/* * File: z_en_hy.c * Description: Unused System for NPCs (includes animation, door interaction, blinking, pathing, and collider helpers) */ #include "z_en_hy_code.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "objects/object_aob/object_aob.h" #include "objects/object_bba/object_bba.h" #include "objects/object_bji/object_bji.h" #include "objects/object_boj/object_boj.h" #include "objects/object_os_anime/object_os_anime.h" static AnimationInfoS sAnimations[] = { { &gMamamuYanUnusedIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_001494, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_001494, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_boj_Anim_0008C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &gBbaIdleHoldingBagAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_bji_Anim_000FDC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_bji_Anim_000AB0, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_bji_Anim_00066C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_00071C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_os_anime_Anim_001EE0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_00DED8, 1.5f, 0, -1, ANIMMODE_ONCE, 0 }, { &object_boj_Anim_00F920, 1.5f, 0, -1, ANIMMODE_ONCE, 0 }, { &object_boj_Anim_00FC1C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_00FEE4, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_010330, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, { &object_boj_Anim_00FC1C, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_boj_Anim_00FEE4, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_boj_Anim_010330, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, { &object_boj_Anim_005D9C, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, }; s8 gEnHyBodyParts[] = { -1, 1, 12, 13, 14, 9, 10, 11, 0, 6, 7, 8, 3, 4, 5, 2 }; s8 gEnHyBodyPartsIndex[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13 }; u8 gEnHyShadowSize[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) { s16 frameCount; s32 isChanged = false; if (animIndex >= ENHY_ANIMATION_AOB_0 && animIndex < ENHY_ANIMATION_MAX) { isChanged = true; frameCount = sAnimations[animIndex].frameCount; if (frameCount < 0) { frameCount = Animation_GetLastFrame(&sAnimations[animIndex].animation->common); } Animation_Change(skelAnime, sAnimations[animIndex].animation, sAnimations[animIndex].playSpeed, sAnimations[animIndex].startFrame, frameCount, sAnimations[animIndex].mode, sAnimations[animIndex].morphFrames); } return isChanged; } EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) { EnDoor* nearestDoor = NULL; Actor* doorIter = NULL; f32 dist; EnDoor* door; s32 isSetup = false; f32 minDist = 0.0f; do { doorIter = SubS_FindActor(globalCtx, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); door = (EnDoor*)doorIter; dist = Actor_DistanceBetweenActors(actor, &door->dyna.actor); if (!isSetup || (dist < minDist)) { nearestDoor = door; minDist = dist; isSetup = true; } doorIter = door->dyna.actor.next; } while (doorIter != NULL); if (1) {} return nearestDoor; } void EnHy_ChangeObjectAndAnim(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) { gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment); EnHy_ChangeAnim(&enHy->skelAnime, animIndex); } s32 EnHy_UpdateSkelAnime(EnHy* enHy, GlobalContext* globalCtx) { s32 isUpdated = false; if (enHy->actor.draw != NULL) { gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment); SkelAnime_Update(&enHy->skelAnime); isUpdated = true; } return isUpdated; } void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) { if (DECR(enHy->blinkTimer) == 0) { enHy->eyeTexIndex++; if (enHy->eyeTexIndex >= eyeTexMaxIndex) { enHy->eyeTexIndex = 0; enHy->blinkTimer = Rand_S16Offset(30, 30); } } } s32 EnHy_Init(EnHy* enHy, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) { s32 isInitialized = false; if ((SubS_IsObjectLoaded(enHy->animObjIndex, globalCtx) == true) && (SubS_IsObjectLoaded(enHy->headObjIndex, globalCtx) == true) && (SubS_IsObjectLoaded(enHy->skelUpperObjIndex, globalCtx) == true) && (SubS_IsObjectLoaded(enHy->skelLowerObjIndex, globalCtx) == true)) { enHy->actor.objBankIndex = enHy->skelLowerObjIndex; isInitialized = true; ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f); gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->actor.objBankIndex].segment); SkelAnime_InitFlex(globalCtx, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable, ENHY_LIMB_MAX); EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); } return isInitialized; } void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, EnDoor* door, s16 arg3, s16 arg4) { s32 pad; s8 animIndex; Vec3f offset; f32 phi_f0; Actor_OffsetOfPointInActorCoords(&door->dyna.actor, &offset, &enHy->actor.world.pos); phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f; animIndex = ((s8)phi_f0 < 0) ? 0 : 2; EnHy_ChangeObjectAndAnim(enHy, globalCtx, (animIndex == 0) ? arg3 : arg4); enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable; enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable; enHy->skelAnime.moveFlags |= 3; AnimationContext_SetMoveActor(globalCtx, &enHy->actor, &enHy->skelAnime, 1.0f); door->unk_1A1 = 1; door->animIndex = animIndex; } s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) { s32 ret = false; s16 yaw; EnDoor* door; s32 pad; if (func_8013D68C(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) { door = EnHy_FindNearestDoor(&enHy->actor, globalCtx); if (door != NULL) { ret = true; func_800F0BB4(enHy, globalCtx, door, arg3, arg4); yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos); enHy->actor.world.pos.x += arg5 * Math_SinS(yaw); enHy->actor.world.pos.z += arg5 * Math_CosS(yaw); enHy->actor.world.rot.y = -yaw; enHy->actor.shape.rot.y = -yaw; enHy->actor.draw = draw; } } return ret; } s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) { s32 ret = false; s32 pad; EnDoor* door; enHy->curPoint = 0; if (func_8013D68C(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) { door = EnHy_FindNearestDoor(&enHy->actor, globalCtx); if (door != NULL) { ret = true; func_800F0BB4(enHy, globalCtx, door, arg2, arg3); enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos); enHy->actor.world.rot.y = enHy->actor.shape.rot.y; enHy->actor.gravity = 0.0f; enHy->actor.flags &= ~ACTOR_FLAG_1; } } return ret; } s32 EnHy_SetPointFowards(EnHy* enHy, GlobalContext* globalCtx, f32 gravity, s16 animIndex) { enHy->actor.gravity = gravity; enHy->actor.flags |= ACTOR_FLAG_1; EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); enHy->curPoint++; return false; } s32 EnHy_SetPointBackwards(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) { EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex); enHy->curPoint--; return false; } s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget) { s16 rotStep; s32 reachedEnd = false; Vec3f curPointPos; Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); rotStep = enHy->actor.speedXZ * 400.0f; if (func_8013D68C(enHy->path, enHy->curPoint, &curPointPos) && func_8013D768(&enHy->actor, &curPointPos, rotStep)) { enHy->curPoint++; if (enHy->curPoint >= enHy->path->count) { reachedEnd = true; } } return reachedEnd; } s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget) { s16 rotStep; s32 reachedEnd = false; Vec3f curPointPos; Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); rotStep = enHy->actor.speedXZ * 400.0f; if (func_8013D68C(enHy->path, enHy->curPoint, &curPointPos) && func_8013D768(&enHy->actor, &curPointPos, rotStep)) { enHy->curPoint--; if (enHy->curPoint < 0) { reachedEnd = true; } } return reachedEnd; } void EnHy_UpdateCollider(EnHy* enHy, GlobalContext* globalCtx) { enHy->collider.dim.pos.x = enHy->actor.world.pos.x; enHy->collider.dim.pos.y = enHy->actor.world.pos.y; enHy->collider.dim.pos.z = enHy->actor.world.pos.z; CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base); } s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThreshold) { u8 wasLeftFootOnGround = enHy->isLeftFootOnGround; u8 wasRightFootOnGround = enHy->isRightFootOnGround; s32 waterSfxId; u16 sfxId; u8 isFootOnGround; if (enHy->actor.bgCheckFlags & 0x20) { if (enHy->actor.depthInWater < 20.0f) { waterSfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG; } else { waterSfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG; } sfxId = waterSfxId + SFX_FLAG; } else { sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG; } enHy->isLeftFootOnGround = isFootOnGround = func_8013DB90(globalCtx, &enHy->leftFootPos, distAboveThreshold); if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) { Actor_PlaySfxAtPos(&enHy->actor, sfxId); } enHy->isRightFootOnGround = isFootOnGround = func_8013DB90(globalCtx, &enHy->rightFootPos, distAboveThreshold); if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) { Actor_PlaySfxAtPos(&enHy->actor, sfxId); } return false; }