mm/src/code/z_en_hy_code.c

330 lines
12 KiB
C

/*
* 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 sAnimationInfo[ENHY_ANIM_MAX] = {
{ &gMamamuYanUnusedIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_AOB_0
{ &object_boj_Anim_001494, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_1
{ &object_boj_Anim_001494, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_2
{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_3
{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_4
{ &object_boj_Anim_0008C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_5
{ &gBbaIdleHoldingBagAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BBA_6
{ &object_bji_Anim_000FDC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BJI_7
{ &object_bji_Anim_000AB0, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BJI_8
{ &object_bji_Anim_00066C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BJI_9
{ &object_boj_Anim_00071C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_10
{ &object_os_anime_Anim_001EE0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_OS_ANIME_11
{ &object_boj_Anim_00DED8, 1.5f, 0, -1, ANIMMODE_ONCE, 0 }, // ENHY_ANIM_BOJ_12
{ &object_boj_Anim_00F920, 1.5f, 0, -1, ANIMMODE_ONCE, 0 }, // ENHY_ANIM_BOJ_13
{ &object_boj_Anim_00FC1C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_14
{ &object_boj_Anim_00FEE4, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_15
{ &object_boj_Anim_010330, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_BOJ_16
{ &object_boj_Anim_00FC1C, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_17
{ &object_boj_Anim_00FEE4, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_18
{ &object_boj_Anim_010330, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_19
{ &object_boj_Anim_005D9C, 1.0f, 0, -1, ANIMMODE_LOOP, -8 }, // ENHY_ANIM_BOJ_20
};
s8 gEnHyLimbToBodyParts[ENHY_LIMB_MAX] = {
BODYPART_NONE, // ENHY_LIMB_NONE
ENHY_BODYPART_1, // ENHY_LIMB_PELVIS
ENHY_BODYPART_12, // ENHY_LIMB_LEFT_THIGH
ENHY_BODYPART_13, // ENHY_LIMB_LEFT_SHIN
ENHY_BODYPART_14, // ENHY_LIMB_LEFT_FOOT
ENHY_BODYPART_9, // ENHY_LIMB_RIGHT_THIGH
ENHY_BODYPART_10, // ENHY_LIMB_RIGHT_SHIN
ENHY_BODYPART_11, // ENHY_LIMB_RIGHT_FOOT
ENHY_BODYPART_0, // ENHY_LIMB_TORSO
ENHY_BODYPART_6, // ENHY_LIMB_LEFT_UPPER_ARM
ENHY_BODYPART_7, // ENHY_LIMB_LEFT_FOREARM
ENHY_BODYPART_8, // ENHY_LIMB_LEFT_HAND
ENHY_BODYPART_3, // ENHY_LIMB_RIGHT_UPPER_ARM
ENHY_BODYPART_4, // ENHY_LIMB_RIGHT_FOREARM
ENHY_BODYPART_5, // ENHY_LIMB_RIGHT_HAND
ENHY_BODYPART_2, // ENHY_LIMB_HEAD
};
s8 gEnHyParentShadowBodyParts[ENHY_BODYPART_MAX] = {
ENHY_BODYPART_0, // ENHY_BODYPART_0
ENHY_BODYPART_0, // ENHY_BODYPART_1
ENHY_BODYPART_0, // ENHY_BODYPART_2
ENHY_BODYPART_0, // ENHY_BODYPART_3
ENHY_BODYPART_3, // ENHY_BODYPART_4
ENHY_BODYPART_4, // ENHY_BODYPART_5
ENHY_BODYPART_0, // ENHY_BODYPART_6
ENHY_BODYPART_6, // ENHY_BODYPART_7
ENHY_BODYPART_7, // ENHY_BODYPART_8
ENHY_BODYPART_0, // ENHY_BODYPART_9
ENHY_BODYPART_9, // ENHY_BODYPART_10
ENHY_BODYPART_10, // ENHY_BODYPART_11
ENHY_BODYPART_0, // ENHY_BODYPART_12
ENHY_BODYPART_12, // ENHY_BODYPART_13
ENHY_BODYPART_13, // ENHY_BODYPART_14
};
u8 gEnHyShadowSizes[ENHY_BODYPART_MAX] = {
0, // ENHY_BODYPART_0
0, // ENHY_BODYPART_1
0, // ENHY_BODYPART_2
0, // ENHY_BODYPART_3
0, // ENHY_BODYPART_4
0, // ENHY_BODYPART_5
0, // ENHY_BODYPART_6
0, // ENHY_BODYPART_7
0, // ENHY_BODYPART_8
0, // ENHY_BODYPART_9
0, // ENHY_BODYPART_10
0, // ENHY_BODYPART_11
0, // ENHY_BODYPART_12
0, // ENHY_BODYPART_13
0, // ENHY_BODYPART_14
};
s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) {
s16 endFrame;
s32 didAnimChange = false;
if ((animIndex > ENHY_ANIM_NONE) && (animIndex < ENHY_ANIM_MAX)) {
didAnimChange = true;
endFrame = sAnimationInfo[animIndex].frameCount;
if (endFrame < 0) {
endFrame = Animation_GetLastFrame(&sAnimationInfo[animIndex].animation->common);
}
Animation_Change(skelAnime, sAnimationInfo[animIndex].animation, sAnimationInfo[animIndex].playSpeed,
sAnimationInfo[animIndex].startFrame, endFrame, sAnimationInfo[animIndex].mode,
sAnimationInfo[animIndex].morphFrames);
}
return didAnimChange;
}
EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
EnDoor* nearestDoor = NULL;
Actor* doorIter = NULL;
f32 dist;
EnDoor* door;
s32 isSetup = false;
f32 minDist = 0.0f;
do {
doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
door = (EnDoor*)doorIter;
dist = Actor_WorldDistXYZToActor(actor, &door->knobDoor.dyna.actor);
if (!isSetup || (dist < minDist)) {
nearestDoor = door;
minDist = dist;
isSetup = true;
}
doorIter = door->knobDoor.dyna.actor.next;
} while (doorIter != NULL);
if (1) {}
return nearestDoor;
}
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
}
s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
s32 isUpdated = false;
if (enHy->actor.draw != NULL) {
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].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, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
s32 isInitialized = false;
if ((SubS_IsObjectLoaded(enHy->animObjectSlot, play) == true) &&
(SubS_IsObjectLoaded(enHy->headObjectSlot, play) == true) &&
(SubS_IsObjectLoaded(enHy->skelUpperObjectSlot, play) == true) &&
(SubS_IsObjectLoaded(enHy->skelLowerObjectSlot, play) == true)) {
enHy->actor.objectSlot = enHy->skelLowerObjectSlot;
isInitialized = true;
ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment);
SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
ENHY_LIMB_MAX);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
}
return isInitialized;
}
void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4) {
s32 pad;
s8 animIndex;
Vec3f offset;
f32 phi_f0;
Actor_OffsetOfPointInActorCoords(&door->knobDoor.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, play, (animIndex == 0) ? arg3 : arg4);
enHy->skelAnime.baseTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
enHy->skelAnime.prevTransl = enHy->skelAnime.jointTable[LIMB_ROOT_POS];
enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
door->knobDoor.playOpenAnim = true;
door->knobDoor.animIndex = animIndex;
}
s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
s32 ret = false;
s16 yaw;
EnDoor* door;
s32 pad;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
door = EnHy_FindNearestDoor(&enHy->actor, play);
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg3, arg4);
yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.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, PlayState* play, s16 arg2, s16 arg3) {
s32 ret = false;
s32 pad;
EnDoor* door;
enHy->curPoint = 0;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
door = EnHy_FindNearestDoor(&enHy->actor, play);
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg2, arg3);
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
}
}
return ret;
}
s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
enHy->actor.gravity = gravity;
enHy->actor.flags |= ACTOR_FLAG_TARGETABLE;
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint++;
return false;
}
s32 EnHy_SetPointBackwards(EnHy* enHy, PlayState* play, s16 animIndex) {
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint--;
return false;
}
s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget) {
s16 rotStep;
s32 reachedEnd = false;
Vec3f curPointPos;
Math_SmoothStepToF(&enHy->actor.speed, speedTarget, 0.4f, 1000.0f, 0.0f);
rotStep = enHy->actor.speed * 400.0f;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &curPointPos) &&
SubS_MoveActorToPoint(&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.speed, speedTarget, 0.4f, 1000.0f, 0.0f);
rotStep = enHy->actor.speed * 400.0f;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &curPointPos) &&
SubS_MoveActorToPoint(&enHy->actor, &curPointPos, rotStep)) {
enHy->curPoint--;
if (enHy->curPoint < 0) {
reachedEnd = true;
}
}
return reachedEnd;
}
void EnHy_UpdateCollider(EnHy* enHy, PlayState* play) {
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(play, &play->colChkCtx, &enHy->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &enHy->collider.base);
}
s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
u8 wasLeftFootOnGround = enHy->isLeftFootOnGround;
u8 wasRightFootOnGround = enHy->isRightFootOnGround;
SurfaceSfxOffset surfaceSfxOffset;
u16 sfxId;
u8 isFootOnGround;
if (enHy->actor.bgCheckFlags & BGCHECKFLAG_WATER) {
if (enHy->actor.depthInWater < 20.0f) {
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW;
} else {
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP;
}
sfxId = NA_SE_PL_WALK_GROUND + surfaceSfxOffset;
} else {
sfxId = NA_SE_PL_WALK_GROUND +
SurfaceType_GetSfxOffset(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId);
}
enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) {
Actor_PlaySfx(&enHy->actor, sfxId);
}
enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->rightFootPos, distAboveThreshold);
if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) {
Actor_PlaySfx(&enHy->actor, sfxId);
}
return false;
}