mm/src/code/z_en_hy_code.c

278 lines
10 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 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;
}