1
0
mirror of https://github.com/zeldaret/oot.git synced 2024-09-22 21:35:27 +00:00
oot/src/code/z_en_item00.c
2020-03-24 00:35:35 +01:00

1102 lines
38 KiB
C

#include <ultra64.h>
#include <global.h>
typedef enum {
/* 0x00 */ DROP_RUPEE_GREEN,
/* 0x01 */ DROP_RUPEE_BLUE,
/* 0x02 */ DROP_RUPEE_RED,
/* 0x03 */ DROP_HEART,
/* 0x04 */ DROP_BOMBS_A,
/* 0x05 */ DROP_ARROWS_SINGLE,
/* 0x06 */ DROP_HEART_PIECE,
/* 0x07 */ DROP_HEART_CONTAINER,
/* 0x08 */ DROP_ARROWS_SMALL,
/* 0x09 */ DROP_ARROWS_MEDIUM,
/* 0x0A */ DROP_ARROWS_LARGE,
/* 0x0B */ DROP_BOMBS_B,
/* 0x0C */ DROP_NUTS,
/* 0x0D */ DROP_STICK,
/* 0x0E */ DROP_MAGIC_LARGE,
/* 0x0F */ DROP_MAGIC_SMALL,
/* 0x10 */ DROP_SEEDS,
/* 0x11 */ DROP_SMALL_KEY,
/* 0x12 */ DROP_FLEXIBLE,
/* 0x13 */ DROP_RUPEE_ORANGE,
/* 0x14 */ DROP_RUPEE_PURPLE,
/* 0x15 */ DROP_SHIELD_DEKU,
/* 0x16 */ DROP_SHIELD_HYLIAN,
/* 0x17 */ DROP_TUNIC_ZORA,
/* 0x18 */ DROP_TUNIC_GORON,
/* 0x19 */ DROP_BOMBS_SPECIAL
} DropType;
typedef struct {
/* 0x000 */ Actor actor;
/* 0x14C */ ActorFunc updateFunc;
/* 0x150 */ s16 collectibleFlag;
/* 0x152 */ s16 unk_152;
/* 0x154 */ s16 unk_154;
/* 0x156 */ s16 unk_156;
/* 0x158 */ s16 unk_158;
/* 0x15A */ s16 unk_15A;
/* 0x15C */ f32 unk_15C;
/* 0x160 */ ColliderCylinderMain cylinderCollider;
} ActorEnItem00;
void func_8001DFC8(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001E1C8(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001E304(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001E5C8(ActorEnItem00* this, GlobalContext* globalCtx);
// TODO: Define this part of code .data here and rename the symbols
extern ActorInit En_Item00_InitVars;
extern ColliderCylinderInit D_801154E0;
extern InitChainEntry D_8011550C[];
extern Color_RGB8 D_80115510;
extern Color_RGB8 D_80115514;
extern UNK_TYPE D_80115518;
extern UNK_TYPE D_80115524;
extern u32 D_80115530[];
extern u32 D_80115544[];
extern u8 D_80115574[];
extern u8 D_80115664[];
// Internal Actor Functions
void En_Item00_SetNewUpdate(ActorEnItem00* this, ActorFunc newUpdateFunc) {
this->updateFunc = newUpdateFunc;
}
#ifdef NON_MATCHING
// Very close to matching, just a single ordering issue
void En_Item00_Init(ActorEnItem00* this, GlobalContext* globalCtx) {
s32 pad1;
s32 pad2;
f32 sp34;
f32 sp30;
s32 sp2C;
s16 spawnParam8000;
s32 pad3;
sp34 = 980.0f;
sp30 = 6.0f;
sp2C = 0;
spawnParam8000 = this->actor.params & 0x8000;
this->collectibleFlag = (this->actor.params & 0x3F00) >> 8;
this->actor.params = this->actor.params & 0x00FF;
if (Flags_GetCollectible(globalCtx, this->collectibleFlag)) {
Actor_Kill(&this->actor);
return;
}
Actor_ProcessInitChain(&this->actor, D_8011550C);
ActorCollider_AllocCylinder(globalCtx, &this->cylinderCollider);
ActorCollider_InitCylinder(globalCtx, &this->cylinderCollider, &this->actor, &D_801154E0);
this->unk_158 = 1;
switch (this->actor.params) {
case DROP_RUPEE_GREEN:
case DROP_RUPEE_BLUE:
case DROP_RUPEE_RED:
Actor_SetScale(&this->actor, 0.015f);
this->unk_15C = 0.015f;
sp34 = 750.0f;
break;
case DROP_SMALL_KEY:
this->unk_158 = 0;
Actor_SetScale(&this->actor, 0.03f);
this->unk_15C = 0.03f;
sp34 = 350.0f;
break;
case DROP_HEART_PIECE:
this->unk_158 = 0;
sp34 = 650.0f;
Actor_SetScale(&this->actor, 0.02f);
this->unk_15C = 0.02f;
break;
case DROP_HEART:
this->actor.initPosRot.rot.z = Math_Rand_CenteredFloat(65535.0f);
sp34 = 430.0f;
Actor_SetScale(&this->actor, 0.02f);
this->unk_15C = 0.02f;
break;
case DROP_HEART_CONTAINER:
sp34 = 430.0f;
this->unk_158 = 0;
Actor_SetScale(&this->actor, 0.02f);
this->unk_15C = 0.02f;
break;
case DROP_ARROWS_SINGLE:
sp34 = 400.0f;
Actor_SetScale(&this->actor, 0.02f);
this->unk_15C = 0.02f;
break;
case DROP_ARROWS_SMALL:
case DROP_ARROWS_MEDIUM:
case DROP_ARROWS_LARGE:
Actor_SetScale(&this->actor, 0.035f);
this->unk_15C = 0.035f;
sp34 = 250.0f;
break;
case DROP_BOMBS_A:
case DROP_BOMBS_B:
case DROP_NUTS:
case DROP_STICK:
case DROP_MAGIC_SMALL:
case DROP_SEEDS:
case DROP_BOMBS_SPECIAL:
Actor_SetScale(&this->actor, 0.03f);
this->unk_15C = 0.03f;
sp34 = 320.0f;
break;
case DROP_MAGIC_LARGE:
Actor_SetScale(&this->actor, 0.045 - 1e-10);
this->unk_15C = 0.045 - 1e-10;
sp34 = 320.0f;
break;
case DROP_RUPEE_ORANGE:
Actor_SetScale(&this->actor, 0.045 - 1e-10);
this->unk_15C = 0.045 - 1e-10;
sp34 = 750.0f;
break;
case DROP_RUPEE_PURPLE:
Actor_SetScale(&this->actor, 0.03f);
this->unk_15C = 0.03f;
sp34 = 750.0f;
break;
case DROP_FLEXIBLE:
sp34 = 500.0f;
Actor_SetScale(&this->actor, 0.01f);
this->unk_15C = 0.01f;
break;
case DROP_SHIELD_DEKU:
this->actor.objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_GI_SHIELD_1);
Actor_SetObjectDependency(globalCtx, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->unk_15C = 0.5f;
sp34 = 0.0f;
sp30 = 0.6f;
this->actor.posRot.rot.x = 0x4000;
break;
case DROP_SHIELD_HYLIAN:
this->actor.objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_GI_SHIELD_2);
Actor_SetObjectDependency(globalCtx, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->unk_15C = 0.5f;
sp34 = 0.0f;
sp30 = 0.6f;
this->actor.posRot.rot.x = 0x4000;
break;
case DROP_TUNIC_ZORA:
case DROP_TUNIC_GORON:
this->actor.objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_GI_CLOTHES);
Actor_SetObjectDependency(globalCtx, &this->actor);
Actor_SetScale(&this->actor, 0.5f);
this->unk_15C = 0.5f;
sp34 = 0.0f;
sp30 = 0.6f;
this->actor.posRot.rot.x = 0x4000;
break;
}
this->unk_156 = 0;
ActorShape_Init(&this->actor.shape, sp34, ActorShadow_DrawFunc_Circle, sp30);
this->actor.shape.unk_14 = 0xB4;
this->actor.posRot2.pos = this->actor.posRot.pos;
this->unk_152 = 0;
// MISMATCH: minor ordering issues here
if (!spawnParam8000) {
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001DFC8);
this->unk_15A = -1;
return;
}
this->unk_15A = 15;
this->unk_154 = 35;
this->actor.speedXZ = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
switch (this->actor.params) {
case DROP_RUPEE_GREEN:
Item_Give(globalCtx, ITEM_RUPEE_GREEN);
break;
case DROP_RUPEE_BLUE:
Item_Give(globalCtx, ITEM_RUPEE_BLUE);
break;
case DROP_RUPEE_RED:
Item_Give(globalCtx, ITEM_RUPEE_RED);
break;
case DROP_RUPEE_PURPLE:
Item_Give(globalCtx, ITEM_RUPEE_PURPLE);
break;
case DROP_RUPEE_ORANGE:
Item_Give(globalCtx, ITEM_RUPEE_GOLD);
break;
case DROP_HEART:
Item_Give(globalCtx, ITEM_HEART);
break;
case DROP_FLEXIBLE:
Health_ChangeBy(globalCtx, 0x70);
break;
case DROP_BOMBS_A:
case DROP_BOMBS_B:
Item_Give(globalCtx, ITEM_BOMBS_5);
break;
case DROP_ARROWS_SINGLE:
Item_Give(globalCtx, ITEM_BOW);
break;
case DROP_ARROWS_SMALL:
Item_Give(globalCtx, ITEM_ARROWS_SMALL);
break;
case DROP_ARROWS_MEDIUM:
Item_Give(globalCtx, ITEM_ARROWS_MEDIUM);
break;
case DROP_ARROWS_LARGE:
Item_Give(globalCtx, ITEM_ARROWS_LARGE);
break;
case DROP_MAGIC_SMALL:
sp2C = GI_MAGIC_SMALL;
break;
case DROP_MAGIC_LARGE:
sp2C = GI_MAGIC_LARGE;
break;
case DROP_SMALL_KEY:
Item_Give(globalCtx, ITEM_KEY_SMALL);
break;
case DROP_SEEDS:
sp2C = GI_SEEDS_5;
break;
case DROP_NUTS:
sp2C = GI_NUTS_5;
break;
case DROP_STICK:
sp2C = GI_STICKS_1;
break;
case DROP_HEART_PIECE:
case DROP_HEART_CONTAINER:
case DROP_SHIELD_DEKU:
case DROP_SHIELD_HYLIAN:
case DROP_TUNIC_ZORA:
case DROP_TUNIC_GORON:
case DROP_BOMBS_SPECIAL:
break;
}
if ((sp2C != 0) && !func_8002F410(&this->actor, globalCtx)) {
func_8002F554(&this->actor, globalCtx, sp2C);
}
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001E5C8);
this->updateFunc(this, globalCtx);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_item00/En_Item00_Init.s")
#endif
void En_Item00_Destroy(ActorEnItem00* this, GlobalContext* globalCtx) {
ColliderCylinderMain* cylinderCollider = &this->cylinderCollider;
ActorCollider_FreeCylinder(globalCtx, cylinderCollider);
}
void func_8001DFC8(ActorEnItem00* this, GlobalContext* globalCtx) {
if ((this->actor.params <= DROP_RUPEE_RED) || ((this->actor.params == DROP_HEART) && (this->unk_15A < 0)) ||
(this->actor.params == DROP_HEART_PIECE)) {
this->actor.shape.rot.y += 960;
} else {
if ((this->actor.params >= DROP_SHIELD_DEKU) && (this->actor.params != DROP_BOMBS_SPECIAL)) {
if (this->unk_15A == -1) {
if (!Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, this->actor.posRot.rot.x - 0x4000, 2, 3000,
1500)) {
this->unk_15A = -2;
}
} else {
if (!Math_SmoothScaleMaxMinS(&this->actor.shape.rot.x, -this->actor.posRot.rot.x - 0x4000, 2, 3000,
1500)) {
this->unk_15A = -1;
}
}
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.x, 0, 2, 2500, 500);
}
}
if (this->actor.params == DROP_HEART_PIECE) {
this->actor.shape.unk_08 = Math_Sins(this->actor.shape.rot.y) * 150.0f + 850.0f;
}
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
if (this->unk_154 == 0) {
if ((this->actor.params != DROP_SMALL_KEY) && (this->actor.params != DROP_HEART_PIECE) &&
(this->actor.params != DROP_HEART_CONTAINER)) {
this->unk_154 = -1;
}
}
if (this->unk_15A == 0) {
if ((this->actor.params != DROP_SMALL_KEY) && (this->actor.params != DROP_HEART_PIECE) &&
(this->actor.params != DROP_HEART_CONTAINER)) {
Actor_Kill(&this->actor);
}
}
if ((this->actor.gravity != 0.0f) && !(this->actor.bgCheckFlags & 0x0001)) {
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001E1C8);
}
}
void func_8001E1C8(ActorEnItem00* this, GlobalContext* globalCtx) {
f32 originalVelocity;
Vec3f pos;
if (this->actor.params <= DROP_RUPEE_RED) {
this->actor.shape.rot.y += 960;
}
if (globalCtx->gameplayFrames & 1) {
pos.x = this->actor.posRot.pos.x + Math_Rand_CenteredFloat(10.0f);
pos.y = this->actor.posRot.pos.y + Math_Rand_CenteredFloat(10.0f);
pos.z = this->actor.posRot.pos.z + Math_Rand_CenteredFloat(10.0f);
func_80028B74(globalCtx, &pos, &D_80115518, &D_80115524, &D_80115510, &D_80115514);
}
if (this->actor.bgCheckFlags & 0x0003) {
originalVelocity = this->actor.velocity.y;
if (originalVelocity > -2.0f) {
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001DFC8);
this->actor.velocity.y = 0.0f;
} else {
this->actor.velocity.y = originalVelocity * -0.8f;
this->actor.bgCheckFlags = this->actor.bgCheckFlags & 0xFFFE;
}
}
}
void func_8001E304(ActorEnItem00* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f pos;
s32 var1;
this->unk_15A++;
if (this->actor.params == DROP_HEART) {
if (this->actor.velocity.y < 0.0f) {
this->actor.speedXZ = 0.0f;
this->actor.gravity = -0.4f;
if (this->actor.velocity.y < -1.5f) {
this->actor.velocity.y = -1.5f;
}
this->actor.initPosRot.rot.z += (s16)((this->actor.velocity.y + 3.0f) * 1000.0f);
this->actor.posRot.pos.x +=
Math_Coss(this->actor.rotTowardsLinkY) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z));
this->actor.posRot.pos.z +=
Math_Sins(this->actor.rotTowardsLinkY) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z));
}
}
if (this->actor.params <= DROP_RUPEE_RED) {
this->actor.shape.rot.y += 960;
} else if ((this->actor.params >= DROP_SHIELD_DEKU) && (this->actor.params != DROP_BOMBS_SPECIAL)) {
this->actor.posRot.rot.x -= 700;
this->actor.shape.rot.y += 400;
this->actor.shape.rot.x = this->actor.posRot.rot.x - 0x4000;
}
if (this->actor.velocity.y <= 2.0f) {
var1 = (u16)this->actor.shape.rot.z + 10000;
if (var1 < 65535) {
this->actor.shape.rot.z += 10000;
} else {
this->actor.shape.rot.z = -1;
}
}
if (!(globalCtx->gameplayFrames & 1)) {
pos.x = this->actor.posRot.pos.x + (Math_Rand_ZeroOne() - 0.5f) * 10.0f;
pos.y = this->actor.posRot.pos.y + (Math_Rand_ZeroOne() - 0.5f) * 10.0f;
pos.z = this->actor.posRot.pos.z + (Math_Rand_ZeroOne() - 0.5f) * 10.0f;
func_80028B74(globalCtx, &pos, &D_80115518, &D_80115524, &D_80115510, &D_80115514);
}
if (this->actor.bgCheckFlags & 0x0003) {
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001DFC8);
this->actor.shape.rot.z = 0;
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 0.0f;
}
}
void func_8001E5C8(ActorEnItem00* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (this->unk_152 != 0) {
if (!func_8002F410(&this->actor, globalCtx)) {
func_8002F434(&this->actor, globalCtx, this->unk_152, 50.0f, 80.0f);
this->unk_15A++;
} else {
this->unk_152 = 0;
}
}
if (this->unk_15A == 0) {
Actor_Kill(&this->actor);
return;
}
this->actor.posRot.pos = player->actor.posRot.pos;
if (this->actor.params <= DROP_RUPEE_RED) {
this->actor.shape.rot.y += 960;
} else if (this->actor.params == DROP_HEART) {
this->actor.shape.rot.y = 0;
}
this->actor.posRot.pos.y += 40.0f + Math_Sins(this->unk_15A * 15000) * (this->unk_15A * 0.3f);
if
LINK_IS_ADULT
this->actor.posRot.pos.y += 20.0f;
}
extern s32 D_80157D90;
extern u32 D_80157D90_; // these must be defined separately for En_Item00_Update to match
extern s16 D_80157D94;
#ifdef NON_MATCHING
// Almost matching, just a few minor ordering issues
void En_Item00_Update(ActorEnItem00* this, GlobalContext* globalCtx) {
s32 pad1;
s32 pad2;
s32 sp3C;
s16 sp3A;
Actor* dynaActor;
s16 i;
sp3C = 0;
sp3A = 0;
if (this->unk_15A > 0) {
this->unk_15A--;
}
if ((this->unk_15A > 0) && (this->unk_15A < 41) && (this->unk_154 <= 0)) {
this->unk_156 = this->unk_15A;
}
this->updateFunc(this, globalCtx);
Math_SmoothScaleMaxMinF(&this->actor.scale.x, this->unk_15C, 0.1f, this->unk_15C * 0.1f, 0.0f);
this->actor.scale.z = this->actor.scale.x;
this->actor.scale.y = this->actor.scale.x;
if (this->actor.gravity) {
if (this->actor.bgCheckFlags & 0x0003) {
// Separate symbols seem to be used here for 0x80157D90 since the loads and stores are completely separate
if (D_80157D90 != globalCtx->gameplayFrames) {
D_80157D90_ = globalCtx->gameplayFrames;
D_80157D94 = 0;
for (i = 0; i < 50; i++) {
if (globalCtx->colCtx.dyna.flags[i] & 1) {
dynaActor = globalCtx->colCtx.dyna.actorMeshArr[i].actor;
if ((dynaActor != NULL) && (dynaActor->update != NULL) &&
((dynaActor->posRot.pos.x != dynaActor->pos4.x) ||
(dynaActor->posRot.pos.y != dynaActor->pos4.y) ||
(dynaActor->posRot.pos.z != dynaActor->pos4.z))) {
D_80157D94++;
break;
}
}
}
}
} else {
sp3A = 1;
Actor_MoveForward(&this->actor);
}
if (sp3A || D_80157D94) {
func_8002E4B4(globalCtx, &this->actor, 10.0f, 15.0f, 15.0f, 0x1D);
if (this->actor.unk_80 <= -10000.0f) {
Actor_Kill(&this->actor);
return;
}
}
}
ActorCollider_Cylinder_Update(&this->actor, &this->cylinderCollider);
Actor_CollisionCheck_SetAC(globalCtx, &globalCtx->sub_11E60, &this->cylinderCollider);
if ((this->actor.params == DROP_SHIELD_DEKU) || (this->actor.params == DROP_SHIELD_HYLIAN) ||
(this->actor.params == DROP_TUNIC_ZORA) || (this->actor.params == DROP_TUNIC_GORON)) {
f32 newUnkBC = Math_Coss(this->actor.shape.rot.x) * 37.0f;
this->actor.shape.unk_08 = newUnkBC;
if (newUnkBC >= 0.0f) {
this->actor.shape.unk_08 = this->actor.shape.unk_08;
} else {
this->actor.shape.unk_08 = -this->actor.shape.unk_08;
}
}
if (this->unk_154 > 0) {
return;
}
// MISMATCH: The first function argument is loaded too early here
if (!((this->actor.xzDistanceFromLink <= 30.0f) && (this->actor.yDistanceFromLink >= -50.0f) &&
(this->actor.yDistanceFromLink <= 50.0f))) {
if (!func_8002F410(&this->actor, globalCtx)) {
return;
}
}
if (globalCtx->unk_10A20 != 0) {
return;
}
switch (this->actor.params) {
case DROP_RUPEE_GREEN:
Item_Give(globalCtx, ITEM_RUPEE_GREEN);
break;
case DROP_RUPEE_BLUE:
Item_Give(globalCtx, ITEM_RUPEE_BLUE);
break;
case DROP_RUPEE_RED:
Item_Give(globalCtx, ITEM_RUPEE_RED);
break;
case DROP_RUPEE_PURPLE:
Item_Give(globalCtx, ITEM_RUPEE_PURPLE);
break;
case DROP_RUPEE_ORANGE:
Item_Give(globalCtx, ITEM_RUPEE_GOLD);
break;
case DROP_STICK:
sp3C = GI_STICKS_1;
break;
case DROP_NUTS:
sp3C = GI_NUTS_5;
break;
case DROP_HEART:
Item_Give(globalCtx, ITEM_HEART);
break;
case DROP_FLEXIBLE:
Health_ChangeBy(globalCtx, 0x70);
break;
case DROP_BOMBS_A:
case DROP_BOMBS_B:
Item_Give(globalCtx, ITEM_BOMBS_5);
break;
case DROP_ARROWS_SINGLE:
Item_Give(globalCtx, ITEM_BOW);
break;
case DROP_ARROWS_SMALL:
Item_Give(globalCtx, ITEM_ARROWS_SMALL);
break;
case DROP_ARROWS_MEDIUM:
Item_Give(globalCtx, ITEM_ARROWS_MEDIUM);
break;
case DROP_ARROWS_LARGE:
Item_Give(globalCtx, ITEM_ARROWS_LARGE);
break;
case DROP_SEEDS:
sp3C = GI_SEEDS_5;
break;
case DROP_SMALL_KEY:
sp3C = GI_KEY_SMALL;
break;
case DROP_HEART_PIECE:
sp3C = GI_HEART_PIECE;
break;
case DROP_HEART_CONTAINER:
sp3C = GI_HEART_CONTAINER;
break;
case DROP_MAGIC_LARGE:
sp3C = GI_MAGIC_LARGE;
break;
case DROP_MAGIC_SMALL:
sp3C = GI_MAGIC_SMALL;
break;
case DROP_SHIELD_DEKU:
sp3C = GI_SHIELD_DEKU;
break;
case DROP_SHIELD_HYLIAN:
sp3C = GI_SHIELD_HYLIAN;
break;
case DROP_TUNIC_ZORA:
sp3C = GI_TUNIC_ZORA;
break;
case DROP_TUNIC_GORON:
sp3C = GI_TUNIC_GORON;
break;
case DROP_BOMBS_SPECIAL:
break;
}
// MISMATCH: The first function argument is also loaded too early here
if ((sp3C != 0) && !func_8002F410(&this->actor, globalCtx)) {
func_8002F554(&this->actor, globalCtx, sp3C);
}
switch (this->actor.params) {
case DROP_HEART_PIECE:
case DROP_HEART_CONTAINER:
case DROP_SMALL_KEY:
case DROP_SHIELD_DEKU:
case DROP_SHIELD_HYLIAN:
case DROP_TUNIC_ZORA:
case DROP_TUNIC_GORON:
if (func_8002F410(&this->actor, globalCtx)) {
Flags_SetCollectible(globalCtx, this->collectibleFlag);
Actor_Kill(&this->actor);
}
return;
}
if ((this->actor.params <= DROP_RUPEE_RED) || (this->actor.params == DROP_RUPEE_ORANGE)) {
Audio_PlaySoundGeneral(NA_SE_SY_GET_RUPY, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (sp3C != 0) {
if (func_8002F410(&this->actor, globalCtx)) {
Flags_SetCollectible(globalCtx, this->collectibleFlag);
Actor_Kill(&this->actor);
}
return;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_GET_ITEM, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
Flags_SetCollectible(globalCtx, this->collectibleFlag);
this->unk_15A = 15;
this->unk_154 = 35;
this->actor.shape.rot.z = 0;
this->actor.speedXZ = 0;
this->actor.velocity.y = 0;
this->actor.gravity = 0;
Actor_SetScale(&this->actor, this->unk_15C);
this->unk_152 = 0;
En_Item00_SetNewUpdate(this, (ActorFunc)func_8001E5C8);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_item00/En_Item00_Update.s")
#endif
// Draw Function prototypes (used in En_Item00_Draw)
void func_8001EF30(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001F080(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001F1F4(ActorEnItem00* this, GlobalContext* globalCtx);
void func_8001F334(ActorEnItem00* this, GlobalContext* globalCtx);
void En_Item00_Draw(ActorEnItem00* this, GlobalContext* globalCtx) {
s32 pad;
f32 unkFloat;
if (!(this->unk_156 & this->unk_158)) {
switch (this->actor.params) {
case DROP_RUPEE_GREEN:
case DROP_RUPEE_BLUE:
case DROP_RUPEE_RED:
case DROP_RUPEE_ORANGE:
case DROP_RUPEE_PURPLE:
func_8001EF30(this, globalCtx);
break;
case DROP_HEART_PIECE:
func_8001F334(this, globalCtx);
break;
case DROP_HEART_CONTAINER:
func_8001F1F4(this, globalCtx);
break;
case DROP_HEART:
if (this->unk_15A < 0) {
if (this->unk_15A == -1) {
s8 bankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_GI_HEART);
if (Object_IsLoaded(&globalCtx->objectCtx, bankIndex)) {
this->actor.objBankIndex = bankIndex;
Actor_SetObjectDependency(globalCtx, &this->actor);
this->unk_15A = -2;
}
} else {
unkFloat = 16.0f;
Matrix_Scale(unkFloat, unkFloat, unkFloat, MTXMODE_APPLY);
func_800694A0(globalCtx, 0x08);
}
break;
}
case DROP_BOMBS_A:
case DROP_BOMBS_B:
case DROP_BOMBS_SPECIAL:
case DROP_ARROWS_SINGLE:
case DROP_ARROWS_SMALL:
case DROP_ARROWS_MEDIUM:
case DROP_ARROWS_LARGE:
case DROP_NUTS:
case DROP_STICK:
case DROP_MAGIC_LARGE:
case DROP_MAGIC_SMALL:
case DROP_SEEDS:
case DROP_SMALL_KEY:
func_8001F080(this, globalCtx);
break;
case DROP_SHIELD_DEKU:
func_800694A0(globalCtx, 0x1C);
break;
case DROP_SHIELD_HYLIAN:
func_800694A0(globalCtx, 0x2B);
break;
case DROP_TUNIC_ZORA:
func_800694A0(globalCtx, 0x3C);
break;
case DROP_TUNIC_GORON:
func_800694A0(globalCtx, 0x3B);
break;
case DROP_FLEXIBLE:
break;
}
}
}
/**
* Draw Function used for Rupee types of En_Item00.
*/
void func_8001EF30(ActorEnItem00* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s32 iconNb;
Gfx* gfxArr[5];
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1546);
func_80093D18(globalCtx->state.gfxCtx);
func_8002EBCC(&this->actor, globalCtx, 0);
if (1) { // Necessary to match
if (this->actor.params <= DROP_RUPEE_RED) {
iconNb = this->actor.params;
} else {
iconNb = this->actor.params - 0x10;
}
}
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_item00.c", 1562),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_80115530[iconNb]));
gSPDisplayList(gfxCtx->polyOpa.p++, &D_04042440);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1568);
}
/**
* Draw Function used for most collectible types of En_Item00 (ammo, bombs, sticks, nuts, magic...).
*/
void func_8001F080(ActorEnItem00* this, GlobalContext* globalCtx) {
s32 iconNb;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* gfxArr[4];
iconNb = this->actor.params - 3;
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1594);
gfxCtx->polyOpa.p = func_800BC8A0(globalCtx, gfxCtx->polyOpa.p);
if (this->actor.params == DROP_BOMBS_SPECIAL) {
iconNb = 1;
} else if (this->actor.params >= DROP_ARROWS_SMALL) {
iconNb -= 3;
}
gfxCtx->polyOpa.p = func_800946E4(gfxCtx->polyOpa.p);
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_80115544[iconNb]));
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_item00.c", 1607),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(gfxCtx->polyOpa.p++, &D_0403F070);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1611);
}
/**
* Draw Function used for the Heart Container type of En_Item00.
*/
void func_8001F1F4(ActorEnItem00* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* gfxArr[5];
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1623);
func_80093D18(globalCtx->state.gfxCtx);
func_8002EBCC(&this->actor, globalCtx, 0);
gSPMatrix(gfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_item00.c", 1634),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(gfxCtx->polyOpa.p++, &D_0403BBA0);
func_80093D84(globalCtx->state.gfxCtx);
func_8002ED80(&this->actor, globalCtx, 0);
gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_item00.c", 1644),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(gfxCtx->polyXlu.p++, &D_0403BCD8);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1647);
}
/**
* Draw Function used for the Piece of Heart type of En_Item00.
*/
void func_8001F334(ActorEnItem00* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* gfxArr[5];
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1658);
func_80093D84(globalCtx->state.gfxCtx);
func_8002ED80(&this->actor, globalCtx, 0);
gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_item00.c", 1670),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(gfxCtx->polyXlu.p++, &D_0403B030);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_item00.c", 1673);
}
/**
* Converts a given drop type ID based on link's current age, health and owned items.
* Returns a new drop type ID or -1 to cancel the drop.
*/
s16 func_8001F404(s16 dropId) {
if (LINK_IS_ADULT) {
if (dropId == DROP_SEEDS) {
dropId = DROP_ARROWS_SMALL;
} else if (dropId == DROP_STICK) {
dropId = DROP_RUPEE_GREEN;
}
} else {
if (dropId == DROP_ARROWS_SMALL || dropId == DROP_ARROWS_MEDIUM || dropId == DROP_ARROWS_LARGE) {
dropId = DROP_SEEDS;
}
}
// This is convoluted but it seems like it must be a single condition to match
// clang-format off
if (((dropId == DROP_BOMBS_A || dropId == DROP_BOMBS_SPECIAL || dropId == DROP_BOMBS_B) && INV_CONTENT(ITEM_BOMB) == ITEM_NONE) ||
((dropId == DROP_ARROWS_SMALL || dropId == DROP_ARROWS_MEDIUM || dropId == DROP_ARROWS_LARGE) && INV_CONTENT(ITEM_BOW) == ITEM_NONE) ||
((dropId == DROP_MAGIC_LARGE || dropId == DROP_MAGIC_SMALL) && gSaveContext.magic_level == 0) ||
((dropId == DROP_SEEDS) && INV_CONTENT(ITEM_SLINGSHOT) == ITEM_NONE)) {
return -1;
}
// clang-format on
if (dropId == DROP_HEART && gSaveContext.health_capacity == gSaveContext.health) {
return DROP_RUPEE_GREEN;
}
return dropId;
}
// External functions used by other actors to drop collectibles, which usually results in spawning an En_Item00 actor.
Actor* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params) {
s32 pad[2];
ActorEnItem00* spawnedActor = NULL;
s16 param4000 = params & 0x4000;
s16 param8000 = params & 0x8000;
s16 param3F00 = params & 0x3F00;
params = params & 0x3FFF;
if (((params & 0x00FF) == DROP_FLEXIBLE) && !param4000) {
// TODO: Prevent the cast to ActorEnItem00 here since this is a different actor (En_Elf)
spawnedActor = (ActorEnItem00*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x,
spawnPos->y + 40.0f, spawnPos->z, 0, 0, 0, 0x0002);
func_8002A9F4(globalCtx, spawnPos, 0x28E7, 1, 1, 0x28);
} else {
if (!param8000) {
params = func_8001F404(params & 0x00FF);
}
if (params != -1) {
spawnedActor =
(ActorEnItem00*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = !param4000 ? 8.0f : -2.0f;
spawnedActor->actor.speedXZ = 2.0f;
spawnedActor->actor.gravity = -0.9f;
spawnedActor->actor.posRot.rot.y = Math_Rand_CenteredFloat(65536.0f);
Actor_SetScale(&spawnedActor->actor, 0.0f);
En_Item00_SetNewUpdate(spawnedActor, (ActorFunc)func_8001E304);
spawnedActor->unk_15A = 220;
if ((spawnedActor->actor.params != DROP_SMALL_KEY) &&
(spawnedActor->actor.params != DROP_HEART_PIECE) &&
(spawnedActor->actor.params != DROP_HEART_CONTAINER)) {
spawnedActor->actor.room = -1;
}
spawnedActor->actor.flags |= 0x0010;
}
}
}
return (Actor*)spawnedActor;
}
Actor* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params) {
ActorEnItem00* spawnedActor = NULL;
s32 pad;
s16 param4000 = params & 0x4000;
s16 param8000 = params & 0x8000;
s16 param3F00 = params & 0x3F00;
params = params & 0x3FFF;
if (((params & 0x00FF) == DROP_FLEXIBLE) && !param4000) {
// TODO: Prevent the cast to ActorEnItem00 here since this is a different actor (En_Elf)
spawnedActor = (ActorEnItem00*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x,
spawnPos->y + 40.0f, spawnPos->z, 0, 0, 0, 0x0002);
func_8002A9F4(globalCtx, spawnPos, 0x28E7, 1, 1, 0x28);
} else {
params = func_8001F404(params & 0x00FF);
if (params != -1) {
spawnedActor =
(ActorEnItem00*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = 0.0f;
spawnedActor->actor.speedXZ = 0.0f;
spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f;
spawnedActor->actor.posRot.rot.y = Math_Rand_CenteredFloat(65536.0f);
spawnedActor->actor.flags |= 0x0010;
}
}
}
return (Actor*)spawnedActor;
}
void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3f* spawnPos, s16 params) {
s32 pad;
ActorEnItem00* spawnedActor;
s16 dropQuantity;
s16 param8000;
s16 dropTableIndex;
u8 dropId;
dropTableIndex = Math_Rand_ZeroOne() * 16.0f;
param8000 = params & 0x8000;
params = params & 0x7FFF;
if (fromActor != NULL) {
if (fromActor->unk_116) {
if (fromActor->unk_116 & 0x01) {
params = 1 * 0x10;
dropTableIndex = 0xB;
} else if (fromActor->unk_116 & 0x02) {
params = 1 * 0x10;
dropTableIndex = 0x6;
} else if (fromActor->unk_116 & 0x04) {
params = 6 * 0x10;
dropTableIndex = 0x9;
} else if (fromActor->unk_116 & 0x08) {
params = 3 * 0x10;
dropTableIndex = 0xB;
} else if (fromActor->unk_116 & 0x10) {
params = 6 * 0x10;
dropTableIndex = 0xC;
} else if (fromActor->unk_116 & 0x20) {
params = 0 * 0x10;
dropTableIndex = 0x0;
} else if (fromActor->unk_116 & 0x40) {
params = 0 * 0x10;
dropTableIndex = 0x1;
}
}
if (fromActor->unk_116 & 0x20) {
dropId = DROP_RUPEE_PURPLE;
} else {
dropId = D_80115574[params + dropTableIndex];
}
} else {
dropId = D_80115574[params + dropTableIndex];
}
if (dropId == DROP_FLEXIBLE) {
if (gSaveContext.health <= 0x10) { // 1 heart or less
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f, spawnPos->z, 0,
0, 0, 0x0002);
func_8002A9F4(globalCtx, spawnPos, 0x28E7, 1, 1, 0x28);
return;
} else if (gSaveContext.health <= 0x30) { // 3 hearts or less
params = 0xB * 0x10;
dropTableIndex = 0x0;
dropId = DROP_HEART;
} else if (gSaveContext.health <= 0x50) { // 5 hearts or less
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_HEART;
} else if ((gSaveContext.magic_level != 0) && (gSaveContext.magic == 0)) { // Empty magic meter
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_MAGIC_LARGE;
} else if ((gSaveContext.magic_level != 0) &&
(gSaveContext.magic <= (gSaveContext.magic_level >> 1))) { // Half magic or less
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_MAGIC_SMALL;
} else if (LINK_IS_CHILD && (AMMO(ITEM_SLINGSHOT) < 6)) { // Child and less then 6 deku seeds
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_SEEDS;
} else if (LINK_IS_ADULT && (AMMO(ITEM_BOW) < 6)) { // Adult and less than 6 arrows
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_ARROWS_MEDIUM;
} else if (AMMO(ITEM_BOMB) < 6) { // Less than 6 bombs
params = 0xD * 0x10;
dropTableIndex = 0x0;
dropId = DROP_BOMBS_A;
} else if (gSaveContext.rupees < 11) { // Less than 11 Rupees
params = 0xA * 0x10;
dropTableIndex = 0x0;
dropId = DROP_RUPEE_RED;
} else {
return;
}
}
if (dropId != 0xFF) {
dropQuantity = D_80115664[params + dropTableIndex];
while (dropQuantity > 0) {
if (!param8000) {
dropId = func_8001F404(dropId);
if (dropId != 0xFF) {
spawnedActor = (ActorEnItem00*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ITEM00,
spawnPos->x, spawnPos->y, spawnPos->z, 0, 0, 0, dropId);
if ((spawnedActor != NULL) && (dropId != 0xFF)) {
spawnedActor->actor.velocity.y = 8.0f;
spawnedActor->actor.speedXZ = 2.0f;
spawnedActor->actor.gravity = -0.9f;
spawnedActor->actor.posRot.rot.y = Math_Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f);
En_Item00_SetNewUpdate(spawnedActor, (ActorFunc)func_8001E304);
spawnedActor->actor.flags |= 0x0010;
if ((spawnedActor->actor.params != DROP_SMALL_KEY) &&
(spawnedActor->actor.params != DROP_HEART_PIECE) &&
(spawnedActor->actor.params != DROP_HEART_CONTAINER)) {
spawnedActor->actor.room = -1;
}
spawnedActor->unk_15A = 220;
}
}
} else {
Item_DropCollectible(globalCtx, spawnPos, params | 0x8000);
}
dropQuantity--;
}
}
}