnDntJiji* this = (EnDntJiji*)thisx;
Actor_SetScale(&this->actor, 0.015f);
this->unkTimer++;
if (BREG(0)) {
// "time"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 時間 ☆☆☆☆☆ %d\n" VT_RST, this->timer);
}
if ((this->timer > 1) && (this->timer != 0)) {
this->timer--;
}
if (this->sfxTimer != 0) {
this->sfxTimer--;
}
if (this->blinkTimer != 0) {
this->blinkTimer--;
}
switch (this->stageSignal) {
case DNT_LEADER_SIGNAL_UP:
this->isSolid = true;
this->action = DNT_LEADER_ACTION_UP;
this->actionFunc = EnDntJiji_SetupUp;
break;
case DNT_LEADER_SIGNAL_BURROW:
this->isSolid = false;
this->action = DNT_LEADER_ACTION_NONE;
this->actionFunc = EnDntJiji_SetupBurrow;
break;
case DNT_LEADER_SIGNAL_RETURN:
this->actionFunc = EnDntJiji_SetupReturn;
break;
case DNT_LEADER_SIGNAL_NONE:
break;
}
if (this->actor.textId != 0) {
Actor_SetFocus(&this->actor, 30.0f);
}
if (this->stageSignal != DNT_LEADER_SIGNAL_NONE) {
this->stageSignal = DNT_LEADER_SIGNAL_NONE;
}
if (this->blinkTimer == 0) {
this->eyeState++;
if (this->eyeState > 2) {
this->eyeState = 0;
this->blinkTimer = (s16)Rand_ZeroFloat(60.0f) + 20;
}
}
this->actionFunc(this, play);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->isSolid != 0) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
}
void EnDntJiji_Draw(Actor* thisx, PlayState* play) {
static void* blinkTex[] = { gDntJijiEyeOpenTex, gDntJijiEyeHalfTex, gDntJijiEyeShutTex };
EnDntJiji* this = (EnDntJiji*)thisx;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Push();
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(blinkTex[this->eyeState]));
SkelAnime_DrawSkeletonOpa(play, &this->skelAnime, NULL, NULL, this);
Matrix_Pop();
Matrix_Translate(this->flowerPos.x, this->flowerPos.y, this->flowerPos.z, MTXMODE_NEW);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDntJijiFlowerDL);
CLOSE_DISPS(play->state.gfxCtx);
}