En_Elforg (Stray Fairy) OK and mostly documented (#359)

* Migrate data to C

* EnElforg_Init OK

* func_80ACC470 OK

* EnElforg_Destroy OK

* EnElforg_Update OK

* func_80ACCBD0 OK

* func_80ACCBB8 OK

* func_80ACD6EC OK

* func_80ACD59C OK

* func_80ACD6A8 OK

* func_80ACD610 OK

* func_80ACD878 OK

* Declare animated materials for Elforg

* EnElforg_Draw OK

* func_80ACCC98 OK

* func_80ACC7E4 OK

* func_80ACC8D4 OK

* func_80ACCEB0 OK

* func_80ACC994 OK

* PLAYER -> GET_PLAYER

* func_80ACCE4C OK

* func_80ACC934 OK

* func_80ACCAC0 OK

* func_80ACD2E4 OK

* func_80ACD1F0 OK

* func_80ACD164 OK

* func_80ACD1B0 OK (maybe fakematch but oh well)

* func_80ACD088 OK

* Better match for func_80ACD1B0

* Use compiled reloc

* Move static data to appropriate function

* Name sCylinderInit appropriately

* Add explanatory comment

* Clean up forward declarations

* Add macro for the flag

* Macro and enum for type

* Add STRAY_FAIRY_GET_PARAM_1C0 macro (no clue what this does)

* Document the area stuff

* Name some functions

* Document timer and direction

* Eliminate some early returns

* Tons more documentation

* Name remaining functions

* Document flags

* Name targetDistanceFromHome

* fairyFountainTimer -> secondaryTimer, since it's used outside of Fairy Fountains

* Name the unknown flag

* Name the collider fairy type

* Last bit of renaming/documenting

* Remove zero check

* Use hex constant for newAngle

* Merge animation updates

* Use 0x10000 instead of 65536.0f

* Use decimal for alpha

* Move yDifference initialization up to the same line as declaration

* Use +=/-=

* <= 30 instead of < 31

* += -1 -> --

* >= 81 -> > 80

* 0xDFFFFFFF -> ~0x20000000

* EnElforg_InitializeSpeedAndRotation -> EnElforg_InitializeParams
This commit is contained in:
Tom Overton 2021-10-31 09:25:10 -07:00 committed by GitHub
parent b1b114e142
commit d4effceefd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 642 additions and 62 deletions

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@ -2021,7 +2021,7 @@ void func_80105818(GlobalContext* globalCtx, u32 uParm2, TransitionActorEntry* p
// void func_80109EF8(void);
// void func_80109F78(void);
s32 func_8010A000(GlobalContext* globalCtx);
// void func_8010A074(void);
s32 func_8010A074(GlobalContext* globalCtx);
// void func_8010A0A4(void);
// void func_8010A0F0(void);
// void func_8010A164(void);
@ -2155,7 +2155,7 @@ void func_8011552C(GlobalContext* globalCtx, s16 arg1);
// void func_801155B4(void);
// void func_80115764(void);
void func_80115844(GlobalContext* globalCtx, s16 param_2);
void func_80115908(GlobalContext* globalCtx, u8 param_2);
s32 func_80115908(GlobalContext* globalCtx, u8 param_2);
void func_801159c0(s16 param_1);
void func_801159EC(s16 arg0);
void func_80115A14(s32 arg0, s16 arg1);

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@ -3972,8 +3972,13 @@ extern UNK_TYPE D_04029140;
extern Gfx D_04029CB0[];
extern Gfx D_04029CF0[];
extern UNK_TYPE D_04029D20;
extern UNK_TYPE D_0402B494;
extern UNK_TYPE D_0402C908;
extern AnimationHeader D_0402B494;
extern AnimatedMaterial D_0402C818;
extern AnimatedMaterial D_0402C890;
extern AnimatedMaterial D_0402C908;
extern AnimatedMaterial D_0402C980;
extern AnimatedMaterial D_0402C9F8;
extern FlexSkeletonHeader D_0402CA98;
extern Gfx D_0402E510[];
extern UNK_TYPE D_0402E65C;
extern UNK_TYPE D_0402F0EC;

3
spec
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@ -3577,8 +3577,7 @@ beginseg
name "ovl_En_Elforg"
compress
include "build/src/overlays/actors/ovl_En_Elforg/z_en_elforg.o"
include "build/data/ovl_En_Elforg/ovl_En_Elforg.data.o"
include "build/data/ovl_En_Elforg/ovl_En_Elforg.reloc.o"
include "build/src/overlays/actors/ovl_En_Elforg/ovl_En_Elforg_reloc.o"
endseg
beginseg

View File

@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "prevent_bss_reordering.h"

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@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "prevent_bss_reordering.h"

View File

@ -5,6 +5,7 @@
*/
#include "z_en_elfbub.h"
#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
#define FLAGS 0x00000001
@ -76,7 +77,7 @@ void EnElfbub_Init(Actor* thisx, GlobalContext* globalCtx) {
childActor = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELFORG,
this->actor.world.pos.x, this->actor.world.pos.y + 12.0f, this->actor.world.pos.z,
this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z,
((ENELFBUB_GET_SWITCHFLAG(&this->actor) & 0x7F) << 9) | 2);
((ENELFBUB_GET_SWITCHFLAG(&this->actor) & 0x7F) << 9) | STRAY_FAIRY_TYPE_BUBBLE);
if (childActor != NULL) {
childActor->parent = &this->actor;
}

View File

@ -1,3 +1,9 @@
/*
* File: z_en_elforg.c
* Overlay: ovl_En_Elforg
* Description: Stray Fairy
*/
#include "z_en_elforg.h"
#define FLAGS 0x00000010
@ -9,7 +15,13 @@ void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx);
void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx);
void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx);
void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx);
void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx);
void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx);
void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx);
const ActorInit En_Elforg_InitVars = {
ACTOR_EN_ELFORG,
ACTORCAT_ITEMACTION,
@ -22,63 +34,584 @@ const ActorInit En_Elforg_InitVars = {
(ActorFunc)EnElforg_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_80ACDA30 = {
{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_PLAYER, OC2_TYPE_1, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_PLAYER,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xF7CFFFFF, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 16, 32, 0, { 0, 0, 0 } },
};
#endif
void EnElforg_InitializeParams(EnElforg* this) {
this->actor.speedXZ = 1.0f;
this->targetSpeedXZ = 1.0f;
this->actor.velocity.y = 0.0f;
this->actor.world.rot.y = randPlusMinusPoint5Scaled(0x10000);
this->timer = 0;
this->secondaryTimer = Rand_ZeroFloat(100.0f);
this->actor.shape.yOffset = 0.0f;
this->skelAnime.curFrame = (s32)Rand_ZeroFloat(5.0f);
}
extern ColliderCylinderInit D_80ACDA30;
void EnElforg_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnElforg* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC470.s")
Actor_SetScale(&this->actor, 0.01f);
this->flags = 0;
this->direction = 0;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0402CA98, &D_0402B494, this->jointTable, this->jointTable, 10);
this->skelAnime.playSpeed = 1.0f;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
this->actor.shape.shadowAlpha = 255;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Init.s")
switch (STRAY_FAIRY_TYPE(&this->actor)) {
case STRAY_FAIRY_TYPE_CLOCK_TOWN:
if (gSaveContext.weekEventReg[8] & 0x80) {
Actor_MarkForDeath(&this->actor);
return;
}
break;
case STRAY_FAIRY_TYPE_COLLECTIBLE:
if (Actor_GetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
Actor_MarkForDeath(&this->actor);
return;
}
break;
default:
if (Flags_GetSwitch(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
Actor_MarkForDeath(&this->actor);
return;
}
break;
case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
case STRAY_FAIRY_TYPE_BUBBLE:
case STRAY_FAIRY_TYPE_CHEST:
case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Destroy.s")
if (func_8010A074(globalCtx)) {
this->area = gSaveContext.unk_48C8 + 1;
} else {
// Needs to be thisx in order to match
this->area = STRAY_FAIRY_GET_PARAM_1C0(thisx) >> 6;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC7E4.s")
switch (STRAY_FAIRY_TYPE(&this->actor)) {
case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_FreeFloatingFairyFountain;
this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
break;
case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_TurnInFairy;
this->secondaryTimer = 60;
break;
case STRAY_FAIRY_TYPE_BUBBLE:
this->timer = 0;
this->actionFunc = EnElforg_TrappedByBubble;
break;
case STRAY_FAIRY_TYPE_ENEMY:
this->actionFunc = EnElforg_SetupTrappedByEnemy;
EnElforg_SetupTrappedByEnemy(this, globalCtx);
this->actor.draw = NULL;
break;
case STRAY_FAIRY_TYPE_COLLIDER:
this->actionFunc = EnElforg_HiddenByCollider;
this->actor.draw = NULL;
Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
break;
default:
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_FreeFloating;
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC8D4.s")
this->actor.shape.rot.y = 0;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC934.s")
void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnElforg* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC994.s")
if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_COLLIDER) {
Collider_DestroyCylinder(globalCtx, &this->collider);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCAC0.s")
void EnElforg_SpawnSparkles(EnElforg* this, GlobalContext* globalCtx, s32 life) {
static Vec3f sVelocity = { 0.0f, -0.05f, 0.0f };
static Vec3f sAcceleration = { 0.0f, -0.025f, 0.0f };
static Color_RGBA8 sPrimColors[] = {
{ 255, 235, 220, 255 }, { 255, 220, 220, 255 }, { 220, 255, 220, 255 },
{ 220, 220, 255, 255 }, { 255, 255, 200, 255 },
};
static Color_RGBA8 sEnvColors[] = {
{ 255, 150, 0, 255 }, { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 255, 255, 0, 255 },
};
Vec3f pos;
s32 pad;
s32 index;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBB8.s")
pos.x = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.x;
pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
pos.z = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.z;
index = (this->area < STRAY_FAIRY_AREA_CLOCK_TOWN || this->area >= STRAY_FAIRY_AREA_MAX)
? STRAY_FAIRY_AREA_CLOCK_TOWN
: this->area;
EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &sVelocity, &sAcceleration, &sPrimColors[index],
&sEnvColors[index], 1000, life);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBD0.s")
void EnElforg_ApproachTargetYPosition(EnElforg* this, Vec3f* targetPos) {
f32 yDifference = targetPos->y - this->actor.world.pos.y;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCC98.s")
if (fabsf(yDifference) < this->actor.speedXZ) {
this->actor.world.pos.y = targetPos->y;
} else if (yDifference > 0.0f) {
this->actor.world.pos.y += this->actor.speedXZ;
} else {
this->actor.world.pos.y -= this->actor.speedXZ;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCE4C.s")
void EnElforg_ApproachTargetSpeedXZ(EnElforg* this) {
if (this->actor.speedXZ > this->targetSpeedXZ) {
this->actor.speedXZ *= 0.9f;
} else if (this->actor.speedXZ < (this->targetSpeedXZ - 0.1f)) {
this->actor.speedXZ += 0.1f;
} else {
this->actor.speedXZ = this->targetSpeedXZ;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCEB0.s")
void EnElforg_MoveToTargetFairyFountain(EnElforg* this, Vec3f* homePos) {
s32 pad[2];
f32 xzDistance;
f32 zDifference;
f32 xDifference;
s16 angleAdjustment;
s16 targetAngle;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD088.s")
this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
EnElforg_ApproachTargetYPosition(this, homePos);
xDifference = this->actor.world.pos.x - homePos->x;
zDifference = this->actor.world.pos.z - homePos->z;
targetAngle = Math_FAtan2F(-zDifference, -xDifference);
xzDistance = sqrtf(SQ(xDifference) + SQ(zDifference));
if ((this->targetDistanceFromHome + 10.0f) < xzDistance) {
angleAdjustment = 0x1000;
} else if ((this->targetDistanceFromHome - 10.0f) > xzDistance) {
angleAdjustment = 0x6000;
} else {
angleAdjustment = 0x4000;
}
targetAngle += angleAdjustment;
Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 4000, 1000);
EnElforg_ApproachTargetSpeedXZ(this);
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD164.s")
/**
* Adjust's the Stray Fairy's speed, rotation, and y-position to bring it
* closer to targetPos. Since it doesn't directly point the fairy towards
* its target, it can take strange paths or even "orbit" the target.
*/
void EnElforg_MoveToTarget(EnElforg* this, Vec3f* targetPos) {
s16 targetAngle;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1B0.s")
this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
EnElforg_ApproachTargetYPosition(this, targetPos);
targetAngle = Math_FAtan2F(-(this->actor.world.pos.z - targetPos->z), -(this->actor.world.pos.x - targetPos->x));
if (this->targetSpeedXZ > 2.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 0x400, 0x100);
} else {
// If the speed is below a threshold, deliberately mess up the target
// angle so the fairy "orbits" the target instead of reaching it.
targetAngle += 0x2000;
Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 10, 0x200, 0x80);
}
EnElforg_ApproachTargetSpeedXZ(this);
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1F0.s")
void func_80ACCBB8(EnElforg* this, GlobalContext* globalCtx) {
globalCtx->actorCtx.unk5 |= 8;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD2E4.s")
void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((this->actor.parent == NULL) || (this->actor.parent->update == NULL)) {
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_FreeFloating;
} else {
this->actor.shape.yOffset += 10.0f * Math_SinS(this->timer << 9);
this->actor.world.pos = this->actor.parent->world.pos;
this->actor.world.pos.y += 12.0f;
}
func_80ACCBB8(this, globalCtx);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD59C.s")
void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 xzDistToPlayer;
s16 rotationTemp;
s16 newAngle;
s32 pad;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD610.s")
// This code makes the fairy briefly circle the player before
// flying towards the fountain's center.
SkelAnime_Update(&this->skelAnime);
this->actor.shape.yOffset *= 0.9f;
this->actor.speedXZ = 5.0f;
EnElforg_ApproachTargetYPosition(this, &player->bodyPartsPos[0]);
xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer < 0.0f) {
xzDistToPlayer = 10.0f;
}
newAngle = 0x28000 / xzDistToPlayer;
Math_SmoothStepToF(&xzDistToPlayer, 40.0f, 0.2f, 100.0f, 1.0f);
rotationTemp = this->actor.yawTowardsPlayer - newAngle;
this->actor.world.pos.x = player->actor.world.pos.x - (Math_SinS(rotationTemp) * xzDistToPlayer);
this->actor.world.pos.z = player->actor.world.pos.z - (Math_CosS(rotationTemp) * xzDistToPlayer);
EnElforg_SpawnSparkles(this, globalCtx, 16);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6A8.s")
if (this->secondaryTimer > 0) {
this->secondaryTimer--;
} else {
this->actor.world.rot.y = rotationTemp + 0x4000;
this->timer = 0;
this->secondaryTimer = Rand_ZeroFloat(100.0f);
this->actor.shape.yOffset = 0.0f;
this->targetSpeedXZ = 3.0f;
this->targetDistanceFromHome = 50.0f;
this->actionFunc = EnElforg_FreeFloatingFairyFountain;
this->flags &= ~STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6EC.s")
void EnElforg_QuicklyCircleFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
if (this->secondaryTimer <= 30) {
this->actionFunc = EnElforg_TurnInFairy;
}
this->secondaryTimer--;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Update.s")
void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
s32 pad;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD878.s")
if (this->flags & STRAY_FAIRY_FLAG_MOVES_QUICKLY_TO_HOME) {
// This happens when "turning in" the last batch of Stray Fairies to
// a Fairy Fountain. The ones being "turned in" will fly very
// quickly to the center of the fountain.
if (this->targetSpeedXZ < 8.0f) {
this->targetSpeedXZ += 0.1f;
}
if (this->targetDistanceFromHome > 0.0f) {
this->targetDistanceFromHome -= 2.0f;
}
} else if ((this->timer & 127) == 127) {
if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) {
this->targetSpeedXZ = 5.0f;
} else {
this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
}
this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
}
SkelAnime_Update(&this->skelAnime);
EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
if (this->flags & STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN) {
// A small number of fairies will do this when the player walks into
// the center of the fountain to be healed.
this->actionFunc = EnElforg_QuicklyCircleFairyFountain;
}
if (this->flags & STRAY_FAIRY_FLAG_SPARKLES_AND_SHRINKS) {
// This happens right before the Great Fairy appears once all
// Stray Fairies are saved.
if (this->actor.home.rot.x > 0) {
EnElforg_SpawnSparkles(this, globalCtx, 10);
this->actor.home.rot.x--;
}
Actor_SetScale(&this->actor, this->actor.scale.x * 0.9f);
if (this->actor.scale.x < 0.001f) {
Actor_MarkForDeath(&this->actor);
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Draw.s")
void EnElforg_CirclePlayer(EnElforg* this, GlobalContext* globalCtx) {
s32 pad;
Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
Player* player = GET_PLAYER(globalCtx);
f32 distanceFromPlayer;
if (gSaveContext.playerForm == PLAYER_FORM_GORON) {
distanceFromPlayer = 40.0f;
} else {
distanceFromPlayer = 20.0f;
}
this->actor.world.pos.x = (Math_SinS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.x;
this->actor.world.pos.z = (Math_CosS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.z;
this->actor.world.pos.y = player->bodyPartsPos[0].y;
EnElforg_SpawnSparkles(this, globalCtx, 16);
}
void EnElforg_FairyCollected(EnElforg* this, GlobalContext* globalCtx) {
EnElforg_CirclePlayer(this, globalCtx);
if (this->timer > 80) {
Actor_MarkForDeath(&this->actor);
return;
}
func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
}
void EnElforg_SetupFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
Player* player = GET_PLAYER(globalCtx);
this->actor.world.pos.x = playerActor->world.pos.x;
this->actor.world.pos.y = player->bodyPartsPos[0].y;
this->actor.world.pos.z = playerActor->world.pos.z;
this->actionFunc = EnElforg_FairyCollected;
this->timer = 0;
this->secondaryTimer = 0;
this->actor.shape.yOffset = 0.0f;
}
void EnElforg_ClockTownFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
EnElforg_CirclePlayer(this, globalCtx);
player->actor.freezeTimer = 100;
player->stateFlags1 |= 0x20000000;
if (func_800B867C(&this->actor, globalCtx)) {
player->actor.freezeTimer = 0;
player->stateFlags1 &= ~0x20000000;
Actor_MarkForDeath(&this->actor);
gSaveContext.weekEventReg[8] |= 0x80;
ActorCutscene_Stop(0x7C);
} else {
func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
if (ActorCutscene_GetCurrentIndex() != 0x7C) {
if (ActorCutscene_GetCanPlayNext(0x7C)) {
ActorCutscene_Start(0x7C, &this->actor);
} else {
ActorCutscene_SetIntentToPlay(0x7C);
}
}
}
}
void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx) {
Vec3f pos;
f32 scaledYDistance;
Player* player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
pos = player->bodyPartsPos[0];
this->targetSpeedXZ = 5.0f;
EnElforg_MoveToTarget(this, &pos);
} else {
this->targetSpeedXZ = 1.0f;
EnElforg_MoveToTarget(this, &this->actor.home.pos);
}
scaledYDistance = this->actor.yDistToPlayer - (this->actor.shape.yOffset * this->actor.scale.y);
if (!func_801233E4(globalCtx)) {
if ((this->actor.xzDistToPlayer < 30.0f) && (scaledYDistance < 12.0f) && (scaledYDistance > -68.0f)) {
EnElforg_SetupFairyCollected(this, globalCtx);
func_80115908(globalCtx, 48);
switch (STRAY_FAIRY_TYPE(&this->actor)) {
case STRAY_FAIRY_TYPE_COLLECTIBLE:
Actor_SetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
break;
case STRAY_FAIRY_TYPE_CHEST:
Actor_SetChestFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
break;
default:
Actor_SetSwitchFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
break;
}
if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_CLOCK_TOWN) {
player->actor.freezeTimer = 100;
player->stateFlags1 |= 0x20000000;
func_801518B0(globalCtx, 0x579, NULL);
this->actionFunc = EnElforg_ClockTownFairyCollected;
ActorCutscene_SetIntentToPlay(0x7C);
return;
}
if (func_8010A074(globalCtx)) {
gSaveContext.inventory.strayFairies[gSaveContext.unk_48C8]++;
func_801518B0(globalCtx, 0x11, NULL);
if (gSaveContext.inventory.strayFairies[(void)0, gSaveContext.unk_48C8] >= 15) {
func_801A3098(0x922);
}
}
}
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 7);
func_80ACCBB8(this, globalCtx);
if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
if (!(this->flags & STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED)) {
play_sound(NA_SE_SY_FAIRY_MASK_SUCCESS);
}
this->flags |= STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
} else {
this->flags &= ~STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
}
}
}
/**
* This finds the enemy that is "holding" the Stray Fairy hostage. When
* this enemy is killed, the Stray Fairy will spawn. This function only
* works if the enemy and the Stray Fairy have the exact same home
* coordinates when the Stray Fairy first spawns.
*/
Actor* EnElforg_GetHoldingEnemy(EnElforg* this, GlobalContext* globalCtx) {
Actor* enemy;
for (enemy = globalCtx->actorCtx.actorList[ACTORCAT_ENEMY].first; enemy != NULL; enemy = enemy->next) {
if ((enemy->home.pos.x == this->actor.home.pos.x) && (enemy->home.pos.y == this->actor.home.pos.y) &&
(enemy->home.pos.z == this->actor.home.pos.z)) {
return enemy;
}
}
return NULL;
}
void EnElforg_TrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
f32 posTemp;
if (this->enemy->update == NULL) {
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_FreeFloating;
this->actor.draw = EnElforg_Draw;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
} else {
// The enemy is still alive, so have the Stray Fairy
// track the enemy in case it's moving around.
posTemp = this->enemy->world.pos.x;
this->actor.world.pos.x = posTemp;
this->actor.home.pos.x = posTemp;
posTemp = this->enemy->world.pos.y + 30.0f;
this->actor.world.pos.y = posTemp;
this->actor.home.pos.y = posTemp;
posTemp = this->enemy->world.pos.z;
this->actor.world.pos.z = posTemp;
this->actor.home.pos.z = posTemp;
}
func_80ACCBB8(this, globalCtx);
}
void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
Actor* enemy = EnElforg_GetHoldingEnemy(this, globalCtx);
if (enemy != NULL && enemy->update != NULL) {
this->actionFunc = EnElforg_TrappedByEnemy;
this->enemy = enemy;
}
}
void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
EnElforg_InitializeParams(this);
this->actionFunc = EnElforg_FreeFloating;
this->actor.draw = EnElforg_Draw;
this->actor.world.pos.y += 40.0f;
this->actor.home.pos.y += 40.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
} else {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
func_80ACCBB8(this, globalCtx);
}
void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx) {
EnElforg* this = THIS;
this->actionFunc(this, globalCtx);
if (this->timer == 0 && this->secondaryTimer > 0) {
this->secondaryTimer--;
} else {
this->timer++;
}
if (this->direction < 0) {
this->direction++;
if (this->direction == 0) {
this->direction = Rand_ZeroFloat(20.0f) + 20.0f;
}
} else if (this->direction > 0) {
this->direction--;
} else {
this->direction = -Rand_ZeroFloat(20.0f) - 20.0f;
}
}
s32 EnElforg_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx, Gfx** gfx) {
EnElforg* this = THIS;
if (this->direction < 0) {
if (limbIndex == 9) {
*dList = NULL;
}
} else if (limbIndex == 1) {
*dList = NULL;
}
return 0;
}
void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnElforg* this = THIS;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C2DC(globalCtx->state.gfxCtx);
switch (this->area) {
case STRAY_FAIRY_AREA_WOODFALL:
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C908));
break;
case STRAY_FAIRY_AREA_SNOWHEAD:
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C890));
break;
case STRAY_FAIRY_AREA_GREAT_BAY:
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C980));
break;
case STRAY_FAIRY_AREA_STONE_TOWER:
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C9F8));
break;
default:
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C818));
break;
}
Matrix_InsertMatrix(&globalCtx->mf_187FC, 1);
POLY_XLU_DISP =
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnElforg_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

View File

@ -3,14 +3,54 @@
#include "global.h"
#define STRAY_FAIRY_TYPE(thisx) ((thisx)->params & 0xF)
#define STRAY_FAIRY_GET_PARAM_1C0(thisx) ((thisx)->params & 0x1C0)
#define STRAY_FAIRY_FLAG(thisx) (((thisx)->params & 0xFE00) >> 9)
#define STRAY_FAIRY_FLAG_MOVES_QUICKLY_TO_HOME (1 << 0)
#define STRAY_FAIRY_FLAG_SPARKLES_AND_SHRINKS (1 << 1)
#define STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN (1 << 2)
#define STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED (1 << 3)
typedef enum {
STRAY_FAIRY_TYPE_FREE_FLOATING, // The ones just floating around
STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN, // The ones already present when you enter a Fairy Fountain
STRAY_FAIRY_TYPE_BUBBLE, // The ones trapped in bubbles
STRAY_FAIRY_TYPE_CLOCK_TOWN, // The free-floating Stray Fairies in Clock Town
STRAY_FAIRY_TYPE_ENEMY, // The ones trapped inside enemies
STRAY_FAIRY_TYPE_COLLIDER, // Unused in retail. The fairy is hidden until the collider is hit
STRAY_FAIRY_TYPE_CHEST, // The ones in treasure chests
STRAY_FAIRY_TYPE_COLLECTIBLE, // The ones in boxes, pots, beehives, etc.
STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN // The ones you "turn in" by walking into a Fairy Fountain
} StrayFairyType;
typedef enum {
STRAY_FAIRY_AREA_CLOCK_TOWN,
STRAY_FAIRY_AREA_WOODFALL,
STRAY_FAIRY_AREA_SNOWHEAD,
STRAY_FAIRY_AREA_GREAT_BAY,
STRAY_FAIRY_AREA_STONE_TOWER,
STRAY_FAIRY_AREA_MAX
} StrayFairyArea;
struct EnElforg;
typedef void (*EnElforgActionFunc)(struct EnElforg*, GlobalContext*);
typedef struct EnElforg {
/* 0x0000 */ Actor actor;
/* 0x0144 */ char unk_144[0xE8];
/* 0x022C */ EnElforgActionFunc actionFunc;
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ Vec3s jointTable[10];
/* 0x1C4 */ ColliderCylinder collider;
/* 0x210 */ Actor* enemy;
/* 0x214 */ u16 flags;
/* 0x216 */ s16 direction; // negative when facing left, positive when facing right
/* 0x218 */ s16 area;
/* 0x21C */ s32 timer;
/* 0x220 */ s32 secondaryTimer;
/* 0x224 */ f32 targetSpeedXZ;
/* 0x228 */ f32 targetDistanceFromHome;
/* 0x22C */ EnElforgActionFunc actionFunc;
} EnElforg; // size = 0x230
extern const ActorInit En_Elforg_InitVars;

View File

@ -12075,30 +12075,30 @@
0x80ACBDFC:("func_80ACBDFC",),
0x80ACBEE0:("ObjAqua_Update",),
0x80ACC048:("ObjAqua_Draw",),
0x80ACC470:("func_80ACC470",),
0x80ACC470:("EnElforg_InitializeParams",),
0x80ACC50C:("EnElforg_Init",),
0x80ACC7A4:("EnElforg_Destroy",),
0x80ACC7E4:("func_80ACC7E4",),
0x80ACC8D4:("func_80ACC8D4",),
0x80ACC934:("func_80ACC934",),
0x80ACC994:("func_80ACC994",),
0x80ACCAC0:("func_80ACCAC0",),
0x80ACC7E4:("EnElforg_SpawnSparkles",),
0x80ACC8D4:("EnElforg_ApproachTargetYPosition",),
0x80ACC934:("EnElforg_ApproachTargetSpeedXZ",),
0x80ACC994:("EnElforg_MoveToTargetFairyFountain",),
0x80ACCAC0:("EnElforg_MoveToTarget",),
0x80ACCBB8:("func_80ACCBB8",),
0x80ACCBD0:("func_80ACCBD0",),
0x80ACCC98:("func_80ACCC98",),
0x80ACCE4C:("func_80ACCE4C",),
0x80ACCEB0:("func_80ACCEB0",),
0x80ACD088:("func_80ACD088",),
0x80ACD164:("func_80ACD164",),
0x80ACD1B0:("func_80ACD1B0",),
0x80ACD1F0:("func_80ACD1F0",),
0x80ACD2E4:("func_80ACD2E4",),
0x80ACD59C:("func_80ACD59C",),
0x80ACD610:("func_80ACD610",),
0x80ACD6A8:("func_80ACD6A8",),
0x80ACD6EC:("func_80ACD6EC",),
0x80ACCBD0:("EnElforg_TrappedByBubble",),
0x80ACCC98:("EnElforg_TurnInFairy",),
0x80ACCE4C:("EnElforg_QuicklyCircleFairyFountain",),
0x80ACCEB0:("EnElforg_FreeFloatingFairyFountain",),
0x80ACD088:("EnElforg_CirclePlayer",),
0x80ACD164:("EnElforg_FairyCollected",),
0x80ACD1B0:("EnElforg_SetupFairyCollected",),
0x80ACD1F0:("EnElforg_ClockTownFairyCollected",),
0x80ACD2E4:("EnElforg_FreeFloating",),
0x80ACD59C:("EnElforg_GetHoldingEnemy",),
0x80ACD610:("EnElforg_TrappedByEnemy",),
0x80ACD6A8:("EnElforg_SetupTrappedByEnemy",),
0x80ACD6EC:("EnElforg_HiddenByCollider",),
0x80ACD798:("EnElforg_Update",),
0x80ACD878:("func_80ACD878",),
0x80ACD878:("EnElforg_OverrideLimbDraw",),
0x80ACD8C0:("EnElforg_Draw",),
0x80ACDCD0:("EnElfbub_Init",),
0x80ACDE34:("EnElfbub_Destroy",),