Shipwright/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c

677 lines
23 KiB
C

/*
* File: z_en_ge2.c
* Overlay: ovl_En_Ge2
* Description: Purple-clothed Gerudo
*/
#include "z_en_ge2.h"
#include "vt.h"
#include "objects/object_gla/object_gla.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
#define GE2_STATE_ANIMCOMPLETE (1 << 1)
#define GE2_STATE_KO (1 << 2)
#define GE2_STATE_CAPTURING (1 << 3)
#define GE2_STATE_TALKED (1 << 4)
typedef enum {
/* 0 */ GE2_TYPE_PATROLLING,
/* 1 */ GE2_TYPE_STATIONARY,
/* 2 */ GE2_TYPE_GERUDO_CARD_GIVER
} EnGe2Type;
typedef enum {
/* 0 */ GE2_ACTION_WALK,
/* 1 */ GE2_ACTION_ABOUTTURN,
/* 2 */ GE2_ACTION_TURNPLAYERSPOTTED,
/* 3 */ GE2_ACTION_KNOCKEDOUT,
/* 4 */ GE2_ACTION_CAPTURETURN,
/* 5 */ GE2_ACTION_CAPTURECHARGE,
/* 6 */ GE2_ACTION_CAPTURECLOSE,
/* 7 */ GE2_ACTION_STAND,
/* 8 */ GE2_ACTION_WAITLOOKATPLAYER
} EnGe2Action;
void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx);
void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx);
void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx);
s32 EnGe2_CheckCarpentersFreed(void);
void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx);
void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx);
// Update functions
void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx);
void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx);
void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx);
const ActorInit En_Ge2_InitVars = {
ACTOR_EN_GE2,
ACTORCAT_NPC,
FLAGS,
OBJECT_GLA,
sizeof(EnGe2),
(ActorFunc)EnGe2_Init,
(ActorFunc)EnGe2_Destroy,
(ActorFunc)EnGe2_Update,
(ActorFunc)EnGe2_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 },
{ 0x000007A2, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 20, 60, 0, { 0, 0, 0 } },
};
static EnGe2ActionFunc sActionFuncs[] = {
EnGe2_Walk, EnGe2_AboutTurn, EnGe2_TurnPlayerSpotted,
EnGe2_KnockedOut, EnGe2_CaptureTurn, EnGe2_CaptureCharge,
EnGe2_CaptureClose, EnGe2_Stand, EnGe2_WaitLookAtPlayer,
};
static AnimationHeader* sAnimations[] = {
&gGerudoPurpleWalkingAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim,
&gGerudoPurpleFallingToGroundAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleChargingAnim,
&gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim,
};
static u8 sAnimModes[] = {
ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP,
ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_ONCE,
};
void EnGe2_ChangeAction(EnGe2* this, s32 i) {
this->actionFunc = sActionFuncs[i];
Animation_Change(&this->skelAnime, sAnimations[i], 1.0f, 0.0f, Animation_GetLastFrame(sAnimations[i]),
sAnimModes[i], -8.0f);
this->stateFlags &= ~GE2_STATE_ANIMCOMPLETE;
}
void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe2* this = (EnGe2*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22);
Animation_PlayLoop(&this->skelAnime, &gGerudoPurpleWalkingAnim);
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);
if (globalCtx->sceneNum == SCENE_SPOT09) {
this->actor.uncullZoneForward = 1000.0f;
} else {
this->actor.uncullZoneForward = 1200.0f;
}
this->yDetectRange = (this->actor.world.rot.z + 1) * 40.0f;
this->actor.world.rot.z = 0;
this->actor.shape.rot.z = 0;
switch (this->actor.params & 0xFF) {
case GE2_TYPE_PATROLLING:
EnGe2_ChangeAction(this, GE2_ACTION_WALK);
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
this->actor.targetMode = 6;
}
break;
case GE2_TYPE_STATIONARY:
EnGe2_ChangeAction(this, GE2_ACTION_STAND);
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
this->actor.targetMode = 6;
}
break;
case GE2_TYPE_GERUDO_CARD_GIVER:
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
this->actor.update = EnGe2_UpdateAfterTalk;
this->actionFunc = EnGe2_ForceTalk;
this->actor.targetMode = 6;
break;
default:
ASSERT(0);
}
this->stateFlags = 0;
this->unk_304 = 0; // Set and not used
this->walkTimer = 0;
this->playerSpottedParam = 0;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -1.0f;
this->walkDirection = this->actor.world.rot.y;
this->walkDuration = ((this->actor.params & 0xFF00) >> 8) * 10;
}
void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = (EnGe2*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
// Detection/check functions
s32 Ge2_DetectPlayerInAction(GlobalContext* globalCtx, EnGe2* this) {
f32 visionScale;
visionScale = (!IS_DAY ? 0.75f : 1.5f);
if ((250.0f * visionScale) < this->actor.xzDistToPlayer) {
return 0;
}
if (this->actor.xzDistToPlayer < 50.0f) {
return 2;
}
if (func_8002DDE4(globalCtx)) {
return 1;
}
return 0;
}
s32 Ge2_DetectPlayerInUpdate(GlobalContext* globalCtx, EnGe2* this, Vec3f* pos, s16 yRot, f32 yDetectRange) {
Player* player = GET_PLAYER(globalCtx);
Vec3f posResult;
CollisionPoly* outPoly;
f32 visionScale;
visionScale = (!IS_DAY ? 0.75f : 1.5f);
if ((250.0f * visionScale) < this->actor.xzDistToPlayer) {
return 0;
}
if (yDetectRange < ABS(this->actor.yDistToPlayer)) {
return 0;
}
if (ABS((s16)(this->actor.yawTowardsPlayer - yRot)) > 0x2000) {
return 0;
}
if (BgCheck_AnyLineTest1(&globalCtx->colCtx, pos, &player->bodyPartsPos[7], &posResult, &outPoly, 0)) {
return 0;
}
return 1;
}
s32 EnGe2_CheckCarpentersFreed(void) {
if (gSaveContext.n64ddFlag) {
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
return 1;
} else {
return 0;
}
}
if ((u8)(gSaveContext.eventChkInf[9] & 0xF) == 0xF) {
return 1;
}
return 0;
}
// Actions
void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx) {
if (this->timer > 0) {
this->timer--;
} else {
func_8006D074(globalCtx);
if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) {
globalCtx->nextEntranceIndex = 0x1A5;
} else if (gSaveContext.eventChkInf[12] & 0x80) {
globalCtx->nextEntranceIndex = 0x5F8;
} else {
globalCtx->nextEntranceIndex = 0x3B4;
}
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
}
}
void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100);
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->actor.xzDistToPlayer < 50.0f) {
EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECLOSE);
this->actor.speedXZ = 0.0f;
}
if (this->timer > 0) {
this->timer--;
} else {
func_8006D074(globalCtx);
if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) {
globalCtx->nextEntranceIndex = 0x1A5;
} else if (gSaveContext.eventChkInf[12] & 0x80) {
globalCtx->nextEntranceIndex = 0x5F8;
} else {
globalCtx->nextEntranceIndex = 0x3B4;
}
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
}
}
void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100);
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->actor.world.rot.y == this->actor.yawTowardsPlayer) {
EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECHARGE);
this->timer = 50;
this->actor.speedXZ = 4.0f;
}
}
void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx) {
static Vec3f effectVelocity = { 0.0f, -0.05f, 0.0f };
static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f };
static Color_RGBA8 effectPrimColor = { 255, 255, 255, 0 };
static Color_RGBA8 effectEnvColor = { 255, 150, 0, 0 };
s32 effectAngle;
Vec3f effectPos;
this->actor.flags &= ~ACTOR_FLAG_0;
if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) {
effectAngle = (globalCtx->state.frames) * 0x2800;
effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f);
effectPos.y = this->actor.focus.pos.y + 10.0f;
effectPos.z = this->actor.focus.pos.z + (Math_SinS(effectAngle) * 5.0f);
EffectSsKiraKira_SpawnDispersed(globalCtx, &effectPos, &effectVelocity, &effectAccel, &effectPrimColor,
&effectEnvColor, 1000, 16);
}
}
void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx) {
s32 playerSpotted;
this->actor.speedXZ = 0.0f;
if (this->stateFlags & GE2_STATE_TALKED) {
this->stateFlags &= ~GE2_STATE_TALKED;
} else {
playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
if (playerSpotted != 0) {
this->timer = 100;
this->yawTowardsPlayer = this->actor.yawTowardsPlayer;
if (this->playerSpottedParam < playerSpotted) {
this->playerSpottedParam = playerSpotted;
}
} else if (this->actor.world.rot.y == this->yawTowardsPlayer) {
this->playerSpottedParam = 0;
EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN);
return;
}
}
switch (this->playerSpottedParam) {
case 1:
Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x200, 0x100);
break;
case 2:
Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x600, 0x180);
break;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx) {
s32 playerSpotted;
this->actor.speedXZ = 0.0f;
playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
if (playerSpotted != 0) {
EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED);
this->timer = 100;
this->playerSpottedParam = playerSpotted;
this->yawTowardsPlayer = this->actor.yawTowardsPlayer;
} else if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
if (this->actor.shape.rot.y == this->walkDirection) {
EnGe2_ChangeAction(this, GE2_ACTION_WALK);
}
}
void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx) {
u8 playerSpotted;
playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
if (playerSpotted != 0) {
this->actor.speedXZ = 0.0f;
EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED);
this->timer = 100;
this->playerSpottedParam = playerSpotted;
this->yawTowardsPlayer = this->actor.yawTowardsPlayer;
} else if (this->walkTimer >= this->walkDuration) {
this->walkTimer = 0;
this->walkDirection += 0x8000;
EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN);
this->actor.speedXZ = 0.0f;
} else {
this->walkTimer++;
this->actor.speedXZ = 2.0f;
}
}
void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200);
}
void EnGe2_TurnToFacePlayer(EnGe2* 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_2EE, 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 EnGe2_LookAtPlayer(EnGe2* this, GlobalContext* globalCtx) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) &&
(this->actor.xzDistToPlayer < 200.0f)) {
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2EE, 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_2EE.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_2EE.y, 0, 6, 6200, 100);
}
}
void EnGe2_SetActionAfterTalk(EnGe2* this, GlobalContext* globalCtx) {
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
switch (this->actor.params & 0xFF) {
case GE2_TYPE_PATROLLING:
EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN);
break;
case GE2_TYPE_STATIONARY:
EnGe2_ChangeAction(this, GE2_ACTION_STAND);
break;
case GE2_TYPE_GERUDO_CARD_GIVER:
this->actionFunc = EnGe2_WaitLookAtPlayer;
break;
}
this->actor.update = EnGe2_UpdateFriendly;
this->actor.flags &= ~ACTOR_FLAG_16;
}
EnGe2_TurnToFacePlayer(this, globalCtx);
}
void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx) {
EnGe2_LookAtPlayer(this, globalCtx);
}
void EnGe2_WaitTillCardGiven(EnGe2* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
this->actor.parent = NULL;
this->actionFunc = EnGe2_SetActionAfterTalk;
} 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 EnGe2_GiveCard(EnGe2* 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 = EnGe2_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 EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnGe2_GiveCard;
} else {
this->actor.textId = 0x6004;
this->actor.flags |= ACTOR_FLAG_16;
func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0);
}
EnGe2_LookAtPlayer(this, globalCtx);
}
void EnGe2_SetupCapturePlayer(EnGe2* this, GlobalContext* globalCtx) {
this->stateFlags |= GE2_STATE_CAPTURING;
this->actor.speedXZ = 0.0f;
EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN);
func_8002DF54(globalCtx, &this->actor, 95);
func_80078884(NA_SE_SY_FOUND);
Message_StartTextbox(globalCtx, 0x6000, &this->actor);
}
void EnGe2_MaintainColliderAndSetAnimState(EnGe2* 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->stateFlags & GE2_STATE_ANIMCOMPLETE) && SkelAnime_Update(&this->skelAnime)) {
this->stateFlags |= GE2_STATE_ANIMCOMPLETE;
}
}
void EnGe2_MoveAndBlink(EnGe2* 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;
}
}
// Update functions
void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = (EnGe2*)thisx;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
this->actionFunc(this, globalCtx);
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
if ((this->actor.params & 0xFF) == GE2_TYPE_PATROLLING) {
this->actor.speedXZ = 0.0f;
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
}
this->actionFunc = EnGe2_SetActionAfterTalk;
this->actor.update = EnGe2_UpdateAfterTalk;
} else {
this->actor.textId = 0x6005;
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, globalCtx, 100.0f);
}
}
EnGe2_MoveAndBlink(this, globalCtx);
}
void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = (EnGe2*)thisx;
this->stateFlags |= GE2_STATE_TALKED;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
this->actionFunc(this, globalCtx);
EnGe2_MoveAndBlink(this, globalCtx);
}
void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = (EnGe2*)thisx;
s32 paramsType;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) {
this->actionFunc(this, globalCtx);
} else if (this->collider.base.acFlags & 2) {
if ((this->collider.info.acHitInfo != NULL) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80)) {
Actor_SetColorFilter(&this->actor, 0, 120, 0, 400);
this->actor.update = EnGe2_UpdateStunned;
return;
}
EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
this->timer = 100;
this->stateFlags |= GE2_STATE_KO;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH);
} else {
this->actionFunc(this, globalCtx);
if (Ge2_DetectPlayerInUpdate(globalCtx, this, &this->actor.focus.pos, this->actor.shape.rot.y,
this->yDetectRange)) {
// "Discovered!"
osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
EnGe2_SetupCapturePlayer(this, globalCtx);
}
if (((this->actor.params & 0xFF) == GE2_TYPE_STATIONARY) && (this->actor.xzDistToPlayer < 100.0f)) {
// "Discovered!"
osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
EnGe2_SetupCapturePlayer(this, globalCtx);
}
}
if (!(this->stateFlags & GE2_STATE_KO)) {
paramsType = this->actor.params & 0xFF; // Not necessary, but looks a bit nicer
if ((paramsType == GE2_TYPE_PATROLLING) || (paramsType == GE2_TYPE_STATIONARY)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
EnGe2_MoveAndBlink(this, globalCtx);
if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) {
this->actor.update = EnGe2_UpdateFriendly;
this->actor.targetMode = 6;
}
}
void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnGe2* this = (EnGe2*)thisx;
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->collider.base.acFlags & 2) &&
((this->collider.info.acHitInfo == NULL) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0x80))) {
this->actor.colorFilterTimer = 0;
EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
this->timer = 100;
this->stateFlags |= GE2_STATE_KO;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
this->actor.targetMode = 6;
this->actor.colorFilterTimer = 0;
} else if (this->actor.colorFilterTimer == 0) {
this->actor.update = EnGe2_Update;
}
}
s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnGe2* this = (EnGe2*)thisx;
if (limbIndex == 3) {
rot->x += this->headRot.y;
rot->z += this->headRot.x;
}
return 0;
}
void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f D_80A343B0 = { 600.0f, 700.0f, 0.0f };
EnGe2* this = (EnGe2*)thisx;
if (limbIndex == 6) {
Matrix_MultVec3f(&D_80A343B0, &this->actor.focus.pos);
}
}
void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* eyeTextures[] = { gGerudoPurpleEyeOpenTex, gGerudoPurpleEyeHalfTex, gGerudoPurpleEyeClosedTex };
s32 pad;
EnGe2* this = (EnGe2*)thisx;
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,
EnGe2_OverrideLimbDraw, EnGe2_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}