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ovl_En_Daiku OK and documented (#422)

* ovl_En_Daiku OK, except func_809E3068

* ovl_En_Daiku documented

* `ACTORTYPE_ENEMY`

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Nonmatching reloc, better #include path, defines for state flags, enum values, `hair` -> `hairDLists`

* asm and format

* review

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
Dragorn421 2020-12-03 22:58:05 +01:00 committed by GitHub
parent 26c38834ec
commit b8ecf7cae4
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24 changed files with 620 additions and 1373 deletions

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@ -1,17 +1,64 @@
#include "z_en_daiku.h"
#include "overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#define FLAGS 0x00000019
#define THIS ((EnDaiku*)thisx)
typedef struct {
AnimationHeader* anim;
f32 unk_4;
u8 mode;
f32 transitionRate;
} EnDaikuAnimation;
typedef enum {
/* 0 */ ENDAIKU_ANIM_SHOUT,
/* 1 */ ENDAIKU_ANIM_STAND,
/* 2 */ ENDAIKU_ANIM_CELEBRATE,
/* 3 */ ENDAIKU_ANIM_RUN,
/* 4 */ ENDAIKU_ANIM_SIT
} EnDaikuAnimationIdx;
typedef struct {
Vec3f eyePosDeltaLocal;
s32 maxFramesActive;
} EnDaikuEscapeSubCamParam;
// state flags
// probably related to animating torso and head to look towards the player
#define ENDAIKU_STATEFLAG_1 (1 << 1)
// same
#define ENDAIKU_STATEFLAG_2 (1 << 2)
// the gerudo guard appeared (after talking to the carpenter)
#define ENDAIKU_STATEFLAG_GERUDOFIGHTING (1 << 3)
// the gerudo guard was defeated
#define ENDAIKU_STATEFLAG_GERUDODEFEATED (1 << 4)
typedef enum {
/* 0 */ ENDAIKU_STATE_CAN_TALK,
/* 2 */ ENDAIKU_STATE_TALKING = 2,
/* 3 */ ENDAIKU_STATE_NO_TALK
} EnDaikuTalkState;
void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx);
extern UNK_TYPE D_06007958;
void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx);
void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx);
s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx);
void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx);
extern FlexSkeletonHeader D_06007958;
/*
const ActorInit En_Daiku_InitVars = {
ACTOR_EN_DAIKU,
ACTORTYPE_NPC,
@ -23,39 +70,552 @@ const ActorInit En_Daiku_InitVars = {
(ActorFunc)EnDaiku_Update,
(ActorFunc)EnDaiku_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E2B30.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/EnDaiku_Init.s")
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
{ 18, 66, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/EnDaiku_Destroy.s")
static CollisionCheckInfoInit2 sColChkInfoInit2 = { 0, 0, 0, 0, 0xFF };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E2F50.s")
static DamageTable sDamageTable = { 0 };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3068.s")
static EnDaikuAnimation sAnimations[] = {
{ 0x06001AB0, 1.0f, 0, 0 }, { 0x06007DE0, 1.0f, 0, 0 }, { 0x0600885C, 1.0f, 0, 0 },
{ 0x06000C44, 1.0f, 0, 0 }, { 0x06008164, 1.0f, 0, 0 },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3338.s")
static EnDaikuEscapeSubCamParam sEscapeSubCamParams[] = {
{ { 0, 130, 220 }, 100 },
{ { -20, 22, 280 }, 110 },
{ { 50, 180, 350 }, 100 },
{ { -40, 60, 60 }, 120 },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E336C.s")
void EnDaiku_ChangeAnim(EnDaiku* this, s32 animIndex, s32* currentAnimIndex) {
f32 transitionRate;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3438.s")
if (*currentAnimIndex < 0 || *currentAnimIndex == animIndex) {
transitionRate = 0.0f;
} else {
transitionRate = sAnimations[animIndex].transitionRate;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E349C.s")
SkelAnime_ChangeAnim(&this->skelAnime, sAnimations[animIndex].anim, 1.0f, 0.0f,
SkelAnime_GetFrameCount(sAnimations[animIndex].anim), sAnimations[animIndex].mode,
transitionRate);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E36A4.s")
*currentAnimIndex = animIndex;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3710.s")
void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDaiku* this = THIS;
s32 pad;
s32 noKill = true;
s32 isFree = false;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E389C.s")
if ((this->actor.params & 3) == 0 && (gSaveContext.eventChkInf[9] & 1)) {
isFree = true;
} else if ((this->actor.params & 3) == 1 && (gSaveContext.eventChkInf[9] & 2)) {
isFree = true;
} else if ((this->actor.params & 3) == 2 && (gSaveContext.eventChkInf[9] & 4)) {
isFree = true;
} else if ((this->actor.params & 3) == 3 && (gSaveContext.eventChkInf[9] & 8)) {
isFree = true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3954.s")
if (isFree == true && globalCtx->sceneNum == SCENE_GERUDOWAY) {
noKill = false;
} else if (isFree == false && globalCtx->sceneNum == SCENE_TENT) {
noKill = false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3A8C.s")
this->startFightSwitchFlag = this->actor.shape.rot.z & 0x3F;
this->actor.shape.rot.z = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/EnDaiku_Update.s")
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007958, NULL, this->limbDrawTable, this->transitionDrawTable,
17);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/EnDaiku_Draw.s")
if (!noKill) {
Actor_Kill(&this->actor);
return;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3EF8.s")
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
func_80061EFC(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/func_809E3F7C.s")
SkelAnime_ChangeAnim(&this->skelAnime, sAnimations[0].anim, 1.0f, 0.0f,
SkelAnime_GetFrameCount(sAnimations[0].anim), sAnimations[0].mode,
sAnimations[0].transitionRate);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actor.unk_1F = 6;
this->currentAnimIndex = -1;
this->runSpeed = 5.0f;
this->initRot = this->actor.posRot.rot;
this->initPos = this->actor.posRot.pos;
if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_STAND, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
this->actionFunc = EnDaiku_Jailed;
} else {
if ((this->actor.params & 3) == 1 || (this->actor.params & 3) == 3) {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SIT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1;
} else {
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_SHOUT, &this->currentAnimIndex);
this->stateFlags |= ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2;
}
this->skelAnime.animCurrentFrame = (s32)(Math_Rand_ZeroOne() * this->skelAnime.animFrameCount);
this->actionFunc = EnDaiku_TentIdle;
}
}
void EnDaiku_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnDaiku* this = THIS;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
s32 EnDaiku_UpdateTalking(EnDaiku* this, GlobalContext* globalCtx) {
s32 newTalkState = ENDAIKU_STATE_TALKING;
if (func_8010BDBC(&globalCtx->msgCtx) == 6) {
if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
if (func_80106BC8(globalCtx) != 0) {
if (this->actor.textId == 0x6007) {
Flags_SetSwitch(globalCtx, this->startFightSwitchFlag);
newTalkState = ENDAIKU_STATE_CAN_TALK;
} else {
this->actionFunc = EnDaiku_InitEscape;
newTalkState = ENDAIKU_STATE_NO_TALK;
}
}
} else if (globalCtx->sceneNum == SCENE_TENT) {
if (func_80106BC8(globalCtx) != 0) {
switch (this->actor.textId) {
case 0x6061:
gSaveContext.infTable[23] |= 0x40;
break;
case 0x6064:
gSaveContext.infTable[23] |= 0x100;
break;
}
newTalkState = ENDAIKU_STATE_CAN_TALK;
}
}
}
return newTalkState;
}
#ifdef NON_MATCHING
// regalloc
void EnDaiku_UpdateText(EnDaiku* this, GlobalContext* globalCtx) {
s32 wannabeV0;
s32 wannabeV1;
s16 sp2E;
s16 sp2C;
if (this->talkState == ENDAIKU_STATE_TALKING) {
this->talkState = EnDaiku_UpdateTalking(this, globalCtx);
} else if (func_8002F194(&this->actor, globalCtx)) {
this->talkState = ENDAIKU_STATE_TALKING;
} else {
func_8002F374(globalCtx, &this->actor, &sp2E, &sp2C);
if (sp2E >= 0 && sp2E <= 320 && sp2C >= 0 && sp2C <= 240 && this->talkState == ENDAIKU_STATE_CAN_TALK &&
func_8002F2CC(&this->actor, globalCtx, 100.0f) == 1) {
if (globalCtx->sceneNum == SCENE_GERUDOWAY) {
if (this->stateFlags & ENDAIKU_STATEFLAG_GERUDODEFEATED) {
// wannabeV0 uses v1 and wannabeV1 uses v0, the opposite is wanted
wannabeV0 = gSaveContext.eventChkInf[9];
// moving the wannabeV1 initialization to its declaration fixes regalloc but breaks earlier codegen
wannabeV1 = 0;
if (wannabeV0 & 1) {
wannabeV1++;
}
if (wannabeV0 & 2) {
wannabeV1++;
}
if (wannabeV0 & 4) {
wannabeV1++;
}
if (wannabeV0 & 8) {
wannabeV1++;
}
switch (wannabeV1) {
case 0:
this->actor.textId = 0x605B;
break;
case 1:
this->actor.textId = 0x605C;
break;
case 2:
this->actor.textId = 0x605D;
break;
case 3:
this->actor.textId = 0x605E;
break;
}
} else if (!(this->stateFlags &
(ENDAIKU_STATEFLAG_GERUDOFIGHTING | ENDAIKU_STATEFLAG_GERUDODEFEATED))) {
this->actor.textId = 0x6007;
}
} else if (globalCtx->sceneNum == SCENE_TENT) {
switch (this->actor.params & 3) {
case 0:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6060;
} else {
this->actor.textId = 0x605F;
}
break;
case 1:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6063;
} else {
if (!(gSaveContext.infTable[23] & 0x40)) {
this->actor.textId = 0x6061;
} else {
this->actor.textId = 0x6062;
}
}
break;
case 2:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6066;
} else {
if (!(gSaveContext.infTable[23] & 0x100)) {
this->actor.textId = 0x6064;
} else {
this->actor.textId = 0x6065;
}
}
break;
case 3:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
this->actor.textId = 0x6068;
} else {
this->actor.textId = 0x6067;
}
break;
}
}
}
}
}
#else
void EnDaiku_UpdateText(EnDaiku* this, GlobalContext* globalCtx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Daiku/EnDaiku_UpdateText.s")
#endif
/**
* The carpenter is idling in the tent.
*/
void EnDaiku_TentIdle(EnDaiku* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
EnDaiku_UpdateText(this, globalCtx);
}
/**
* The carpenter is jailed in a Gerudo fortress cell, talking to him starts a fight against a gerudo guard
*/
void EnDaiku_Jailed(EnDaiku* this, GlobalContext* globalCtx) {
EnGeldB* gerudo;
s32 temp_t9;
s32 temp_v1;
if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING)) {
EnDaiku_UpdateText(this, globalCtx);
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
gerudo = (EnGeldB*)Actor_Find(&globalCtx->actorCtx, ACTOR_EN_GELDB, ACTORTYPE_ENEMY);
if (gerudo == NULL) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDODEFEATED;
this->stateFlags &= ~ENDAIKU_STATEFLAG_GERUDOFIGHTING;
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_CELEBRATE, &this->currentAnimIndex);
this->actionFunc = EnDaiku_WaitFreedom;
} else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && gerudo->unk_318 == 0) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING;
this->actor.flags &= ~9;
}
}
/**
* The player defeated the gerudo guard and the carpenter is waiting for the cell door to be opened, and for the player
* to then talk to him
*/
void EnDaiku_WaitFreedom(EnDaiku* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (Flags_GetSwitch(globalCtx, this->actor.params >> 8 & 0x3F)) {
this->actor.flags |= 9;
EnDaiku_UpdateText(this, globalCtx);
}
}
/**
* The carpenter is free, initializes his running away animation
*/
void EnDaiku_InitEscape(EnDaiku* this, GlobalContext* globalCtx) {
Path* path;
f32 dxz;
f32 dx;
f32 dz;
Vec3s* pointPos;
s32 exitLoop;
func_800F5C64(0x51);
EnDaiku_ChangeAnim(this, ENDAIKU_ANIM_RUN, &this->currentAnimIndex);
this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2);
gSaveContext.eventChkInf[9] |= 1 << (this->actor.params & 3);
this->actor.gravity = -1.0f;
this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;
EnDaiku_InitSubCamera(this, globalCtx);
exitLoop = false;
path = &globalCtx->setupPathList[this->actor.params >> 4 & 0xF];
while (!exitLoop) {
pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
dx = pointPos->x - this->actor.posRot.pos.x;
dz = pointPos->z - this->actor.posRot.pos.z;
this->rotYtowardsPath = Math_atan2f(dx, dz) * (0x8000 / M_PI);
dxz = sqrtf(SQ(dx) + SQ(dz));
if (dxz > 10.0f) {
exitLoop = true;
} else {
this->waypoint++;
}
}
this->actionFunc = EnDaiku_EscapeRotate;
}
/**
* The carpenter is rotating towards where he is going next
*/
void EnDaiku_EscapeRotate(EnDaiku* this, GlobalContext* globalCtx) {
s16 diff;
diff = Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->rotYtowardsPath, 1, 0x1388, 0);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (diff == 0) {
this->actionFunc = EnDaiku_EscapeRun;
this->actionFunc(this, globalCtx);
}
}
void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f eyePosDeltaLocal;
Vec3f eyePosDeltaWorld;
this->subCamActive = true;
this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;
eyePosDeltaLocal.x = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.x;
eyePosDeltaLocal.y = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.y;
eyePosDeltaLocal.z = sEscapeSubCamParams[this->actor.params & 3].eyePosDeltaLocal.z;
Matrix_RotateY(this->actor.posRot.rot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_MultVec3f(&eyePosDeltaLocal, &eyePosDeltaWorld);
this->subCamEyeInit.x = this->subCamEye.x = this->actor.posRot.pos.x + eyePosDeltaWorld.x;
this->subCamEyeInit.y = this->subCamEye.y = this->actor.posRot.pos.y + eyePosDeltaWorld.y;
if (1) {}
this->subCamEyeInit.z = this->subCamEye.z = this->actor.posRot.pos.z + eyePosDeltaWorld.z;
if (1) {}
this->subCamAtTarget.x = this->subCamAt.x = this->actor.posRot.pos.x;
this->subCamAtTarget.y = this->subCamAt.y = this->actor.posRot.pos.y + 60.0f;
if (1) {}
this->subCamAtTarget.z = this->subCamAt.z = this->actor.posRot.pos.z;
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, 7);
func_800C04D8(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
func_800C0704(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
func_8002DF54(globalCtx, &this->actor, 1);
}
void EnDaiku_UpdateSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
s32 pad;
this->subCamAtTarget.x = this->actor.posRot.pos.x;
this->subCamAtTarget.y = this->actor.posRot.pos.y + 60.0f;
this->subCamAtTarget.z = this->actor.posRot.pos.z;
Math_SmoothScaleMaxMinF(&this->subCamAt.x, this->subCamAtTarget.x, 1.0f, 1000.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->subCamAt.y, this->subCamAtTarget.y, 1.0f, 1000.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->subCamAt.z, this->subCamAtTarget.z, 1.0f, 1000.0f, 0.0f);
func_800C04D8(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
static Vec3f D_809E4148 = { 0.0f, 0.0f, 120.0f };
Actor* gerudoGuard;
Vec3f vec;
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
this->subCamActive = false;
if ((gSaveContext.eventChkInf[9] & 0xF) == 0xF) {
Matrix_RotateY(this->initRot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_MultVec3f(&D_809E4148, &vec);
gerudoGuard =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
this->initPos.z + vec.z, 0, Math_atan2f(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2);
if (gerudoGuard == NULL) {
Actor_Kill(&this->actor);
}
} else {
func_8002DF54(globalCtx, &this->actor, 7);
}
}
/**
* The carpenter is running away
*/
void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) {
s32 pad1;
Path* path;
s16 ry;
f32 dx;
f32 dz;
s32 pad2;
f32 dxz;
Vec3s* pointPos;
path = &globalCtx->setupPathList[this->actor.params >> 4 & 0xF];
pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint;
dx = pointPos->x - this->actor.posRot.pos.x;
dz = pointPos->z - this->actor.posRot.pos.z;
ry = Math_atan2f(dx, dz) * (0x8000 / M_PI);
dxz = sqrtf(SQ(dx) + SQ(dz));
if (dxz <= 20.88f) {
this->waypoint++;
if (this->waypoint >= path->count) {
if (this->subCamActive) {
EnDaiku_EscapeSuccess(this, globalCtx);
}
Actor_Kill(&this->actor);
return;
}
}
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0);
this->actor.posRot.rot.y = this->actor.shape.rot.y;
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (this->subCamActive) {
EnDaiku_UpdateSubCamera(this, globalCtx);
if (this->escapeSubCamTimer-- <= 0) {
EnDaiku_EscapeSuccess(this, globalCtx);
}
}
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
}
void EnDaiku_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDaiku* this = THIS;
s32 curFrame;
Player* player = PLAYER;
if (this->currentAnimIndex == ENDAIKU_ANIM_RUN) {
curFrame = this->skelAnime.animCurrentFrame;
if (curFrame == 6 || curFrame == 15) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
}
Collider_CylinderUpdate(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
this->actionFunc(this, globalCtx);
if (this->stateFlags & ENDAIKU_STATEFLAG_1) {
this->unk_244.unk_18.x = player->actor.posRot2.pos.x;
this->unk_244.unk_18.y = player->actor.posRot2.pos.y;
this->unk_244.unk_18.z = player->actor.posRot2.pos.z;
if (this->stateFlags & ENDAIKU_STATEFLAG_2) {
func_80034A14(&this->actor, &this->unk_244, 0, 4);
} else {
func_80034A14(&this->actor, &this->unk_244, 0, 2);
}
}
}
void EnDaiku_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDaiku* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_daiku.c", 1227);
func_80093D18(globalCtx->state.gfxCtx);
if ((thisx->params & 3) == 0) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 10, 70, 255);
} else if ((thisx->params & 3) == 1) {
gDPSetEnvColor(POLY_OPA_DISP++, 170, 200, 255, 255);
} else if ((thisx->params & 3) == 2) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 230, 70, 255);
} else if ((thisx->params & 3) == 3) {
gDPSetEnvColor(POLY_OPA_DISP++, 200, 0, 150, 255);
}
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnDaiku_OverrideLimbDraw, EnDaiku_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_daiku.c", 1255);
}
s32 EnDaiku_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDaiku* this = THIS;
switch (limb) {
case 8: // torso
rot->x += this->unk_244.unk_0E.y;
rot->y -= this->unk_244.unk_0E.x;
break;
case 15: // head
rot->x += this->unk_244.unk_08.y;
rot->z += this->unk_244.unk_08.x;
break;
}
return 0;
}
void EnDaiku_PostLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3s* rot, void* thisx) {
static Gfx* hairDLists[] = { 0x06005BD0, 0x06005AC0, 0x06005990, 0x06005880 };
static Vec3f targetPosHeadLocal = { 700, 1100, 0 };
EnDaiku* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_daiku.c", 1323);
if (limb == 15) { // head
Matrix_MultVec3f(&targetPosHeadLocal, &this->actor.posRot2.pos);
gSPDisplayList(POLY_OPA_DISP++, hairDLists[this->actor.params & 3]);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_daiku.c", 1330);
}

View file

@ -6,9 +6,35 @@
struct EnDaiku;
typedef void (*EnDaikuActionFunc)(struct EnDaiku*, GlobalContext*);
typedef struct EnDaiku {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x200];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnDaikuActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ char unk_1E0[4];
/* 0x01E4 */ s32 talkState;
/* 0x01E8 */ char unk_1E8[4];
/* 0x01EC */ s32 waypoint;
/* 0x01F0 */ f32 runSpeed;
/* 0x01F4 */ s32 currentAnimIndex;
/* 0x01F8 */ char unk_1F8[4];
/* 0x01FC */ s32 subCamActive;
/* 0x0200 */ s32 escapeSubCamTimer;
/* 0x0204 */ s32 subCamId;
/* 0x0208 */ s16 rotYtowardsPath;
/* 0x020C */ Vec3f subCamEyeInit;
/* 0x0218 */ Vec3f subCamAtTarget;
/* 0x0224 */ Vec3f subCamEye;
/* 0x0230 */ Vec3f subCamAt;
/* 0x023C */ s32 stateFlags;
/* 0x0240 */ s32 startFightSwitchFlag;
/* 0x0244 */ struct_80034A14_arg1 unk_244; // probably related to animating torso and head towards the player
/* 0x026C */ Vec3s limbDrawTable[17];
/* 0x02D2 */ Vec3s transitionDrawTable[17];
/* 0x0338 */ Vec3s initRot;
/* 0x0340 */ Vec3f initPos;
} EnDaiku; // size = 0x034C
extern const ActorInit En_Daiku_InitVars;

View file

@ -8,7 +8,9 @@ struct EnGeldB;
typedef struct EnGeldB {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x398];
/* 0x014C */ char unk_14C[0x1CC];
/* 0x0318 */ s16 unk_318;
/* 0x031A */ char unk_31A[0x1CA];
} EnGeldB; // size = 0x04E4
extern const ActorInit En_Geldb_InitVars;