ovl_En_Rz OK (#1029)

* progress

* 4 functions left

* progress

* all functions matching

* ovl_En_Rz OK

* formatting

* a few things here and there

* whoops!

* pr review

* pr review

* remove temp

* pr review

* pr review

* casts removed

* merge fix

* pr review

* pr changes

* macros and enums

* struct

* defines in c file

* EnRzType in Header

* ROSA_SISTERS

* sEyeTextures

* animations

* @bug

* sEnRzEyeTextures

* func_80BFC674

* switch spaces and default

* format

* static

* animation docs

* link anim enum

* Rosa Sisters animations enum

* comment

* a few things

* EN_RZ_GET_SISTER fix

* comment on array size

* path enum

* EnRz_SetupPath

* EnRz_PathStatus

* EnRzPathStatus

* EnRz_Walk

* EnRz_StopToThink

* pr review

* singular

* step

* EnRz_GetPathStatus

* Actor_Kill

* review

Co-authored-by: Angie <angheloalf95@gmail.com>
This commit is contained in:
Alejandro Asenjo 2022-10-22 11:18:42 -03:00 committed by GitHub
parent c1a0d0bd2b
commit d863e7aeef
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 690 additions and 72 deletions

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@ -1,13 +1,13 @@
<Root>
<File Name="object_rz" Segment="6">
<Animation Name="object_rz_Anim_00059C" Offset="0x59C" />
<Animation Name="object_rz_Anim_000DE8" Offset="0xDE8" />
<Animation Name="object_rz_Anim_0028D4" Offset="0x28D4" />
<Animation Name="object_rz_Anim_003098" Offset="0x3098" />
<Animation Name="object_rz_Anim_003A20" Offset="0x3A20" />
<Animation Name="object_rz_Anim_00457C" Offset="0x457C" />
<Animation Name="object_rz_Anim_005390" Offset="0x5390" />
<Animation Name="object_rz_Anim_005E50" Offset="0x5E50" />
<Animation Name="gRosaSistersApplaudingAnim" Offset="0x59C" />
<Animation Name="gRosaSistersOnKneesAnim" Offset="0xDE8" />
<Animation Name="gRosaSistersDancingAnim" Offset="0x28D4" />
<Animation Name="gRosaSistersSittingAnim" Offset="0x3098" />
<Animation Name="gRosaSistersStandingAnim" Offset="0x3A20" />
<Animation Name="gRosaSistersThinkingAnim" Offset="0x457C" />
<Animation Name="gRosaSistersWalkingAnim" Offset="0x5390" />
<Animation Name="gRosaSistersWalkingWhileThinkingAnim" Offset="0x5E50" />
<DList Name="object_rz_DL_0092B0" Offset="0x92B0" />
<DList Name="object_rz_DL_0094C8" Offset="0x94C8" />
<DList Name="object_rz_DL_009620" Offset="0x9620" />

3
spec
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@ -4697,8 +4697,7 @@ beginseg
name "ovl_En_Rz"
compress
include "build/src/overlays/actors/ovl_En_Rz/z_en_rz.o"
include "build/data/ovl_En_Rz/ovl_En_Rz.data.o"
include "build/data/ovl_En_Rz/ovl_En_Rz.reloc.o"
include "build/src/overlays/actors/ovl_En_Rz/ovl_En_Rz_reloc.o"
endseg
beginseg

View File

@ -191,7 +191,7 @@ s32 DmBal_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
void DmBal_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
}
TexturePtr sEyeTextures[] = { object_bal_Tex_006050, object_bal_Tex_0094D0 };
static TexturePtr sEyeTextures[] = { object_bal_Tex_006050, object_bal_Tex_0094D0 };
void DmBal_Draw(Actor* thisx, PlayState* play) {
DmBal* this = THIS;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_rz.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@ -15,21 +16,39 @@ void EnRz_Destroy(Actor* thisx, PlayState* play);
void EnRz_Update(Actor* thisx, PlayState* play);
void EnRz_Draw(Actor* thisx, PlayState* play);
void EnRz_ActorShadowFunc(Actor* thisx, Lights* mapper, PlayState* play);
void EnRz_ChangeAnim(PlayState*, EnRz*, s16 animIndex, u8 animMode, f32 morphFrames);
s32 EnRz_SetupPath(EnRz* this, PlayState* play);
EnRz* EnRz_FindSister(EnRz* this, PlayState*);
void func_80BFC058(EnRz* this, PlayState* play);
void func_80BFC078(EnRz* this, PlayState* play);
void func_80BFC19C(EnRz* this, PlayState* play);
void func_80BFC214(EnRz* this, PlayState* play);
void func_80BFC270(EnRz* this, PlayState* play);
void func_80BFC2F4(EnRz* this, PlayState* play);
void func_80BFC36C(EnRz* this, PlayState* play);
void func_80BFC3F8(EnRz* this, PlayState* play);
void func_80BFC608(EnRz* this, PlayState* play);
void func_80BFC674(EnRz* this, PlayState* play);
void func_80BFC728(EnRz* this, PlayState* play);
void func_80BFC7E0(EnRz* this, PlayState* play);
void func_80BFC8F8(EnRz* this, PlayState* play);
void EnRz_Walk(EnRz* this, PlayState* play);
#define EN_RZ_STATE_1 (1 << 0)
#define EN_RZ_STATE_2 (1 << 1)
typedef enum {
/* 0 */ EN_RZ_ANIM_THINKING,
/* 1 */ EN_RZ_ANIM_STANDING,
/* 2 */ EN_RZ_ANIM_WALKING,
/* 3 */ EN_RZ_ANIM_SITTING,
/* 4 */ EN_RZ_ANIM_APPLAUDING,
/* 5 */ EN_RZ_ANIM_ON_KNEES,
/* 6 */ EN_RZ_ANIM_DANCE,
/* 7 */ EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE,
/* 8 */ EN_RZ_ANIM_LINK_DANCE,
/* 9 */ EN_RZ_ANIM_MAX
} EnRzAnimation;
typedef enum {
/* 0 */ EN_RZ_PATHSTATUS_NORMAL, //!< not near waypoint
/* 1 */ EN_RZ_PATHSTATUS_AT_POINT, //!< no path or new waypoint
/* 2 */ EN_RZ_PATHSTATUS_END //!< reached end of path
} EnRzPathStatus;
#if 0
ActorInit En_Rz_InitVars = {
ACTOR_EN_RZ,
ACTORCAT_NPC,
@ -42,80 +61,647 @@ ActorInit En_Rz_InitVars = {
(ActorFunc)EnRz_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_80BFCCF4 = {
{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ENEMY, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
static TexturePtr sEyeTextures[] = {
object_rz_Tex_00BC50, object_rz_Tex_00C190, object_rz_Tex_00C590, object_rz_Tex_00C990, object_rz_Tex_00CD90,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xF7CFFFFF, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 20, 40, 0, { 0, 0, 0 } },
};
#endif
void EnRz_Init(Actor* thisx, PlayState* play) {
EnRz* this = THIS;
s16 tempCutscene = this->actor.cutscene;
s32 i;
extern ColliderCylinderInit D_80BFCCF4;
for (i = 0; i < ARRAY_COUNT(this->cutscenes); i++) {
this->cutscenes[i] = tempCutscene;
if (tempCutscene != -1) {
this->actor.cutscene = tempCutscene;
tempCutscene = ActorCutscene_GetAdditionalCutscene(this->actor.cutscene);
}
}
extern UNK_TYPE D_06003A20;
extern UNK_TYPE D_0600D768;
Actor_SetScale(&this->actor, 0.01f);
ActorShape_Init(&this->actor.shape, 0.0f, EnRz_ActorShadowFunc, 20.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Init.s")
// @bug this alignment is because of player animations, but should be using ALIGN16
SkelAnime_InitFlex(play, &this->skelAnime, &object_rz_Skel_00D8D8, &gRosaSistersStandingAnim,
(uintptr_t)this->jointTable & ~0xF, (uintptr_t)this->morphTable & ~0xF, OBJECT_RZ_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &gRosaSistersStandingAnim);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB780.s")
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB864.s")
this->actionFunc = func_80BFC058;
EnRz_SetupPath(this, play);
this->animIndex = EN_RZ_ANIM_MAX;
this->actor.targetMode = 0;
this->actor.terminalVelocity = -9.0f;
this->actor.gravity = -1.0f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB9E4.s")
switch (EN_RZ_GET_TYPE(thisx)) {
case EN_RZ_TYPE_1:
if (!(gSaveContext.save.weekEventReg[77] & 4)) {
Actor_Kill(&this->actor);
return;
}
EnRz_ChangeAnim(play, this, EN_RZ_ANIM_SITTING, ANIMMODE_LOOP, 0.0f);
this->actionFunc = func_80BFC674;
this->actor.shape.yOffset = -1500.0f;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBA1C.s")
case EN_RZ_TYPE_2:
this->actor.flags |= ACTOR_FLAG_10;
if (gSaveContext.save.weekEventReg[77] & 4) {
EnRz_ChangeAnim(play, this, EN_RZ_ANIM_LINK_DANCE, ANIMMODE_LOOP, 0.0f);
} else {
EnRz_ChangeAnim(play, this, EN_RZ_ANIM_DANCE, ANIMMODE_LOOP, 0.0f);
}
this->actionFunc = func_80BFC3F8;
this->sister = EnRz_FindSister(this, play);
this->actor.uncullZoneForward = 300.0f;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBA50.s")
default: // EN_RZ_TYPE_0
this->stateFlags |= EN_RZ_STATE_2;
if (gSaveContext.save.weekEventReg[77] & 4) {
Actor_Kill(&this->actor);
return;
}
EnRz_ChangeAnim(play, this, EN_RZ_ANIM_WALKING, ANIMMODE_LOOP, 0.0f);
this->actionFunc = EnRz_Walk;
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
this->actor.textId = 0x291C;
} else { // EN_RZ_MARILLA
this->actor.textId = 0x2920;
}
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBB44.s")
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
this->csAction = 0x226;
} else { // EN_RZ_MARILLA
this->csAction = 0x227;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBC78.s")
this->actionIndex = 0;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBCEC.s")
/**
* Custom shadow draw function of type ActorShadowFunc.
*/
void EnRz_ActorShadowFunc(Actor* thisx, Lights* mapper, PlayState* play) {
Vec3f oldPos;
EnRz* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBD54.s")
if (this->animIndex == EN_RZ_ANIM_LINK_DANCE) {
f32 tempScale = (((27.0f - this->shadowPos.y) + this->actor.world.pos.y) * ((1 / 2.25f) * 0.001f)) + 0.01f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBDA0.s")
this->actor.scale.x = tempScale;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBDFC.s")
Math_Vec3f_Copy(&oldPos, &this->actor.world.pos);
Math_Vec3f_Copy(&this->actor.world.pos, &this->shadowPos);
func_800B4AEC(play, &this->actor, 50.0f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Destroy.s")
if (oldPos.y < this->actor.floorHeight) {
this->actor.world.pos.y = this->actor.floorHeight;
} else {
this->actor.world.pos.y = oldPos.y;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBE70.s")
ActorShadow_DrawCircle(&this->actor, mapper, play);
Math_Vec3f_Copy(&this->actor.world.pos, &oldPos);
this->actor.scale.x = 0.01f;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBFAC.s")
void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f32 morphFrames) {
// N.B. both of these arrays must be the same length due to how the animations are chosen
static AnimationHeader* sJudoAnimations[] = {
&gRosaSistersThinkingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingWhileThinkingAnim,
&gRosaSistersSittingAnim, &gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim,
&gRosaSistersDancingAnim,
};
static AnimationHeader* sMarillaAnimations[] = {
&gRosaSistersStandingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingAnim, &gRosaSistersSittingAnim,
&gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim, &gRosaSistersDancingAnim,
};
static LinkAnimationHeader* sLinkAnimations[] = {
&gPlayerAnim_link_normal_wait_free,
&gPlayerAnim_alink_dance_loop,
};
f32 endFrame;
AnimationHeader** animationPtr;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC058.s")
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
animationPtr = sJudoAnimations;
} else { // EN_RZ_MARILLA
animationPtr = sMarillaAnimations;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC078.s")
if ((animIndex >= EN_RZ_ANIM_THINKING) && (animIndex < EN_RZ_ANIM_MAX) &&
((animIndex != this->animIndex) || (animMode != ANIMMODE_LOOP))) {
if (animIndex >= ARRAY_COUNT(sJudoAnimations)) {
endFrame = Animation_GetLastFrame(sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
if (animMode == ANIMMODE_LOOP) {
LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
} else {
LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
}
} else {
Animation_Change(&this->skelAnime, animationPtr[animIndex], 1.0f, 0.0f,
Animation_GetLastFrame(animationPtr[animIndex]), animMode, morphFrames);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC19C.s")
this->animIndex = animIndex;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC214.s")
void func_80BFB9E4(PlayState* play, EnRz* this, s16 animIndex) {
EnRz_ChangeAnim(play, this, animIndex, ANIMMODE_LOOP, -5.0f);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC270.s")
void func_80BFBA1C(PlayState* play, EnRz* this, s16 animIndex) {
EnRz_ChangeAnim(play, this, animIndex, ANIMMODE_LOOP, 0.0f);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC2F4.s")
s32 EnRz_SetupPath(EnRz* this, PlayState* play) {
if (EN_RZ_GET_PATH(&this->actor) != 0x3F) {
this->path = &play->setupPathList[EN_RZ_GET_PATH(&this->actor)];
if (this->path != NULL) {
Path* path = this->path;
Vec3s* points = (Vec3s*)Lib_SegmentedToVirtual(path->points);
f32 diffX = points->x - this->actor.world.pos.x;
f32 diffY = points->z - this->actor.world.pos.z;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC36C.s")
if ((SQ(diffX) + SQ(diffY)) < SQ(10.0f)) {
this->curPointIndex = 0;
this->stateFlags &= ~EN_RZ_STATE_1;
} else {
this->curPointIndex = path->count - 1;
this->stateFlags |= EN_RZ_STATE_1;
return true;
}
}
} else {
this->path = NULL;
this->curPointIndex = 0;
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC3F8.s")
EnRzPathStatus EnRz_GetPathStatus(EnRz* this) {
Path* path = this->path;
Vec3s* curPoint;
f32 diffX;
f32 diffZ;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC608.s")
if (path == NULL) {
return EN_RZ_PATHSTATUS_AT_POINT;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC674.s")
curPoint = &((Vec3s*)Lib_SegmentedToVirtual(path->points))[this->curPointIndex];
diffX = curPoint->x - this->actor.world.pos.x;
diffZ = curPoint->z - this->actor.world.pos.z;
this->actor.world.rot.y = Math_Atan2S(diffX, diffZ);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 2, 0x07D0, 0xC8);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC728.s")
if ((SQ(diffX) + SQ(diffZ)) < SQ(10.0f)) {
if (this->stateFlags & EN_RZ_STATE_1) {
this->curPointIndex--;
if (this->curPointIndex < 0) {
return EN_RZ_PATHSTATUS_END;
}
} else {
this->curPointIndex++;
if (this->curPointIndex >= path->count) {
return EN_RZ_PATHSTATUS_END;
}
}
return EN_RZ_PATHSTATUS_AT_POINT;
}
return EN_RZ_PATHSTATUS_NORMAL;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC7E0.s")
s32 EnRz_CanTalk(EnRz* this, PlayState* play) {
if ((this->actor.xzDistToPlayer < 80.0f) && (fabsf(this->actor.playerHeightRel) < 20.0f) &&
Player_IsFacingActor(&this->actor, 0x3000, play)) {
return true;
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC8AC.s")
s32 func_80BFBCEC(EnRz* this, PlayState* play) {
s32 pad;
Player* player = GET_PLAYER(play);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC8F8.s")
if ((this->actor.xzDistToPlayer < 100.0f) && Actor_IsFacingPlayer(&this->actor, 0x3000) &&
(player->stateFlags2 & PLAYER_STATE2_2000000)) {
return true;
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Update.s")
s32 EnRz_UpdateSkelAnime(EnRz* this, PlayState* play) {
if (this->animIndex < EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE) {
return SkelAnime_Update(&this->skelAnime);
} else {
return LinkAnimation_Update(play, &this->skelAnime);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFCAD0.s")
EnRz* EnRz_FindSister(EnRz* this, PlayState* play) {
Actor* npc = play->actorCtx.actorLists[ACTORCAT_NPC].first;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Draw.s")
while (npc != NULL) {
if ((npc->id == ACTOR_EN_RZ) && (EN_RZ_GET_TYPE(&this->actor) == EN_RZ_GET_TYPE(npc))) {
if (&this->actor != npc) {
return (EnRz*)npc;
}
}
npc = npc->next;
}
return NULL;
}
void func_80BFBDFC(PlayState* play) {
if (gSaveContext.save.weekEventReg[75] & 0x80) {
func_80151BB4(play, 0x27);
}
func_80151BB4(play, 0xC);
}
void EnRz_Destroy(Actor* thisx, PlayState* play) {
EnRz* this = THIS;
Collider_DestroyCylinder(play, &this->collider);
}
s32 func_80BFBE70(EnRz* this, PlayState* play) {
u16 action;
if ((EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) && (this->animIndex == EN_RZ_ANIM_APPLAUDING)) {
func_800B9010(&this->actor, NA_SE_EV_CLAPPING_2P - SFX_FLAG);
}
if (Cutscene_CheckActorAction(play, this->csAction)) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetActorActionIndex(play, this->csAction));
action = play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, this->csAction)]->action;
if (this->actionIndex != action) {
this->actionIndex = action;
switch (this->actionIndex) {
case 1:
func_80BFBA1C(play, this, EN_RZ_ANIM_STANDING);
break;
case 2:
func_80BFBA1C(play, this, EN_RZ_ANIM_ON_KNEES);
break;
case 3:
func_80BFBA1C(play, this, EN_RZ_ANIM_APPLAUDING);
break;
case 4:
func_80BFBA1C(play, this, EN_RZ_ANIM_LINK_DANCE);
break;
}
}
return true;
}
return false;
}
s32 func_80BFBFAC(EnRz* this, PlayState* play) {
if (this->actor.cutscene == -1) {
Message_StartTextbox(play, 0x2925, &this->actor);
this->actionFunc = func_80BFC078;
} else if (ActorCutscene_GetCurrentIndex() == 0x7C) {
ActorCutscene_Stop(0x7C);
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
return false;
} else if (ActorCutscene_GetCanPlayNext(this->actor.cutscene)) {
ActorCutscene_Start(this->actor.cutscene, &this->actor);
return true;
} else {
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
}
return false;
}
void func_80BFC058(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
}
void func_80BFC078(EnRz* this, PlayState* play) {
s32 pad;
Vec3f sp28;
EnRz_UpdateSkelAnime(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
switch (play->msgCtx.currentTextId) {
case 0x2927:
case 0x2928:
func_80151938(play, play->msgCtx.currentTextId + 1);
gSaveContext.save.weekEventReg[77] |= 4;
break;
default:
func_801477B4(play);
this->actionFunc = func_80BFC3F8;
if (this->animIndex != EN_RZ_ANIM_LINK_DANCE) {
func_80BFB9E4(play, this, EN_RZ_ANIM_DANCE);
if (this->sister != NULL) {
func_80BFB9E4(play, this->sister, EN_RZ_ANIM_DANCE);
}
}
break;
}
}
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
sp28.x = this->actor.projectedPos.x;
sp28.y = this->actor.projectedPos.y;
sp28.z = this->actor.projectedPos.z;
func_801A1FB4(3, &sp28, NA_BGM_ROSA_SISTERS, 900.0f);
}
}
void func_80BFC19C(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (!func_80BFBE70(this, play)) {
this->actionFunc = func_80BFC3F8;
func_80BFBA1C(play, this, EN_RZ_ANIM_LINK_DANCE);
if (this->sister != NULL) {
func_80BFBA1C(play, this->sister, EN_RZ_ANIM_LINK_DANCE);
}
}
}
void func_80BFC214(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (!func_80BFBE70(this, play) && func_80BFBFAC(this, play)) {
this->actionFunc = func_80BFC19C;
}
}
void func_80BFC270(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
this->actionFunc = func_80BFC214;
func_80BFBDFC(play);
} else {
Actor_PickUp(&this->actor, play, GI_HEART_PIECE, 2000.0f, 1000.0f);
}
}
void func_80BFC2F4(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (!func_80BFBE70(this, play)) {
func_801477B4(play);
Actor_PickUp(&this->actor, play, GI_HEART_PIECE, 2000.0f, 1000.0f);
this->actionFunc = func_80BFC270;
}
}
void func_80BFC36C(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (func_80BFBFAC(this, play)) {
gSaveContext.save.weekEventReg[77] |= 4;
if (gSaveContext.save.weekEventReg[75] & 0x80) {
this->actionFunc = func_80BFC214;
} else {
this->actionFunc = func_80BFC2F4;
gSaveContext.save.weekEventReg[75] |= 0x80;
}
this->actor.cutscene = this->cutscenes[1];
}
}
void func_80BFC3F8(EnRz* this, PlayState* play) {
s32 pad;
Vec3f bgmPos;
EnRz_UpdateSkelAnime(this, play);
if (this->sister == NULL) {
this->sister = EnRz_FindSister(this, play);
}
if (!func_80BFBE70(this, play)) {
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->actionFunc = func_80BFC078;
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_10000)) {
this->actionFunc = func_80BFC36C;
this->actor.cutscene = this->cutscenes[0];
this->actor.flags &= ~ACTOR_FLAG_10000;
} else if (Player_GetMask(play) == PLAYER_MASK_KAMARO) {
if (gSaveContext.save.weekEventReg[77] & 4) {
Message_StartTextbox(play, 0x2925, &this->actor);
func_80BFBDFC(play);
} else {
Message_StartTextbox(play, 0x2926, &this->actor);
func_80BFBDFC(play);
}
} else {
Message_StartTextbox(play, 0x2926, &this->actor);
func_80BFBDFC(play);
}
} else if (EnRz_CanTalk(this, play)) {
if (func_80BFBCEC(this, play) && !(gSaveContext.save.weekEventReg[77] & 4) && this->sister != NULL) {
this->actor.flags |= ACTOR_FLAG_10000;
func_800B8500(&this->actor, play, 1000.0f, 1000.0f, PLAYER_AP_MINUS1);
} else {
this->actor.flags &= ~ACTOR_FLAG_10000;
func_800B8614(&this->actor, play, 120.0f);
}
}
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
bgmPos.x = this->actor.projectedPos.x;
bgmPos.y = this->actor.projectedPos.y;
bgmPos.z = this->actor.projectedPos.z;
func_801A1FB4(3, &bgmPos, NA_BGM_ROSA_SISTERS, 900.0f);
}
}
}
void func_80BFC608(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
func_801477B4(play);
this->actionFunc = func_80BFC674;
}
}
void func_80BFC674(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->actionFunc = func_80BFC608;
if (Player_GetMask(play) == PLAYER_MASK_KAMARO) {
Message_StartTextbox(play, 0x2925, &this->actor);
} else {
Message_StartTextbox(play, 0x2924, &this->actor);
}
} else if (EnRz_CanTalk(this, play)) {
func_800B8614(&this->actor, play, 120.0f);
}
}
void func_80BFC728(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
func_801477B4(play);
this->actionFunc = func_80BFC7E0;
this->actor.textId++;
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
if (this->actor.textId >= 0x2920) {
this->actor.textId = 0x291C;
}
} else if (this->actor.textId >= 0x2924) {
this->actor.textId = 0x2920;
}
}
}
void func_80BFC7E0(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
if (this->timer > 0) {
this->timer--;
} else {
this->actionFunc = EnRz_Walk;
func_80BFB9E4(play, this, EN_RZ_ANIM_WALKING);
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->actionFunc = func_80BFC728;
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
this->actor.speedXZ = 0.0f;
func_80BFBDFC(play);
} else if (EnRz_CanTalk(this, play)) {
func_800B8614(&this->actor, play, 120.0f);
}
}
void EnRz_StopToThink(EnRz* this, PlayState* play) {
this->timer = 100;
this->actionFunc = func_80BFC7E0;
this->actor.speedXZ = 0.0f;
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
}
void EnRz_Walk(EnRz* this, PlayState* play) {
EnRz_UpdateSkelAnime(this, play);
this->actor.speedXZ = 1.5f;
switch (EnRz_GetPathStatus(this)) {
case EN_RZ_PATHSTATUS_END:
EnRz_SetupPath(this, play);
EnRz_StopToThink(this, play);
break;
case EN_RZ_PATHSTATUS_AT_POINT:
EnRz_StopToThink(this, play);
break;
default:
break;
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->actionFunc = func_80BFC728;
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
this->actor.speedXZ = 0.0f;
func_80BFBDFC(play);
} else if (EnRz_CanTalk(this, play)) {
func_800B8614(&this->actor, play, 120.0f);
}
}
void EnRz_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnRz* this = THIS;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, 5);
this->actionFunc(this, play);
if (DECR(this->blinkTimer) == 0) {
this->blinkTimer = Rand_S16Offset(60, 60);
}
this->eyeIndex = this->blinkTimer;
if (this->eyeIndex > 2) {
this->eyeIndex = 0;
}
}
void EnRz_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Vec3f sFocusOffsetPos = { 500.0f, -500.0f, 0.0f };
EnRz* this = THIS;
if (limbIndex == OBJECT_RZ_LIMB_0B) {
Matrix_MultVec3f(&sFocusOffsetPos, &thisx->focus.pos);
}
if (limbIndex == OBJECT_RZ_LIMB_03) {
Matrix_MultVec3f(&gZeroVec3f, &this->shadowPos);
}
}
void EnRz_Draw(Actor* thisx, PlayState* play) {
EnRz* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
func_8012C28C(play->state.gfxCtx);
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
AnimatedMat_DrawStepOpa(play, Lib_SegmentedToVirtual(&object_rz_Matanimheader_00D768), 0);
} else { // EN_RZ_MARILLA
AnimatedMat_DrawStepOpa(play, Lib_SegmentedToVirtual(&object_rz_Matanimheader_00D768), 1);
}
if (this->animIndex == EN_RZ_ANIM_APPLAUDING) {
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[4]));
} else if (this->stateFlags & EN_RZ_STATE_2) {
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[3]));
} else {
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[this->eyeIndex]));
}
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
EnRz_PostLimbDraw, &this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -2,6 +2,22 @@
#define Z_EN_RZ_H
#include "global.h"
#include "assets/objects/object_rz/object_rz.h"
#define EN_RZ_GET_SISTER(thisx) ((thisx)->params & 0x8000)
#define EN_RZ_GET_TYPE(thisx) ((thisx)->params & 0xF)
#define EN_RZ_GET_PATH(thisx) (((thisx)->params & 0x7E00) >> 9)
typedef enum {
/* 0 */ EN_RZ_JUDO, // in red
/* 1 */ EN_RZ_MARILLA // in blue
} EnRzSister;
typedef enum {
/* 0 */ EN_RZ_TYPE_0,
/* 1 */ EN_RZ_TYPE_1,
/* 2 */ EN_RZ_TYPE_2
} EnRzType;
struct EnRz;
@ -9,7 +25,24 @@ typedef void (*EnRzActionFunc)(struct EnRz*, PlayState*);
typedef struct EnRz {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x2EC];
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ Vec3s jointTable[OBJECT_RZ_LIMB_MAX];
/* 0x20C */ UNK_TYPE1 pad20C[0x94];
/* 0x2A0 */ Vec3s morphTable[OBJECT_RZ_LIMB_MAX];
/* 0x324 */ UNK_TYPE1 pad324[0x94];
/* 0x3B8 */ Path* path;
/* 0x3BC */ s32 curPointIndex;
/* 0x3C0 */ ColliderCylinder collider;
/* 0x40C */ struct EnRz* sister;
/* 0x410 */ s16 eyeIndex;
/* 0x412 */ s16 blinkTimer;
/* 0x414 */ Vec3f shadowPos;
/* 0x420 */ u16 stateFlags;
/* 0x422 */ s16 animIndex;
/* 0x424 */ s16 timer;
/* 0x426 */ u16 csAction;
/* 0x428 */ u16 actionIndex;
/* 0x42A */ s16 cutscenes[2];
/* 0x430 */ EnRzActionFunc actionFunc;
} EnRz; // size = 0x434

View File

@ -84,7 +84,7 @@ void EnYb_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
ActorShape_Init(&this->actor.shape, 0.0f, EnYb_ActorShadowFunc, 20.0f);
// @Bug this alignment is because of player animations, but should be using ALIGN16
// @bug this alignment is because of player animations, but should be using ALIGN16
SkelAnime_InitFlex(play, &this->skelAnime, &gYbSkeleton, &object_yb_Anim_000200, (uintptr_t)this->jointTable & ~0xF,
(uintptr_t)this->morphTable & ~0xF, YB_LIMB_MAX);

View File

@ -16399,16 +16399,16 @@
0x80BFB0E0:("EnYb_PostLimbDrawXlu",),
0x80BFB14C:("EnYb_Draw",),
0x80BFB480:("EnRz_Init",),
0x80BFB780:("func_80BFB780",),
0x80BFB864:("func_80BFB864",),
0x80BFB780:("EnRz_ActorShadowFunc",),
0x80BFB864:("EnRz_ChangeAnim",),
0x80BFB9E4:("func_80BFB9E4",),
0x80BFBA1C:("func_80BFBA1C",),
0x80BFBA50:("func_80BFBA50",),
0x80BFBB44:("func_80BFBB44",),
0x80BFBC78:("func_80BFBC78",),
0x80BFBA50:("EnRz_SetupPath",),
0x80BFBB44:("EnRz_GetPathStatus",),
0x80BFBC78:("EnRz_CanTalk",),
0x80BFBCEC:("func_80BFBCEC",),
0x80BFBD54:("func_80BFBD54",),
0x80BFBDA0:("func_80BFBDA0",),
0x80BFBD54:("EnRz_UpdateSkelAnime",),
0x80BFBDA0:("EnRz_FindSister",),
0x80BFBDFC:("func_80BFBDFC",),
0x80BFBE44:("EnRz_Destroy",),
0x80BFBE70:("func_80BFBE70",),
@ -16425,10 +16425,10 @@
0x80BFC674:("func_80BFC674",),
0x80BFC728:("func_80BFC728",),
0x80BFC7E0:("func_80BFC7E0",),
0x80BFC8AC:("func_80BFC8AC",),
0x80BFC8F8:("func_80BFC8F8",),
0x80BFC8AC:("EnRz_StopToThink",),
0x80BFC8F8:("EnRz_Walk",),
0x80BFC9E4:("EnRz_Update",),
0x80BFCAD0:("func_80BFCAD0",),
0x80BFCAD0:("EnRz_PostLimbDraw",),
0x80BFCB3C:("EnRz_Draw",),
0x80BFCFA0:("EnScopecoin_Spin",),
0x80BFCFB8:("EnScopecoin_CheckCollectible",),