Shipwright/soh/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c

565 lines
19 KiB
C

/*
* File: z_en_daiku_kakariko.c
* Overlay: ovl_En_Daiku_Kakariko
* Description: Kakariko Village Carpenters
*/
#include "z_en_daiku_kakariko.h"
#include "objects/object_daiku/object_daiku.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
typedef enum {
/* 0x0 */ CARPENTER_ICHIRO, // Red and purple pants, normal hair
/* 0x1 */ CARPENTER_SABOORO, // Light blue pants
/* 0x2 */ CARPENTER_JIRO, // Green pants
/* 0x3 */ CARPENTER_SHIRO // Pink and purple pants, two-spiked hair
} KakarikoCarpenterType;
void EnDaikuKakariko_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDaikuKakariko_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDaikuKakariko_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDaikuKakariko_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDaikuKakariko_Wait(EnDaikuKakariko* this, GlobalContext* globalCtx);
void EnDaikuKakariko_Run(EnDaikuKakariko* this, GlobalContext* globalCtx);
const ActorInit En_Daiku_Kakariko_InitVars = {
ACTOR_EN_DAIKU_KAKARIKO,
ACTORCAT_NPC,
FLAGS,
OBJECT_DAIKU,
sizeof(EnDaikuKakariko),
(ActorFunc)EnDaikuKakariko_Init,
(ActorFunc)EnDaikuKakariko_Destroy,
(ActorFunc)EnDaikuKakariko_Update,
(ActorFunc)EnDaikuKakariko_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 sColChkInit = { 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 */ ENDAIKUKAKARIKO_ANIM_0,
/* 1 */ ENDAIKUKAKARIKO_ANIM_1,
/* 2 */ ENDAIKUKAKARIKO_ANIM_2,
/* 3 */ ENDAIKUKAKARIKO_ANIM_3,
/* 4 */ ENDAIKUKAKARIKO_ANIM_4,
/* 5 */ ENDAIKUKAKARIKO_ANIM_5
} EnDaikuKakarikoAnimation;
static AnimationFrameCountInfo sAnimationInfo[] = {
{ &object_daiku_Anim_001AB0, 1.0f, 2, -7.0f }, { &object_daiku_Anim_007DE0, 1.0f, 0, -7.0f },
{ &object_daiku_Anim_00885C, 1.0f, 0, -7.0f }, { &object_daiku_Anim_000C44, 1.0f, 0, -7.0f },
{ &object_daiku_Anim_000600, 1.0f, 0, -7.0f }, { &object_daiku_Anim_008164, 1.0f, 0, -7.0f },
};
void EnDaikuKakariko_ChangeAnim(EnDaikuKakariko* this, s32 index, s32* currentIndex) {
f32 morphFrames;
if ((*currentIndex < 0) || (index == *currentIndex)) {
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 EnDaikuKakariko_Init(Actor* thisx, GlobalContext* globalCtx) {
static u16 initFlags[] = { 0x0080, 0x00B0, 0x0070, 0x0470 }; // List of inital values for this->flags
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
s32 pad;
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
switch (globalCtx->sceneNum) {
case SCENE_SPOT01:
if (IS_DAY) {
this->flags |= 1;
this->flags |= initFlags[this->actor.params & 3];
}
break;
case SCENE_KAKARIKO:
if (IS_NIGHT) {
this->flags |= 2;
}
break;
case SCENE_DRAG:
this->flags |= 4;
break;
}
}
if (!(this->flags & 7)) {
Actor_Kill(&this->actor);
}
if (IS_NIGHT) {
this->flags |= 8;
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_daiku_Skel_007958, NULL, this->jointTable, this->morphTable,
17);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInit);
Animation_Change(&this->skelAnime, sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].animation, 1.0f, 0.0f,
Animation_GetLastFrame(sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].animation),
sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].mode, sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].morphFrames);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actor.gravity = 0.0f;
this->runSpeed = 3.0f;
this->actor.uncullZoneForward = 1200.0f;
this->actor.targetMode = 6;
this->currentAnimIndex = -1;
if (this->flags & 0x40) {
this->actor.gravity = -1.0f;
}
if (this->flags & 0x10) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_3, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_Run;
} else {
if (this->flags & 8) {
if (((this->actor.params & 3) == CARPENTER_SABOORO) || ((this->actor.params & 3) == CARPENTER_SHIRO)) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_5, &this->currentAnimIndex);
this->flags |= 0x800;
} else {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_1, &this->currentAnimIndex);
}
this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame);
} else {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_0, &this->currentAnimIndex);
this->skelAnime.curFrame = (s32)(Rand_ZeroOne() * this->skelAnime.endFrame);
}
this->flags |= 0x100;
this->actionFunc = EnDaikuKakariko_Wait;
}
}
void EnDaikuKakariko_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
s32 EnDaikuKakariko_GetTalkState(EnDaikuKakariko* this, GlobalContext* globalCtx) {
s32 talkState = 2;
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(globalCtx)) {
switch (this->actor.textId) {
case 0x6061:
gSaveContext.infTable[23] |= 0x40;
break;
case 0x6064:
gSaveContext.infTable[23] |= 0x100;
break;
}
talkState = 0;
}
return talkState;
}
void EnDaikuKakariko_HandleTalking(EnDaikuKakariko* this, GlobalContext* globalCtx) {
static s32 maskReactionSets[] = { 1, 2, 3, 4 };
s16 sp26;
s16 sp24;
if (this->talkState == 2) {
this->talkState = EnDaikuKakariko_GetTalkState(this, globalCtx);
} else if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->talkState = 2;
} else {
Actor_GetScreenPos(globalCtx, &this->actor, &sp26, &sp24);
if ((sp26 >= 0) && (sp26 <= 320) && (sp24 >= 0) && (sp24 <= 240) && (this->talkState == 0) &&
(func_8002F2CC(&this->actor, globalCtx, 100.0f) == 1)) {
this->actor.textId = Text_GetFaceReaction(globalCtx, maskReactionSets[this->actor.params & 3]);
if (this->actor.textId == 0) {
switch (this->actor.params & 3) {
case 0:
if (this->flags & 8) {
this->actor.textId = 0x5076;
} else {
this->actor.textId = 0x5075;
}
break;
case 1:
if (this->flags & 1) {
this->actor.textId = 0x502A;
} else {
this->actor.textId = 0x5074;
}
break;
case 2:
if (this->flags & 1) {
this->actor.textId = 0x506A;
} else {
this->actor.textId = 0x506B;
}
break;
case 3:
if (this->flags & 1) {
this->actor.textId = 0x5077;
} else {
this->actor.textId = 0x5078;
}
break;
}
}
}
}
}
void EnDaikuKakariko_Talk(EnDaikuKakariko* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_3, &this->currentAnimIndex);
}
EnDaikuKakariko_HandleTalking(this, globalCtx);
if (this->talkState == 0) {
if (this->flags & 0x10) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_3, &this->currentAnimIndex);
this->flags &= ~0x0300;
this->actionFunc = EnDaikuKakariko_Run;
return;
}
if (!(this->flags & 8)) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_0, &this->currentAnimIndex);
}
if ((this->flags & 0x800) == 0) {
this->flags &= ~0x0200;
this->flags |= 0x100;
}
this->actionFunc = EnDaikuKakariko_Wait;
}
}
void EnDaikuKakariko_Wait(EnDaikuKakariko* this, GlobalContext* globalCtx) {
EnDaikuKakariko_HandleTalking(this, globalCtx);
if (SkelAnime_Update(&this->skelAnime)) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_0, &this->currentAnimIndex);
}
if (this->talkState != 0) {
if (!(this->flags & 8)) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_4, &this->currentAnimIndex);
}
if (!(this->flags & 0x800)) {
this->flags |= 0x200;
this->flags &= ~0x0100;
}
this->actionFunc = EnDaikuKakariko_Talk;
}
}
void EnDaikuKakariko_StopRunning(EnDaikuKakariko* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
this->timer--;
if (this->timer <= 0) {
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_3, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_Run;
} else {
this->skelAnime.curFrame = this->skelAnime.startFrame;
}
}
EnDaikuKakariko_HandleTalking(this, globalCtx);
if (this->talkState != 0) {
this->flags |= 0x200;
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_4, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_Talk;
}
}
void EnDaikuKakariko_Run(EnDaikuKakariko* this, GlobalContext* globalCtx) {
s32 pad;
Path* path;
Vec3s* pathPos;
f32 xDist;
f32 zDist;
s16 runAngle;
f32 runDist;
s16 angleStepDiff;
s32 run;
do {
path = &globalCtx->setupPathList[(this->actor.params >> 8) & 0xFF];
pathPos = &((Vec3s*)SEGMENTED_TO_VIRTUAL(path->points))[this->waypoint];
xDist = pathPos->x - this->actor.world.pos.x;
zDist = pathPos->z - this->actor.world.pos.z;
runAngle = Math_FAtan2F(xDist, zDist) * (32768.0f / M_PI);
runDist = sqrtf((xDist * xDist) + (zDist * zDist));
run = false;
if (runDist <= 10.0f) {
if (this->pathContinue == false) {
this->waypoint++;
if (this->waypoint >= path->count) {
if (this->flags & 0x20) {
this->waypoint = path->count - 2;
this->pathContinue = true;
this->run = run = false;
if (this->flags & 0x400) {
this->timer = 2;
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_0, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_StopRunning;
return;
}
} else {
this->waypoint = 0;
run = true;
}
} else {
this->run = run = true;
}
} else {
this->waypoint--;
if (this->waypoint < 0) {
this->waypoint = 1;
this->pathContinue = false;
this->run = run = false;
if (this->flags & 0x400) {
this->timer = 2;
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_0, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_StopRunning;
return;
}
} else {
run = true;
}
}
}
} while (run);
angleStepDiff = Math_SmoothStepToS(&this->actor.shape.rot.y, runAngle, 1, 5000, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->run == false) {
if (angleStepDiff == 0) {
this->run = true;
} else {
this->actor.speedXZ = 0.0f;
}
}
if (this->run == true) {
Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.8f, runDist, 0.0f);
}
Actor_MoveForward(&this->actor);
if (this->flags & 0x40) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
} else if (this->flags & 0x80) {
this->runFlag |= 1;
this->flags &= ~0x0080;
} else if (this->runFlag & 1) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->runFlag &= ~1;
}
SkelAnime_Update(&this->skelAnime);
EnDaikuKakariko_HandleTalking(this, globalCtx);
if (this->talkState != 0) {
this->flags |= 0x200;
EnDaikuKakariko_ChangeAnim(this, ENDAIKUKAKARIKO_ANIM_4, &this->currentAnimIndex);
this->actionFunc = EnDaikuKakariko_Talk;
}
}
void EnDaikuKakariko_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
s32 pad;
Player* player = GET_PLAYER(globalCtx);
s32 pad2;
if (this->currentAnimIndex == 3) {
if (((s32)this->skelAnime.curFrame == 6) || ((s32)this->skelAnime.curFrame == 15)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
}
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->flags & 4) {
this->collider.dim.pos.x -= 27;
this->collider.dim.pos.z -= 27;
this->collider.dim.radius = 63;
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
this->actionFunc(this, globalCtx);
this->npcInfo.unk_18.x = player->actor.focus.pos.x;
this->npcInfo.unk_18.y = player->actor.focus.pos.y;
this->npcInfo.unk_18.z = player->actor.focus.pos.z;
if (this->flags & 0x100) {
this->neckAngleTarget.x = 5900;
this->flags |= 0x1000;
func_80034A14(&this->actor, &this->npcInfo, 0, 2);
} else if (this->flags & 0x200) {
this->neckAngleTarget.x = 5900;
this->flags |= 0x1000;
func_80034A14(&this->actor, &this->npcInfo, 0, 4);
}
Math_SmoothStepToS(&this->neckAngle.x, this->neckAngleTarget.x, 1, 1820, 0);
}
s32 EnDaikuKakariko_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
Vec3s angle;
switch (limbIndex) {
case 8:
angle = this->npcInfo.unk_0E;
Matrix_RotateX(-(angle.y * (M_PI / 32768.0f)), MTXMODE_APPLY);
Matrix_RotateZ(-(angle.x * (M_PI / 32768.0f)), MTXMODE_APPLY);
break;
case 15:
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
angle = this->npcInfo.unk_08;
if (this->flags & 0x1000) {
osSyncPrintf("<%d>\n", this->neckAngle.x);
Matrix_RotateX((angle.y + this->neckAngle.y) * (M_PI / 32768.0f), MTXMODE_APPLY);
Matrix_RotateZ((angle.x + this->neckAngle.x) * (M_PI / 32768.0f), MTXMODE_APPLY);
} else {
Matrix_RotateX(angle.y * (M_PI / 32768.0f), MTXMODE_APPLY);
Matrix_RotateZ(angle.x * (M_PI / 32768.0f), MTXMODE_APPLY);
}
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
break;
}
return 0;
}
void EnDaikuKakariko_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Gfx* carpenterHeadDLists[] = { object_daiku_DL_005BD0, object_daiku_DL_005AC0, object_daiku_DL_005990,
object_daiku_DL_005880 };
static Vec3f unkVec = { 700.0f, 1100.0f, 0.0f };
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
if (limbIndex == 15) {
Matrix_MultVec3f(&unkVec, &this->actor.focus.pos);
gSPDisplayList(POLY_OPA_DISP++, carpenterHeadDLists[this->actor.params & 3]);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnDaikuKakariko_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
if ((thisx->params & 3) == CARPENTER_ICHIRO) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 10, 70, 255);
} else if ((thisx->params & 3) == CARPENTER_SABOORO) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 200, 255, 255);
} else if ((thisx->params & 3) == CARPENTER_JIRO) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 230, 70, 255);
} else if ((thisx->params & 3) == CARPENTER_SHIRO) {
gDPSetEnvColor(POLY_OPA_DISP++, 200, 0, 150, 255);
}
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnDaikuKakariko_OverrideLimbDraw, EnDaikuKakariko_PostLimbDraw, thisx);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}