Shipwright/soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c

375 lines
12 KiB
C

/*
* File: z_en_ma3.c
* Overlay: En_Ma3
* Description: Adult Malon (Ranch)
*/
#include "z_en_ma3.h"
#include "objects/object_ma2/object_ma2.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx);
u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this);
s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this);
void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx);
s32 func_80AA2EC8(EnMa3* this, GlobalContext* globalCtx);
s32 func_80AA2F28(EnMa3* this);
void EnMa3_UpdateEyes(EnMa3* this);
void func_80AA3200(EnMa3* this, GlobalContext* globalCtx);
const ActorInit En_Ma3_InitVars = {
ACTOR_EN_MA3,
ACTORCAT_NPC,
FLAGS,
OBJECT_MA2,
sizeof(EnMa3),
(ActorFunc)EnMa3_Init,
(ActorFunc)EnMa3_Destroy,
(ActorFunc)EnMa3_Update,
(ActorFunc)EnMa3_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, 46, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENMA3_ANIM_0,
/* 1 */ ENMA3_ANIM_1,
/* 2 */ ENMA3_ANIM_2,
/* 3 */ ENMA3_ANIM_3,
/* 4 */ ENMA3_ANIM_4
} EnMa3Animation;
static AnimationFrameCountInfo sAnimationInfo[] = {
{ &gMalonAdultIdleAnim, 1.0f, ANIMMODE_LOOP, 0.0f }, { &gMalonAdultIdleAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
{ &gMalonAdultStandStillAnim, 1.0f, ANIMMODE_LOOP, 0.0f }, { &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
};
u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
Player* player = GET_PLAYER(globalCtx);
s16* timer1ValuePtr; // weirdness with this necessary to match
if (!(gSaveContext.infTable[11] & 0x100)) {
return 0x2000;
}
timer1ValuePtr = &gSaveContext.timer1Value;
if (gSaveContext.eventInf[0] & 0x400) {
gSaveContext.timer1Value = gSaveContext.timer1Value;
thisx->flags |= ACTOR_FLAG_16;
if (gSaveContext.timer1Value >= 0xD3) {
return 0x208E;
}
if ((HIGH_SCORE(HS_HORSE_RACE) == 0) || (HIGH_SCORE(HS_HORSE_RACE) >= 0xB4)) {
HIGH_SCORE(HS_HORSE_RACE) = 0xB4;
gSaveContext.timer1Value = *timer1ValuePtr;
}
if (!(gSaveContext.eventChkInf[1] & 0x4000) && (gSaveContext.timer1Value < 0x32)) {
return 0x208F;
} else if (gSaveContext.timer1Value < HIGH_SCORE(HS_HORSE_RACE)) {
return 0x2012;
} else {
return 0x2004;
}
}
if ((!(player->stateFlags1 & 0x800000)) &&
(Actor_FindNearby(globalCtx, thisx, ACTOR_EN_HORSE, 1, 1200.0f) == NULL)) {
return 0x2001;
}
if (!(gSaveContext.infTable[11] & 0x200)) {
return 0x2002;
} else {
return 0x2003;
}
}
s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
s16 ret = 1;
switch (Message_GetState(&globalCtx->msgCtx)) {
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
globalCtx->nextEntranceIndex = 0x157;
gSaveContext.nextCutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.eventInf[0] |= 0x400;
gSaveContext.timer1State = 0xF;
}
break;
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(globalCtx)) {
gSaveContext.infTable[11] |= 0x200;
if (globalCtx->msgCtx.choiceIndex == 0) {
if (gSaveContext.eventChkInf[1] & 0x4000) {
Message_ContinueTextbox(globalCtx, 0x2091);
} else if (HIGH_SCORE(HS_HORSE_RACE) == 0) {
Message_ContinueTextbox(globalCtx, 0x2092);
} else {
Message_ContinueTextbox(globalCtx, 0x2090);
}
}
}
break;
case TEXT_STATE_CLOSING:
switch (thisx->textId) {
case 0x2000:
gSaveContext.infTable[11] |= 0x100;
ret = 0;
break;
case 0x208F:
gSaveContext.eventChkInf[1] |= 0x4000;
case 0x2004:
case 0x2012:
if (HIGH_SCORE(HS_HORSE_RACE) > gSaveContext.timer1Value) {
HIGH_SCORE(HS_HORSE_RACE) = gSaveContext.timer1Value;
}
case 0x208E:
gSaveContext.eventInf[0] &= ~0x400;
thisx->flags &= ~ACTOR_FLAG_16;
ret = 0;
gSaveContext.timer1State = 0xA;
break;
case 0x2002:
gSaveContext.infTable[11] |= 0x200;
case 0x2003:
if (!(gSaveContext.eventInf[0] & 0x400)) {
ret = 0;
}
break;
default:
ret = 0;
}
break;
case TEXT_STATE_NONE:
case TEXT_STATE_DONE_HAS_NEXT:
case TEXT_STATE_DONE_FADING:
case TEXT_STATE_DONE:
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
break;
}
return ret;
}
void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 phi_a3;
if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
phi_a3 = 1;
} else {
phi_a3 = 0;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = 0.0f;
func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
}
s32 func_80AA2EC8(EnMa3* this, GlobalContext* globalCtx) {
if (LINK_IS_CHILD) {
return 2;
}
if (!(gSaveContext.eventChkInf[1] & 0x100)) {
return 2;
}
if (gSaveContext.eventInf[0] & 0x400) {
return 1;
}
return 0;
}
s32 func_80AA2F28(EnMa3* this) {
if (this->skelAnime.animation != &gMalonAdultSingAnim) {
return 0;
}
if (this->unk_1E0.unk_00 != 0) {
return 0;
}
this->blinkTimer = 0;
if (this->eyeIndex != 2) {
return 0;
}
this->mouthIndex = 2;
return 1;
}
void EnMa3_UpdateEyes(EnMa3* this) {
if ((!func_80AA2F28(this)) && (DECR(this->blinkTimer) == 0)) {
this->eyeIndex += 1;
if (this->eyeIndex >= 3) {
this->blinkTimer = Rand_S16Offset(30, 30);
this->eyeIndex = 0;
}
}
}
void EnMa3_ChangeAnim(EnMa3* this, s32 index) {
f32 frameCount = Animation_GetLastFrame(sAnimationInfo[index].animation);
Animation_Change(&this->skelAnime, sAnimationInfo[index].animation, 1.0f, 0.0f, frameCount,
sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames);
}
void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = (EnMa3*)thisx;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 18.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gMalonAdultSkel, NULL, NULL, NULL, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(22), &sColChkInfoInit);
switch (func_80AA2EC8(this, globalCtx)) {
case 0:
EnMa3_ChangeAnim(this, ENMA3_ANIM_0);
this->actionFunc = func_80AA3200;
break;
case 1:
EnMa3_ChangeAnim(this, ENMA3_ANIM_0);
this->actionFunc = func_80AA3200;
break;
case 2:
Actor_Kill(&this->actor);
return;
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_SetScale(&this->actor, 0.01f);
this->unk_1E0.unk_00 = (u16)0;
}
void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = (EnMa3*)thisx;
SkelAnime_Free(&this->skelAnime, globalCtx);
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80AA3200(EnMa3* this, GlobalContext* globalCtx) {
if (this->unk_1E0.unk_00 == 2) {
this->actor.flags &= ~ACTOR_FLAG_16;
this->unk_1E0.unk_00 = 0;
}
}
void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = (EnMa3*)thisx;
s32 pad;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
SkelAnime_Update(&this->skelAnime);
EnMa3_UpdateEyes(this);
this->actionFunc(this, globalCtx);
func_80AA2E54(this, globalCtx);
func_800343CC(globalCtx, &this->actor, &this->unk_1E0.unk_00, (f32)this->collider.dim.radius + 150.0f,
func_80AA2AA0, func_80AA2BD4);
if (this->unk_1E0.unk_00 == 0) {
if (this->unk_20A != 0) {
func_800F6584(0);
this->unk_20A = 0;
}
} else if (this->unk_20A == 0) {
func_800F6584(1);
this->unk_20A = 1;
}
}
s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnMa3* this = (EnMa3*)thisx;
Vec3s vec;
if ((limbIndex == MALON_ADULT_LIMB_LEFT_THIGH) || (limbIndex == MALON_ADULT_LIMB_RIGHT_THIGH)) {
*dList = NULL;
}
if (limbIndex == MALON_ADULT_LIMB_HEAD) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) {
vec = this->unk_1E0.unk_0E;
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}
if ((limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) || (limbIndex == MALON_ADULT_LIMB_LEFT_SHOULDER) ||
(limbIndex == MALON_ADULT_LIMB_RIGHT_SHOULDER)) {
rot->y += Math_SinS(this->unk_212[limbIndex].y) * 200.0f;
rot->z += Math_CosS(this->unk_212[limbIndex].z) * 200.0f;
}
return false;
}
void EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnMa3* this = (EnMa3*)thisx;
Vec3f vec = { 900.0f, 0.0f, 0.0f };
OPEN_DISPS(globalCtx->state.gfxCtx);
if (limbIndex == MALON_ADULT_LIMB_HEAD) {
Matrix_MultVec3f(&vec, &this->actor.focus.pos);
}
if ((limbIndex == MALON_ADULT_LIMB_LEFT_HAND) && (this->skelAnime.animation == &gMalonAdultStandStillAnim)) {
gSPDisplayList(POLY_OPA_DISP++, gMalonAdultBasketDL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* sMouthTextures[] = { gMalonAdultMouthNeutralTex, gMalonAdultMouthSadTex, gMalonAdultMouthHappyTex };
static void* sEyeTextures[] = { gMalonAdultEyeOpenTex, gMalonAdultEyeHalfTex, gMalonAdultEyeClosedTex };
EnMa3* this = (EnMa3*)thisx;
Camera* camera;
f32 someFloat;
s32 pad;
OPEN_DISPS(globalCtx->state.gfxCtx);
camera = GET_ACTIVE_CAM(globalCtx);
someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
func_800F6268(someFloat, NA_BGM_LONLON);
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[this->mouthIndex]));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIndex]));
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnMa3_OverrideLimbDraw, EnMa3_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}