Shipwright/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c

862 lines
30 KiB
C

/*
* File: z_en_ge1.c
* Overlay: ovl_En_Ge1
* Description: White-clothed Gerudo
*/
#include "z_en_ge1.h"
#include "vt.h"
#include "objects/object_ge1/object_ge1.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
#define GE1_STATE_TALKING (1 << 0)
#define GE1_STATE_GIVE_QUIVER (1 << 1)
#define GE1_STATE_IDLE_ANIM (1 << 2)
#define GE1_STATE_STOP_FIDGET (1 << 3)
typedef enum {
/* 00 */ GE1_HAIR_BOB,
/* 01 */ GE1_HAIR_STRAIGHT,
/* 02 */ GE1_HAIR_SPIKY
} EnGe1Hairstyle;
void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx);
void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx);
void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx);
s32 EnGe1_CheckCarpentersFreed(void);
void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx);
void EnGe1_CueUpAnimation(EnGe1* this);
void EnGe1_StopFidget(EnGe1* this);
const ActorInit En_Ge1_InitVars = {
ACTOR_EN_GE1,
ACTORCAT_NPC,
FLAGS,
OBJECT_GE1,
sizeof(EnGe1),
(ActorFunc)EnGe1_Init,
(ActorFunc)EnGe1_Destroy,
(ActorFunc)EnGe1_Update,
(ActorFunc)EnGe1_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000702, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 20, 40, 0, { 0, 0, 0 } },
};
static Gfx* sHairstyleDLists[] = {
gGerudoWhiteHairstyleBobDL,
gGerudoWhiteHairstyleStraightFringeDL,
gGerudoWhiteHairstyleSpikyDL,
};
static Vec3f D_80A327A8 = { 600.0f, 700.0f, 0.0f };
static void* sEyeTextures[] = {
gGerudoWhiteEyeOpenTex,
gGerudoWhiteEyeHalfTex,
gGerudoWhiteEyeClosedTex,
};
void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe1* this = (EnGe1*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoWhiteSkel, &gGerudoWhiteIdleAnim, this->jointTable,
this->morphTable, GE1_LIMB_MAX);
Animation_PlayOnce(&this->skelAnime, &gGerudoWhiteIdleAnim);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->animation = &gGerudoWhiteIdleAnim;
this->animFunc = EnGe1_CueUpAnimation;
this->actor.targetMode = 6;
Actor_SetScale(&this->actor, 0.01f);
// In Gerudo Valley
this->actor.uncullZoneForward = ((globalCtx->sceneNum == SCENE_SPOT09) ? 1000.0f : 1200.0f);
switch (this->actor.params & 0xFF) {
case GE1_TYPE_GATE_GUARD:
this->hairstyle = GE1_HAIR_SPIKY;
this->actionFunc = EnGe1_GetReaction_GateGuard;
break;
case GE1_TYPE_GATE_OPERATOR:
this->hairstyle = GE1_HAIR_STRAIGHT;
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_CheckGate_GateOp;
} else {
this->actionFunc = EnGe1_WatchForPlayerFrontOnly;
}
break;
case GE1_TYPE_NORMAL:
this->hairstyle = GE1_HAIR_STRAIGHT;
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_SetNormalText;
} else {
this->actionFunc = EnGe1_WatchForAndSensePlayer;
}
break;
case GE1_TYPE_VALLEY_FLOOR:
if (LINK_IS_ADULT) {
// "Valley floor Gerudo withdrawal"
osSyncPrintf(VT_FGCOL(CYAN) "谷底 ゲルド 撤退 \n" VT_RST);
Actor_Kill(&this->actor);
return;
}
this->hairstyle = GE1_HAIR_BOB;
this->actionFunc = EnGe1_GetReaction_ValleyFloor;
break;
case GE1_TYPE_HORSEBACK_ARCHERY:
if (INV_CONTENT(SLOT_BOW) == ITEM_NONE) {
Actor_Kill(&this->actor);
return;
}
this->actor.targetMode = 3;
this->hairstyle = GE1_HAIR_BOB;
// "Horseback archery Gerudo EVENT_INF(0) ="
osSyncPrintf(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]);
if (gSaveContext.eventInf[0] & 0x100) {
this->actionFunc = EnGe1_TalkAfterGame_Archery;
} else if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_Wait_Archery;
} else {
this->actionFunc = EnGe1_WatchForPlayerFrontOnly;
}
break;
case GE1_TYPE_TRAINING_GROUNDS_GUARD:
this->hairstyle = GE1_HAIR_STRAIGHT;
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
} else {
this->actionFunc = EnGe1_WatchForPlayerFrontOnly;
}
break;
}
this->stateFlags = 0;
}
void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnGe1* this = (EnGe1*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
s32 EnGe1_SetTalkAction(EnGe1* this, GlobalContext* globalCtx, u16 textId, f32 arg3, EnGe1ActionFunc actionFunc) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = actionFunc;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
this->animation = &gGerudoWhiteIdleAnim;
Animation_Change(&this->skelAnime, &gGerudoWhiteIdleAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gGerudoWhiteIdleAnim), ANIMMODE_ONCE, -8.0f);
return true;
}
this->actor.textId = textId;
if (this->actor.xzDistToPlayer < arg3) {
func_8002F2CC(&this->actor, globalCtx, arg3);
}
return false;
}
void EnGe1_SetAnimationIdle(EnGe1* this) {
Animation_Change(&this->skelAnime, &gGerudoWhiteIdleAnim, -1.0f, Animation_GetLastFrame(&gGerudoWhiteIdleAnim),
0.0f, ANIMMODE_ONCE, 8.0f);
this->animation = &gGerudoWhiteIdleAnim;
this->animFunc = EnGe1_CueUpAnimation;
}
s32 EnGe1_CheckCarpentersFreed(void) {
if (gSaveContext.n64ddFlag) {
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
return 1;
} else {
return 0;
}
}
u16 carpenterFlags = gSaveContext.eventChkInf[9];
if (!((carpenterFlags & 1) && (carpenterFlags & 2) && (carpenterFlags & 4) && (carpenterFlags & 8))) {
return 0;
}
return 1;
}
/**
* Sends player to different places depending on if has hookshot, and if this is the first time captured
*/
void EnGe1_KickPlayer(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if (this->cutsceneTimer > 0) {
this->cutsceneTimer--;
} 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) { // Caught previously
globalCtx->nextEntranceIndex = 0x5F8;
} else {
globalCtx->nextEntranceIndex = 0x3B4;
}
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
}
}
void EnGe1_SpotPlayer(EnGe1* this, GlobalContext* globalCtx) {
this->cutsceneTimer = 30;
this->actionFunc = EnGe1_KickPlayer;
func_8002DF54(globalCtx, &this->actor, 0x5F);
func_80078884(NA_SE_SY_FOUND);
Message_StartTextbox(globalCtx, 0x6000, &this->actor);
}
void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx) {
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) {
EnGe1_SpotPlayer(this, globalCtx);
}
if (this->collider.base.acFlags & AC_HIT) {
EnGe1_SpotPlayer(this, globalCtx);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
void EnGe1_ChooseActionFromTextId(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
switch (this->actor.textId) {
case 0x6001:
this->actionFunc = EnGe1_SetNormalText;
break;
case 0x601A:
case 0x6019:
this->actionFunc = EnGe1_GetReaction_ValleyFloor;
break;
case 0x6018:
this->actionFunc = EnGe1_CheckGate_GateOp;
break;
default:
this->actionFunc = EnGe1_GetReaction_ValleyFloor;
break;
}
}
}
void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx) {
EnGe1_SetTalkAction(this, globalCtx, 0x6001, 100.0f, EnGe1_ChooseActionFromTextId);
}
void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx) {
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((this->actor.xzDistToPlayer < 50.0f) || ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 400.0f))) {
EnGe1_SpotPlayer(this, globalCtx);
}
if (this->collider.base.acFlags & AC_HIT) {
EnGe1_SpotPlayer(this, globalCtx);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx) {
u16 reactionText = Text_GetFaceReaction(globalCtx, 0x22);
if (reactionText == 0) {
reactionText = 0x6019;
}
EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_ChooseActionFromTextId);
}
// Gerudo Training Ground Guard functions
void EnGe1_WaitTillOpened_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (this->cutsceneTimer > 0) {
this->cutsceneTimer--;
} else {
EnGe1_SetAnimationIdle(this);
this->actionFunc = EnGe1_SetNormalText;
}
this->stateFlags |= GE1_STATE_STOP_FIDGET;
}
void EnGe1_Open_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (this->stateFlags & GE1_STATE_IDLE_ANIM) {
this->actionFunc = EnGe1_WaitTillOpened_GTGGuard;
Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F);
this->cutsceneTimer = 50;
Message_CloseTextbox(globalCtx);
} else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP);
}
}
void EnGe1_SetupOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
this->actionFunc = EnGe1_Open_GTGGuard;
Animation_Change(&this->skelAnime, &gGerudoWhiteClapAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gGerudoWhiteClapAnim), ANIMMODE_ONCE, -3.0f);
this->animation = &gGerudoWhiteClapAnim;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
}
}
void EnGe1_RefuseEntryTooPoor_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_OfferOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
if (gSaveContext.rupees < 10) {
Message_ContinueTextbox(globalCtx, 0x6016);
this->actionFunc = EnGe1_RefuseEntryTooPoor_GTGGuard;
} else {
Rupees_ChangeBy(-10);
Message_ContinueTextbox(globalCtx, 0x6015);
this->actionFunc = EnGe1_SetupOpen_GTGGuard;
}
break;
case 1:
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
EnGe1_SetAnimationIdle(this);
break;
}
}
}
void EnGe1_RefuseOpenNoCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_CheckForCard_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
EnGe1_SetTalkAction(this, globalCtx, 0x6014, 100.0f, EnGe1_OfferOpen_GTGGuard);
} else {
//! @bug This outcome is inaccessible in normal gameplay since this function it is unreachable without
//! obtaining the card in the first place.
EnGe1_SetTalkAction(this, globalCtx, 0x6013, 100.0f, EnGe1_RefuseOpenNoCard_GTGGuard);
}
}
// Gate Operator functions
void EnGe1_WaitGateOpen_GateOp(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->actionFunc = EnGe1_CheckGate_GateOp;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_WaitUntilGateOpened_GateOp(EnGe1* this, GlobalContext* globalCtx) {
if (this->cutsceneTimer > 0) {
this->cutsceneTimer--;
} else {
EnGe1_SetAnimationIdle(this);
this->actionFunc = EnGe1_CheckGate_GateOp;
}
this->stateFlags |= GE1_STATE_STOP_FIDGET;
}
void EnGe1_OpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) {
if (this->stateFlags & GE1_STATE_IDLE_ANIM) {
this->actionFunc = EnGe1_WaitUntilGateOpened_GateOp;
Flags_SetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F);
this->cutsceneTimer = 50;
Message_CloseTextbox(globalCtx);
} else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP);
}
}
void EnGe1_SetupOpenGate_GateOp(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
this->actionFunc = EnGe1_OpenGate_GateOp;
Animation_Change(&this->skelAnime, &gGerudoWhiteClapAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gGerudoWhiteClapAnim), ANIMMODE_ONCE, -3.0f);
this->animation = &gGerudoWhiteClapAnim;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
}
}
void EnGe1_CheckGate_GateOp(EnGe1* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, (this->actor.params >> 8) & 0x3F)) {
EnGe1_SetTalkAction(this, globalCtx, 0x6018, 100.0f, EnGe1_WaitGateOpen_GateOp);
} else {
EnGe1_SetTalkAction(this, globalCtx, 0x6017, 100.0f, EnGe1_SetupOpenGate_GateOp);
}
}
// Gate guard functions
void EnGe1_Talk_GateGuard(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_GetReaction_GateGuard;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_GetReaction_GateGuard(EnGe1* this, GlobalContext* globalCtx) {
u16 reactionText;
reactionText = Text_GetFaceReaction(globalCtx, 0x22);
if (reactionText == 0) {
reactionText = 0x6069;
}
if (EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_Talk_GateGuard)) {
this->animFunc = EnGe1_CueUpAnimation;
this->animation = &gGerudoWhiteDismissiveAnim;
Animation_Change(&this->skelAnime, &gGerudoWhiteDismissiveAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gGerudoWhiteDismissiveAnim), ANIMMODE_ONCE, -8.0f);
}
}
// Archery functions
void EnGe1_SetupWait_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_Wait_Archery;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx) {
GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE;
s32 getItemId;
if (Actor_HasParent(&this->actor, globalCtx)) {
if (gSaveContext.n64ddFlag && gSaveContext.minigameScore >= 1500 && !(gSaveContext.infTable[25] & 1)) {
gSaveContext.itemGetInf[0] |= 0x8000;
gSaveContext.infTable[25] |= 1;
this->stateFlags |= GE1_STATE_GIVE_QUIVER;
this->actor.parent = NULL;
return;
} else {
this->actionFunc = EnGe1_SetupWait_Archery;
}
if (this->stateFlags & GE1_STATE_GIVE_QUIVER) {
gSaveContext.itemGetInf[0] |= 0x8000;
} else {
gSaveContext.infTable[25] |= 1;
}
} else {
if (this->stateFlags & GE1_STATE_GIVE_QUIVER) {
if (!gSaveContext.n64ddFlag) {
switch (CUR_UPG_VALUE(UPG_QUIVER)) {
//! @bug Asschest. See next function for details
case 1:
getItemId = GI_QUIVER_40;
break;
case 2:
getItemId = GI_QUIVER_50;
break;
}
} else {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1500_POINTS, CUR_UPG_VALUE(UPG_QUIVER) == 1 ? GI_QUIVER_40 : GI_QUIVER_50);
getItemId = getItemEntry.getItemId;
}
} else {
if (!gSaveContext.n64ddFlag) {
getItemId = GI_HEART_PIECE;
} else {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1000_POINTS, GI_HEART_PIECE);
getItemId = getItemEntry.getItemId;
}
}
if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) {
func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f);
} else {
GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f);
}
}
}
void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx) {
GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE;
s32 getItemId;
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actor.flags &= ~ACTOR_FLAG_16;
this->actionFunc = EnGe1_WaitTillItemGiven_Archery;
}
if (this->stateFlags & GE1_STATE_GIVE_QUIVER) {
if (!gSaveContext.n64ddFlag) {
switch (CUR_UPG_VALUE(UPG_QUIVER)) {
//! @bug Asschest. See next function for details
case 1:
getItemId = GI_QUIVER_40;
break;
case 2:
getItemId = GI_QUIVER_50;
break;
}
} else {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1500_POINTS, CUR_UPG_VALUE(UPG_QUIVER) == 1 ? GI_QUIVER_40 : GI_QUIVER_50);
getItemId = getItemEntry.getItemId;
}
} else {
if (!gSaveContext.n64ddFlag) {
getItemId = GI_HEART_PIECE;
} else {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_HBA_1000_POINTS, GI_HEART_PIECE);
getItemId = getItemEntry.getItemId;
}
}
if (!gSaveContext.n64ddFlag || getItemEntry.getItemId == GI_NONE) {
func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f);
} else {
GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f);
}
}
void EnGe1_TalkWinPrize_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_BeginGiveItem_Archery;
this->actor.flags &= ~ACTOR_FLAG_16;
} else {
func_8002F2CC(&this->actor, globalCtx, 200.0f);
}
}
void EnGe1_TalkTooPoor_Archery(EnGe1* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->actionFunc = EnGe1_Wait_Archery;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_WaitDoNothing(EnGe1* this, GlobalContext* globalCtx) {
}
void EnGe1_BeginGame_Archery(EnGe1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Actor* horse;
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) {
this->actor.flags &= ~ACTOR_FLAG_16;
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
if (gSaveContext.rupees < 20) {
Message_ContinueTextbox(globalCtx, 0x85);
this->actionFunc = EnGe1_TalkTooPoor_Archery;
} else {
Rupees_ChangeBy(-20);
globalCtx->nextEntranceIndex = 0x129;
gSaveContext.nextCutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.eventInf[0] |= 0x100;
gSaveContext.eventChkInf[6] |= 0x100;
if (!(player->stateFlags1 & 0x800000)) {
func_8002DF54(globalCtx, &this->actor, 1);
} else {
horse = Actor_FindNearby(globalCtx, &player->actor, ACTOR_EN_HORSE, ACTORCAT_BG, 1200.0f);
player->actor.freezeTimer = 1200;
if (horse != NULL) {
horse->freezeTimer = 1200;
}
}
this->actionFunc = EnGe1_WaitDoNothing;
}
break;
case 1:
this->actionFunc = EnGe1_Wait_Archery;
Message_CloseTextbox(globalCtx);
break;
}
}
}
void EnGe1_TalkOfferPlay_Archery(EnGe1* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_ContinueTextbox(globalCtx, 0x6041);
this->actionFunc = EnGe1_BeginGame_Archery;
}
}
void EnGe1_TalkNoPrize_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_TalkOfferPlay_Archery;
} else {
func_8002F2CC(&this->actor, globalCtx, 300.0f);
}
}
void EnGe1_TalkAfterGame_Archery(EnGe1* this, GlobalContext* globalCtx) {
gSaveContext.eventInf[0] &= ~0x100;
LOG_NUM("z_common_data.yabusame_total", gSaveContext.minigameScore);
LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", HIGH_SCORE(HS_HBA));
this->actor.flags |= ACTOR_FLAG_16;
if (HIGH_SCORE(HS_HBA) < gSaveContext.minigameScore) {
HIGH_SCORE(HS_HBA) = gSaveContext.minigameScore;
}
if (gSaveContext.minigameScore < 1000) {
this->actor.textId = 0x6045;
this->actionFunc = EnGe1_TalkNoPrize_Archery;
} else if (!(gSaveContext.infTable[25] & 1)) {
this->actor.textId = 0x6046;
this->actionFunc = EnGe1_TalkWinPrize_Archery;
this->stateFlags &= ~GE1_STATE_GIVE_QUIVER;
} else if (gSaveContext.minigameScore < 1500) {
this->actor.textId = 0x6047;
this->actionFunc = EnGe1_TalkNoPrize_Archery;
} else if (gSaveContext.itemGetInf[0] & 0x8000) {
this->actor.textId = 0x6047;
this->actionFunc = EnGe1_TalkNoPrize_Archery;
} else {
this->actor.textId = 0x6044;
this->actionFunc = EnGe1_TalkWinPrize_Archery;
this->stateFlags |= GE1_STATE_GIVE_QUIVER;
}
}
void EnGe1_TalkNoHorse_Archery(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_Wait_Archery;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
u16 textId;
if (!(player->stateFlags1 & 0x800000)) {
EnGe1_SetTalkAction(this, globalCtx, 0x603F, 100.0f, EnGe1_TalkNoHorse_Archery);
} else {
if (gSaveContext.eventChkInf[6] & 0x100) {
if (gSaveContext.infTable[25] & 1) {
textId = 0x6042;
} else {
textId = 0x6043;
}
} else {
textId = 0x6040;
}
EnGe1_SetTalkAction(this, globalCtx, textId, 200.0f, EnGe1_TalkOfferPlay_Archery);
}
}
// General functions
void EnGe1_TurnToFacePlayer(EnGe1* 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_2A2, 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 EnGe1_LookAtPlayer(EnGe1* this, GlobalContext* globalCtx) {
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) {
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2A2, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100);
}
}
void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe1* this = (EnGe1*)thisx;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
this->animFunc(this);
this->actionFunc(this, globalCtx);
if (this->stateFlags & GE1_STATE_TALKING) {
EnGe1_TurnToFacePlayer(this, globalCtx);
this->stateFlags &= ~GE1_STATE_TALKING;
} else {
EnGe1_LookAtPlayer(this, globalCtx);
}
this->unk_2A2.x = this->unk_2A2.y = this->unk_2A2.z = 0;
if (DECR(this->blinkTimer) == 0) {
this->blinkTimer = Rand_S16Offset(60, 60);
}
this->eyeIndex = this->blinkTimer;
if (this->eyeIndex >= 3) {
this->eyeIndex = 0;
}
}
// Animation functions
void EnGe1_CueUpAnimation(EnGe1* this) {
if (SkelAnime_Update(&this->skelAnime)) {
Animation_PlayOnce(&this->skelAnime, this->animation);
}
}
void EnGe1_StopFidget(EnGe1* this) {
if (!(this->stateFlags & GE1_STATE_IDLE_ANIM)) {
if (SkelAnime_Update(&this->skelAnime)) {
this->stateFlags |= GE1_STATE_IDLE_ANIM;
}
this->stateFlags |= GE1_STATE_STOP_FIDGET;
}
}
s32 EnGe1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 pad;
EnGe1* this = (EnGe1*)thisx;
if (limbIndex == GE1_LIMB_HEAD) {
rot->x += this->headRot.y;
rot->z += this->headRot.x;
}
if (this->stateFlags & GE1_STATE_STOP_FIDGET) {
this->stateFlags &= ~GE1_STATE_STOP_FIDGET;
return 0;
}
// The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle
// animation.
if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) {
rot->y += Math_SinS(globalCtx->state.frames * (limbIndex * 50 + 0x814)) * 200.0f;
rot->z += Math_CosS(globalCtx->state.frames * (limbIndex * 50 + 0x940)) * 200.0f;
}
return 0;
}
void EnGe1_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnGe1* this = (EnGe1*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (limbIndex == GE1_LIMB_HEAD) {
gSPDisplayList(POLY_OPA_DISP++, sHairstyleDLists[this->hairstyle]);
Matrix_MultVec3f(&D_80A327A8, &this->actor.focus.pos);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe1* this = (EnGe1*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_800943C8(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIndex]));
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnGe1_OverrideLimbDraw, EnGe1_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}