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Gerudo1 OK and mostly documented (#607)

* all functions matched, data imported

* some function names

* more naming

* corrections, naming

* some state flags named

* naming completed (some may be inaccurate)

* spec

* delete asm

* Review changes

* review

* review

Co-authored-by: Fig02 <fig02srl@gmail.com>
This commit is contained in:
EllipticEllipsis 2021-02-01 20:20:16 +00:00 committed by GitHub
parent 45deae6357
commit ea60ad6017
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GPG key ID: 4AEE18F83AFDEB23
52 changed files with 760 additions and 2279 deletions

View file

@ -1,20 +1,39 @@
#include "z_en_ge1.h"
#include "vt.h"
#define FLAGS 0x00000009
#define THIS ((EnGe1*)thisx)
#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_SPIKEY
} 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);
extern UNK_TYPE D_06000228;
extern UNK_TYPE D_06000330;
extern UNK_TYPE D_0600A048;
extern UNK_TYPE D_0600A498;
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,
@ -27,7 +46,7 @@ const ActorInit En_Ge1_InitVars = {
(ActorFunc)EnGe1_Draw,
};
static ColliderCylinderInit D_80A32770 = {
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
@ -46,95 +65,732 @@ static ColliderCylinderInit D_80A32770 = {
},
{ 20, 40, 0, { 0, 0, 0 } },
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Destroy.s")
static Gfx* sHairstyleDLists[] = {
0x06009198, // Bob
0x06009430, // Straight with fringe
0x06009690, // Spikey
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30C70.s")
static Vec3f D_80A327A8 = { 600.0f, 700.0f, 0.0f };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30D48.s")
static u64* sEyeTextures[] = {
0x06000708, // Mostly Open
0x06000F08, // Half
0x06001708, // Closed
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30DCC.s")
extern AnimationHeader D_06000228; // Idle, arms crossed
extern FlexSkeletonHeader D_06000330;
extern AnimationHeader D_0600A048; // Clap
extern AnimationHeader D_0600A498; // Dismissive gesture
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30E08.s")
void EnGe1_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe1* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30EE8.s")
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06000330, &D_06000228, this->jointTable, this->morphTable,
GE1_LIMB_MAX);
Animation_PlayOnce(&this->skelAnime, &D_06000228);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->animation = &D_06000228;
this->animFunc = EnGe1_CueUpAnimation;
this->actor.targetMode = 6;
Actor_SetScale(&this->actor, 0.01f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A30F48.s")
// In Gerudo Valley
this->actor.uncullZoneForward = ((globalCtx->sceneNum == SCENE_SPOT09) ? 1000.0f : 1200.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31000.s")
switch (this->actor.params & 0xFF) {
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31094.s")
case GE1_TYPE_GATE_GUARD:
this->hairstyle = GE1_HAIR_SPIKEY;
this->actionFunc = EnGe1_GetReaction_GateGuard;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A310C4.s")
case GE1_TYPE_GATE_OPERATOR:
this->hairstyle = GE1_HAIR_STRAIGHT;
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_CheckGate_GateOp;
} else {
this->actionFunc = EnGe1_WatchForPlayerFrontOnly;
}
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3118C.s")
case GE1_TYPE_NORMAL:
this->hairstyle = GE1_HAIR_STRAIGHT;
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_SetNormalText;
} else {
this->actionFunc = EnGe1_WatchForAndSensePlayer;
}
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A311E0.s")
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;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31234.s")
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;
// Horsback 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]);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A312E4.s")
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;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A313A0.s")
case GE1_TYPE_TRAINING_GROUNDS_GUARD:
this->hairstyle = GE1_HAIR_STRAIGHT;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A313E0.s")
if (EnGe1_CheckCarpentersFreed()) {
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
} else {
this->actionFunc = EnGe1_WatchForPlayerFrontOnly;
}
break;
}
this->stateFlags = 0;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A314D0.s")
void EnGe1_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnGe1* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31514.s")
Collider_DestroyCylinder(globalCtx, &this->collider);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3157C.s")
s32 EnGe1_SetTalkAction(EnGe1* this, GlobalContext* globalCtx, u16 textId, f32 arg3, EnGe1ActionFunc actionFunc) {
if (func_8002F194(&this->actor, globalCtx)) {
this->actionFunc = actionFunc;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
this->animation = &D_06000228;
Animation_Change(&this->skelAnime, &D_06000228, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000228), ANIMMODE_ONCE,
-8.0f);
return true;
}
this->actor.textId = textId;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A315F0.s")
if (this->actor.xzDistToPlayer < arg3) {
func_8002F2CC(&this->actor, globalCtx, arg3);
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31644.s")
void EnGe1_SetAnimationIdle(EnGe1* this) {
Animation_Change(&this->skelAnime, &D_06000228, -1.0f, Animation_GetLastFrame(&D_06000228), 0.0f, ANIMMODE_ONCE,
8.0f);
this->animation = &D_06000228;
this->animFunc = EnGe1_CueUpAnimation;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A316F4.s")
s32 EnGe1_CheckCarpentersFreed(void) {
u16 carpenterFlags = gSaveContext.eventChkInf[9];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A317C0.s")
if (!((carpenterFlags & 1) && (carpenterFlags & 2) && (carpenterFlags & 4) && (carpenterFlags & 8))) {
return 0;
}
return 1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3183C.s")
/**
* 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;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31880.s")
if (this->cutsceneTimer > 0) {
this->cutsceneTimer--;
} else {
func_8006D074(globalCtx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31934.s")
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;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A3196C.s")
globalCtx->fadeTransition = 0x26;
globalCtx->sceneLoadFlag = 0x14;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31A5C.s")
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);
func_8010B680(globalCtx, 0x6000, &this->actor);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31B20.s")
void EnGe1_WatchForPlayerFrontOnly(EnGe1* this, GlobalContext* globalCtx) {
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31B7C.s")
if ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) {
EnGe1_SpotPlayer(this, globalCtx);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31BDC.s")
if (this->collider.base.acFlags & AC_HIT) {
EnGe1_SpotPlayer(this, globalCtx);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31BE8.s")
void EnGe1_ChooseActionFromTextId(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31D88.s")
if (func_8002F334(&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;
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31DE4.s")
void EnGe1_SetNormalText(EnGe1* this, GlobalContext* globalCtx) {
EnGe1_SetTalkAction(this, globalCtx, 0x6001, 100.0f, EnGe1_ChooseActionFromTextId);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31E2C.s")
void EnGe1_WatchForAndSensePlayer(EnGe1* this, GlobalContext* globalCtx) {
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31F9C.s")
if ((this->actor.xzDistToPlayer < 50.0f) || ((ABS(angleDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 400.0f))) {
EnGe1_SpotPlayer(this, globalCtx);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A31FE0.s")
if (this->collider.base.acFlags & AC_HIT) {
EnGe1_SpotPlayer(this, globalCtx);
}
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32078.s")
void EnGe1_GetReaction_ValleyFloor(EnGe1* this, GlobalContext* globalCtx) {
u16 reactionText = Text_GetFaceReaction(globalCtx, 0x22);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32190.s")
if (reactionText == 0) {
reactionText = 0x6019;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Update.s")
EnGe1_SetTalkAction(this, globalCtx, reactionText, 100.0f, EnGe1_ChooseActionFromTextId);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A323B0.s")
// Gerudo Training Ground Guard functions
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A323EC.s")
void EnGe1_WaitTillOpened_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (this->cutsceneTimer > 0) {
this->cutsceneTimer--;
} else {
EnGe1_SetAnimationIdle(this);
this->actionFunc = EnGe1_SetNormalText;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32444.s")
this->stateFlags |= GE1_STATE_STOP_FIDGET;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/func_80A32598.s")
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;
func_80106CCC(globalCtx);
} else if ((this->skelAnime.curFrame == 15.0f) || (this->skelAnime.curFrame == 19.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_IT_HAND_CLAP);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ge1/EnGe1_Draw.s")
void EnGe1_SetupOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
this->actionFunc = EnGe1_Open_GTGGuard;
Animation_Change(&this->skelAnime, &D_0600A048, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A048), ANIMMODE_ONCE,
-3.0f);
this->animation = &D_0600A048;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
}
}
void EnGe1_RefuseEntryTooPoor_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
if (func_8010BDBC(&globalCtx->msgCtx) == 2) {
this->actionFunc = EnGe1_CheckForCard_GTGGuard;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_OfferOpen_GTGGuard(EnGe1* this, GlobalContext* globalCtx) {
this->stateFlags |= GE1_STATE_TALKING;
if ((func_8010BDBC(&globalCtx->msgCtx) == 4) && func_80106BC8(globalCtx)) {
func_80106CCC(globalCtx);
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
if (gSaveContext.rupees < 10) {
func_8010B720(globalCtx, 0x6016);
this->actionFunc = EnGe1_RefuseEntryTooPoor_GTGGuard;
} else {
Rupees_ChangeBy(-10);
func_8010B720(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 (func_8002F334(&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 ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
func_80106CCC(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;
func_80106CCC(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 ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
this->actionFunc = EnGe1_OpenGate_GateOp;
Animation_Change(&this->skelAnime, &D_0600A048, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A048), ANIMMODE_ONCE,
-3.0f);
this->animation = &D_0600A048;
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 (func_8002F334(&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 = &D_0600A498;
Animation_Change(&this->skelAnime, &D_0600A498, 1.0f, 0.0f, Animation_GetLastFrame(&D_0600A498), ANIMMODE_ONCE,
-8.0f);
}
}
// Archery functions
void EnGe1_SetupWait_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_Wait_Archery;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_WaitTillItemGiven_Archery(EnGe1* this, GlobalContext* globalCtx) {
s32 getItemId;
if (Actor_HasParent(&this->actor, globalCtx)) {
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) {
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 {
getItemId = GI_HEART_PIECE;
}
func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f);
}
}
void EnGe1_BeginGiveItem_Archery(EnGe1* this, GlobalContext* globalCtx) {
s32 getItemId;
if (func_8002F334(&this->actor, globalCtx)) {
this->actor.flags &= ~0x10000;
this->actionFunc = EnGe1_WaitTillItemGiven_Archery;
}
if (this->stateFlags & GE1_STATE_GIVE_QUIVER) {
switch (CUR_UPG_VALUE(UPG_QUIVER)) {
//! @bug Asschest: the compiler inserts a default assigning *(sp+0x24) to getItemId, which is junk data left
//! over from the previous function run in EnGe1_Update, namely EnGe1_CueUpAnimation. The top stack variable
//! in that function is &this->skelAnime = thisx + 198, and depending on where this loads in memory, the
//! getItemId changes.
case 1:
getItemId = GI_QUIVER_40;
break;
case 2:
getItemId = GI_QUIVER_50;
break;
}
} else {
getItemId = GI_HEART_PIECE;
}
func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 50.0f);
}
void EnGe1_TalkWinPrize_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (func_8002F194(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_BeginGiveItem_Archery;
this->actor.flags &= ~0x10000;
} else {
func_8002F2CC(&this->actor, globalCtx, 200.0f);
}
}
void EnGe1_TalkTooPoor_Archery(EnGe1* this, GlobalContext* globalCtx) {
if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
func_80106CCC(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 = PLAYER;
Actor* horse;
if ((func_8010BDBC(&globalCtx->msgCtx) == 4) && func_80106BC8(globalCtx)) {
this->actor.flags &= ~0x10000;
switch (globalCtx->msgCtx.choiceIndex) {
case 0:
if (gSaveContext.rupees < 20) {
func_8010B720(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;
func_80106CCC(globalCtx);
break;
}
}
}
void EnGe1_TalkOfferPlay_Archery(EnGe1* this, GlobalContext* globalCtx) {
if ((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx)) {
func_8010B720(globalCtx, 0x6041);
this->actionFunc = EnGe1_BeginGame_Archery;
}
}
void EnGe1_TalkNoPrize_Archery(EnGe1* this, GlobalContext* globalCtx) {
if (func_8002F194(&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, "../z_en_ge1.c", 1110);
LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", gSaveContext.highScores[0], "../z_en_ge1.c", 1111);
this->actor.flags |= 0x10000;
if (gSaveContext.highScores[0] < gSaveContext.minigameScore) {
gSaveContext.highScores[0] = 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 (func_8002F334(&this->actor, globalCtx)) {
this->actionFunc = EnGe1_Wait_Archery;
EnGe1_SetAnimationIdle(this);
}
}
void EnGe1_Wait_Archery(EnGe1* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
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 = THIS;
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 = THIS;
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 = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1419);
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, "../z_en_ge1.c", 1427);
}
void EnGe1_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe1* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge1.c", 1442);
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, "../z_en_ge1.c", 1459);
}

View file

@ -6,9 +6,54 @@
struct EnGe1;
typedef void (*EnGe1AnimFunc)(struct EnGe1*);
typedef void (*EnGe1ActionFunc)(struct EnGe1*, GlobalContext*);
typedef enum {
/* 0x00 */ GE1_TYPE_GATE_GUARD,
/* 0x01 */ GE1_TYPE_GATE_OPERATOR,
/* 0x04 */ GE1_TYPE_NORMAL = 4,
/* 0x05 */ GE1_TYPE_VALLEY_FLOOR,
/* 0x45 */ GE1_TYPE_HORSEBACK_ARCHERY = 0x45,
/* 0x46 */ GE1_TYPE_TRAINING_GROUNDS_GUARD
} EnGe1Type;
typedef enum {
/* 00 */ GE1_LIMB_NONE,
/* 01 */ GE1_LIMB_WAIST,
/* 02 */ GE1_LIMB_L_THIGH,
/* 03 */ GE1_LIMB_L_LOWER_LEG,
/* 04 */ GE1_LIMB_L_FOOT,
/* 05 */ GE1_LIMB_R_THIGH,
/* 06 */ GE1_LIMB_R_LOWER_LEG,
/* 07 */ GE1_LIMB_R_FOOT,
/* 08 */ GE1_LIMB_TORSO,
/* 09 */ GE1_LIMB_L_UPPER_ARM,
/* 10 */ GE1_LIMB_L_FOREARM,
/* 11 */ GE1_LIMB_L_HAND,
/* 12 */ GE1_LIMB_R_UPPER_ARM,
/* 13 */ GE1_LIMB_R_FOREARM,
/* 14 */ GE1_LIMB_R_HAND,
/* 15 */ GE1_LIMB_HEAD,
/* 16 */ GE1_LIMB_MAX
} EnGe1Limb;
typedef struct EnGe1 {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x170];
/* 0x014C */ ColliderCylinder collider;
/* 0x0198 */ SkelAnime skelAnime;
/* 0x01DC */ Vec3s jointTable[GE1_LIMB_MAX];
/* 0x023C */ Vec3s morphTable[GE1_LIMB_MAX];
/* 0x029C */ Vec3s headRot;
/* 0x02A2 */ Vec3s unk_2A2;
/* 0x02A8 */ s16 eyeIndex;
/* 0x02AA */ s16 blinkTimer;
/* 0x02AC */ u16 stateFlags;
/* 0x02AE */ u8 hairstyle;
/* 0x02AF */ u8 cutsceneTimer;
/* 0x02B0 */ AnimationHeader* animation;
/* 0x02B4 */ EnGe1ActionFunc actionFunc;
/* 0x02B8 */ EnGe1AnimFunc animFunc;
} EnGe1; // size = 0x02BC
extern const ActorInit En_Ge1_InitVars;