banjo-kazooie/src/core2/ch/mole.c

490 lines
18 KiB
C

#include <ultra64.h>
#include "functions.h"
#include "variables.h"
void chmole_update(Actor *this);
Actor *func_802D94B4(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx);
void chmole_additionalAbilityLearnActions(ActorMarker *marker, enum asset_e arg1, s32 arg2);
typedef struct{
s16 learn_text;
s16 refresher_text;
s8 camera_node;
s8 ability;
} ChMoleDescription;
/* .data */
ActorAnimationInfo moleAnimations[]= {
{0, 0.0f},
{ASSET_13A_ANIM_BOTTLES_ENTER, 2000000000.0f},
{ASSET_13A_ANIM_BOTTLES_ENTER, 4.5f},
{ASSET_13B_ANIM_BOTTLES_IDLE, 7.0f},
{ASSET_139_ANIM_BOTTLES_EXIT, 1.7f},
{ASSET_13A_ANIM_BOTTLES_ENTER, 2000000000.0f},
};
ActorInfo gChMole = {
0x1DF, ACTOR_37A_BOTTLES, ASSET_387_MODEL_BOTTLES,
1, moleAnimations,
chmole_update, func_80326224, func_802D94B4,
0, 0, 0.0f, 0
};
// D_80367DC4
ChMoleDescription moleTable[] = {
{ASSET_C23_DIALOG_BEAKBOMB_LEARN, ASSET_C24_DIALOG_BEAKBOMB_REFRESHER, 0x0F, ABILITY_1_BEAK_BOMB},
{ASSET_B47_DIALOG_EGGS_LEARN, ASSET_B4B_DIALOG_EGGS_REFRESHER, 0x16, ABILITY_6_EGGS},
{ASSET_B48_DIALOG_BEAKBUSTER_LEARN, ASSET_B4C_DIALOG_BEAKBUSTER_REFRESHER, 0x17, ABILITY_2_BEAK_BUSTER},
{ASSET_B49_DIALOG_TALON_TROT_LEARN, ASSET_B4A_DIALOG_TALON_TROT_REFRESHER, 0x18, ABILITY_10_TALON_TROT},
{ASSET_A1F_DIALOG_SHOCKJUMP_LEARN, ASSET_A23_DIALOG_SHOCKJUMP_REFRESHER, 0x0C, ABILITY_D_SHOCK_JUMP},
{ASSET_A20_DIALOG_FLY_LEARN, ASSET_A22_DIALOG_FLY_REFRESHER, 0x0D, ABILITY_9_FLY},
{ASSET_D35_DIALOG_WONDERWING_LEARN, ASSET_D36_DIALOG_WONDERWING_REFRESHER, 0x01, ABILITY_12_WONDERWING},
{ASSET_C88_DIALOG_LONGLEG_LEARN, ASSET_C89_DIALOG_LONGLEG_REFRESHER, 0x10, ABILITY_E_WADING_BOOTS},
{ASSET_A84_DIALOG_TURBOTRAINERS_LEARN, ASSET_A85_DIALOG_TURBOTRAINERS_REFRESHER, 0x19, ABILITY_11_TURBO_TALON},
{ASSET_F64_DIALOG_NOTEDOORS_LEARN, ASSET_F65_DIALOG_NOTEDOORS_REFRESHER, 0x0E, ABILITY_13_1ST_NOTEDOOR}
};
/* .code */
// func_802D9220
int chmole_learnedAllLevelAbilities(enum level_e level){
// Checks if all of the level's abilities are learned.
switch (level){
case LEVEL_1_MUMBOS_MOUNTAIN:
return ability_isUnlocked(ABILITY_6_EGGS)
&& ability_isUnlocked(ABILITY_2_BEAK_BUSTER)
&& ability_isUnlocked(ABILITY_10_TALON_TROT);
case LEVEL_2_TREASURE_TROVE_COVE:
return ability_isUnlocked(ABILITY_D_SHOCK_JUMP)
&& ability_isUnlocked(ABILITY_9_FLY);
case LEVEL_3_CLANKERS_CAVERN:
return ability_isUnlocked(ABILITY_12_WONDERWING);
case LEVEL_4_BUBBLEGLOOP_SWAMP:
return ability_isUnlocked(ABILITY_E_WADING_BOOTS);
case LEVEL_5_FREEZEEZY_PEAK:
return ability_isUnlocked(ABILITY_1_BEAK_BOMB);
case LEVEL_7_GOBIS_VALLEY:
return ability_isUnlocked(ABILITY_11_TURBO_TALON);
default:
return FALSE;
}
}
// func_802D9304
enum asset_e chmole_learnedAllLevelAbilitiesDialog(void){
// If the player has learned all game abilities, use "learned all abilities" dialog
// If the player learned all level abilities, use "learned world abilities" dialog
s32 level_id = level_get();
int learned_all_moves = chmole_learnedAllLevelAbilities(level_id);
switch(level_id){
case LEVEL_1_MUMBOS_MOUNTAIN:
return learned_all_moves ? ASSET_B4E_TEXT_BOTTLES_ALL_MM_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
case LEVEL_2_TREASURE_TROVE_COVE:
return learned_all_moves ? ASSET_A27_TEXT_BOTTLES_ALL_TTC_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
case LEVEL_3_CLANKERS_CAVERN:
return learned_all_moves ? ASSET_D37_TEXT_BOTTLES_ALL_CC_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
case LEVEL_4_BUBBLEGLOOP_SWAMP:
return learned_all_moves ? ASSET_C8A_TEXT_BOTTLES_ALL_BGS_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
case LEVEL_5_FREEZEEZY_PEAK:
return learned_all_moves ? ASSET_C2A_TEXT_BOTTLES_ALL_FP_GV_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
case LEVEL_7_GOBIS_VALLEY:
return learned_all_moves ? ASSET_C2A_TEXT_BOTTLES_ALL_FP_GV_MOVES_LEARNED : ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
default:
return ASSET_D38_TEXT_BOTTLES_ALL_MOVES_LEARNED;
}
}
// func_802D93EC
int chmole_learnedAllGameAbilities(void){
// Checks if the player has learned all non-Spiral Mountain abilities.
return ability_isUnlocked(ABILITY_6_EGGS)
&& ability_isUnlocked(ABILITY_2_BEAK_BUSTER)
&& ability_isUnlocked(ABILITY_10_TALON_TROT)
&& ability_isUnlocked(ABILITY_D_SHOCK_JUMP)
&& ability_isUnlocked(ABILITY_9_FLY)
&& ability_isUnlocked(ABILITY_12_WONDERWING)
&& ability_isUnlocked(ABILITY_E_WADING_BOOTS)
&& ability_isUnlocked(ABILITY_1_BEAK_BOMB)
&& ability_isUnlocked(ABILITY_11_TURBO_TALON);
}
Actor *func_802D94B4(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
Actor *actor = marker_getActor(marker);
if(actor->state != 1 && actor->state != 5){
func_8033A45C(3, 0);
func_8033A45C(4, 0);
actor = actor_draw(marker, gfx, mtx, vtx);
}
return actor;
}
void func_802D9530(Actor *this){
Actor *other = subaddie_getLinkedActor(this);
if(this->unk100 && other){
if(this->unk100->unk14_20 == 0xB8)
subaddie_set_state_with_direction(other, 3, 0.0001f, 1);
}
subaddie_set_state_with_direction(this, 4, 0.0001f, 1);
actor_playAnimationOnce(this);
this->unk44_31 = func_8030D90C();
sfxsource_setSfxId(this->unk44_31, SFX_3F9_UNKNOWN);
func_8030DD14(this->unk44_31, 2);
func_8030DBB4(this->unk44_31, 1.4f);
sfxsource_setSampleRate(this->unk44_31, 26000);
func_8028F918(0);
}
void func_802D9600(Actor * this){
animctrl_setSmoothTransition(this->animctrl, 0);
subaddie_set_state_with_direction(this, 1, 0.0001f, 1);
this->marker->propPtr->unk8_3 = 0;
}
// func_802D9658
void chmole_setStaticCamera(Actor *this){
// Sets the camera to a static camera
timed_setStaticCameraToNode(0.0f, moleTable[this->unkF4_8-9].camera_node);
}
// func_802D9698
void chmole_healthRefill(ActorMarker *marker, enum asset_e arg1, s32 arg2){
// Refills the player's health upon learning a new ability, if needed
// Also releases the camera
Actor *actor = marker_getActor(marker);
if( arg1 == moleTable[actor->unkF4_8-9].learn_text
&& item_getCount(ITEM_14_HEALTH) < item_getCount(ITEM_15_HEALTH_TOTAL)
){
func_80311480(ASSET_D39_TEXT_BOTTLES_REFILL_HEALTH, 7, 0, actor->marker, chmole_healthRefill, chmole_additionalAbilityLearnActions);
}//L802D9738
else if(arg1 == moleTable[actor->unkF4_8-9].learn_text || arg1 == ASSET_D39_TEXT_BOTTLES_REFILL_HEALTH){
func_80311480(chmole_learnedAllGameAbilities()? 0xa87 : chmole_learnedAllLevelAbilitiesDialog(), 7, 0, actor->marker, chmole_healthRefill, NULL);
}
else{//L802D97BC
if(actor->unk138_24){
func_80347A14(1);
actor->unk138_24 = FALSE;
}
timed_exitStaticCamera(0.0f);
if(actor->state == 5){
func_8028F918(0);
func_802D9600(actor);
}//L802D9814
else{
func_802D9530(actor);
}
}//L802D9820
}
// func_802D9830
void chmole_additionalAbilityLearnActions(ActorMarker *marker, enum asset_e arg1, s32 arg2){
// Performs actions depending on what move is being learned
Actor *actor = marker_getActor(marker);
switch(arg2){
case 1: // Stilt Stride
timed_setStaticCameraToNode(0.0f, 0x11);
levelSpecificFlags_set(0x1A, 1);
break;
case 2:
levelSpecificFlags_set(0x1A, 0);
chmole_setStaticCamera(actor);
break;
case 3: // Turbo Talon Trainer
timed_setStaticCameraToNode(0.0f, 0x29);
levelSpecificFlags_set(0x1A, 1);
break;
case 4:
levelSpecificFlags_set(0x1A, 0);
chmole_setStaticCamera(actor);
break;
case 5: // Egg Firing
item_adjustByDiffWithHud(ITEM_D_EGGS, 50);
break;
case 6: // Flight
item_adjustByDiffWithHud(ITEM_F_RED_FEATHER, 25);
break;
case 7: // Wonderwing
item_adjustByDiffWithHud(ITEM_10_GOLD_FEATHER, 5);
break;
case 8: // Refill Health
item_set(ITEM_14_HEALTH, item_getCount(ITEM_15_HEALTH_TOTAL));
break;
case 0xff:
chmole_setStaticCamera(actor);
break;
}
}
// func_802D997C
int chmole_learnAbility(Actor *this){
s32 sp2C;
s32 sp28 = 0xe;
// Known Ability: Refresher Dialog
if(ability_isUnlocked(moleTable[this->unkF4_8-9].ability)){
sp28 = 0xf;
sp2C = moleTable[this->unkF4_8-9].refresher_text;
}//L802D99EC
// New Ability: Learn Dialog & Misc Actions
else{
func_80347A14(0);
this->unk138_24 = 1;
sp2C = moleTable[this->unkF4_8-9].learn_text;
ability_unlock(moleTable[this->unkF4_8-9].ability);
switch(moleTable[this->unkF4_8-9].ability){
case ABILITY_9_FLY:
case ABILITY_D_SHOCK_JUMP:
func_8030E6A4(SFX_113_PAD_APPEARS, 0.9f, 32000);
break;
case ABILITY_13_1ST_NOTEDOOR:
func_802FAD64(ITEM_C_NOTE);
break;
}
}//L802D9A9C
func_80311480(sp2C, sp28, this->position, this->marker, chmole_healthRefill, chmole_additionalAbilityLearnActions);
return TRUE;
}
void func_802D9ADC(Actor *this){
Actor *other = subaddie_getLinkedActor(this);
if(this->unk100 && other && this->unk100->unk14_20 == 0xB8){
subaddie_set_state_with_direction(other, 2, 0.0001f, 1);
}
this->marker->propPtr->unk8_3 = 1;
animctrl_setSmoothTransition(this->animctrl, TRUE);
subaddie_set_state_with_direction(this, 2, 0.0001f, 1);
actor_playAnimationOnce(this);
this->unk44_31 = func_8030D90C();
sfxsource_setSfxId(this->unk44_31, SFX_3F9_UNKNOWN);
func_8030DD14(this->unk44_31, 2);
func_8030DBB4(this->unk44_31, 1.4f);
sfxsource_setSampleRate(this->unk44_31, 26000);
chmole_setStaticCamera(this);
func_8028F94C(2, this->position);
}
// func_802D9BD8
void chmole_Refresher(Actor *this){
// Plays the scene where Bottles gives the player a refresher on the ability.
subaddie_set_state(this, 5);
chmole_setStaticCamera(this);
func_8028F94C(2, this->position);
chmole_learnAbility(this);
}
// func_802D9C1C
void chmole_setFacingDirection(Actor *this){
// Sets the actor to always be facing the player
subaddie_set_state_with_direction(this, 3, 0.0001f, 1);
actor_loopAnimation(this);
}
// func_802D9C54
void chmole_spawnMolehill(ActorMarker *marker){
// Spawns a molehill for the actor
Actor *actor = marker_getActor(marker);
Actor *other = spawn_child_actor(ACTOR_12C_MOLEHILL, &actor);
f32 pad[1];
actor->unk100 = other->marker;
if(marker);
}
void func_802D9C90(Actor *this){
u8 tmp_a1 = this->unk44_31;
if(tmp_a1){
func_8030DA44(tmp_a1);
}
}
// func_802D9CBC
void chmole_startingDialog(Actor *this){
// If the player knows the ability, use refresher function
// Otherwise, set player's position and spawn mole
if(ability_isUnlocked(moleTable[this->unkF4_8 - 9].ability)){
chmole_Refresher(this);
}
else{
if(func_80329530(this, 150)){
if(this->unk38_0 == 0)
func_8028F45C(9, this->position);
else
func_8028F490(this->unk1C);
}//L802D9D44
func_802D9ADC(this);
}
}
// func_802D9D60
void chmole_update(Actor *this){
// Sets up the initial functions and state for the actor
s32 sp50[6];
f32 sp4C;
f32 pad44[1];
Actor *other;
NodeProp *node_prop;
f32 sp34[3];
// Checks the actor's selector value is between 0x8 and 0x13
// Anything lower is a Spiral Mountain ability, and should use a different actor id
if(this->unkF4_8 < 8 || this->unkF4_8 >= 0x13)
return;
if(!this->unk16C_4){
this->unk16C_4 = 1;
marker_setFreeMethod(this->marker, func_802D9C90);
if(this->initialized){
other = actorArray_findClosestActorFromActorId(this->position, ACTOR_12C_MOLEHILL, -1, &sp4C);
this->unk100 = (other) ? other->marker : NULL;
if(this->unk100){
other = subaddie_getLinkedActor(this);
if(other && this->unk100->unk14_20 == 0xB8){
subaddie_set_state(other, 1);
}
}
}
}//L802D9E34
if(!this->initialized){
// Checks if player is within radius of a specific actor exists within the same cube
// If actor exists and player is within radius, force trigger conversation
node_prop = func_80304C38(0x372, this);
if(node_prop == NULL){
this->unk38_0 = FALSE;
}
else{
this->unk38_0 = TRUE;
nodeprop_getPosition(node_prop, this->unk1C);
}
// Spawns molehill
__spawnQueue_add_1((GenFunction_1)chmole_spawnMolehill, reinterpret_cast(s32, this->marker));
this->marker->propPtr->unk8_3 = FALSE;
this->marker->collidable = FALSE;
this->initialized = TRUE;
if(this->unkF4_8 == 0x12){
node_prop = func_80304C38(0x349, this);
if(node_prop == NULL){
this->velocity[0] = this->position[0];
this->velocity[1] = this->position[1];
this->velocity[2] = this->position[2];
this->unk28 = 500.0f;
}
else{ //L802D9F08
nodeprop_getPosition(node_prop, this->velocity);
this->unk28 = 2*nodeprop_getRadius(node_prop);
}
}
}//L802D9F34
func_8024E55C(0, sp50); // get face buttons press counters
switch(this->state){
case 1://L802D9F70
this->yaw_ideal = func_80329784(this);
func_80328FB0(this, 4.0f);
if(func_8028F20C() && func_8028F0D4() && !func_8028EC04()){
if( this->unkF4_8 == 0x12
&& !ability_isUnlocked(moleTable[this->unkF4_8-9].ability)
&& (func_8028ECAC() == 0 || func_8028ECAC() == BSGROUP_8_TROT)
){
player_getPosition(sp34);
if(ml_distance_vec3f(sp34, this->velocity) < this->unk28){
chmole_startingDialog(this);
}
}
else{//L802DA054
if( !func_8028ECAC()
&& func_80329530(this, 0xFA)
&& func_8028EFC8()
&& sp50[FACE_BUTTON(BUTTON_B)] == 1
){
chmole_startingDialog(this);
}
}
}
break;
case 2://L802DA0A0
this->marker->propPtr->unk8_3 = TRUE;
this->yaw_ideal = func_80329784(this);
func_80328FB0(this, 4.0f);
if( 0.0 < animctrl_getAnimTimer(this->animctrl)
&& animctrl_getAnimTimer(this->animctrl) < 0.16
){
func_8030E2C4(this->unk44_31);
}//L802DA128
if(actor_animationIsAt(this, 0.9999f)){
chmole_setFacingDirection(this);
func_8030DA44(this->unk44_31);
this->unk44_31 = 0;
}
else if(actor_animationIsAt(this, 0.14f)){//L802DA154
FUNC_8030E8B4(SFX_C6_SHAKING_MOUTH, 1.2f, 24000, this->position, 1250, 2500);
}
else if(actor_animationIsAt(this, 0.4f)){//L802DA188
FUNC_8030E8B4(SFX_2C_PULLING_NOISE, 1.2f, 24000, this->position, 1250, 2500);
}
else if(actor_animationIsAt(this, 0.75f)){//L802DA1BC
FUNC_8030E8B4(SFX_C5_TWINKLY_POP, 1.0f, 32000, this->position, 1250, 2500);
}
else if(actor_animationIsAt(this, 0.35f)){//L802DA1EC
chmole_learnAbility(this);
}
break;
case 3://L802DA210
this->yaw_ideal = func_80329784(this);
func_80328FB0(this, 4.0f);
if( ( actor_animationIsAt(this, 0.37f)
|| actor_animationIsAt(this, 0.66f)
|| actor_animationIsAt(this, 0.85f)
)
&& randf() < 0.2
){
animctrl_setDirection(this->animctrl, 1 ^ animctrl_isPlayedForwards(this->animctrl));
}
else if(
actor_animationIsAt(this, 0.25f)
|| actor_animationIsAt(this, 0.28f)
|| actor_animationIsAt(this, 0.31f)
){//L802DA2B4
func_8030E878(SFX_6F_BANJO_HEADSCRATCH, randf2(1.4f, 1.55f), 16000, this->position, 1250.0f, 2500.0f);
}
else if(
actor_animationIsAt(this, 0.45f)
|| actor_animationIsAt(this, 0.48f)
|| actor_animationIsAt(this, 0.51f)
|| actor_animationIsAt(this, 0.7f)
|| actor_animationIsAt(this, 0.73f)
|| actor_animationIsAt(this, 0.76f)
){//L802DA33C
func_8030E878(SFX_6F_BANJO_HEADSCRATCH, randf2(1.35f, 1.5f), 6000, this->position, 1250.0f, 2500.0f);
}
break;
case 4://L802DA400
if( 0.35 < animctrl_getAnimTimer(this->animctrl)
&& animctrl_getAnimTimer(this->animctrl) < 0.9
){
func_8030E2C4(this->unk44_31);
}
else if(actor_animationIsAt(this, 0.9999f)){//L802DA45C
func_802D9600(this);
func_8030DA44(this->unk44_31);
this->unk44_31 = 0;
}
break;
}//L802DA488
}
// func_802DA498
int chmole_learnedAllSpiralMountainAbilities(void){
// Checks if the player has learned all of the Spiral Mountain abilities.
return ability_isUnlocked(ABILITY_F_DIVE)
&& ability_isUnlocked(ABILITY_4_BEAR_PUNCH)
&& ability_isUnlocked(ABILITY_C_ROLL)
&& ability_isUnlocked(ABILITY_B_RATATAT_RAP)
&& ability_isUnlocked(ABILITY_0_BARGE)
&& ability_isUnlocked(ABILITY_A_HOLD_A_JUMP_HIGHER)
&& ability_isUnlocked(ABILITY_7_FLAP)
&& ability_isUnlocked(ABILITY_8_FLIP)
&& ability_isUnlocked(ABILITY_5_CLIMB)
;
}