Match Remaining EnGinkoMan Functions (EnGinkoMan OK) (#175)

* EnGinkoMan OK

* Cleanup

* Minor PR suggestion
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engineer124 2021-06-10 08:49:20 +10:00 committed by GitHub
parent 83e263ab12
commit 8b21da8c34
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 168 additions and 256 deletions

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@ -1404,10 +1404,10 @@ extern room_draw_func roomDrawFuncs[4];
extern u32 gBitFlags[32];
extern u16 gEquipMasks[];
extern u16 gEquipNegMasks[];
extern u32 gUpgradeMasks[];
extern u32 gUpgradeMasks[8];
extern u32 gUpgradeNegMasks[];
extern u8 gEquipShifts[];
extern u8 gUpgradeShifts[];
extern u8 gUpgradeShifts[16];
extern u16 gUpgradeCapacities[][4];
extern u32 gGsFlagsMask[];
extern u32 gGsFlagsShift[];

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@ -716,8 +716,9 @@ SECTIONS
gFramebufferHighRes1 = 0x80000500;
gFramebufferHighRes0 = 0x80780000;
/* Unkown buffers */
/* Unknown buffers */
D_80025D00 = 0x80025D00; /* Used in z_vr_box.c */
D_801C1E2C = 0x801C1E2C; /* Used in z_en_ginko_man.c */
D_80780000 = 0x80780000;
D_80784600 = 0x80784600;
@ -5006,7 +5007,7 @@ SECTIONS
build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.text)
build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.data)
build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.o(.rodata)
build/asm/overlays/ovl_En_Ginko_Man_rodata.o(.rodata)
build/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man_overlay.o(.ovl)
}
SegmentEnd = .;
SegmentSize = SegmentEnd - SegmentStart;

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@ -80,17 +80,18 @@ ActorAnimationEntry animations[] = {
void EnGinkoMan_Init(Actor* thisx, GlobalContext* globalCtx) {
EnGinkoMan* this = THIS;
this->actor.targetMode = 1;
this->actor.uncullZoneForward = 400.0f;
Actor_SetScale(&this->actor, 0.01f);
this->actor.colChkInfo.cylRadius = 100;
this->curTextId = 0;
this->newAccountFlag = 0;
this->stampChecked = 0;
this->isNewAccount = false;
this->isStampChecked = false;
this->choiceDepositWithdrawl = GINKOMAN_CHOICE_RESET;
this->serviceFee = 0;
SkelAnime_InitSV(globalCtx, &this->skelAnime, object_ginko_skeleton, object_ginko_sitting_anim, this->limbDrawTbl,
this->transitionDrawTbl, 0x10);
this->transitionDrawTbl, 16);
EnGinkoMan_SetupIdle(this);
}
@ -98,17 +99,14 @@ void EnGinkoMan_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnGinkoMan_SetupIdle(EnGinkoMan* this) {
this->actor.flags |= 1; // targetable
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
this->actionFunc = EnGinkoMan_Idle;
}
void EnGinkoMan_Idle(EnGinkoMan* this, GlobalContext* globalCtx) {
s32 dYaw;
s32 dYawABS;
s32 yaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
dYaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
EnGinkoMan_SwitchAnimation(this, globalCtx);
if (func_800B84D0(&this->actor, globalCtx)) { // Listen for dialogue start?
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
@ -126,174 +124,138 @@ void EnGinkoMan_Idle(EnGinkoMan* this, GlobalContext* globalCtx) {
}
}
EnGinkoMan_SetupDialogue(this);
} else {
dYawABS = dYaw < 0 ? -dYaw : dYaw;
if (dYawABS < 0x1555) {
func_800B8614(&this->actor, globalCtx, 100.0f);
}
} else if (ABS_ALT(yaw) < 0x1555) {
func_800B8614(&this->actor, globalCtx, 100.0f);
}
}
#if NON_EQUIVELENT
// non-equiv: case 14 is possibly still non-equiv but def does not match, hard to tell
// if else inside of jump tables makes mips2c confused, also late rodata
// action func: non-input dialogue
void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { // 80418E34
u32 tempEDC;
s16* previousBankValue;
if (func_80147624(globalCtx) == 0) {
void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
if (!func_80147624(globalCtx)) {
return;
}
switch (this->curTextId - 0x44C) {
case 0: // "Hey there, little guy! Won't you deposit some Rupees? (first dialogue)
switch (this->curTextId) {
case 0x44C: // "Hey there, little guy! Won't you deposit some Rupees? (first dialogue)
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
if ((gSaveContext.weekEventReg[10] & 8) != 0) {
if (gSaveContext.weekEventReg[10] & 8) {
func_801518B0(globalCtx, 0x44E, &this->actor);
this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
} else {
func_801518B0(globalCtx, 0x44D, &this->actor);
this->curTextId =
0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
this->curTextId = 0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
}
break;
case 1: // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
case 0x44D: // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees."
func_801518B0(globalCtx, 0x44E, &this->actor);
this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
return;
case 3: // "...So, what'll it be? Deposit Rupees Don't deposit Rupees"
break;
case 0x44F: // "...So, what'll it be? Deposit Rupees Don't deposit Rupees"
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x450, &this->actor);
this->curTextId = 0x450; // "How much? How much? [rupee prompt]
return;
break;
case 7: // you deposited a tiny amount
case 8: // you deposited a normal amount
case 9: // you deposited a lot
if (this->newAccountFlag == 1) {
this->newAccountFlag = 0;
case 0x453: // you deposited a tiny amount
case 0x454: // you deposited a normal amount
case 0x455: // you deposited a lot
if (this->isNewAccount == true) {
this->isNewAccount = false;
if (this->curTextId != 0x453) { // "That's it? That ain't nothing at all, big spender!
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
}
func_801518B0(globalCtx, 0x461, &this->actor);
this->curTextId = 0x461; // So, little guy, what's your name?
} else {
if (this->curTextId == 0x453) { // "That's it? That ain't nothing at all, big spender!
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
}
globalCtx->msgCtx.bankRupees = gSaveContext.roomInf[127][0] & 0xFFFF;
func_801518B0(globalCtx, 0x45A, &this->actor);
this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
}
break;
case 10: // "Is that so? Think about it, little guy!"
case 13: // "Heyyy! You don't have that much!
case 0x456: // "Is that so? Think about it, little guy!"
case 0x459: // "Heyyy! You don't have that much!
func_801518B0(globalCtx, 0x44E, &this->actor);
this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees"
return;
case 14: // "All right, little guy, now I've got a total of [rupees] from you!"
/***** WARNING: this case is non-equivelent ****/
tempEDC = gSaveContext.roomInf[127][0] & 0xFFFF;
if ((tempEDC >= 200) && (this->previousBankValue < 200) &&
((gSaveContext.weekEventReg[0x3B] & 0x40) == 0)) {
// block_20:
gSaveContext.weekEventReg[0x3B] = gSaveContext.weekEventReg[0x3B] | 0x40;
break;
case 0x45A: // "All right, little guy, now I've got a total of [rupees] from you!"
if (((gSaveContext.roomInf[127][0] & 0xFFFF) >= 200) && (this->previousBankValue < 200) &&
!(gSaveContext.weekEventReg[59] & 0x40)) {
gSaveContext.weekEventReg[59] |= 0x40;
func_801518B0(globalCtx, 0x45B, &this->actor);
this->curTextId = 0x45B; // "What's this? You've already saved up 200 Rupees!?!
return;
} // bright pink arrow
// "branch likely" when shouldn't be
if ((tempEDC >= 1000) && ((this->previousBankValue) < 1000) &&
(gSaveContext.weekEventReg[0x3B] & 0x80) == 0) {
// block_24:
gSaveContext.weekEventReg[0x3B] |= 0x80;
} else if (((gSaveContext.roomInf[127][0] & 0xFFFF) >= 1000) && ((this->previousBankValue) < 1000) &&
!(gSaveContext.weekEventReg[59] & 0x80)) {
gSaveContext.weekEventReg[59] |= 0x80;
func_801518B0(globalCtx, 0x45C, &this->actor);
this->curTextId = 0x45C; // "What's this? You've already saved up 1000 Rupees!?!
return;
} // bright blue arrow
if ((this->previousBankValue) >= 5000) { // added back in because missing
if ((((s16)tempEDC) < 5000) && ((gSaveContext.weekEventReg[0x3B] & 1) == 0)) {
gSaveContext.weekEventReg[0x3B] |= 1;
} else if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
if ((this->previousBankValue < 5000) && !(gSaveContext.weekEventReg[60] & 1)) {
gSaveContext.weekEventReg[60] |= 1;
func_801518B0(globalCtx, 0x45D, &this->actor);
this->curTextId = 0x45D; // "What's this? You've already saved up 5000 Rupees?!
return;
} else { // olive arrow
// block_28:
if (this->previousBankValue < gSaveContext.roomInf[127][0]) {
// if (*previousBankValue < gSaveContext.roomInf[127][0]) {
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
func_801518B0(globalCtx, 0x45E, &this->actor);
this->curTextId =
0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..."
return;
} else {
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x460, &this->actor);
this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
return;
}
} else if (this->previousBankValue < (s16)(gSaveContext.roomInf[127][0] & 0xFFFF)) {
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
func_801518B0(globalCtx, 0x45E, &this->actor);
this->curTextId = 0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..."
} else {
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x460, &this->actor);
this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
}
} else {
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x460, &this->actor);
this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
}
// bright green arrow goes here
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x460, &this->actor);
this->curTextId = 0x460; // "Come back and deposit some after you save up a bunch!"
break;
case 15: // given 200 reward
case 16: // given 1000 reward
case 17: // given 5000 reward
this->stampChecked = 0;
case 0x45B: // given 200 reward
case 0x45C: // given 1000 reward
case 0x45D: // given 5000 reward
this->isStampChecked = false;
func_801477B4(globalCtx);
EnGinkoMan_SetupBankAward(this);
EnGinkoMan_BankAward(this, globalCtx);
return;
case 21: // So, little guy, what's your name?
break;
case 0x461: // So, little guy, what's your name?
func_801518B0(globalCtx, 0x462, &this->actor);
this->curTextId = 0x462; // Hmm... Link is it?
return;
case 22: // Hmm.. Link is it?
break;
case 0x462: // Hmm.. Link is it?
func_801518B0(globalCtx, 0x463, &this->actor);
this->curTextId = 0x463; // Got it... I won't forget your deposits. Let me stamp you
return;
case 23: // Got it... I won't forget your deposits. Let me stamp you
break;
case 0x463: // Got it... I won't forget your deposits. Let me stamp you
func_801518B0(globalCtx, 0x464, &this->actor);
this->curTextId = 0x464; // Hey, relax! It doesn't leave any marks
return;
case 24: // Hey, relax! It doesn't leave any marks
// globalCtx->msgCtx.pad11F23 = 0x44;
break;
case 0x464: // Hey, relax! It doesn't leave any marks
globalCtx->msgCtx.pad11F23[0] = 0x44;
EnGinkoMan_SetupStamp(this); // stamp player
return;
case 25: // "There! Now I'll know you when I see you!"
break;
case 0x465: // "There! Now I'll know you when I see you!"
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
globalCtx->msgCtx.bankRupees = gSaveContext.roomInf[127][0] & 0xFFFF;
func_801518B0(globalCtx, 0x45A, &this->actor);
this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
return;
case 26: // What's this? You need somethin'?
case 27: // "What's this? You need somethin' on a day like this? You haven't evacuated yet?
break;
case 0x466: // What's this? You need somethin'?
case 0x467: // "What's this? You need somethin' on a day like this? You haven't evacuated yet?
func_801518B0(globalCtx, 0x468, &this->actor);
this->curTextId = 0x468; // " Deposit Rupees Withdraw Rupees Nothing really"
return;
case 29: // "Excuse me, but let me take a look at you..."
break;
case 0x469: // "Excuse me, but let me take a look at you..."
EnGinkoMan_SetupStamp(this); // stamp player
return;
case 30: // "Ah, yes...[Link]. If I remember, you're the little guy who deposited [rupees]."
case 32: // "Ah, yes...[Link], right? If I remember, you're the little guy who deposited [rupees]."
case 50: // "Your deposits total [rupees]."
break;
case 0x46A: // "Ah, yes...[Link]. If I remember, you're the little guy who deposited [rupees]."
case 0x46C: // "Ah, yes...[Link], right? If I remember, you're the little guy who deposited [rupees]."
case 0x47E: // "Your deposits total [rupees]."
if (this->choiceDepositWithdrawl == GINKOMAN_CHOICE_DEPOSIT) {
if ((u32)(gSaveContext.roomInf[127][0] & 0xFFFF) >= 0x1388) {
if ((u32)(gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
func_801518B0(globalCtx, 0x45F, &this->actor);
this->curTextId = 0x45F; // "Excuuuse me! But I can't take anymore deposits!
} else if (gSaveContext.rupees == 0) {
@ -312,36 +274,35 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { //
func_801518B0(globalCtx, 0x46B, &this->actor);
this->curTextId = 0x46B; // "So..."
}
this->choiceDepositWithdrawl = GINKOMAN_CHOICE_RESET;
return;
case 31: // So...
break;
case 0x46B: // So...
func_801518B0(globalCtx, 0x46E, &this->actor);
this->curTextId = 0x46E; // "How much do you want? [rupee prompt]
return;
case 33: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just rumors!"
break;
case 0x46D: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just rumors!"
func_801518B0(globalCtx, 0x46B, &this->actor);
this->curTextId = 0x46B; // So...
return;
case 36: // "Is that so? Come back and deposit some after saving up a bunch!"
if (func_80147624(globalCtx) == 0) {
return;
break;
case 0x470: // "Is that so? Come back and deposit some after saving up a bunch!"
if (func_80147624(globalCtx)) {
func_801477B4(globalCtx);
this->isStampChecked = false;
EnGinkoMan_SetupIdle(this); // change to waiting for approach
}
func_801477B4(globalCtx);
this->stampChecked = 0;
EnGinkoMan_SetupIdle(this); // change to waiting for approach
return;
case 42: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the
// math!
break;
case 0x476: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the math!
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
case 41: // "What's this? Look, little guy, you can't hold this many rupees! You got that?"
case 48: // "Is that so? Think it over, little guy! So what are you gonna do?"
case 49: // duplicate of 48
case 0x475: // "What's this? Look, little guy, you can't hold this many rupees! You got that?"
case 0x47C: // "Is that so? Think it over, little guy! So what are you gonna do?"
case 0x47D: // duplicate of 48
func_801518B0(globalCtx, 0x468, &this->actor);
this->curTextId = 0x468; // " Deposit Rupees Withdraw Rupees Nothing really"
return;
case 38: // "What's this? It's a waste to take out such a tiny bit! ...But if you say so!"
case 39: // Use it wisely...
case 40: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know it!"
break;
case 0x472: // "What's this? It's a waste to take out such a tiny bit! ...But if you say so!"
case 0x473: // Use it wisely...
case 0x474: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know it!"
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
func_801518B0(globalCtx, 0x478, &this->actor);
// "Look, little guy, all the Rupees you deposited are gone, so you can't use that stamp anymore."
@ -352,48 +313,34 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { //
this->curTextId = 0x45A; // "All right, little guy, now I've got a total of [rupees] from you!"
}
break;
case 43: // "...You know, at this time of day there's a 4 Rupee service charge on withdrawals!"
case 0x477: // "...You know, at this time of day there's a 4 Rupee service charge on withdrawals!"
func_801518B0(globalCtx, 0x471, &this->actor);
this->curTextId = 0x471; // "Are you really withdrawing [rupees selected]? Y/n"
this->serviceFee = globalCtx->msgCtx.unk1206C;
return;
case 45: // Well, are you gonna make a deposit?
break;
case 0x479: // Well, are you gonna make a deposit?
func_801518B0(globalCtx, 0x44F, &this->actor);
this->curTextId = 0x44F; // "All right! So..."
return;
default:
break;
} // end switch
}
}
} // */
#else
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_DepositDialogue.asm")
#endif
#if NON_MATCHING
// NON-MATCHING: lots of regalloc
// ROM SHIFT: a couple redundant li 0x4806 added reason unk
// actionfunc: wait for player dialogue input
void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx) {
// branch likely instead of branch, fixed by adding a fake if later though
// probably because its supposed to wrap around the whole switch, but couldn't match with that either
if (func_80147624(globalCtx) == 0) {
if (!func_80147624(globalCtx)) {
return;
}
switch (this->curTextId) {
case 0x44E: // "...So, what'll it be?
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 0x1388) {
if ((gSaveContext.roomInf[127][0] & 0xFFFF) >= 5000) {
play_sound(0x4806); // NA_SE_SY_ERROR
func_801518B0(globalCtx, 0x45F, &this->actor);
this->curTextId = 0x45F; // bank full, cannot accept more
return;
} else {
if (gSaveContext.rupees > 0) {
func_8019F208(0x4806);
func_8019F208();
func_801518B0(globalCtx, 0x44F, &this->actor);
this->curTextId = 0x44F; // "All right! so..."
} else {
@ -401,26 +348,22 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
func_801518B0(globalCtx, 0x458, &this->actor);
this->curTextId = 0x458; // you haven't even gotten a single rup
}
return;
}
} else { // GINKOMAN_CHOICE_NO
func_8019F230();
func_801518B0(globalCtx, 0x451, &this->actor);
this->curTextId = 0x451; // dont say that, come on, trust me!
break;
}
break;
case 0x452: // Really? are you really depositing rupees?
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
if (gSaveContext.rupees < globalCtx->msgCtx.bankRupeesSelected) {
play_sound(0x4806); // NA_SE_SY_ERROR
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
func_801518B0(globalCtx, 0x459, &this->actor);
this->curTextId = 0x459; // HEY you dont have that much
// return;
} else {
func_8019F208(0x4806);
func_8019F208();
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
func_801518B0(globalCtx, 0x455, &this->actor);
this->curTextId = 0x455; // You're really going to be give me that much? Rich little guy!
@ -432,20 +375,21 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
func_801518B0(globalCtx, 0x453, &this->actor);
this->curTextId = 0x453; // That's it? That aint nothing at all
}
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
this->newAccountFlag = 1;
this->isNewAccount = true;
}
func_801159EC((s16) - (s32)globalCtx->msgCtx.bankRupeesSelected);
this->previousBankValue = gSaveContext.roomInf[127][0];
func_801159EC((s16) -globalCtx->msgCtx.bankRupeesSelected);
this->previousBankValue = gSaveContext.roomInf[127][0] & 0xFFFF;
if (1) {} // Needed to match
gSaveContext.roomInf[127][0] =
((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected) |
(gSaveContext.roomInf[127][0] & 0xFFFF0000);
(gSaveContext.roomInf[127][0] & 0xFFFF0000) | ((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected);
}
} else { // GINKOMAN_CHOICE_NO
func_8019F230();
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) { // @B74
if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) {
func_801518B0(globalCtx, 0x456, &this->actor);
this->curTextId = 0x456; // Is that so? think about it
} else {
@ -454,11 +398,7 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
}
}
break;
case 0x468: // Deposit OR withdrawl OR cancel screen // location: @C38
// FAKE MATCH
if (globalCtx->msgCtx.choiceIndex) {} // -5000 permuter score: regalloc and branch likely swapping
case 0x468: // Deposit OR withdrawl OR cancel screen
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_CANCEL) {
func_8019F230();
func_801518B0(globalCtx, 0x470, &this->actor);
@ -466,8 +406,8 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
} else {
func_8019F208();
this->choiceDepositWithdrawl = globalCtx->msgCtx.choiceIndex;
if (this->stampChecked == 0) { // @C94
this->stampChecked = 1;
if (!this->isStampChecked) {
this->isStampChecked = true;
func_801518B0(globalCtx, 0x469, &this->actor);
this->curTextId = 0x469; // "Excuse me, but let me take a look at you..."
} else {
@ -476,57 +416,45 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx)
}
}
break;
case 0x471: // Are you really withdrawling [selected rupees]? // @CDC
// 0xEDC: bankRupees
case 0x471: // Are you really withdrawling [selected rupees]?
if (globalCtx->msgCtx.choiceIndex == GINKOMAN_CHOICE_YES) {
// s32 casts required for slt instead of sltu
if ((s32)((gSaveContext.roomInf[127][0] & 0xFFFF)) <
((s32)(globalCtx->msgCtx.bankRupeesSelected + this->serviceFee))) {
play_sound(0x4806); // NA_SE_SY_ERROR
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING); // @ D30
play_sound(0x4806); // NA_SE_SY_ERROR
func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING);
func_801518B0(globalCtx, 0x476, &this->actor);
this->curTextId = 0x476; // you dont have enough deposited to withdrawl
return;
}
// check if wallet is big enough
if ((D_801C1E2C[(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[2]]) <
(globalCtx->msgCtx.bankRupeesSelected + gSaveContext.rupees)) {
} else if (D_801C1E2C[(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]] < (globalCtx->msgCtx.bankRupeesSelected + gSaveContext.rupees)) {
// check if wallet is big enough
play_sound(0x4806); // NA_SE_SY_ERROR
func_801518B0(globalCtx, 0x475, &this->actor);
this->curTextId = 0x475; // You can't hold that many in your wallet
return;
}
func_8019F208(0x4806);
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
func_801518B0(globalCtx, 0x474, &this->actor);
this->curTextId = 0x474; // Aw, you're taking out all that?
} else if (globalCtx->msgCtx.bankRupeesSelected >= 10) {
func_801518B0(globalCtx, 0x473, &this->actor);
this->curTextId = 0x473; // use it wisely
} else {
func_801518B0(globalCtx, 0x472, &this->actor);
this->curTextId = 0x472; // It's a waste to take out such a tiny bit
func_8019F208();
if (globalCtx->msgCtx.bankRupeesSelected >= 100) {
func_801518B0(globalCtx, 0x474, &this->actor);
this->curTextId = 0x474; // Aw, you're taking out all that?
} else if (globalCtx->msgCtx.bankRupeesSelected >= 10) {
func_801518B0(globalCtx, 0x473, &this->actor);
this->curTextId = 0x473; // use it wisely
} else {
func_801518B0(globalCtx, 0x472, &this->actor);
this->curTextId = 0x472; // It's a waste to take out such a tiny bit
}
this->previousBankValue = (s16)(gSaveContext.roomInf[127][0] & 0xFFFF);
gSaveContext.roomInf[127][0] =
(gSaveContext.roomInf[127][0] & 0xFFFF0000) | (((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) - this->serviceFee);
func_801159EC((s16)globalCtx->msgCtx.bankRupeesSelected, &gSaveContext);
}
this->previousBankValue = (s16)gSaveContext.roomInf[127][0];
gSaveContext.roomInf[127][0] =
(((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) -
this->serviceFee) |
(gSaveContext.roomInf[127][0] & 0xFFFF0000);
func_801159EC((s16)globalCtx->msgCtx.bankRupeesSelected, &gSaveContext); // cast req
return;
} else {
func_8019F230();
func_801518B0(globalCtx, 0x47C, &this->actor);
this->curTextId = 0x47C; // "Is that so? Think it over, little guy! So what are you gonna do?"
}
} // end switch
break;
}
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_WaitForDialogueInput.asm")
#endif
void EnGinkoMan_WaitForRupeeCount(EnGinkoMan* this, GlobalContext* globalCtx) {
if (func_80147624(globalCtx)) {
@ -541,7 +469,6 @@ void EnGinkoMan_WaitForRupeeCount(EnGinkoMan* this, GlobalContext* globalCtx) {
this->curTextId = 0x452; // Really? are you really depositing [x]? Y/n
}
break;
case 0x46E: // "How much do you want?" [rupee prompt] Set the amount with [Control Stick]
if (globalCtx->msgCtx.bankRupeesSelected == 0) {
func_801518B0(globalCtx, 0x46F, &this->actor);
@ -575,8 +502,8 @@ void EnGinkoMan_Dialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
EnGinkoMan_DepositDialogue(this, globalCtx);
break;
case 6:
if (func_80147624(globalCtx) != 0) {
this->stampChecked = 0;
if (func_80147624(globalCtx)) {
this->isStampChecked = false;
EnGinkoMan_SetupIdle(this);
}
break;
@ -589,7 +516,7 @@ void EnGinkoMan_Dialogue(EnGinkoMan* this, GlobalContext* globalCtx) {
}
if ((this->skelAnime.animCurrentSeg == object_ginko_floorsmacking_anim) &&
(func_801378B8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)) {
func_801378B8(&this->skelAnime, this->skelAnime.animFrameCount)) {
Audio_PlayActorSound2(this, 0x2992); // NA_SE_EV_BANK_MAN_HAND_HIT
}
}
@ -605,15 +532,13 @@ void EnGinkoMan_BankAward(EnGinkoMan* this, GlobalContext* globalCtx) {
EnGinkoMan_SetupBankAward2(this);
} else if (this->curTextId == 0x45B) { // "Whats this, you already saved up 200?"
if (!(gSaveContext.weekEventReg[10] & 8)) {
func_800B8A1C(&this->actor, globalCtx,
((u32)(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]) + 8, 500.0f,
100.0f);
func_800B8A1C(&this->actor, globalCtx, ((u32)(gSaveContext.inventory.upgrades & gUpgradeMasks[4]) >> gUpgradeShifts[4]) + 8, 500.0f, 100.0f);
} else {
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
}
} else if (this->curTextId == 0x45C) { // "Whats this, you already saved up 5000?"
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
} else if (!(gSaveContext.weekEventReg[0x3B] & 8)) {
} else if (!(gSaveContext.weekEventReg[59] & 8)) {
func_800B8A1C(&this->actor, globalCtx, 12, 500.0f, 100.0f);
} else {
func_800B8A1C(&this->actor, globalCtx, 2, 500.0f, 100.0f);
@ -625,46 +550,32 @@ void EnGinkoMan_SetupBankAward2(EnGinkoMan* this) {
this->actionFunc = EnGinkoMan_BankAward2;
}
#if NON_MATCHING
// NON_MATCHING: minor regalloc at globalCtx into func_80152498
// separate function to handle bank rewards... if the bank has a parent actor? might be unused
void EnGinkoMan_BankAward2(EnGinkoMan* this, GlobalContext* globalCtx) {
GlobalContext* gCtx; // = globalCtx;
if (func_800B84D0(&this->actor, globalCtx)) {
if ((!(gSaveContext.weekEventReg[0xA] & 8)) && (this->curTextId == 0x45B)) {
// "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take
// it!"
gSaveContext.weekEventReg[0xA] |= 8;
if (!(gSaveContext.weekEventReg[10] & 8) && (this->curTextId == 0x45B)) {
// "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take it!"
gSaveContext.weekEventReg[10] |= 8;
func_801518B0(globalCtx, 0x47A, &this->actor);
if (1) { // might be fake, but it solves almost everything
this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one?
}
this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one?
} else {
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
func_801518B0(globalCtx, 0x47B, &this->actor);
this->curTextId = 0x47B; // "Is that so? Think it over, little guy! So what are you gonna do?"
}
EnGinkoMan_SetupDialogue(this);
EnGinkoMan_SetupDialogue(this);
} else if (this->curTextId == 0x45D) { // saved up 5000 rupees for HP
gCtx = globalCtx;
if ((func_80152498(&gCtx->msgCtx, globalCtx) == 6) && (func_80147624(globalCtx) != 0)) {
if (!(gSaveContext.weekEventReg[0x3B] & 8)) {
gSaveContext.weekEventReg[0x3B] |= 8;
if ((func_80152498(&globalCtx->msgCtx) == 6) && func_80147624(globalCtx)) {
if (!(gSaveContext.weekEventReg[59] & 8)) {
gSaveContext.weekEventReg[59] |= 8;
}
EnGinkoMan_SetupIdle(this);
}
} else {
func_800B85E0(&this->actor, globalCtx, 500.0f, -1);
}
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_En_Ginko_Man_0x80A644A0/EnGinkoMan_BankAward2.asm")
#endif
void EnGinkoMan_SetupStamp(EnGinkoMan* this) {
func_800BDC5C(&this->skelAnime, animations, GINKO_REACHING);
@ -684,7 +595,6 @@ void EnGinkoMan_Stamp(EnGinkoMan* this, GlobalContext* globalCtx) {
func_801518B0(globalCtx, 0x465, &this->actor);
this->curTextId = 0x465; // "There! Now I'll know you when I see you!"
break;
case 0x469: // "Excuse me, but let me take a look at you..."
func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING);
globalCtx->msgCtx.bankRupees = (gSaveContext.roomInf[127][0] & 0xFFFF);
@ -706,13 +616,12 @@ void EnGinkoMan_SwitchAnimation(EnGinkoMan* this, GlobalContext* globalCtx) {
if (this->actor.xzDistToPlayer > 160.0f) {
if (this->animTimer == 0) {
if (this->skelAnime.animCurrentSeg != object_ginko_amazed_anim) {
this->animTimer = 0x28;
this->animTimer = 40;
func_800BDC5C(&this->skelAnime, animations, GINKO_ADVERTISING);
}
}
} else if ((this->animTimer == 0) && (this->skelAnime.animCurrentSeg != object_ginko_advertising_anim)) {
this->animTimer = 0x28;
this->animTimer = 40;
func_800BDC5C(&this->skelAnime, animations, GINKO_AMAZED);
}
@ -721,7 +630,6 @@ void EnGinkoMan_SwitchAnimation(EnGinkoMan* this, GlobalContext* globalCtx) {
void EnGinkoMan_FacePlayer(EnGinkoMan* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (this->skelAnime.animCurrentSeg != object_ginko_amazed_anim) {
func_800E9250(globalCtx, &this->actor, &this->limb15Rot, &this->limb8Rot, this->actor.focus.pos);
} else {
@ -738,11 +646,13 @@ void EnGinkoMan_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGinkoMan_FacePlayer(this, globalCtx);
}
s32 EnGinkoMan_LimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
EnGinkoMan* this = (EnGinkoMan*)actor;
s32 EnGinkoMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
EnGinkoMan* this = THIS;
if (limbIndex == 15) {
*dList = object_ginko_limb15_dlist;
}
if (limbIndex == 15) {
SysMatrix_InsertTranslation(1500.0f, 0.0f, 0.0f, 1);
SysMatrix_InsertXRotation_s(this->limb15Rot.y, 1);
@ -752,10 +662,11 @@ s32 EnGinkoMan_LimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
SysMatrix_InsertXRotation_s(-this->limb8Rot.y, 1);
SysMatrix_InsertZRotation_s(-this->limb8Rot.x, 1);
}
return 0;
}
void EnGinkoMan_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
void EnGinkoMan_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
}
void EnGinkoMan_Draw(Actor* thisx, GlobalContext* globalCtx) {
@ -765,12 +676,12 @@ void EnGinkoMan_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_8012C28C(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_EnvColor(globalCtx->state.gfxCtx, 0x32, 0x50, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_EnvColor(globalCtx->state.gfxCtx, 0x32, 0x50, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_EnvColor(globalCtx->state.gfxCtx, 50, 80, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_EnvColor(globalCtx->state.gfxCtx, 50, 80, 0, 0));
gDPPipeSync(POLY_OPA_DISP++);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
&EnGinkoMan_LimbDraw, &EnGinkoMan_PostLimbDraw, &this->actor);
&EnGinkoMan_OverrideLimbDraw, &EnGinkoMan_PostLimbDraw, &this->actor);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

View File

@ -18,8 +18,8 @@ typedef struct EnGinkoMan {
/* 0x258 */ s16 curTextId;
/* 0x25A */ s16 serviceFee;
/* 0x25C */ s16 choiceDepositWithdrawl;
/* 0x25E */ s16 newAccountFlag;
/* 0x260 */ s16 stampChecked;
/* 0x25E */ s16 isNewAccount;
/* 0x260 */ s16 isStampChecked;
/* 0x262 */ s16 previousBankValue;
/* 0x264 */ s16 animTimer;
} EnGinkoMan; // size = 0x268

View File

@ -10826,7 +10826,7 @@
0x80A65988:("EnGinkoMan_SwitchAnimation",),
0x80A65A5C:("EnGinkoMan_FacePlayer",),
0x80A65ADC:("EnGinkoMan_Update",),
0x80A65B44:("EnGinkoMan_LimbDraw",),
0x80A65B44:("EnGinkoMan_OverrideLimbDraw",),
0x80A65C18:("EnGinkoMan_PostLimbDraw",),
0x80A65C30:("EnGinkoMan_Draw",),
0x80A66180:("EnWarpUzu_Init",),