mm/src/code/z_actor.c

4751 lines
160 KiB
C

/*
* File: z_actor.c
* Description:
*/
#include "global.h"
#include "z64load.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/actors/ovl_En_Box/z_en_box.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "objects/object_bdoor/object_bdoor.h"
// bss
extern FaultClient sActorFaultClient; // 2 funcs
extern CollisionPoly* D_801ED8B0; // 1 func
extern s32 D_801ED8B4; // 2 funcs
extern Actor* D_801ED8B8; // 2 funcs
extern Actor* D_801ED8BC; // 2 funcs
extern Actor* D_801ED8C0; // 2 funcs
extern Actor* D_801ED8C4; // 2 funcs
extern f32 D_801ED8C8; // 2 funcs
extern f32 sBgmEnemyDistSq; // 2 funcs
extern f32 D_801ED8D0; // 2 funcs
extern s32 D_801ED8D4; // 2 funcs
extern s32 D_801ED8D8; // 2 funcs
extern s16 D_801ED8DC; // 2 funcs
extern Mtx D_801ED8E0; // 1 func
extern Actor* D_801ED920; // 2 funcs. 1 out of z_actor
// Internal forward declarations
void func_800BA8B8(PlayState* play, ActorContext* actorCtx);
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, Actor** arg3, Player* player);
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW);
void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory);
Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove);
void Actor_PrintLists(ActorContext* actorCtx) {
ActorListEntry* actorList = &actorCtx->actorLists[0];
Actor* actor;
s32 i;
FaultDrawer_SetCharPad(-2, 0);
FaultDrawer_Printf("actor\n", gMaxActorId);
FaultDrawer_Printf("No. Actor Name Part SegName\n");
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorList[i].first;
while (actor != NULL) {
FaultDrawer_Printf("%3d %08x %04x %3d %s\n", i, actor, actor->id, actor->category, "");
actor = actor->next;
}
}
}
void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
actorShape->yOffset = yOffset;
actorShape->shadowDraw = shadowDraw;
actorShape->shadowScale = shadowScale;
actorShape->shadowAlpha = 255;
}
void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist, Color_RGBA8* color) {
if (actor->floorPoly != NULL) {
f32 dy = actor->world.pos.y - actor->floorHeight;
if (dy >= -50.0f && dy < 500.0f) {
f32 shadowScale;
MtxF mtx;
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
COMBINED);
dy = CLAMP(dy, 0.0f, 150.0f);
shadowScale = 1.0f - (dy * (1.0f / 350.0f));
if ((dy * (1.0f / 350.0f)) > 1.0f) {
shadowScale = 0.0f;
}
if (color != NULL) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->r, color->g, color->b,
(u8)(actor->shape.shadowAlpha * shadowScale));
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u8)(actor->shape.shadowAlpha * shadowScale));
}
func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &mtx);
Matrix_Put(&mtx);
if ((dlist != gCircleShadowDL) || (actor->scale.x != actor->scale.z)) {
Matrix_RotateYS(actor->shape.rot.y, MTXMODE_APPLY);
}
shadowScale *= actor->shape.shadowScale;
Matrix_Scale(actor->scale.x * shadowScale, 1.0f, actor->scale.z * shadowScale, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
void ActorShadow_DrawCircle(Actor* actor, Lights* lights, PlayState* play) {
if (actor->bgCheckFlags & 0x400) {
func_800B4AEC(play, actor, 50.0f);
}
ActorShadow_Draw(actor, lights, play, gCircleShadowDL, NULL);
}
void ActorShadow_DrawSquare(Actor* actor, Lights* lights, PlayState* play) {
if (actor->bgCheckFlags & 0x400) {
func_800B4AEC(play, actor, 50.0f);
}
ActorShadow_Draw(actor, lights, play, gSquareShadowDL, NULL);
}
void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, PlayState* play) {
static Color_RGBA8 color = { 255, 255, 255, 255 };
ActorShadow_Draw(actor, lights, play, gCircleShadowDL, &color);
}
void ActorShadow_DrawHorse(Actor* actor, Lights* lights, PlayState* play) {
ActorShadow_Draw(actor, lights, play, gHorseShadowDL, NULL);
}
void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 lightNum, f32 shadowAlpha, f32 shadowScaleX,
f32 shadowScaleZ) {
s32 pad;
s16 sp58;
f32 dir2;
f32 dir0;
OPEN_DISPS(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u8)(CLAMP_MAX(lightNum * 1.3e-05f, 1.0f) * shadowAlpha));
dir0 = light->l.dir[0];
dir2 = light->l.dir[2];
sp58 = Math_Atan2S_XY(dir2, dir0);
shadowScaleZ *= (4.5f - (light->l.dir[1] * 0.035f));
shadowScaleZ = CLAMP_MIN(shadowScaleZ, 1.0f);
Matrix_Put(arg2);
Matrix_RotateYS(sp58, MTXMODE_APPLY);
Matrix_Scale(shadowScaleX, 1.0f, shadowScaleX * shadowScaleZ, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(play->state.gfxCtx);
}
void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play) {
f32 distToFloor = actor->world.pos.y - actor->floorHeight;
if (distToFloor > 0.0f) {
f32 shadowScale = actor->shape.shadowScale;
u8 shadowAlpha = actor->shape.shadowAlpha;
f32 alphaRatio;
if ((actor->id == ACTOR_PLAYER) && (((Player*)actor)->stateFlags3 & PLAYER_STATE3_8000)) {
f32 prevScaleZ = actor->scale.z;
actor->scale.z += 0.03f * fabsf(Math_CosS(((Player*)actor)->unk_AAA));
actor->shape.shadowScale *= 0.2f;
alphaRatio = distToFloor * 0.03f;
actor->shape.shadowAlpha = actor->shape.shadowAlpha * CLAMP_MAX(alphaRatio, 1.0f);
ActorShadow_Draw(actor, mapper, play, gCircleShadowDL, NULL);
actor->scale.z = prevScaleZ;
} else {
actor->shape.shadowScale *= 0.3f;
alphaRatio = (distToFloor - 20.0f) * 0.02f;
actor->shape.shadowAlpha = actor->shape.shadowAlpha * CLAMP_MAX(alphaRatio, 1.0f);
ActorShadow_DrawCircle(actor, mapper, play);
}
actor->shape.shadowScale = shadowScale;
actor->shape.shadowAlpha = shadowAlpha;
}
if (distToFloor < 200.0f) {
MtxF sp13C;
MtxF spFC;
CollisionPoly* spF8;
s32 bgId;
f32 floorHeight[2];
Light* firstLight = &mapper->l.l[0];
f32 shadowAlpha;
f32 shadowScaleX;
f32 shadowScaleZ;
Light* lightPtr;
s32 lightNumMax;
s32 i;
s32 j;
s32 lightNum;
Vec3f* feetPosPtr;
s32 numLights;
f32* floorHeightPtr;
s32 spB8;
numLights = mapper->numLights - 2;
feetPosPtr = actor->shape.feetPos;
floorHeightPtr = floorHeight;
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
actor->shape.feetFloorFlags = 0;
spB8 = 2;
for (i = 0; i < ARRAY_COUNT(floorHeight); i++, spB8 >>= 1) {
feetPosPtr->y += 50.0f;
*floorHeightPtr = func_80169100(play, &sp13C, &spF8, &bgId, feetPosPtr);
feetPosPtr->y -= 50.0f;
distToFloor = feetPosPtr->y - *floorHeightPtr;
if ((distToFloor >= -1.0f) && (distToFloor < 500.0f)) {
lightNumMax = 0;
if (distToFloor <= 10.0f) {
actor->shape.feetFloorFlags |= spB8;
if ((actor->depthInWater < 0.0f) && (bgId == 0x32) && ((actor->shape.unk_17 & spB8) != 0)) {
if (func_800C9C24(&play->colCtx, spF8, bgId, 1) != 0) {
SkinMatrix_MtxFCopy(&sp13C, &spFC);
SkinMatrix_MulYRotation(&spFC, actor->shape.rot.y);
EffFootmark_Add(play, &spFC, actor, i, feetPosPtr, (actor->shape.shadowScale * 0.3f),
IREG(88) + 80, IREG(89) + 60, IREG(90) + 40, 30000, 200, 60);
}
actor->shape.unk_17 &= ~spB8;
}
}
if (distToFloor > 30.0f) {
distToFloor = 30.0f;
}
shadowAlpha = actor->shape.shadowAlpha * (1.0f - (distToFloor * (1 / 30.0f)));
shadowScaleZ = 1.0f - (distToFloor * (1.0f / 70.0f));
shadowScaleX = actor->shape.shadowScale * shadowScaleZ * actor->scale.x;
lightPtr = firstLight;
for (j = 0; j < numLights; j++) {
if (lightPtr->l.dir[1] > 0) {
lightNum = (lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) *
ABS_ALT(lightPtr->l.dir[1]);
if (lightNum > 0) {
lightNumMax += lightNum;
ActorShadow_DrawFoot(play, lightPtr, &sp13C, lightNum, shadowAlpha, shadowScaleX,
shadowScaleZ);
}
}
lightPtr++;
}
for (j = 0; j < 2; j++) {
if (lightPtr->l.dir[1] > 0) {
lightNum = ((lightPtr->l.col[0] + lightPtr->l.col[1] + lightPtr->l.col[2]) *
ABS_ALT(lightPtr->l.dir[1])) -
(lightNumMax * 8);
if (lightNum > 0) {
ActorShadow_DrawFoot(play, lightPtr, &sp13C, lightNum, shadowAlpha, shadowScaleX,
shadowScaleZ);
}
}
lightPtr++;
}
}
feetPosPtr++;
floorHeightPtr++;
}
if (!(actor->bgCheckFlags & 1)) {
actor->shape.feetFloorFlags = 0;
} else if (actor->shape.feetFloorFlags == 3) {
f32 footDistY = actor->shape.feetPos[FOOT_LEFT].y - actor->shape.feetPos[FOOT_RIGHT].y;
if ((floorHeight[0] + footDistY) < (floorHeight[1] - footDistY)) {
actor->shape.feetFloorFlags = 2;
} else {
actor->shape.feetFloorFlags = 1;
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
Vec3f* rightFootPos) {
if (limbIndex == leftFootIndex) {
Matrix_MultVec3f(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]);
} else if (limbIndex == rightFootIndex) {
Matrix_MultVec3f(rightFootPos, &actor->shape.feetPos[FOOT_RIGHT]);
}
}
void func_800B4AEC(PlayState* play, Actor* actor, f32 y) {
s32 floorBgId;
f32 yPos = actor->world.pos.y;
actor->world.pos.y += y;
actor->floorHeight =
BgCheck_EntityRaycastFloor5_2(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, &actor->world.pos);
actor->floorBgId = floorBgId;
actor->world.pos.y = yPos;
}
void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play) {
f32 spEC;
f32 temp_f12;
f32 shadowScaleZ;
f32 temp_f22;
f32 temp_f24;
f32 temp_f8;
s32 lightNum;
MtxF sp94;
s32 numLights;
s8 phi_v1;
u8 temp_v0;
Light* phi_s0;
s32 lightNumMax;
if (actor->bgCheckFlags & 0x400) {
func_800B4AEC(play, actor, 50.0f);
}
if (actor->floorPoly != NULL) {
s32 j;
spEC = actor->world.pos.y - actor->floorHeight;
if (spEC > 20.0f) {
f32 temp_f20 = actor->shape.shadowScale;
temp_v0 = actor->shape.shadowAlpha;
actor->shape.shadowScale *= 0.3f;
temp_f12 = (spEC - 20.0f) * 0.02f;
actor->shape.shadowAlpha = CLAMP_MAX(temp_f12, 1.0f) * actor->shape.shadowAlpha;
ActorShadow_DrawCircle(actor, mapper, play);
actor->shape.shadowScale = temp_f20;
actor->shape.shadowAlpha = temp_v0;
} else if (spEC >= -1.0f) {
numLights = mapper->numLights - 2;
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp94);
temp_f22 = (f32)actor->shape.shadowAlpha * (1.0f - (spEC * (1.0f / 30.0f)));
phi_s0 = mapper->l.l;
shadowScaleZ = 1.0f - (spEC * (1.0f / 70.0f));
temp_f24 = actor->shape.shadowScale * shadowScaleZ * actor->scale.x;
lightNumMax = 0;
for (j = 0; j < numLights; j++, phi_s0++) {
if (phi_s0->l.dir[1] > 0) {
lightNum = (phi_s0->l.col[0] + phi_s0->l.col[1] + phi_s0->l.col[2]) * ABS_ALT(phi_s0->l.dir[1]);
if (lightNum > 0) {
lightNumMax += lightNum;
ActorShadow_DrawFoot(play, phi_s0, &sp94, lightNum, temp_f22, temp_f24, shadowScaleZ);
}
}
}
for (j = 0; j < 2; j++, phi_s0++) {
if (phi_s0->l.dir[1] > 0) {
lightNum = ((phi_s0->l.col[0] + phi_s0->l.col[1] + phi_s0->l.col[2]) * ABS_ALT(phi_s0->l.dir[1])) -
(8 * lightNumMax);
if (lightNum > 0) {
ActorShadow_DrawFoot(play, phi_s0, &sp94, lightNum, temp_f22, temp_f24, shadowScaleZ);
}
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, worldPos, projectedPos, invW);
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
void Target_SetPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) {
targetCtx->unk50[index].pos.x = x;
targetCtx->unk50[index].pos.y = y;
targetCtx->unk50[index].pos.z = z;
targetCtx->unk50[index].unkC = targetCtx->unk44;
}
typedef struct {
/* 0x0 */ Color_RGBA8 inner;
/* 0x4 */ Color_RGBA8 outer;
} TatlColor; // size = 0x8
TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 255, 255, 230, 255 }, { 220, 160, 80, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 150, 150, 255, 255 }, { 150, 150, 255, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } },
};
void func_800B4F78(TargetContext* targetCtx, s32 type, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
TargetContextEntry* targetEntry;
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &play->view.eye);
targetCtx->unk48 = 0x100;
tatlColorEntry = &sTatlColorList[type];
targetCtx->unk44 = 500.0f;
targetEntry = targetCtx->unk50;
for (i = 0; i < ARRAY_COUNT(targetCtx->unk50); i++, targetEntry++) {
Target_SetPos(targetCtx, i, 0.0f, 0.0f, 0.0f);
targetEntry->color.r = tatlColorEntry->inner.r;
targetEntry->color.g = tatlColorEntry->inner.g;
targetEntry->color.b = tatlColorEntry->inner.b;
}
}
void Target_SetColors(TargetContext* targetCtx, Actor* actor, s32 type, PlayState* play) {
targetCtx->unk0.x = actor->focus.pos.x;
targetCtx->unk0.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
targetCtx->unk0.z = actor->focus.pos.z;
targetCtx->fairyInner.r = sTatlColorList[type].inner.r;
targetCtx->fairyInner.g = sTatlColorList[type].inner.g;
targetCtx->fairyInner.b = sTatlColorList[type].inner.b;
targetCtx->fairyInner.a = sTatlColorList[type].inner.a;
targetCtx->fairyOuter.r = sTatlColorList[type].outer.r;
targetCtx->fairyOuter.g = sTatlColorList[type].outer.g;
targetCtx->fairyOuter.b = sTatlColorList[type].outer.b;
targetCtx->fairyOuter.a = sTatlColorList[type].outer.a;
}
void Actor_TargetContextInit(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->unk8C = NULL;
targetCtx->targetedActor = NULL;
targetCtx->arrowPointedActor = NULL;
targetCtx->unk4B = 0;
targetCtx->unk4C = 0;
targetCtx->unk40 = 0.0f;
Target_SetColors(targetCtx, actor, actor->category, play);
func_800B4F78(targetCtx, actor->category, play);
}
void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 |
PLAYER_STATE1_400 | PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000))) {
Actor* actor = targetCtx->targetedActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->unk48 != 0) {
TargetContextEntry* entry;
s16 alpha = 255;
f32 var1 = 1.0f;
Vec3f projectedPos;
s32 spB8;
f32 invW;
s32 spB0;
s32 spAC;
f32 var2;
s32 i;
if (targetCtx->unk4B != 0) {
spB8 = 1;
} else {
spB8 = 3;
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->targetCenterPos, &actor->focus.pos);
var1 = (500.0f - targetCtx->unk44) / 420.0f;
} else {
targetCtx->unk48 -= 120;
if (targetCtx->unk48 < 0) {
targetCtx->unk48 = 0;
}
alpha = targetCtx->unk48;
}
Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * var1;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * var1;
projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT);
projectedPos.z = projectedPos.z * var1;
targetCtx->unk4C--;
if (targetCtx->unk4C < 0) {
targetCtx->unk4C = 2;
}
Target_SetPos(targetCtx, targetCtx->unk4C, projectedPos.x, projectedPos.y, projectedPos.z);
if ((!(player->stateFlags1 & PLAYER_STATE1_40)) || (actor != player->targetedActor)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
for (spB0 = 0, spAC = targetCtx->unk4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
entry = &targetCtx->unk50[spAC];
if (entry->unkC < 500.0f) {
if (entry->unkC <= 120.0f) {
var2 = 0.15f;
} else {
var2 = ((entry->unkC - 120.0f) * 0.001f) + 0.15f;
}
Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b,
(u8)alpha);
Matrix_RotateZS((targetCtx->unk4B * 512), MTXMODE_APPLY);
for (i = 0; i < 4; i++) {
Matrix_RotateZS(0x4000, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pop();
}
}
alpha -= 255 / 3;
if (alpha < 0) {
alpha = 0;
}
}
}
}
actor = targetCtx->unk_94;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_8000000)) {
TatlColor* color = &sTatlColorList[actor->category];
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x07);
Matrix_Translate(actor->focus.pos.x,
actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateYS((play->gameplayFrames * 3000), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f,
MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
// OoT: func_8002C7BC
void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameState* gameState) {
PlayState* play = (PlayState*)gameState;
Actor* sp68 = NULL;
s32 category;
Vec3f projectedPos;
f32 invW;
if ((player->targetedActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->unk_94 = NULL;
} else {
func_800BB8EC(gameState, &play->actorCtx, &sp68, &D_801ED920, player);
targetCtx->unk_94 = sp68;
}
if (targetCtx->unk8C != 0) {
sp68 = targetCtx->unk8C;
targetCtx->unk8C = NULL;
} else if (actor != 0) {
sp68 = actor;
}
if (sp68 != NULL) {
category = sp68->category;
} else {
category = player->actor.category;
}
if ((sp68 != targetCtx->arrowPointedActor) || (category != targetCtx->unk4A)) {
targetCtx->arrowPointedActor = sp68;
targetCtx->unk4A = category;
targetCtx->unk40 = 1.0f;
}
if (sp68 == NULL) {
sp68 = &player->actor;
}
if (!Math_StepToF(&targetCtx->unk40, 0.0f, 0.25f)) {
f32 temp_f0;
f32 x;
f32 y;
f32 z;
temp_f0 = 0.25f / targetCtx->unk40;
x = sp68->focus.pos.x - targetCtx->unk0.x;
y = (sp68->focus.pos.y + (sp68->targetArrowOffset * sp68->scale.y)) - targetCtx->unk0.y;
z = sp68->focus.pos.z - targetCtx->unk0.z;
targetCtx->unk0.x += x * temp_f0;
targetCtx->unk0.y += y * temp_f0;
targetCtx->unk0.z += z * temp_f0;
} else {
Target_SetColors(targetCtx, sp68, category, play);
}
if (actor != NULL && targetCtx->unk4B == 0) {
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
actor = NULL;
}
}
if (actor != NULL) {
if (actor != targetCtx->targetedActor) {
s32 sfxId;
func_800B4F78(targetCtx, actor->category, play);
targetCtx->targetedActor = actor;
if (actor->id == ACTOR_EN_BOOM) {
targetCtx->unk48 = 0;
}
sfxId =
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_4 | ACTOR_FLAG_1) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN;
play_sound(sfxId);
}
targetCtx->targetCenterPos.x = actor->world.pos.x;
targetCtx->targetCenterPos.y = actor->world.pos.y - (actor->shape.yOffset * actor->scale.y);
targetCtx->targetCenterPos.z = actor->world.pos.z;
if (targetCtx->unk4B == 0) {
f32 temp_f0_2;
f32 clampedFloat;
temp_f0_2 = (500.0f - targetCtx->unk44) * 3.0f;
clampedFloat = CLAMP(temp_f0_2, 30.0f, 100.0f);
if (Math_StepToF(&targetCtx->unk44, 80.0f, clampedFloat)) {
targetCtx->unk4B++;
}
} else {
targetCtx->unk4B = (targetCtx->unk4B + 3) | 0x80;
targetCtx->unk44 = 120.0f;
}
} else {
targetCtx->targetedActor = NULL;
Math_StepToF(&targetCtx->unk44, 500.0f, 80.0f);
}
}
/* Start of Flags section */
/**
* Tests if current scene switch flag is set.
*/
s32 Flags_GetSwitch(PlayState* play, s32 flag) {
if (flag >= 0 && flag < 0x80) {
return play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] & (1 << (flag & 0x1F));
}
return 0;
}
/**
* Sets current scene switch flag.
*/
void Flags_SetSwitch(PlayState* play, s32 flag) {
if (flag >= 0 && flag < 0x80) {
play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] |= 1 << (flag & 0x1F);
}
}
/**
* Unsets current scene switch flag.
*/
void Flags_UnsetSwitch(PlayState* play, s32 flag) {
if (flag >= 0 && flag < 0x80) {
play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] &= ~(1 << (flag & 0x1F));
}
}
/**
* Tests if current scene chest flag is set.
*/
s32 Flags_GetTreasure(PlayState* play, s32 flag) {
return play->actorCtx.sceneFlags.chest & (1 << flag);
}
/**
* Sets current scene chest flag.
*/
void Flags_SetTreasure(PlayState* play, s32 flag) {
play->actorCtx.sceneFlags.chest |= (1 << flag);
}
/**
* Overrides the all the chest flags.
*/
void Flags_SetAllTreasure(PlayState* play, s32 flag) {
play->actorCtx.sceneFlags.chest = flag;
}
/**
* Returns all the chest flags.
*/
s32 Flags_GetAllTreasure(PlayState* play) {
return play->actorCtx.sceneFlags.chest;
}
/**
* Tests if current scene clear flag is set.
*/
s32 Flags_GetClear(PlayState* play, s32 roomNumber) {
return play->actorCtx.sceneFlags.clearedRoom & (1 << roomNumber);
}
/**
* Sets current scene clear flag.
*/
void Flags_SetClear(PlayState* play, s32 roomNumber) {
play->actorCtx.sceneFlags.clearedRoom |= (1 << roomNumber);
}
/**
* Unsets current scene clear flag.
*/
void Flags_UnsetClear(PlayState* play, s32 roomNumber) {
play->actorCtx.sceneFlags.clearedRoom &= ~(1 << roomNumber);
}
/**
* Tests if current scene temp clear flag is set.
*/
s32 Flags_GetClearTemp(PlayState* play, s32 roomNumber) {
return play->actorCtx.sceneFlags.clearedRoomTemp & (1 << roomNumber);
}
/**
* Sets current scene temp clear flag.
*/
void Flags_SetClearTemp(PlayState* play, s32 roomNumber) {
play->actorCtx.sceneFlags.clearedRoomTemp |= (1 << roomNumber);
}
/**
* Unsets current scene temp clear flag.
*/
void Flags_UnsetClearTemp(PlayState* play, s32 roomNumber) {
play->actorCtx.sceneFlags.clearedRoomTemp &= ~(1 << roomNumber);
}
/**
* Tests if current scene collectible flag is set.
*/
s32 Flags_GetCollectible(PlayState* play, s32 flag) {
if (flag > 0 && flag < 0x80) {
return play->actorCtx.sceneFlags.collectible[(flag & ~0x1F) >> 5] & (1 << (flag & 0x1F));
}
return 0;
}
/**
* Sets current scene collectible flag.
*/
void Flags_SetCollectible(PlayState* play, s32 flag) {
if (flag > 0 && flag < 0x80) {
play->actorCtx.sceneFlags.collectible[(flag & ~0x1F) >> 5] |= 1 << (flag & 0x1F);
}
}
/* End of Flags section */
/* Start of TitleCard section */
void TitleCard_ContextInit(GameState* gameState, TitleCardContext* titleCtx) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
titleCtx->intensity = 0;
titleCtx->alpha = 0;
}
void TitleCard_InitBossName(GameState* gameState, TitleCardContext* titleCtx, TexturePtr texture, s16 x, s16 y,
u8 width, u8 height) {
titleCtx->texture = texture;
titleCtx->x = x;
titleCtx->y = y;
titleCtx->width = width;
titleCtx->height = height;
titleCtx->durationTimer = 80;
titleCtx->delayTimer = 0;
}
void TitleCard_InitPlaceName(GameState* gameState, TitleCardContext* titleCtx, TexturePtr texture, s32 x, s32 y,
s32 width, s32 height, s32 delay) {
}
void TitleCard_Update(GameState* gameState, TitleCardContext* titleCtx) {
if (DECR(titleCtx->delayTimer) == 0) {
if (DECR(titleCtx->durationTimer) == 0) {
Math_StepToS(&titleCtx->alpha, 0, 30);
Math_StepToS(&titleCtx->intensity, 0, 70);
} else {
Math_StepToS(&titleCtx->alpha, 255, 10);
Math_StepToS(&titleCtx->intensity, 255, 20);
}
}
}
void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
if (titleCtx->alpha != 0) {
s32 width = titleCtx->width;
s32 height = titleCtx->height;
s32 unk1;
s32 spC0;
s32 sp38;
s32 spB8;
s32 spB4;
s32 temp;
temp = width * 2;
spC0 = (titleCtx->x * 4) - temp;
spB8 = (titleCtx->y * 4) - (height * 2);
sp38 = width * 2;
OPEN_DISPS(gameState->gfxCtx);
if (width * height > TMEM_SIZE) {
height = TMEM_SIZE / width;
}
spB4 = spB8 + (height * 4);
OVERLAY_DISP = func_8012C014(OVERLAY_DISP);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
(u8)titleCtx->alpha);
gDPLoadTextureBlock(OVERLAY_DISP++, (s32*)titleCtx->texture, G_IM_FMT_IA, G_IM_SIZ_8b, width, height, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (height * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
height = titleCtx->height - height;
if (height > 0) {
gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, width,
height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 + (height * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
CLOSE_DISPS(gameState->gfxCtx);
}
}
/* End of TitleCard section */
// unused
s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) {
if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
return false;
}
return true;
}
void func_800B6468(PlayState* play) {
play->actorCtx.unk1F5 = 0;
}
void func_800B6474(PlayState* play) {
if (play->actorCtx.unk1F5 != 0) {
play->actorCtx.unk1F5--;
}
}
s32 func_800B648C(PlayState* play, s32 arg1, s32 arg2, f32 arg3, Vec3f* arg4) {
if ((play->actorCtx.unk1F5 != 0) && (arg3 < play->actorCtx.unk1F8)) {
return false;
}
play->actorCtx.unk1F4 = arg1;
play->actorCtx.unk1F5 = arg2;
play->actorCtx.unk1F8 = arg3;
Math_Vec3f_Copy(&play->actorCtx.unk1FC, arg4);
return true;
}
f32 func_800B64FC(PlayState* play, f32 arg1, Vec3f* arg2, u32* arg3) {
f32 temp_f8;
if ((play->actorCtx.unk1F5 == 0) || (arg1 == 0.0f)) {
return -1.0f;
}
temp_f8 = Math_Vec3f_DistXYZ(&play->actorCtx.unk1FC, arg2) / arg1;
*arg3 = play->actorCtx.unk1F4;
return play->actorCtx.unk1F8 - temp_f8;
}
/**
* Initializes an element of the `play->actorCtx.unk_20C` array to the `arg2` pointer, or allocates one using the
* `size` argument in case `arg2` is NULL. This element is associated to an `id`
*
* In success returns the allocated pointer if `arg2` was NULL or the `arg2` pointer otherwise
* In failure (There's no space left in `play->actorCtx.unk_20C` or an allocation error happened) returns NULL
*
* Note there are no duplicated id checks.
*
* Used only by EnLiftNuts.
*/
void* func_800B6584(PlayState* play, s16 id, void* arg2, size_t size) {
ActorContext_unk_20C* entry = play->actorCtx.unk_20C;
s32 i;
for (i = 0; i < ARRAY_COUNT(play->actorCtx.unk_20C); i++) {
if (entry->id == 0) {
if (arg2 == NULL) {
arg2 = ZeldaArena_Malloc(size);
if (arg2 == NULL) {
return NULL;
}
entry->isDynamicallyInitialised = true;
}
entry->id = id;
entry->ptr = arg2;
return arg2;
}
entry++;
}
return NULL;
}
/**
* Frees the first element of `play->actorCtx.unk_20C` with id `id`.
*
* If success, the free'd pointer is returned.
* If failure, NULL is returned.
*
* Used only by EnLiftNuts.
*/
void* func_800B6608(PlayState* play, s16 id) {
ActorContext_unk_20C* entry = play->actorCtx.unk_20C;
s32 i;
for (i = 0; i < ARRAY_COUNT(play->actorCtx.unk_20C); i++) {
if (id == entry->id) {
entry->id = 0;
if (entry->isDynamicallyInitialised) {
ZeldaArena_Free(entry->ptr);
entry->isDynamicallyInitialised = false;
}
return entry->ptr;
}
entry++;
}
return NULL;
}
/**
* Retrieves the first pointer stored with the id `id`.
* If there's no pointer stored with that id, NULL is returned.
*
* Used only by EnLiftNuts.
*/
void* func_800B6680(PlayState* play, s16 id) {
ActorContext_unk_20C* entry = play->actorCtx.unk_20C;
s32 i;
for (i = 0; i < ARRAY_COUNT(play->actorCtx.unk_20C); i++) {
if (id == entry->id) {
return entry->ptr;
}
entry++;
}
return NULL;
}
void Actor_Kill(Actor* actor) {
actor->draw = NULL;
actor->update = NULL;
actor->flags &= ~ACTOR_FLAG_1;
}
void Actor_SetWorldToHome(Actor* actor) {
actor->world = actor->home;
}
void Actor_SetFocus(Actor* actor, f32 height) {
actor->focus.pos.x = actor->world.pos.x;
actor->focus.pos.y = actor->world.pos.y + height;
actor->focus.pos.z = actor->world.pos.z;
actor->focus.rot.x = actor->world.rot.x;
actor->focus.rot.y = actor->world.rot.y;
actor->focus.rot.z = actor->world.rot.z;
}
void Actor_SetWorldRotToShape(Actor* actor) {
actor->world.rot = actor->shape.rot;
}
void Actor_SetShapeRotToWorld(Actor* actor) {
actor->shape.rot = actor->world.rot;
}
void Actor_SetScale(Actor* actor, f32 scale) {
actor->scale.z = scale;
actor->scale.y = scale;
actor->scale.x = scale;
}
void Actor_SetObjectDependency(PlayState* play, Actor* actor) {
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment);
}
void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
actor->targetMode = 3;
actor->terminalVelocity = -20.0f;
actor->xyzDistToPlayerSq = FLT_MAX;
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
actor->hintId = TATL_HINT_ID_NONE;
CollisionCheck_InitInfo(&actor->colChkInfo);
actor->floorBgId = BGCHECK_SCENE;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
}
}
void Actor_Destroy(Actor* actor, PlayState* play) {
if (actor->init == NULL) {
if (actor->destroy != NULL) {
actor->destroy(actor, play);
actor->destroy = NULL;
}
}
}
f32 actorMovementScale = 1.0f;
void Actor_SetMovementScale(s32 scale) {
actorMovementScale = scale * 0.5f;
}
/**
* Update actor position using velocity and any push from z_collision_check.
*/
void Actor_UpdatePos(Actor* actor) {
f32 speedRate = actorMovementScale;
actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x;
actor->world.pos.y += (actor->velocity.y * speedRate) + actor->colChkInfo.displacement.y;
actor->world.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z;
}
/**
* Updates actor's velocity accounting for gravity (without exceeding terminal velocity)
* The operation is performed in cylindrical coordinates
*
* It is recommended to not call this function directly and use `Actor_MoveWithGravity` instead
*/
void Actor_UpdateVelocityWithGravity(Actor* actor) {
actor->velocity.x = actor->speedXZ * Math_SinS(actor->world.rot.y);
actor->velocity.z = actor->speedXZ * Math_CosS(actor->world.rot.y);
actor->velocity.y += actor->gravity;
if (actor->velocity.y < actor->terminalVelocity) {
actor->velocity.y = actor->terminalVelocity;
}
}
/**
* Moves actor accounting for its current velocity and applying gravity
* The operation is performed in cylindrical coordinates
*/
void Actor_MoveWithGravity(Actor* actor) {
Actor_UpdateVelocityWithGravity(actor);
Actor_UpdatePos(actor);
}
/**
* Updates actor's velocity, ignoring gravity
* The operation is performed in spherical coordinates
*
* It is recommended to not call this function directly and use `Actor_MoveWithoutGravity` instead
*/
void Actor_UpdateVelocityWithoutGravity(Actor* actor) {
f32 horizontalSpeed = Math_CosS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * horizontalSpeed;
actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * horizontalSpeed;
}
/**
* Moves actor accounting for its current velocity, without applying gravity
* The operation is performed in spherical coordinates
*
* Useful for flying or swimming actors
*/
void Actor_MoveWithoutGravity(Actor* actor) {
Actor_UpdateVelocityWithoutGravity(actor);
Actor_UpdatePos(actor);
}
/**
* Like `Actor_UpdateVelocityWithoutGravity`, but the actor is moved backwards instead of forwards
*
* It is recommended to not call this function directly and use `Actor_MoveWithoutGravityReverse` instead
*/
void Actor_UpdateVelocityWithoutGravityReverse(Actor* actor) {
f32 horizontalSpeed = Math_CosS(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * horizontalSpeed;
actor->velocity.y = Math_SinS(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * horizontalSpeed;
}
/**
* Like `Actor_MoveWithoutGravity`, but the actor is moved backwards instead of forwards
*/
void Actor_MoveWithoutGravityReverse(Actor* actor) {
Actor_UpdateVelocityWithoutGravityReverse(actor);
Actor_UpdatePos(actor);
}
/**
* Sets horizontal speed and Y velocity using the `speed` argument and current pitch
*/
void Actor_SetSpeeds(Actor* actor, f32 speed) {
actor->speedXZ = Math_CosS(actor->world.rot.x) * speed;
actor->velocity.y = -Math_SinS(actor->world.rot.x) * speed;
}
// unused
void Actor_UpdatePosFromSkelAnime(Actor* actor, SkelAnime* skelAnime) {
Vec3f pos;
SkelAnime_UpdateTranslation(skelAnime, &pos, actor->shape.rot.y);
actor->world.pos.x += pos.x * actor->scale.x;
actor->world.pos.y += pos.y * actor->scale.y;
actor->world.pos.z += pos.z * actor->scale.z;
}
s16 Actor_YawBetweenActors(Actor* from, Actor* to) {
return Math_Vec3f_Yaw(&from->world.pos, &to->world.pos);
}
s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to) {
return Math_Vec3f_Yaw(&from->focus.pos, &to->focus.pos);
}
s16 Actor_YawToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_Yaw(&actor->world.pos, point);
}
s16 Actor_PitchBetweenActors(Actor* from, Actor* to) {
return Math_Vec3f_Pitch(&from->world.pos, &to->world.pos);
}
s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to) {
return Math_Vec3f_Pitch(&from->focus.pos, &to->focus.pos);
}
s16 Actor_PitchToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_Pitch(&actor->world.pos, point);
}
f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2) {
return Math_Vec3f_DistXYZ(&actor1->world.pos, &actor2->world.pos);
}
f32 Actor_DistanceToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_DistXYZ(&actor->world.pos, point);
}
f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2) {
return Math_Vec3f_DistXZ(&actor1->world.pos, &actor2->world.pos);
}
f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_DistXZ(&actor->world.pos, point);
}
/**
* Find the offset of a point from an actor in that actor's own coordinates (origin at the actor's
* world.pos, z-axis is facing angle, i.e. shape.rot.y)
*
* @param[in] actor The actor whose coordinate system to transform to.
* @param[out] offset The transformed coordinates.
* @param[in] point The point to transform to actor coordinates.
*/
void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point) {
f32 cos = Math_CosS(actor->shape.rot.y);
f32 sin = Math_SinS(actor->shape.rot.y);
f32 diffX;
f32 diffZ;
// Shift X,Z to actor coordinates origin
diffX = point->x - actor->world.pos.x;
diffZ = point->z - actor->world.pos.z;
// Rotate X and Z offsets to align Z to actor's shape.rot.y
offset->x = ((diffX * cos) - (diffZ * sin));
offset->z = ((diffZ * cos) + (diffX * sin));
// Shift Y to origin
offset->y = point->y - actor->world.pos.y;
}
f32 Actor_HeightDiff(Actor* actor1, Actor* actor2) {
return actor2->world.pos.y - actor1->world.pos.y;
}
/**
* Sets the current and new inputs.
*/
void func_800B6F20(PlayState* play, Input* input, f32 magnitude, s16 baseYaw) {
s16 relativeYaw = baseYaw - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
input->cur.stick_x = -Math_SinS(relativeYaw) * magnitude;
input->rel.stick_x = input->cur.stick_x;
input->cur.stick_y = Math_CosS(relativeYaw) * magnitude;
input->rel.stick_y = input->cur.stick_y;
}
f32 Player_GetHeight(Player* player) {
f32 extraHeight;
if (player->stateFlags1 & PLAYER_STATE1_800000) {
extraHeight = 32.0f;
} else {
extraHeight = 0.0f;
}
switch (player->transformation) {
default:
case PLAYER_FORM_FIERCE_DEITY:
return extraHeight + 124.0f;
case PLAYER_FORM_GORON:
return extraHeight + ((player->stateFlags3 & PLAYER_STATE3_1000) ? 34.0f : 80.0f);
case PLAYER_FORM_ZORA:
return extraHeight + 68.0f;
case PLAYER_FORM_DEKU:
return extraHeight + 36.0f;
case PLAYER_FORM_HUMAN:
return extraHeight + 44.0f;
}
}
f32 Player_GetRunSpeedLimit(Player* player) {
if (player->stateFlags1 & PLAYER_STATE1_800000) {
return 15.0f;
} else if (player->stateFlags1 & PLAYER_STATE1_8000000) {
return (R_RUN_SPEED_LIMIT / 100.0f) * 0.6f;
} else {
return R_RUN_SPEED_LIMIT / 100.0f;
}
}
s32 func_800B7118(Player* player) {
return player->stateFlags1 & PLAYER_STATE1_8;
}
s32 func_800B7128(Player* player) {
return func_800B7118(player) && (player->unk_ACC != 0);
}
s32 func_800B715C(PlayState* play) {
Player* player = GET_PLAYER(play);
return player->stateFlags2 & PLAYER_STATE2_8;
}
void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
if ((play->roomCtx.curRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) {
EnHorse* rideActor = (EnHorse*)player->rideActor;
if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
}
}
}
void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
player->rideActor = horse;
player->stateFlags1 |= PLAYER_STATE1_800000;
horse->child = &player->actor;
}
s32 func_800B7200(Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) || (player->csMode != PLAYER_CSMODE_0);
}
void func_800B722C(GameState* gameState, Player* player) {
func_800F40A0(gameState, player);
}
s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
if ((player->csMode == PLAYER_CSMODE_5) || ((csMode == PLAYER_CSMODE_6) && (player->csMode == PLAYER_CSMODE_0))) {
return false;
}
player->csMode = csMode;
player->unk_398 = actor;
player->unk_3BA = 0;
return true;
}
s32 func_800B7298(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
if (func_800B724C(play, actor, csMode)) {
player->unk_3BA = 1;
return true;
}
return false;
}
// Unused
void func_800B72E0(DynaPolyActor* dyna) {
dyna->unk14C = 0.0f;
dyna->pushForce = 0.0f;
}
void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation) {
dyna->yRotation = yRotation;
dyna->pushForce += extraPushForce;
}
/**
* Check if the player is facing the specified actor.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`.
*/
s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yawDiff = BINANG_ADD(actor->yawTowardsPlayer, 0x8000) - player->actor.shape.rot.y;
if (ABS_ALT(yawDiff) < maxAngleDiff) {
return true;
}
return false;
}
/**
* Check if `actorB` is facing `actorA`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
*/
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff) {
s16 angle = BINANG_ROT180(Actor_YawBetweenActors(actorA, actorB));
s16 dist = angle - actorB->shape.rot.y;
if (ABS_ALT(dist) < maxAngleDiff) {
return true;
}
return false;
}
/**
* Check if the specified actor is facing the player.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`.
*/
s32 Actor_IsFacingPlayer(Actor* actor, s16 angle) {
s16 dist = actor->yawTowardsPlayer - actor->shape.rot.y;
if (ABS_ALT(dist) < angle) {
return true;
}
return false;
}
/**
* Check if `actorA` is facing `actorB`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`.
*/
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff) {
s16 dist = Actor_YawBetweenActors(actorA, actorB) - actorA->shape.rot.y;
if (ABS_ALT(dist) < maxAngleDiff) {
return true;
}
return false;
}
/**
* Check if the specified actor is facing the player and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`.
* The maximum distance that qualifies as "nearby" is specified by `range`.
*/
s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngleDiff) {
s16 yaw = actor->yawTowardsPlayer - actor->shape.rot.y;
if (ABS_ALT(yaw) < maxAngleDiff) {
s16 pad;
if (sqrtf(SQ(actor->xzDistToPlayer) + SQ(actor->playerHeightRel)) < range) {
return true;
}
}
return false;
}
/**
* Check if `actorA` is facing `actorB` and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`.
* The maximum distance that qualifies as "nearby" is specified by `range`.
*/
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngleDiff) {
if (Actor_DistanceBetweenActors(actorA, actorB) < range) {
s16 dist = Actor_YawBetweenActors(actorA, actorB) - actorA->shape.rot.y;
if (ABS_ALT(dist) < maxAngleDiff) {
return true;
}
}
return false;
}
/* Start of BgCheck related section */
void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw) {
slopeNormal->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
slopeNormal->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
slopeNormal->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
*downwardSlopeYaw = Math_Atan2S_XY(slopeNormal->z, slopeNormal->x);
}
s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
if (actor->bgCheckFlags & 1) {
actor->bgCheckFlags &= ~1;
actor->bgCheckFlags |= 4;
if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) {
actor->velocity.y = 0.0f;
}
return false;
}
return true;
}
s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
f32 distToFloor;
s32 bgId;
pos->y += (flags & 0x800) ? 10.0f : 50.0f;
actor->floorHeight = BgCheck_EntityRaycastFloor5_2(play, &play->colCtx, &actor->floorPoly, &bgId, actor, pos);
actor->bgCheckFlags &= ~(0x80 | 0x04 | 0x02);
if (actor->floorHeight <= BGCHECK_Y_MIN) {
return func_800B761C(actor, BGCHECK_Y_MIN, flags);
}
distToFloor = actor->floorHeight - actor->world.pos.y;
actor->floorBgId = bgId;
if ((distToFloor >= 0.0f) || (((actor->bgCheckFlags & 1)) && !(actor->bgCheckFlags & 0x800) &&
(distToFloor >= -11.0f) && (actor->velocity.y < 0.0f))) {
actor->bgCheckFlags |= 0x80;
if (actor->bgCheckFlags & 0x10) {
if (bgId != D_801ED8B4) {
if (distToFloor > 15.0f) {
actor->bgCheckFlags |= 0x100;
}
} else {
actor->world.pos.x = actor->prevPos.x;
actor->world.pos.z = actor->prevPos.z;
}
}
actor->world.pos.y = actor->floorHeight;
if (actor->velocity.y <= 0.0f) {
if (!(actor->bgCheckFlags & 1)) {
actor->bgCheckFlags |= 2;
} else if ((flags & 8) && (actor->gravity < 0.0f)) {
actor->velocity.y = -4.0f;
} else if (!(flags & 0x100)) {
actor->velocity.y = 0.0f;
}
actor->bgCheckFlags |= 1;
BgCheck2_AttachToMesh(&play->colCtx, actor, (s32)actor->floorBgId);
}
} else {
return func_800B761C(actor, distToFloor, flags);
}
return true;
}
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
f32 ceilingCheckHeight, u32 flags) {
f32 sp94 = actor->world.pos.y - actor->prevPos.y;
s32 pad;
Vec3f pos;
if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & 1)) {
BgCheck2_UpdateActorAttachedToMesh(&play->colCtx, actor->floorBgId, actor);
}
if (flags & 1) {
s32 bgId;
actor->bgCheckFlags &= ~0x1000;
if ((!(flags & 0x80) &&
(BgCheck_EntitySphVsWall3(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight))) ||
((flags & 0x80) &&
(BgCheck_EntitySphVsWall4(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight)))) {
CollisionPoly* sp7C = actor->wallPoly;
actor->bgCheckFlags |= 8;
if ((flags & 0x200) && (actor->bgCheckFlags & 0x1000) && ((s32)sp7C->normal.y > 0) &&
(sqrtf(SQXYZ(actor->colChkInfo.displacement)) < 10.0f)) {
actor->bgCheckFlags &= ~8;
} else if (actor->bgCheckFlags & 8) {
Math_Vec3f_Copy(&actor->world.pos, &pos);
}
actor->wallYaw = Math_Atan2S_XY(sp7C->normal.z, sp7C->normal.x);
actor->wallBgId = bgId;
} else {
actor->bgCheckFlags &= ~8;
}
}
pos.x = actor->world.pos.x;
pos.z = actor->world.pos.z;
if (flags & 2) {
f32 y;
pos.y = actor->prevPos.y + 4.0f;
if (BgCheck_EntityCheckCeiling(&play->colCtx, &y, &pos, (ceilingCheckHeight + sp94) - 4.0f, &D_801ED8B0,
&D_801ED8B4, actor)) {
actor->bgCheckFlags |= 0x10;
actor->world.pos.y = (y + sp94) - 4.0f;
} else {
actor->bgCheckFlags &= ~0x10;
}
}
if (flags & 4) {
WaterBox* waterbox;
f32 y;
pos.y = actor->prevPos.y;
func_800B7678(play, actor, &pos, flags);
y = actor->world.pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &y, &waterbox)) {
actor->depthInWater = y - actor->world.pos.y;
if (actor->depthInWater <= 0.0f) {
actor->bgCheckFlags &= ~(0x40 | 0x20);
} else if (!(actor->bgCheckFlags & 0x20)) {
actor->bgCheckFlags |= (0x40 | 0x20);
if (!(flags & 0x40)) {
Vec3f sp64;
sp64.x = actor->world.pos.x;
sp64.y = y;
sp64.z = actor->world.pos.z;
EffectSsGRipple_Spawn(play, &sp64, 100, 500, 0);
EffectSsGRipple_Spawn(play, &sp64, 100, 500, 4);
EffectSsGRipple_Spawn(play, &sp64, 100, 500, 8);
}
} else {
actor->bgCheckFlags &= ~0x40;
}
} else {
actor->bgCheckFlags &= ~(0x40 | 0x20);
actor->depthInWater = BGCHECK_Y_MIN;
}
}
if (flags & 0x400) {
WaterBox* waterbox;
f32 y = actor->world.pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &y, &waterbox)) {
actor->depthInWater = y - actor->world.pos.y;
if (actor->depthInWater < 0.0f) {
actor->bgCheckFlags &= ~(0x40 | 0x20);
} else if (!(actor->bgCheckFlags & 0x20)) {
actor->bgCheckFlags |= (0x40 | 0x20);
if (!(flags & 0x40)) {
Vec3f sp50;
sp50.x = actor->world.pos.x;
sp50.y = y;
sp50.z = actor->world.pos.z;
EffectSsGRipple_Spawn(play, &sp50, 100, 500, 0);
EffectSsGRipple_Spawn(play, &sp50, 100, 500, 4);
EffectSsGRipple_Spawn(play, &sp50, 100, 500, 8);
}
} else {
actor->bgCheckFlags &= ~0x40;
}
} else {
actor->bgCheckFlags &= ~(0x40 | 0x20);
actor->depthInWater = BGCHECK_Y_MIN;
}
}
}
Gfx* Hilite_Draw(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* dl, Hilite** hilite) {
LookAt* lookAt = GRAPH_ALLOC(gfxCtx, sizeof(LookAt));
f32 correctedEyeX = (eye->x == object->x) && (eye->z == object->z) ? eye->x + 0.001f : eye->x;
*hilite = GRAPH_ALLOC(gfxCtx, sizeof(Hilite));
guLookAtHilite(&D_801ED8E0, lookAt, *hilite, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, 0.0f,
1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 0x10,
0x10);
gSPLookAt(dl++, lookAt);
gDPSetHilite1Tile(dl++, 1, *hilite, 0x10, 0x10);
return dl;
}
Hilite* Hilite_DrawOpa(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
POLY_OPA_DISP = Hilite_Draw(object, eye, lightDir, gfxCtx, POLY_OPA_DISP, &hilite);
CLOSE_DISPS(gfxCtx);
return hilite;
}
Hilite* Hilite_DrawXlu(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
POLY_XLU_DISP = Hilite_Draw(object, eye, lightDir, gfxCtx, POLY_XLU_DISP, &hilite);
CLOSE_DISPS(gfxCtx);
return hilite;
}
void func_800B8050(Actor* actor, PlayState* play, s32 flag) {
Hilite* hilite = func_800BCBF4(&actor->world.pos, play);
if (flag != 0) {
Gfx* gfxHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
Gfx* gfx = gfxHead;
OPEN_DISPS(play->state.gfxCtx);
gDPSetHilite1Tile(gfx++, 1, hilite, 0x10, 0x10);
gSPEndDisplayList(gfx++);
gSPSegment(POLY_OPA_DISP++, 0x07, gfxHead);
CLOSE_DISPS(play->state.gfxCtx);
}
}
void func_800B8118(Actor* actor, PlayState* play, s32 flag) {
Hilite* hilite = func_800BCC68(&actor->world.pos, play);
if (flag != 0) {
Gfx* gfxHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
Gfx* gfx = gfxHead;
OPEN_DISPS(play->state.gfxCtx);
gDPSetHilite1Tile(gfx++, 1, hilite, 0x10, 0x10);
gSPEndDisplayList(gfx++);
gSPSegment(POLY_XLU_DISP++, 0x07, gfxHead);
CLOSE_DISPS(play->state.gfxCtx);
}
}
PosRot* Actor_GetFocus(PosRot* dest, Actor* actor) {
*dest = actor->focus;
return dest;
}
PosRot* Actor_GetWorld(PosRot* dest, Actor* actor) {
*dest = actor->world;
return dest;
}
PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor) {
PosRot sp1C;
Math_Vec3f_Copy(&sp1C.pos, &actor->world.pos);
if (actor->id == ACTOR_PLAYER) {
Player* player = (Player*)actor;
sp1C.pos.y += player->unk_AC0 * actor->scale.y;
}
sp1C.rot = actor->shape.rot;
*dest = sp1C;
return dest;
}
f32 func_800B82EC(Actor* actor, Player* player, s16 angle) {
f32 temp_f12;
s16 temp_v0 = BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), angle);
s16 yaw = ABS_ALT(temp_v0);
if (player->targetedActor != NULL) {
if ((yaw > 0x4000) || ((actor->flags & ACTOR_FLAG_8000000))) {
return FLT_MAX;
}
temp_f12 = actor->xyzDistToPlayerSq - ((actor->xyzDistToPlayerSq * 0.8f) * ((0x4000 - yaw) * (1.0f / 0x8000)));
return temp_f12;
}
if (yaw >= 0x2AAB) {
return FLT_MAX;
}
return actor->xyzDistToPlayerSq;
}
#define TARGET_RANGE(range, leash) \
{ SQ(range), (f32)range / leash }
TargetRangeParams gTargetRanges[] = {
TARGET_RANGE(70, 140), TARGET_RANGE(170, 255), TARGET_RANGE(280, 5600), TARGET_RANGE(350, 525),
TARGET_RANGE(700, 1050), TARGET_RANGE(1000, 1500), TARGET_RANGE(100, 105.36842), TARGET_RANGE(140, 163.33333),
TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000), TARGET_RANGE(2500, 3750),
};
s32 func_800B83BC(Actor* actor, f32 arg1) {
return arg1 < gTargetRanges[actor->targetMode].rangeSq;
}
s32 func_800B83F8(Actor* actor, Player* player, s32 flag) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_1) || (actor->flags & ACTOR_FLAG_8000000)) {
return true;
}
if (!flag) {
s16 yaw = BINANG_SUB(actor->yawTowardsPlayer, 0x8000) - player->actor.shape.rot.y;
s16 phi_v1 = ABS_ALT(yaw);
f32 dist;
if ((player->targetedActor == NULL) && (phi_v1 >= 0x2AAB)) {
dist = FLT_MAX;
} else {
dist = actor->xyzDistToPlayerSq;
}
return !func_800B83BC(actor, gTargetRanges[actor->targetMode].leashScale * dist);
}
return false;
}
s16 D_801AED48[] = {
0x101, 0x141, 0x111, 0x151, 0x105, 0x145, 0x115, 0x155,
};
s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState) {
if (actor->flags & ACTOR_FLAG_100) {
actor->flags &= ~ACTOR_FLAG_100;
return true;
}
return false;
}
// Actor_PickUpExchange? Seems to be called with exchangeItemId -1 if the same actor used Actor_PickUp
// This function is also used to toggle the "Speak" action on the A button
s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemId) {
Player* player = GET_PLAYER(play);
if ((player->actor.flags & ACTOR_FLAG_100) || ((exchangeItemId > PLAYER_IA_NONE) && Player_InCsMode(play)) ||
(!actor->isTargeted &&
((fabsf(actor->playerHeightRel) > fabsf(yRange)) || (actor->xzDistToPlayer > player->talkActorDistance) ||
(xzRange < actor->xzDistToPlayer)))) {
return false;
}
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemId = exchangeItemId;
ActorCutscene_SetIntentToPlay(0x7C);
return true;
}
s32 func_800B85E0(Actor* actor, PlayState* play, f32 radius, PlayerItemAction exchangeItemId) {
return func_800B8500(actor, play, radius, radius, exchangeItemId);
}
s32 func_800B8614(Actor* actor, PlayState* play, f32 radius) {
return func_800B85E0(actor, play, radius, PLAYER_IA_NONE);
}
s32 func_800B863C(Actor* actor, PlayState* play) {
f32 cylRadius = actor->colChkInfo.cylRadius + 50.0f;
return func_800B8614(actor, play, cylRadius);
}
s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
actor->flags &= ~ACTOR_FLAG_100;
return true;
}
return false;
}
/**
* Changes the actor the Player is focussing on
* Fails if Player is not already focussing on an actor or in a talking state
*/
s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) {
Actor* talkActor;
Player* player = GET_PLAYER(play);
talkActor = player->talkActor;
if ((player->actor.flags & ACTOR_FLAG_100) && (talkActor != NULL)) {
player->talkActor = actor2;
player->targetedActor = actor2;
return true;
}
return false;
}
PlayerItemAction Player_GetExchangeItemId(PlayState* play) {
Player* player = GET_PLAYER(play);
return player->exchangeItemId;
}
s32 func_800B8718(Actor* actor, GameState* gameState) {
if (actor->flags & ACTOR_FLAG_20000000) {
actor->flags &= ~ACTOR_FLAG_20000000;
return true;
}
return false;
}
// Similar to func_800B8500
s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(play);
if ((player->actor.flags & ACTOR_FLAG_20000000) || Player_InCsMode(play) ||
(yRange < fabsf(actor->playerHeightRel)) || ((player->unk_A94 < actor->xzDistToPlayer)) ||
(xzRange < actor->xzDistToPlayer)) {
return false;
}
player->unk_A90 = actor;
player->unk_A94 = actor->xzDistToPlayer;
return true;
}
s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange) {
return func_800B874C(actor, play, xzRange, 20.0f);
}
s32 func_800B882C(Actor* actor, PlayState* play) {
f32 cylRadius = actor->colChkInfo.cylRadius + 50.0f;
return func_800B8804(actor, play, cylRadius);
}
s32 func_800B886C(Actor* actor, PlayState* play) {
if (!(GET_PLAYER(play)->actor.flags & ACTOR_FLAG_20000000)) {
return true;
}
return false;
}
void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
Vec3f projectedPos;
f32 invW;
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
*x = PROJECTED_TO_SCREEN_X(projectedPos, invW);
*y = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
}
s32 Actor_OnScreen(PlayState* play, Actor* actor) {
Vec3f projectedPos;
f32 invW;
s32 pad[2];
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
return (projectedPos.x * invW >= -1.0f) && (projectedPos.x * invW <= 1.0f) && (projectedPos.y * invW >= -1.0f) &&
(projectedPos.y * invW <= 1.0f);
}
s32 Actor_HasParent(Actor* actor, PlayState* play) {
if (actor->parent != NULL) {
return true;
} else {
return false;
}
}
/**
* Allows to pick up an item (GetItem or GI), lift an actor or catch various actors in bottles
* within the specified range.
*
* GI_NONE is usually used as a special case to lift an actor
* GI_MAX is usually used to catch an actor in a bottle
*/
s32 Actor_PickUp(Actor* actor, PlayState* play, GetItemId getItemId, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_80 | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 |
PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
Player_GetExplosiveHeld(player) < 0) {
if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
if ((getItemId == GI_MASK_CIRCUS_LEADER || getItemId == GI_PENDANT_OF_MEMORIES ||
getItemId == GI_DEED_LAND ||
((player->heldActor != NULL || actor == player->talkActor) &&
(getItemId > GI_NONE && getItemId < GI_MAX))) ||
!(player->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_20000000))) {
s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
s32 absYawDiff = ABS_ALT(yawDiff);
if ((getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) {
player->getItemId = getItemId;
player->interactRangeActor = actor;
player->getItemDirection = absYawDiff;
if ((getItemId > GI_NONE) && (getItemId < GI_MAX)) {
ActorCutscene_SetIntentToPlay(play->playerActorCsIds[1]);
}
return true;
}
}
}
}
return false;
}
s32 Actor_PickUpNearby(Actor* actor, PlayState* play, GetItemId getItemId) {
return Actor_PickUp(actor, play, getItemId, 50.0f, 10.0f);
}
s32 Actor_LiftActor(Actor* actor, PlayState* play) {
return Actor_PickUpNearby(actor, play, GI_NONE);
}
s32 Actor_PickUpFar(Actor* actor, PlayState* play, GetItemId getItemId) {
return Actor_PickUp(actor, play, getItemId, 9999.9f, 9999.9f);
}
s32 Actor_HasNoParent(Actor* actor, PlayState* play) {
if (actor->parent == NULL) {
return true;
}
return false;
}
void func_800B8C20(Actor* actorA, Actor* actorB, PlayState* play) {
Actor* parent = actorA->parent;
if (parent->id == ACTOR_PLAYER) {
Player* player = (Player*)parent;
player->heldActor = actorB;
player->interactRangeActor = actorB;
}
parent->child = actorB;
actorB->parent = parent;
actorA->parent = NULL;
}
/**
* Sets closest secret distance to the distance to the actor. Calling this function on `actor` is the way to make it a
* 'secret' for that update cycle, i.e. something that the controller will rumble for.
*/
void func_800B8C50(Actor* actor, PlayState* play) {
Player* player = GET_PLAYER(play);
if (actor->xyzDistToPlayerSq < player->closestSecretDistSq) {
player->closestSecretDistSq = actor->xyzDistToPlayerSq;
}
}
s32 Actor_HasRider(PlayState* play, Actor* horse) {
if (horse->child != NULL) {
return true;
}
return false;
}
s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_80 | PLAYER_STATE1_800 | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 |
PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
player->rideActor = horse;
player->mountSide = mountSide;
ActorCutscene_SetIntentToPlay(0x7C);
return true;
}
return false;
}
s32 Actor_HasNoRider(PlayState* play, Actor* horse) {
if (horse->child == NULL) {
return true;
}
return false;
}
void func_800B8D10(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
Player* player = GET_PLAYER(play);
player->unk_B74 = arg6;
player->unk_B75 = arg5;
player->unk_B78 = arg2;
player->unk_B76 = arg3;
player->unk_B7C = arg4;
}
void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5) {
func_800B8D10(play, actor, arg2, yaw, arg4, 3, arg5);
}
void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_800B8D50(play, actor, arg2, arg3, arg4, 0);
}
void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
func_800B8D10(play, actor, arg2, arg3, arg4, 2, arg5);
}
void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_800B8DD4(play, actor, arg2, arg3, arg4, 0);
}
void func_800B8E58(Player* player, u16 sfxId) {
if (player->currentMask == PLAYER_MASK_GIANT) {
func_8019F170(&player->actor.projectedPos, sfxId);
} else {
AudioSfx_PlaySfx(sfxId, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
/**
* Plays the sound effect at the actor's position
*/
void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId) {
Audio_PlaySfxAtPos(&actor->projectedPos, sfxId);
}
void func_800B8EF4(PlayState* play, Actor* actor) {
u32 sfxId;
if (actor->bgCheckFlags & 0x20) {
if (actor->depthInWater < 20.0f) {
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
} else {
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
}
} else {
sfxId = SurfaceType_GetSfx(&play->colCtx, actor->floorPoly, actor->floorBgId);
}
Audio_PlaySfxAtPos(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
Audio_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG);
}
void func_800B8F98(Actor* actor, u16 sfxId) {
actor->sfxId = sfxId;
actor->audioFlags &= ~(0x10 | 0x08 | 0x04 | 0x02 | 0x01);
actor->audioFlags |= 0x02;
}
void func_800B8FC0(Actor* actor, u16 sfxId) {
actor->sfxId = sfxId;
actor->audioFlags &= ~(0x10 | 0x08 | 0x04 | 0x02 | 0x01);
actor->audioFlags |= 4;
}
void func_800B8FE8(Actor* actor, u16 sfxId) {
actor->sfxId = sfxId;
actor->audioFlags &= ~(0x10 | 0x08 | 0x04 | 0x02 | 0x01);
actor->audioFlags |= 0x08;
}
void func_800B9010(Actor* actor, u16 sfxId) {
actor->sfxId = sfxId;
actor->audioFlags &= ~(0x10 | 0x08 | 0x04 | 0x02 | 0x01);
actor->audioFlags |= 0x01;
}
void func_800B9038(Actor* actor, s32 timer) {
actor->audioFlags &= ~(0x10 | 0x08 | 0x04 | 0x02 | 0x01);
actor->audioFlags |= 0x10;
// The sfxId here are not actually sound effects, but instead this is data that gets sent into
// the io ports of the music macro language (func_801A0810 / Audio_PlaySfxAtPosWithSoundScriptIO is
// the function that it's used for)
if (timer < 40) {
actor->sfxId = 3;
} else if (timer < 100) {
actor->sfxId = 2;
} else {
actor->sfxId = 1;
}
}
void func_800B9084(Actor* actor) {
actor->audioFlags |= 0x20;
}
void func_800B9098(Actor* actor) {
actor->audioFlags |= 0x40;
}
s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 bgId, Vec3f* arg4) {
if (func_800C99D4(&play->colCtx, polygon, bgId) == 8) {
return true;
}
return false;
}
void Actor_DeactivateLens(PlayState* play) {
if (play->actorCtx.lensActive) {
play->actorCtx.lensActive = false;
Magic_Reset(play);
}
}
void func_800B9120(ActorContext* actorCtx) {
s32 phi_v0 = CURRENT_DAY * 2;
if (gSaveContext.save.time < CLOCK_TIME(6, 0) || gSaveContext.save.time > CLOCK_TIME(18, 0)) {
phi_v0++;
}
actorCtx->unkC = 0x200 >> phi_v0;
}
void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) {
ActorOverlay* overlayEntry;
CycleSceneFlags* cycleFlags;
s32 i;
SET_WEEKEVENTREG(WEEKEVENTREG_92_80);
cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(play->sceneId)];
bzero(actorCtx, sizeof(ActorContext));
ActorOverlayTable_Init();
Matrix_MtxFCopy(&play->billboardMtxF, &gIdentityMtxF);
Matrix_MtxFCopy(&play->viewProjectionMtxF, &gIdentityMtxF);
overlayEntry = gActorOverlayTable;
for (i = 0; i < ARRAY_COUNT(gActorOverlayTable); i++) {
overlayEntry->loadedRamAddr = NULL;
overlayEntry->numLoaded = 0;
overlayEntry++;
}
actorCtx->sceneFlags.chest = cycleFlags->chest;
actorCtx->sceneFlags.switches[0] = cycleFlags->switch0;
actorCtx->sceneFlags.switches[1] = cycleFlags->switch1;
if (play->sceneId == SCENE_INISIE_R) {
cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneId];
}
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt);
func_800B6468(play);
actorCtx->absoluteSpace = NULL;
Actor_SpawnEntry(actorCtx, actorEntry, play);
Actor_TargetContextInit(&actorCtx->targetContext, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
func_800B9120(actorCtx);
Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
func_800B722C(&play->state, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
}
/**
* Spawns the actors in the current setup (of the current scene/setup/room triple)
* Only spawns actors based on the time flags embedded in their rotation parameters
*/
void Actor_SpawnSetupActors(PlayState* play, ActorContext* actorCtx) {
if (play->numSetupActors > 0) {
ActorEntry* actorEntry = play->setupActorList;
s32 temp_fp = actorCtx->unkC;
s32 temp_s1;
s32 phi_v0;
s32 i;
func_800B9120(actorCtx);
func_800BA8B8(play, &play->actorCtx);
temp_s1 = (actorCtx->unkC * 2) & 0x2FF;
for (i = 0; i < play->numSetupActors; i++) {
phi_v0 = ((actorEntry->rot.x & 7) << 7) | (actorEntry->rot.z & 0x7F);
if (phi_v0 == 0) {
phi_v0 = 0x3FF;
}
if (!(phi_v0 & temp_fp) && (phi_v0 & actorCtx->unkC) &&
(!CHECK_EVENTINF(EVENTINF_17) || !(phi_v0 & temp_s1) || !(actorEntry->id & 0x800))) {
Actor_SpawnEntry(&play->actorCtx, actorEntry, play);
}
actorEntry++;
}
// Prevents re-spawning the setup actors
play->numSetupActors = -play->numSetupActors;
}
}
typedef struct {
/* 0x00 */ PlayState* play;
/* 0x04 */ Actor* actor;
/* 0x08 */ u32 unk_08;
/* 0x0C */ u32 unkC;
/* 0x10 */ Actor* unk10;
/* 0x14 */ Player* player;
/* 0x18 */ u32 unk_18; // Bitmask of actor flags. The actor will only have main called if it has at least 1
// flag set that matches this bitmask
} UpdateActor_Params; // size = 0x1C
Actor* Actor_UpdateActor(UpdateActor_Params* params) {
PlayState* play = params->play;
Actor* actor = params->actor;
Actor* nextActor;
if (actor->world.pos.y < -25000.0f) {
actor->world.pos.y = -25000.0f;
}
actor->sfxId = 0;
actor->audioFlags &= ~0x7F;
if (actor->init != NULL) {
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
}
nextActor = actor->next;
} else if (actor->update == NULL) {
if (!actor->isDrawn) {
nextActor = Actor_Delete(&play->actorCtx, actor, play);
} else {
Actor_Destroy(actor, play);
nextActor = actor->next;
}
} else {
if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
} else {
if (((params->unk_08) && !(actor->flags & params->unk_08)) ||
((((!params->unk_08) != 0)) &&
(!(actor->flags & ACTOR_FLAG_100000) ||
((actor->category == ACTORCAT_EXPLOSIVES) && (params->player->stateFlags1 & PLAYER_STATE1_200))) &&
(params->unkC != 0) && (actor != params->unk10) && ((actor != params->player->heldActor)) &&
(actor->parent != &params->player->actor))) {
CollisionCheck_ResetDamage(&actor->colChkInfo);
} else {
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
actor->xzDistToPlayer = Actor_XZDistanceBetweenActors(actor, &params->player->actor);
actor->playerHeightRel = Actor_HeightDiff(actor, &params->player->actor);
actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->playerHeightRel);
actor->yawTowardsPlayer = Actor_YawBetweenActors(actor, &params->player->actor);
actor->flags &= ~ACTOR_FLAG_1000000;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) {
if (actor == params->player->targetedActor) {
actor->isTargeted = true;
} else {
actor->isTargeted = false;
}
if ((actor->targetPriority != 0) && (params->player->targetedActor == NULL)) {
actor->targetPriority = 0;
}
Actor_SetObjectDependency(play, actor);
if (actor->colorFilterTimer != 0) {
actor->colorFilterTimer--;
}
actor->update(actor, play);
BgCheck_ResetFlagsIfLoadedActor(play, &play->colCtx.dyna, actor);
}
CollisionCheck_ResetDamage(&actor->colChkInfo);
}
}
nextActor = actor->next;
}
return nextActor;
}
u32 D_801AED58[ACTORCAT_MAX] = {
/* ACTORCAT_SWITCH */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_BG */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_PLAYER */
PLAYER_STATE1_200,
/* ACTORCAT_EXPLOSIVES */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_10000000,
/* ACTORCAT_NPC */
PLAYER_STATE1_2 | PLAYER_STATE1_80 | PLAYER_STATE1_200,
/* ACTORCAT_ENEMY */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_20000000,
/* ACTORCAT_PROP */
PLAYER_STATE1_2 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_ITEMACTION */
PLAYER_STATE1_2,
/* ACTORCAT_MISC */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_20000000,
/* ACTORCAT_BOSS */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_10000000,
/* ACTORCAT_DOOR */
PLAYER_STATE1_2,
/* ACTORCAT_CHEST */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
};
void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
s32 i;
Actor* actor;
Player* player = GET_PLAYER(play);
u32* tmp;
s32 cat;
Actor* next;
ActorListEntry* entry;
UpdateActor_Params params;
params.player = player;
params.play = play;
if (play->unk_18844 != 0) {
params.unk_18 = ACTOR_FLAG_200000;
} else {
params.unk_18 = ACTOR_FLAG_200000 | ACTOR_FLAG_40 | ACTOR_FLAG_10;
}
Actor_SpawnSetupActors(play, actorCtx);
if (actorCtx->unk2 != 0) {
actorCtx->unk2--;
}
tmp = D_801AED58;
if (player->stateFlags2 & PLAYER_STATE2_8000000) {
params.unk_08 = 0x2000000;
} else {
params.unk_08 = 0;
}
if ((player->stateFlags1 & PLAYER_STATE1_40) && ((player->actor.textId & 0xFF00) != 0x1900)) {
params.unk10 = player->talkActor;
} else {
params.unk10 = NULL;
}
for (i = 0, entry = actorCtx->actorLists; i < ARRAY_COUNT(actorCtx->actorLists); entry++, tmp++, i++) {
params.unkC = *tmp & player->stateFlags1;
params.actor = entry->first;
while (params.actor != NULL) {
params.actor = Actor_UpdateActor(&params);
}
if (i == ACTORCAT_BG) {
DynaPoly_Setup(play, &play->colCtx.dyna);
}
}
for (i = 0, entry = actorCtx->actorLists; i < ARRAY_COUNT(actorCtx->actorLists); entry++, i++) {
if (entry->unk_08 != 0) {
actor = entry->first;
while (actor != NULL) {
if (i == actor->category) {
actor = actor->next;
} else {
next = actor->next;
cat = actor->category;
actor->category = i;
Actor_RemoveFromCategory(play, actorCtx, actor);
Actor_AddToCategory(actorCtx, actor, cat);
actor = next;
}
}
entry->unk_08 = 0;
}
}
actor = player->targetedActor;
if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL;
func_80123DA4(player);
}
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
if (actorCtx->targetContext.unk4B != 0) {
actorCtx->targetContext.unk4B = 0;
play_sound(NA_SE_SY_LOCK_OFF);
}
}
if (!(player->stateFlags1 & PLAYER_STATE1_2)) {
func_800B5814(&actorCtx->targetContext, player, actor, &play->state);
}
TitleCard_Update(&play->state, &actorCtx->titleCtxt);
func_800B6474(play);
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
}
void Actor_Draw(PlayState* play, Actor* actor) {
Lights* light;
OPEN_DISPS(play->state.gfxCtx);
light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
light->enablePosLights = true;
}
Lights_BindAll(light, play->lightCtx.listHead,
(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
Lights_Draw(light, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_1000) {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
actor->world.pos.y +
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
} else {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);
}
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
Actor_SetObjectDependency(play, actor);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
if (actor->colorFilterTimer != 0) {
s32 temp_v0_2 = actor->colorFilterParams & 0xC000;
Color_RGBA8 actorDefaultHitColor = { 0, 0, 0, 255 };
if (temp_v0_2 == 0x8000) {
actorDefaultHitColor.r = actorDefaultHitColor.g = actorDefaultHitColor.b =
((actor->colorFilterParams & 0x1F00) >> 5) | 7;
} else if (temp_v0_2 == 0x4000) {
actorDefaultHitColor.r = ((actor->colorFilterParams & 0x1F00) >> 5) | 7;
} else if (temp_v0_2 == 0xC000) {
actorDefaultHitColor.b = actorDefaultHitColor.g = actorDefaultHitColor.r = 0;
} else {
actorDefaultHitColor.b = ((actor->colorFilterParams & 0x1F00) >> 5) | 7;
}
if (actor->colorFilterParams & 0x2000) {
func_800AE778(play, &actorDefaultHitColor, actor->colorFilterTimer, actor->colorFilterParams & 0xFF);
} else {
func_800AE434(play, &actorDefaultHitColor, actor->colorFilterTimer, actor->colorFilterParams & 0xFF);
}
}
actor->draw(actor, play);
if (actor->colorFilterTimer != 0) {
if (actor->colorFilterParams & 0x2000) {
func_800AE8EC(play);
} else {
func_800AE5A0(play);
}
}
if (actor->shape.shadowDraw != NULL) {
actor->shape.shadowDraw(actor, light, play);
}
actor->isDrawn = true;
CLOSE_DISPS(play->state.gfxCtx);
}
void func_800B9D1C(Actor* actor) {
s32 sfxId = actor->sfxId;
if (sfxId != 0) {
if (actor->audioFlags & 2) {
AudioSfx_PlaySfx(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
} else if (actor->audioFlags & 4) {
play_sound(sfxId);
} else if (actor->audioFlags & 8) {
func_8019F128(sfxId);
} else if (actor->audioFlags & 0x10) {
func_801A0810(&gSfxDefaultPos, NA_SE_SY_TIMER - SFX_FLAG, (sfxId - 1));
} else if (actor->audioFlags & 1) {
Audio_PlaySfxAtPos(&actor->projectedPos, sfxId);
}
}
if (sfxId) {}
if (actor->audioFlags & 0x40) {
func_801A1FB4(3, &actor->projectedPos, NA_BGM_MUSIC_BOX_HOUSE, 1500.0f);
}
if (actor->audioFlags & 0x20) {
func_801A1FB4(0, &actor->projectedPos, NA_BGM_KAMARO_DANCE, 900.0f);
}
}
void Actor_DrawAllSetup(PlayState* play) {
play->actorCtx.undrawnActorCount = 0;
play->actorCtx.lensActorsDrawn = false;
}
s32 Actor_RecordUndrawnActor(PlayState* play, Actor* actor) {
if (play->actorCtx.undrawnActorCount >= 32) {
return false;
}
play->actorCtx.undrawnActors[play->actorCtx.undrawnActorCount] = actor;
play->actorCtx.undrawnActorCount++;
return true;
}
void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
TransitionCircle_LoadAndSetTexture(gfxP, gCircleTex, 4, 0, 6, 6,
((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.003f) + 1.0f);
}
void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invisibleActors) {
s32 dbgVar1;
s32 dbgVar2;
s32 spB4;
Actor** invisibleActor;
Gfx* spAC;
void* spA8;
void* spA4;
GraphicsContext* gfxCtx = play->state.gfxCtx;
Gfx* tmp;
s32 pad[2];
dbgVar1 = true;
dbgVar2 = true;
if (dbgVar1) {
dbgVar1 = numInvisibleActors > 0;
}
OPEN_DISPS(gfxCtx);
if (dbgVar1) {
tmp = POLY_XLU_DISP;
spA8 = gfxCtx->zbuffer;
spA4 = play->unk_18E68;
if (dbgVar2) {
PreRender_SetValues(&play->pauseBgPreRender, D_801FBBCC, D_801FBBCE, gfxCtx->curFrameBuffer, spA8);
spAC = tmp;
func_80170200(&play->pauseBgPreRender, &spAC, spA8, spA4);
tmp = spAC;
}
gDPPipeSync(tmp++);
gDPSetPrimDepth(tmp++, 0, 0);
gDPSetOtherMode(tmp++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA) |
GBL_c2(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA));
gDPSetPrimColor(tmp++, 0, 0, 0, 0, 0, 255);
if (play->roomCtx.curRoom.unk5 == 0) {
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
TEXEL0, PRIMITIVE, 0);
} else {
gDPSetCombineMode(tmp++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
}
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
tmp = func_801660B8(play, spAC);
for (spB4 = 0, invisibleActor = invisibleActors; spB4 < numInvisibleActors; spB4++, invisibleActor++) {
POLY_XLU_DISP = tmp;
Actor_Draw(play, *invisibleActor);
tmp = POLY_XLU_DISP;
}
if (dbgVar2) {
gDPPipeSync(tmp++);
gDPSetOtherMode(tmp++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | AA_EN | IM_RD | CVG_DST_WRAP | ZMODE_OPA | CVG_X_ALPHA |
ALPHA_CVG_SEL | FORCE_BL | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_1) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_1));
gDPSetBlendColor(tmp++, 255, 255, 255, 0);
gDPSetPrimColor(tmp++, 0, 0xFF, 0, 0, 0, 32);
if (play->roomCtx.curRoom.unk5 == 0) {
gDPSetCombineMode(tmp++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
} else {
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
TEXEL0, PRIMITIVE, 0);
}
gDPSetColorImage(tmp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width, spA4);
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
tmp = spAC;
gDPPipeSync(tmp++);
gDPSetBlendColor(tmp++, 255, 255, 255, 8);
gDPSetColorImage(tmp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width,
play->pauseBgPreRender.fbuf);
spAC = tmp;
func_8016FDB8(&play->pauseBgPreRender, &spAC, (void*)spA4, spA8, 1);
tmp = spAC;
}
POLY_XLU_DISP = tmp;
}
tmp = OVERLAY_DISP;
gDPPipeSync(tmp++);
gDPSetOtherMode(tmp++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0,
PRIMITIVE, 0);
gDPSetPrimColor(tmp++, 0, 0, 74, 0, 0, 74);
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
OVERLAY_DISP = spAC;
CLOSE_DISPS(gfxCtx);
}
s32 func_800BA2D8(PlayState* play, Actor* actor) {
return func_800BA2FC(play, actor, &actor->projectedPos, actor->projectedW);
}
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
if ((-actor->uncullZoneScale < projectedPos->z) &&
(projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
f32 phi_f12;
f32 phi_f2 = CLAMP_MIN(projectedW, 1.0f);
f32 phi_f14;
f32 phi_f16;
if (play->view.fovy != 60.0f) {
phi_f12 = actor->uncullZoneScale * play->unk_187F0.x * 0.76980036f; // sqrt(16/27)
phi_f14 = play->unk_187F0.y * 0.57735026f; // 1 / sqrt(3)
phi_f16 = actor->uncullZoneScale * phi_f14;
phi_f14 *= actor->uncullZoneDownward;
} else {
phi_f16 = phi_f12 = actor->uncullZoneScale;
phi_f14 = actor->uncullZoneDownward;
}
if (((fabsf(projectedPos->x) - phi_f12) < phi_f2) && ((-phi_f2 < (projectedPos->y + phi_f14))) &&
((projectedPos->y - phi_f16) < phi_f2)) {
return true;
}
}
return false;
}
void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
s32 pad[2];
Gfx* ref2;
Gfx* tmp2;
s32 pad2;
Gfx* sp58;
ActorListEntry* actorEntry;
Actor* actor;
s32 actorFlags;
s32 i;
if (play->unk_18844 != 0) {
actorFlags = ACTOR_FLAG_200000;
} else {
actorFlags = ACTOR_FLAG_200000 | ACTOR_FLAG_40 | ACTOR_FLAG_20;
}
OPEN_DISPS(play->state.gfxCtx);
Actor_DrawAllSetup(play);
sp58 = POLY_XLU_DISP;
POLY_XLU_DISP = &sp58[1];
for (i = 0, actorEntry = actorCtx->actorLists; i < ARRAY_COUNT(actorCtx->actorLists); i++, actorEntry++) {
actor = actorEntry->first;
while (actor != NULL) {
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos,
&actor->projectedW);
if (actor->audioFlags & 0x7F) {
func_800B9D1C(actor);
}
if (func_800BA2D8(play, actor)) {
actor->flags |= ACTOR_FLAG_40;
} else {
actor->flags &= ~ACTOR_FLAG_40;
}
actor->isDrawn = false;
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & actorFlags)) {
if ((actor->flags & ACTOR_FLAG_80) &&
((play->roomCtx.curRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
(actor->room != play->roomCtx.curRoom.num))) {
if (Actor_RecordUndrawnActor(play, actor)) {}
} else {
Actor_Draw(play, actor);
}
}
actor = actor->next;
}
}
Effect_DrawAll(play->state.gfxCtx);
EffectSS_DrawAllParticles(play);
EffFootmark_Draw(play);
ref2 = POLY_XLU_DISP;
gSPDisplayList(sp58, &ref2[1]);
POLY_XLU_DISP = &ref2[1];
if (play->actorCtx.lensActive) {
Math_StepToC(&play->actorCtx.lensMaskSize, LENS_MASK_ACTIVE_SIZE, 20);
if (GET_PLAYER(play)->stateFlags2 & PLAYER_STATE2_8000000) {
Actor_DeactivateLens(play);
}
} else {
Math_StepToC(&play->actorCtx.lensMaskSize, 0, 10);
}
if (play->actorCtx.lensMaskSize != 0) {
play->actorCtx.lensActorsDrawn = true;
Actor_DrawLensActors(play, play->actorCtx.undrawnActorCount, play->actorCtx.undrawnActors);
}
tmp2 = POLY_XLU_DISP;
gSPEndDisplayList(&tmp2[0]);
gSPBranchList(ref2, &tmp2[1]);
POLY_XLU_DISP = &tmp2[1];
if (play->unk_18844 == 0) {
Lights_DrawGlow(play);
}
TitleCard_Draw(&play->state, &actorCtx->titleCtxt);
CLOSE_DISPS(play->state.gfxCtx);
}
/**
* Kills every actor which its object is not loaded
*/
void func_800BA6FC(PlayState* play, ActorContext* actorCtx) {
Actor* actor;
s32 i;
for (i = 0; i != ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
}
actor = actor->next;
}
}
}
/**
* Kill actors on room change and update flags accordingly
*/
void func_800BA798(PlayState* play, ActorContext* actorCtx) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
if ((actor->room >= 0) && (actor->room != play->roomCtx.curRoom.num) &&
(actor->room != play->roomCtx.prevRoom.num)) {
if (!actor->isDrawn) {
actor = Actor_Delete(actorCtx, actor, play);
} else {
Actor_Kill(actor);
Actor_Destroy(actor, play);
actor = actor->next;
}
} else {
actor = actor->next;
}
}
}
CollisionCheck_ClearContext(play, &play->colChkCtx);
actorCtx->sceneFlags.clearedRoomTemp = 0;
actorCtx->sceneFlags.switches[3] = 0;
actorCtx->sceneFlags.collectible[3] = 0;
play->msgCtx.unk_12030 = 0;
}
void func_800BA8B8(PlayState* play, ActorContext* actorCtx) {
s32 i;
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
Actor* actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
if (!(actor->unk20 & actorCtx->unkC)) {
func_80123590(play, actor);
if (!actor->isDrawn) {
actor = Actor_Delete(actorCtx, actor, play);
} else {
Actor_Kill(actor);
Actor_Destroy(actor, play);
actor = actor->next;
}
} else {
actor = actor->next;
}
}
}
CollisionCheck_ClearContext(play, &play->colChkCtx);
play->msgCtx.unk_12030 = 0;
}
void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
s32 i;
Fault_RemoveClient(&sActorFaultClient);
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
if (i != ACTORCAT_PLAYER) {
Actor* actor = actorCtx->actorLists[i].first;
while (actor != NULL) {
Actor_Delete(actorCtx, actor, play);
actor = actorCtx->actorLists[i].first;
}
}
}
while (actorCtx->actorLists[ACTORCAT_PLAYER].first != NULL) {
Actor_Delete(actorCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
}
if (actorCtx->absoluteSpace != NULL) {
ZeldaArena_Free(actorCtx->absoluteSpace);
actorCtx->absoluteSpace = NULL;
}
Play_SaveCycleSceneFlags(&play->state);
ActorOverlayTable_Cleanup();
}
/**
* Adds a given actor instance at the front of the actor list of the specified category.
* Also sets the actor instance as being of that category.
*/
void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory) {
Actor* actorAux;
Actor* lastActor;
actor->category = actorCategory;
actorCtx->totalLoadedActors++;
actorCtx->actorLists[actorCategory].length++;
lastActor = actorCtx->actorLists[actorCategory].first;
if (lastActor == NULL) {
actorCtx->actorLists[actorCategory].first = actor;
return;
}
actorAux = lastActor->next;
while (actorAux != NULL) {
lastActor = actorAux;
actorAux = actorAux->next;
}
lastActor->next = actor;
actor->prev = lastActor;
}
/**
* Removes a given actor instance from its actor list.
* Also sets the temp clear flag of the current room if the actor removed was the last enemy loaded.
*/
Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove) {
Actor* newHead;
actorCtx->totalLoadedActors--;
actorCtx->actorLists[actorToRemove->category].length--;
if (actorToRemove->prev != NULL) {
actorToRemove->prev->next = actorToRemove->next;
} else {
actorCtx->actorLists[actorToRemove->category].first = actorToRemove->next;
}
newHead = actorToRemove->next;
if (newHead != NULL) {
newHead->prev = actorToRemove->prev;
}
actorToRemove->next = NULL;
actorToRemove->prev = NULL;
if ((actorToRemove->room == play->roomCtx.curRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
(actorCtx->actorLists[ACTORCAT_ENEMY].length == 0)) {
Flags_SetClearTemp(play, play->roomCtx.curRoom.num);
}
return newHead;
}
void Actor_FreeOverlay(ActorOverlay* entry) {
if (entry->numLoaded == 0) {
void* ramAddr = entry->loadedRamAddr;
if (ramAddr != NULL) {
if (!(entry->allocType & ALLOCTYPE_PERMANENT)) {
if (entry->allocType & ALLOCTYPE_ABSOLUTE) {
entry->loadedRamAddr = NULL;
} else {
ZeldaArena_Free(ramAddr);
entry->loadedRamAddr = NULL;
}
}
}
}
}
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
s16 rotY, s16 rotZ, s32 params) {
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1, 0x3FF,
NULL);
}
ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
size_t overlaySize;
ActorOverlay* overlayEntry = &gActorOverlayTable[index];
ActorInit* actorInit;
overlaySize = VRAM_PTR_SIZE(overlayEntry);
if (overlayEntry->vramStart == NULL) {
actorInit = overlayEntry->initInfo;
} else {
if (overlayEntry->loadedRamAddr == NULL) {
if (overlayEntry->allocType & ALLOCTYPE_ABSOLUTE) {
if (actorCtx->absoluteSpace == NULL) {
actorCtx->absoluteSpace = ZeldaArena_MallocR(AM_FIELD_SIZE);
}
gActorOverlayTable[index].loadedRamAddr = actorCtx->absoluteSpace;
} else if (overlayEntry->allocType & ALLOCTYPE_PERMANENT) {
gActorOverlayTable[index].loadedRamAddr = ZeldaArena_MallocR(overlaySize);
} else {
gActorOverlayTable[index].loadedRamAddr = ZeldaArena_Malloc(overlaySize);
}
if (overlayEntry->loadedRamAddr == NULL) {
return NULL;
}
Load2_LoadOverlay(overlayEntry->vromStart, overlayEntry->vromEnd, overlayEntry->vramStart,
overlayEntry->vramEnd, overlayEntry->loadedRamAddr);
overlayEntry->numLoaded = 0;
}
actorInit = (uintptr_t)(
(overlayEntry->initInfo != NULL)
? (void*)((uintptr_t)overlayEntry->initInfo - (intptr_t)OVERLAY_RELOCATION_OFFSET(overlayEntry))
: NULL);
}
return actorInit;
}
Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX,
s16 rotY, s16 rotZ, s32 params, u32 cutscene, s32 arg11, Actor* parent) {
s32 pad;
Actor* actor;
ActorInit* actorInit;
s32 objBankIndex;
ActorOverlay* overlayEntry;
if (actorCtx->totalLoadedActors >= 0xFF) {
return NULL;
}
actorInit = Actor_LoadOverlay(actorCtx, index);
if (actorInit == NULL) {
return NULL;
}
objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
(actorInit->id != ACTOR_BOSS_05))) {
Actor_FreeOverlay(&gActorOverlayTable[index]);
return NULL;
}
actor = ZeldaArena_Malloc(actorInit->instanceSize);
if (actor == NULL) {
Actor_FreeOverlay(&gActorOverlayTable[index]);
return NULL;
}
overlayEntry = &gActorOverlayTable[index];
if (overlayEntry->vramStart != 0) {
overlayEntry->numLoaded++;
}
bzero(actor, actorInit->instanceSize);
actor->overlayEntry = overlayEntry;
actor->id = actorInit->id;
actor->flags = actorInit->flags;
if (actorInit->id == ACTOR_EN_PART) {
actor->objBankIndex = rotZ;
rotZ = 0;
} else {
actor->objBankIndex = objBankIndex;
}
actor->init = actorInit->init;
actor->destroy = actorInit->destroy;
actor->update = actorInit->update;
actor->draw = actorInit->draw;
if (parent != NULL) {
actor->room = parent->room;
actor->parent = parent;
parent->child = actor;
} else {
actor->room = play->roomCtx.curRoom.num;
}
actor->home.pos.x = x;
actor->home.pos.y = y;
actor->home.pos.z = z;
actor->home.rot.x = rotX;
actor->home.rot.y = rotY;
actor->home.rot.z = rotZ;
actor->params = params & 0xFFFF;
actor->cutscene = (cutscene & 0x7F);
if (actor->cutscene == 0x7F) {
actor->cutscene = -1;
}
if (arg11 != 0) {
actor->unk20 = arg11;
} else {
actor->unk20 = 0x3FF;
}
Actor_AddToCategory(actorCtx, actor, actorInit->type);
{
u32 sp20 = gSegments[6];
Actor_Init(actor, play);
gSegments[6] = sp20;
}
return actor;
}
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params) {
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1,
parent->unk20, parent);
}
void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
TransitionActorEntry* transitionActorList = play->doorCtx.transitionActorList;
s32 i;
s16 numTransitionActors = play->doorCtx.numTransitionActors;
for (i = 0; i < numTransitionActors; transitionActorList++, i++) {
if (transitionActorList->id >= 0) {
if ((transitionActorList->sides[0].room >= 0 &&
(play->roomCtx.curRoom.num == transitionActorList->sides[0].room ||
play->roomCtx.prevRoom.num == transitionActorList->sides[0].room)) ||
(transitionActorList->sides[1].room >= 0 &&
(play->roomCtx.curRoom.num == transitionActorList->sides[1].room ||
play->roomCtx.prevRoom.num == transitionActorList->sides[1].room))) {
s16 rotY = ((transitionActorList->rotY >> 7) & 0x1FF) * (0x10000 / 360.0f);
if (Actor_SpawnAsChildAndCutscene(actorCtx, play, transitionActorList->id & 0x1FFF,
transitionActorList->pos.x, transitionActorList->pos.y,
transitionActorList->pos.z, 0, rotY, 0,
(i << 0xA) + (transitionActorList->params & 0x3FF),
transitionActorList->rotY & 0x7F, 0x3FF, 0) != NULL) {
transitionActorList->id = -transitionActorList->id;
}
numTransitionActors = play->doorCtx.numTransitionActors;
}
}
}
}
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play) {
s16 rotX = (actorEntry->rot.x >> 7) & 0x1FF;
s16 rotY = (actorEntry->rot.y >> 7) & 0x1FF;
s16 rotZ = (actorEntry->rot.z >> 7) & 0x1FF;
if (!(actorEntry->id & 0x8000)) {
rotY *= 0x10000 / 360.0f;
} else if (rotY > 180) {
rotY -= 360;
}
if (!(actorEntry->id & 0x4000)) {
rotX *= 0x10000 / 360.0f;
} else if (rotX > 180) {
rotX -= 360;
}
if (!(actorEntry->id & 0x2000)) {
rotZ *= 0x10000 / 360.0f;
} else if (rotZ > 180) {
rotZ -= 360;
}
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorEntry->id & 0x1FFF, actorEntry->pos.x, actorEntry->pos.y,
actorEntry->pos.z, rotX, rotY, rotZ, actorEntry->params & 0xFFFF,
actorEntry->rot.y & 0x7F,
((actorEntry->rot.x & 7) << 7) | (actorEntry->rot.z & 0x7F), NULL);
}
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
s32 pad;
Player* player = GET_PLAYER(play);
Actor* newHead;
ActorOverlay* overlayEntry = actor->overlayEntry;
if ((player != NULL) && (actor == player->targetedActor)) {
func_80123DA4(player);
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
if (actor == actorCtx->targetContext.arrowPointedActor) {
actorCtx->targetContext.arrowPointedActor = NULL;
}
if (actor == actorCtx->targetContext.unk8C) {
actorCtx->targetContext.unk8C = NULL;
}
if (actor == actorCtx->targetContext.bgmEnemy) {
actorCtx->targetContext.bgmEnemy = NULL;
}
AudioSfx_StopByPos(&actor->projectedPos);
Actor_Destroy(actor, play);
newHead = Actor_RemoveFromCategory(play, actorCtx, actor);
ZeldaArena_Free(actor);
if (overlayEntry->vramStart != NULL) {
overlayEntry->numLoaded--;
Actor_FreeOverlay(overlayEntry);
}
return newHead;
}
s32 func_800BB59C(PlayState* play, Actor* actor) {
s16 x;
s16 y;
Actor_GetScreenPos(play, actor, &x, &y);
return (x > -20) && (x < gScreenWidth + 20) && (y > -160) && (y < gScreenHeight + 160);
}
void func_800BB604(GameState* gameState, ActorContext* actorCtx, Player* player, s32 actorCategory) {
PlayState* play = (PlayState*)gameState;
f32 temp_f0_2;
Actor* targetedActor;
Actor* actor;
s32 phi_s2;
CollisionPoly* sp80;
s32 sp7C;
Vec3f sp70;
s32 phi_s2_2;
actor = actorCtx->actorLists[actorCategory].first;
targetedActor = player->targetedActor;
while (actor != NULL) {
if ((actor->update != NULL) && ((Player*)actor != player)) {
if (actor->flags & (ACTOR_FLAG_40000000 | ACTOR_FLAG_1)) {
if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_4 | ACTOR_FLAG_1)) {
if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
actorCtx->targetContext.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
}
if ((actor != targetedActor) || (actor->flags & ACTOR_FLAG_80000)) {
temp_f0_2 = func_800B82EC(actor, player, D_801ED8DC);
phi_s2_2 = (actor->flags & 1) != 0;
if (phi_s2_2) {
phi_s2_2 = temp_f0_2 < D_801ED8C8;
}
phi_s2 = phi_s2_2;
phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) != 0;
if (phi_s2_2) {
phi_s2_2 = temp_f0_2 < D_801ED8D0;
}
if (((phi_s2) || (phi_s2_2)) && (func_800B83BC(actor, temp_f0_2))) {
if (func_800BB59C(play, actor)) {
if (((!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos,
&sp70, &sp80, true, true, true, true, &sp7C)) ||
(SurfaceType_IsIgnoredByProjectiles(&play->colCtx, sp80, sp7C)))) {
if (actor->targetPriority != 0) {
if ((phi_s2 != 0) && (actor->targetPriority < D_801ED8D4)) {
D_801ED8BC = actor;
D_801ED8D4 = actor->targetPriority;
}
if ((phi_s2_2 != 0) && (actor->targetPriority < D_801ED8D8)) {
D_801ED8C4 = actor;
D_801ED8D8 = actor->targetPriority;
}
} else {
if (phi_s2 != 0) {
D_801ED8B8 = actor;
D_801ED8C8 = temp_f0_2;
}
if (phi_s2_2 != 0) {
D_801ED8C0 = actor;
D_801ED8D0 = temp_f0_2;
}
}
}
}
}
}
}
}
actor = actor->next;
}
}
u8 D_801AED8C[] = {
ACTORCAT_BOSS, ACTORCAT_ENEMY, ACTORCAT_BG, ACTORCAT_EXPLOSIVES, ACTORCAT_NPC, ACTORCAT_ITEMACTION,
ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH,
};
void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, Actor** arg3, Player* player) {
u8* actorCategories;
s32 i;
D_801ED8B8 = D_801ED8BC = D_801ED8C0 = D_801ED8C4 = NULL;
D_801ED8C8 = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX;
D_801ED8D4 = D_801ED8D8 = INT32_MAX;
actorCtx->targetContext.bgmEnemy = NULL;
D_801ED8DC = player->actor.shape.rot.y;
actorCategories = D_801AED8C;
for (i = 0; i < 3; i++) {
func_800BB604(gameState, actorCtx, player, *actorCategories);
actorCategories++;
}
if (D_801ED8B8 == NULL) {
for (; i < ARRAY_COUNT(D_801AED8C); i++) {
func_800BB604(gameState, actorCtx, player, *actorCategories);
actorCategories++;
}
}
if (D_801ED8B8 == NULL) {
*arg2 = D_801ED8BC;
} else {
*arg2 = D_801ED8B8;
}
if (D_801ED8C0 == NULL) {
*arg3 = D_801ED8C4;
} else {
*arg3 = D_801ED8C0;
}
}
/**
* Play the death sound effect and flash the screen white for 4 frames.
* While the screen flashes, the game freezes.
*/
void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
play->actorCtx.freezeFlashTimer = 5;
SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
}
// blinking routine
s16 func_800BBAC0(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
}
if (arg0[1] - arg3 > 0) {
arg0[0] = 0;
} else if ((arg0[1] - arg3 >= -1) || (arg0[1] < 2)) {
arg0[0] = 1;
} else {
arg0[0] = 2;
}
return arg0[0];
}
// blinking routine
s16 func_800BBB74(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
}
if (arg0[1] - arg3 > 0) {
arg0[0] = 0;
} else if (arg0[1] - arg3 == 0) {
arg0[0] = 1;
} else {
arg0[0] = 2;
}
return arg0[0];
}
// unused blinking routine
s16 func_800BBC20(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
arg0[0]++;
if ((arg0[0] % 3) == 0) {
arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
}
}
return arg0[0];
}
void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 arg2, Gfx** dList) {
EnPart* part;
Actor* spawnedPart;
MtxF* currentMatrix;
if (*dList != NULL) {
currentMatrix = Matrix_GetCurrent();
spawnedPart =
Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, currentMatrix->mf[3][0],
currentMatrix->mf[3][1], currentMatrix->mf[3][2], 0, 0, actor->objBankIndex, arg2);
if (spawnedPart != NULL) {
part = (EnPart*)spawnedPart;
Matrix_MtxFToYXZRot(currentMatrix, &part->actor.shape.rot, false);
part->dList = *dList;
Math_Vec3f_Copy(&part->actor.scale, &actor->scale);
}
}
}
void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 countMinusOne,
f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting) {
Vec3f pos;
Vec3f accel = { 0.0f, 0.3f, 0.0f };
s32 pad[2];
f32 angle;
s32 i;
angle = (Rand_ZeroOne() - 0.5f) * (2.0f * 3.14f);
pos.y = actor->floorHeight;
accel.y += (Rand_ZeroOne() - 0.5f) * 0.2f;
for (i = countMinusOne; i >= 0; i--) {
pos.x = (sin_rad(angle) * radius) + posXZ->x;
pos.z = (cos_rad(angle) * radius) + posXZ->z;
accel.x = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
accel.z = (Rand_ZeroOne() - 0.5f) * randAccelWeight;
if (scale == 0) {
func_800B10C0(play, &pos, &gZeroVec3f, &accel);
} else if (useLighting) {
func_800B1210(play, &pos, &gZeroVec3f, &accel, scale, scaleStep);
} else {
func_800B11A0(play, &pos, &gZeroVec3f, &accel, scale, scaleStep);
}
angle += (2.0f * 3.14f) / (countMinusOne + 1.0f);
}
}
void func_800BBFB0(PlayState* play, Vec3f* position, f32 arg2, s32 arg3, s16 arg4, s16 scaleStep, u8 arg6) {
Vec3f pos;
Vec3f accel = { 0.0f, 0.3f, 0.0f };
s32 i;
for (i = arg3; i >= 0; i--) {
s16 scale;
pos.x = ((Rand_ZeroOne() - 0.5f) * arg2) + position->x;
pos.y = ((Rand_ZeroOne() - 0.5f) * arg2) + position->y;
pos.z = ((Rand_ZeroOne() - 0.5f) * arg2) + position->z;
scale = (s32)(Rand_ZeroOne() * arg4 * 0.2f);
scale += arg4;
if (arg6) {
func_800B1210(play, &pos, &gZeroVec3f, &accel, scale, scaleStep);
} else {
func_800B11A0(play, &pos, &gZeroVec3f, &accel, scale, scaleStep);
}
}
}
void func_800BC154(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory) {
actorCtx->actorLists[actor->category].unk_08 = 1;
actor->category = actorCategory;
}
// Damage flags for EnArrow
s32 D_801AEDB0[] = {
0x800, 0x20, 0x20, 0x800, 0x1000, 0x2000, 0x1, 0x10000, 0x1,
};
s32 func_800BC188(s32 index) {
if ((index < 0) || (index >= ARRAY_COUNT(D_801AEDB0))) {
return 0;
}
return D_801AEDB0[index];
}
s32 func_800BC1B4(Actor* actor, Actor* arg1, f32 arg2, f32 arg3) {
if ((arg3 > 0.0f) && (Actor_DistanceBetweenActors(arg1, actor) < ((arg3 * 2.5f) + arg2))) {
s16 temp_v1 = BINANG_SUB(Actor_YawBetweenActors(arg1, actor), arg1->world.rot.y);
if (ABS_ALT(temp_v1) < 0x1400) {
return true;
}
}
return false;
}
Actor* func_800BC270(PlayState* play, Actor* actor, f32 arg2, s32 arg3) {
Actor* itemAction = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].first;
while (itemAction != NULL) {
if (((itemAction->id == ACTOR_ARMS_HOOK) && (arg3 & 0x80)) ||
((itemAction->id == ACTOR_EN_BOOM) && (arg3 & 0x10)) ||
((itemAction->id == ACTOR_EN_ARROW) && (func_800BC188(itemAction->params) & arg3))) {
f32 speedXZ;
if ((itemAction->speedXZ <= 0.0f) && (GET_PLAYER(play)->unk_D57 != 0)) {
if (itemAction->id == ACTOR_ARMS_HOOK) {
speedXZ = 20.0f;
} else if (itemAction->id == ACTOR_EN_BOOM) {
speedXZ = 12.0f;
} else {
s32 temp_v0_3 = func_800BC188(itemAction->params);
if (temp_v0_3 == 1) {
speedXZ = 80.0f;
} else if (temp_v0_3 == 0x10000) {
speedXZ = 60.0f;
} else {
speedXZ = 150.0f;
}
}
} else {
speedXZ = itemAction->speedXZ;
}
if (func_800BC1B4(actor, itemAction, arg2, speedXZ)) {
break;
}
}
itemAction = itemAction->next;
}
return itemAction;
}
Actor* func_800BC444(PlayState* play, Actor* actor, f32 arg2) {
Actor* explosive = play->actorCtx.actorLists[ACTORCAT_EXPLOSIVES].first;
while (explosive != NULL) {
if (((explosive->id == ACTOR_EN_BOM) || (explosive->id == ACTOR_EN_BOM_CHU) ||
(explosive->id == ACTOR_EN_BOMBF))) {
if (func_800BC1B4(actor, explosive, arg2, explosive->speedXZ)) {
break;
}
}
explosive = explosive->next;
}
return explosive;
}
/**
* Checks if a given actor will be standing on the ground after being translated
* by the provided distance and angle.
*
* Returns true if the actor will be standing on ground.
*/
s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16 angle) {
s16 ret;
u16 bgCheckFlags;
f32 dx;
f32 dz;
Vec3f actorPos;
Math_Vec3f_Copy(&actorPos, &actor->world.pos);
bgCheckFlags = actor->bgCheckFlags;
dx = Math_SinS(angle) * distance;
dz = Math_CosS(angle) * distance;
actor->world.pos.x += dx;
actor->world.pos.z += dz;
Actor_UpdateBgCheckInfo(play, actor, 0.0f, 0.0f, 0.0f, 4);
Math_Vec3f_Copy(&actor->world.pos, &actorPos);
ret = actor->bgCheckFlags & 1;
actor->bgCheckFlags = bgCheckFlags;
return ret;
}
/**
* Returns true if the player is targeting the provided actor
*/
s32 Actor_IsTargeted(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
if ((player->stateFlags3 & PLAYER_STATE3_80000000) && actor->isTargeted) {
return true;
}
return false;
}
/**
* Returns true if the player is targeting an actor other than the provided actor
*/
s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
if ((player->stateFlags3 & PLAYER_STATE3_80000000) && !actor->isTargeted) {
return true;
}
return false;
}
void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
MtxF sp58;
f32 sp54;
Vec3f sp48;
CollisionPoly* sp44;
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
sp48.x = arg0->x;
sp48.y = arg0->y + 1.0f;
sp48.z = arg0->z;
sp54 = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp44, &sp48);
if (sp44 != NULL) {
func_800C0094(sp44, arg0->x, sp54, arg0->z, &sp58);
Matrix_Put(&sp58);
} else {
Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
}
Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx);
}
void Actor_AddQuake(PlayState* play, s16 verticalMag, s16 countdown) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
}
void Actor_AddQuakeWithSpeed(PlayState* play, s16 verticalMag, s16 countdown, s16 speed) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, speed);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
}
// Actor_RequestRumble?
void func_800BC848(Actor* actor, PlayState* play, s16 y, s16 countdown) {
if (y >= 5) {
Rumble_Request(actor->xyzDistToPlayerSq, 255, 20, 150);
} else {
Rumble_Request(actor->xyzDistToPlayerSq, 180, 20, 100);
}
Actor_AddQuake(play, y, countdown);
}
typedef struct {
/* 0x00 */ f32 chainAngle;
/* 0x04 */ f32 chainLength;
/* 0x08 */ f32 yShift;
/* 0x0C */ f32 chainsScale;
/* 0x10 */ f32 chainsRotZInit;
/* 0x14 */ Gfx* chainDL;
/* 0x18 */ Gfx* lockDL;
} DoorLockInfo; // size = 0x1C
DoorLockInfo sDoorLocksInfo[DOORLOCK_MAX] = {
/* DOORLOCK_NORMAL */ { 0.54f, 6000.0f, 5000.0, 1.0f, 0.0f, gDoorChainDL, gDoorLockDL },
/* DOORLOCK_BOSS */ { 0.644f, 12000.0f, 8000.0f, 1.0f, 0.0f, gBossDoorChainDL, gBossDoorLockDL },
/* DOORLOCK_2 */ { 0.6400000453f, 8500.0f, 8000.0f, 1.75f, 0.1f, gDoorChainDL, gDoorLockDL },
};
/**
* Draws chains and lock of a locked door, of the specified `type` (see `DoorLockType`).
* `frame` can be 0 to 10, where 0 is "open" and 10 is "closed", the chains slide accordingly.
*/
void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
s32 pad[2];
MtxF baseMtxF;
s32 i;
f32 chainsTranslateX;
f32 chainsTranslateY;
DoorLockInfo* entry = &sDoorLocksInfo[type];
f32 chainRotZ = entry->chainsRotZInit;
f32 rotZStep;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Translate(0.0f, entry->yShift, 500.0f, MTXMODE_APPLY);
Matrix_Get(&baseMtxF);
chainsTranslateX = sinf(entry->chainAngle - chainRotZ) * -(10 - frame) * 0.1f * entry->chainLength;
chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength;
for (i = 0; i < 4; i++) {
Matrix_Put(&baseMtxF);
Matrix_RotateZF(chainRotZ, MTXMODE_APPLY);
Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY);
if (entry->chainsScale != 1.0f) {
Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, entry->chainDL);
if ((i % 2) != 0) {
rotZStep = 2.0f * entry->chainAngle;
} else {
rotZStep = M_PI - (2.0f * entry->chainAngle);
}
chainRotZ += rotZStep;
}
Matrix_Put(&baseMtxF);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, entry->lockDL);
CLOSE_DISPS(play->state.gfxCtx);
}
void Actor_SpawnShieldParticlesMetal(PlayState* play, Vec3f* pos) {
CollisionCheck_SpawnShieldParticlesMetal(play, pos);
}
void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u16 xluFlag, u16 duration) {
if ((colorFlag == 0x8000) && !(colorIntensityMax & 0x8000)) {
Actor_PlaySfxAtPos(actor, NA_SE_EN_LIGHT_ARROW_HIT);
}
actor->colorFilterParams = colorFlag | xluFlag | ((colorIntensityMax & 0xF8) << 5) | duration;
actor->colorFilterTimer = duration;
}
Hilite* func_800BCBF4(Vec3f* arg0, PlayState* play) {
Vec3f lightDir;
lightDir.x = play->envCtx.dirLight1.params.dir.x;
lightDir.y = play->envCtx.dirLight1.params.dir.y;
lightDir.z = play->envCtx.dirLight1.params.dir.z;
return Hilite_DrawOpa(arg0, &play->view.eye, &lightDir, play->state.gfxCtx);
}
Hilite* func_800BCC68(Vec3f* arg0, PlayState* play) {
Vec3f lightDir;
lightDir.x = play->envCtx.dirLight1.params.dir.x;
lightDir.y = play->envCtx.dirLight1.params.dir.y;
lightDir.z = play->envCtx.dirLight1.params.dir.z;
return Hilite_DrawXlu(arg0, &play->view.eye, &lightDir, play->state.gfxCtx);
}
/**
* Calculates the closest position `dstPos` to the input position `srcPos` along the path given by `points`/`numPoints`
* Whether the points provided forms a closed-loop path is indicated by `isPathLoop`
*/
void Actor_GetClosestPosOnPath(Vec3s* points, s32 numPoints, Vec3f* srcPos, Vec3f* dstPos, s32 isPathLoop) {
s32 pointIndex;
s32 closestPointIndex;
s32 useAdjacentLines[2] = {
false, // determines whether to use line connecting to previous point in calculations
false, // determines whether to use line connecting to next point in calculations
};
s32 isRightSideOfAdjacentLines[2] = {
false, // determines whether srcPos is on the right side of the line from prev to curr point
false, // determines whether srcPos is on the right side of the line from curr to next point
};
Vec3f closestPoint;
Vec3f closestPos[2];
Vec3f closestPointNext;
Vec3f closestPointPrev;
f32 distSq; // First used as distSq to closest point, then used as distSq to closest position
f32 closestPointDistSq;
f32 loopDistSq[2];
s32 i;
closestPointIndex = 0;
closestPointDistSq = SQ(40000.0f);
// Find the point closest to srcPos
for (pointIndex = 0; pointIndex < numPoints; pointIndex++) {
distSq = Math3D_XZDistanceSquared(srcPos->x, srcPos->z, points[pointIndex].x, points[pointIndex].z);
if (distSq < closestPointDistSq) {
closestPointDistSq = distSq;
closestPointIndex = pointIndex;
}
}
closestPoint.x = (points + closestPointIndex)->x;
closestPoint.z = (points + closestPointIndex)->z;
dstPos->y = (points + closestPointIndex)->y;
// Analyze point on path immediately previous to the closest point
if (closestPointIndex != 0) {
// The point previous to the closest point
closestPointPrev.x = (points + closestPointIndex - 1)->x;
closestPointPrev.z = (points + closestPointIndex - 1)->z;
} else if (isPathLoop) {
// Closest point is the first point in the path list
// Set the previous point to loop around to the the final point on the path
closestPointPrev.x = (points + numPoints - 1)->x;
closestPointPrev.z = (points + numPoints - 1)->z;
}
if ((closestPointIndex != 0) || isPathLoop) {
// Use the adjacent line
useAdjacentLines[0] =
Math3D_PointDistToLine2D(srcPos->x, srcPos->z, closestPointPrev.x, closestPointPrev.z, closestPoint.x,
closestPoint.z, &closestPos[0].x, &closestPos[0].z, &distSq);
}
// Analyze point on path immediately next to the closest point
if (closestPointIndex + 1 != numPoints) {
// The point next to the closest point
closestPointNext.x = (points + closestPointIndex + 1)->x;
closestPointNext.z = (points + closestPointIndex + 1)->z;
} else if (isPathLoop) {
// Closest point is the final point in the path list
// Set the next point to loop around to the the first point on the path
closestPointNext.x = (points + 0)->x;
closestPointNext.z = (points + 0)->z;
}
if ((closestPointIndex + 1 != numPoints) || isPathLoop) {
useAdjacentLines[1] =
Math3D_PointDistToLine2D(srcPos->x, srcPos->z, closestPoint.x, closestPoint.z, closestPointNext.x,
closestPointNext.z, &closestPos[1].x, &closestPos[1].z, &distSq);
}
/**
* For close-looped paths, they must be defined in a clockwise orientation looking from the top down.
* Therefore, `srcPos` being interior of the loop will lead to both lines of `isRightSideOfAdjacentLines`
* returning true.
*/
if (isPathLoop) {
isRightSideOfAdjacentLines[0] = ((closestPointPrev.x - srcPos->x) * (closestPoint.z - srcPos->z)) <
((closestPointPrev.z - srcPos->z) * (closestPoint.x - srcPos->x));
isRightSideOfAdjacentLines[1] = ((closestPointNext.z - srcPos->z) * (closestPoint.x - srcPos->x)) <
((closestPoint.z - srcPos->z) * (closestPointNext.x - srcPos->x));
for (i = 0; i < ARRAY_COUNT(loopDistSq); i++) {
if (useAdjacentLines[i]) {
// Get distSq from srcPos to closestPos
loopDistSq[i] = Math3D_XZDistanceSquared(srcPos->x, srcPos->z, closestPos[i].x, closestPos[i].z);
} else {
// The closest Pos is not contained within the line-segment
loopDistSq[i] = SQ(40000.0f);
}
}
}
// Calculate closest position along path
if (isPathLoop && ((isRightSideOfAdjacentLines[0] && isRightSideOfAdjacentLines[1]) ||
(isRightSideOfAdjacentLines[0] && useAdjacentLines[0] && (loopDistSq[0] < loopDistSq[1])) ||
(isRightSideOfAdjacentLines[1] && useAdjacentLines[1] && (loopDistSq[1] < loopDistSq[0])))) {
// srcPos is contained within the closed loop
dstPos->x = srcPos->x;
dstPos->z = srcPos->z;
} else if (useAdjacentLines[0] && useAdjacentLines[1]) {
// srcPos is somewhere withing the bend of the path
if (!isRightSideOfAdjacentLines[0] && !isRightSideOfAdjacentLines[1]) {
// srcPos is not inside a loop
if (!Math3D_PointDistToLine2D(srcPos->x, srcPos->z, closestPos[0].x, closestPos[0].z, closestPos[1].x,
closestPos[1].z, &dstPos->x, &dstPos->z, &distSq)) {
// The dstPos calculated in Math3D_PointDistToLine2D was not valid.
// Take the midpoint of the two closest ponits instead
dstPos->x = (closestPos[1].x + closestPos[0].x) * 0.5f;
dstPos->z = (closestPos[1].z + closestPos[0].z) * 0.5f;
}
} else if (loopDistSq[1] < loopDistSq[0]) {
// Use closest position along the line in the loop connecting the closest point and the next point
dstPos->x = closestPos[1].x;
dstPos->z = closestPos[1].z;
} else {
// Use closest position along the ling in the loop connecting the closest point and the prev point
dstPos->x = closestPos[0].x;
dstPos->z = closestPos[0].z;
}
} else if (useAdjacentLines[0]) {
// Use closest position along line segment connecting the closest point and the prev point
dstPos->x = closestPos[0].x;
dstPos->z = closestPos[0].z;
} else if (useAdjacentLines[1]) {
// Use closest position along line segment connecting the closest point and the next point
dstPos->x = closestPos[1].x;
dstPos->z = closestPos[1].z;
} else if (isPathLoop && ((((closestPointPrev.x - srcPos->x) * (closestPointNext.z - srcPos->z)) <
((closestPointPrev.z - srcPos->z) * (closestPointNext.x - srcPos->x))))) {
// Inside the line that directly connects the previous point to the next point (inside the bend of a corner)
dstPos->x = srcPos->x;
dstPos->z = srcPos->z;
} else {
// The closest point and the closest position are the same (srcPos is near the outer region of a corner)
dstPos->x = closestPoint.x;
dstPos->z = closestPoint.z;
}
}
// unused
s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*textIdCallback)(PlayState*, Actor*),
s16 (*arg5)(PlayState*, Actor*)) {
if (Actor_ProcessTalkRequest(actor, &play->state)) {
*arg2 = true;
return true;
} else if (*arg2) {
*arg2 = arg5(play, actor);
return false;
} else if (!Actor_OnScreen(play, actor)) {
return false;
} else if (!func_800B8614(actor, play, arg3)) {
return false;
} else {
actor->textId = textIdCallback(play, actor);
return false;
}
}
typedef struct {
/* 0x00 */ s16 unk_00;
/* 0x02 */ s16 unk_02;
/* 0x04 */ s16 unk_04;
/* 0x06 */ s16 unk_06;
/* 0x08 */ s16 unk_08;
/* 0x0A */ s16 unk_0A;
/* 0x0C */ u8 unk_0C;
} struct_801AEE38_0; // size = 0x10
typedef struct {
/* 0x00 */ struct_801AEE38_0 sub_00;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s16 unk_14;
} struct_801AEE38; // size = 0x18
struct_801AEE38 D_801AEE38[] = {
{ { 0x1C20, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, 0x0000 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 0x0001 }, 170.0f, 0x3FFC },
{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 0x0001 }, 170.0f, 0x3FFC },
{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 0x0001 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 0x0001 }, 170.0f, 0x3FFC },
{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 0x0001 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 0x0001 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 0x0001 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 0x0001 }, 0.0f, 0x0000 },
{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
{ { 0x2A6C, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, 0x0000 }, 170.0f, 0x3FFC },
};
void func_800BD384(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
u8 arg8) {
s16 sp46;
s16 sp44;
s16 temp2;
s16 sp40;
s16 temp1;
Vec3f sp30;
sp30.x = actor->world.pos.x;
sp30.y = actor->world.pos.y + arg1->unk_14;
sp30.z = actor->world.pos.z;
sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
temp1 = CLAMP(sp40, -arg2, arg2);
Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
temp1 = (ABS_ALT(sp40) >= 0x8000) ? 0 : ABS_ALT(sp40);
arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
sp40 -= arg1->unk_08.y;
temp1 = CLAMP(sp40, -arg5, arg5);
Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
temp1 = (ABS_ALT(sp40) >= 0x8000) ? 0 : ABS_ALT(sp40);
arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
if (arg8) {
Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
}
temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
temp2 = sp46 - arg1->unk_08.x;
temp1 = CLAMP(temp2, arg7, arg6);
Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
}
// unused
s16 func_800BD6B8(s16 arg0) {
return D_801AEE38[arg0].unk_14;
}
s16 func_800BD6E4(Actor* actor, struct_800BD888_arg1* arg1, f32 arg2, s16 arg3, s16 flag) {
s32 pad;
if (flag) {
return flag;
} else if (arg1->unk_00 != 0) {
return 4;
} else if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 1;
} else {
s16 yaw = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
s16 phi_a0 = ABS_ALT(BINANG_SUB(yaw, actor->shape.rot.y));
if (arg3 >= phi_a0) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 2;
} else if (DECR(arg1->unk_04) != 0) {
return arg1->unk_02;
} else {
switch (arg1->unk_06) {
case 0:
case 2:
arg1->unk_04 = Rand_S16Offset(30, 30);
arg1->unk_06++;
return 1;
case 1:
arg1->unk_04 = Rand_S16Offset(10, 10);
arg1->unk_06++;
return 3;
default:
return 4;
}
}
}
}
// This function is very similar to OoT's func_80034A14
void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3) {
struct_801AEE38_0 sp38;
arg1->unk_02 = func_800BD6E4(actor, arg1, D_801AEE38[arg2].unk_10, D_801AEE38[arg2].unk_14, arg3);
sp38 = D_801AEE38[arg2].sub_00;
switch (arg1->unk_02) {
case 1:
sp38.unk_00 = 0;
sp38.unk_04 = 0;
sp38.unk_02 = 0;
case 3:
sp38.unk_06 = 0;
sp38.unk_0A = 0;
sp38.unk_08 = 0;
case 2:
sp38.unk_0C = 0;
}
func_800BD384(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
sp38.unk_0C);
}
Gfx D_801AEF88[] = {
gsDPSetRenderMode(AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetAlphaCompare(G_AC_THRESHOLD),
gsSPEndDisplayList(),
};
Gfx D_801AEFA0[] = {
gsSPEndDisplayList(),
};
Gfx* func_800BD9A0(GraphicsContext* gfxCtx) {
Gfx* gfxHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
Gfx* gfx = gfxHead;
gDPSetRenderMode(
gfx++, AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL | G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA));
gSPEndDisplayList(gfx++);
return gfxHead;
}
// unused
void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
func_8012C28C(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, alpha);
gSPSegment(POLY_OPA_DISP++, 0x0C, gEmptyDL);
POLY_OPA_DISP = SkelAnime_DrawFlex(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_OPA_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
func_8012C2DC(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
gSPSegment(POLY_XLU_DISP++, 0x0C, func_800BD9A0(play->state.gfxCtx));
POLY_XLU_DISP = SkelAnime_DrawFlex(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
// Unused
s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(play);
f32 phi_f2;
if ((play->csCtx.state != CS_STATE_0) || gDbgCamEnabled) {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
} else {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
}
if (arg3 < phi_f2) {
actor->flags &= ~ACTOR_FLAG_1;
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
} else {
actor->flags |= ACTOR_FLAG_1;
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
}
return arg2;
}
void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex) {
f32 frameCount;
animationInfo += animIndex;
if (animationInfo->frameCount > 0.0f) {
frameCount = animationInfo->frameCount;
} else {
frameCount = Animation_GetLastFrame(&animationInfo->animation->common);
}
Animation_Change(skelAnime, animationInfo->animation, animationInfo->playSpeed, animationInfo->startFrame,
frameCount, animationInfo->mode, animationInfo->morphFrames);
}
// Unused
void func_800BDCF4(PlayState* play, s16* arg1, s16* arg2, s32 size) {
s32 frames = play->gameplayFrames;
s32 i;
for (i = 0; i < size; i++) {
arg1[i] = (0x814 + 50 * i) * frames;
arg2[i] = (0x940 + 50 * i) * frames;
}
}
void Actor_Noop(Actor* actor, PlayState* play) {
}
#include "z_cheap_proc.c"
/**
* Finds the first actor instance of a specified Id and category within a given range from
* an actor if there is one. If the Id provided is -1, this will look for any actor of the
* specified category rather than a specific Id.
*/
Actor* Actor_FindNearby(PlayState* play, Actor* inActor, s16 actorId, u8 actorCategory, f32 distance) {
Actor* actor = play->actorCtx.actorLists[actorCategory].first;
while (actor != NULL) {
if (actor == inActor || ((actorId != -1) && (actorId != actor->id))) {
actor = actor->next;
continue;
}
if (Actor_DistanceBetweenActors(inActor, actor) <= distance) {
return actor;
}
actor = actor->next;
}
return NULL;
}
s32 func_800BE184(PlayState* play, Actor* actor, f32 xzDist, s16 arg3, s16 arg4, s16 arg5) {
Player* player = GET_PLAYER(play);
s16 phi_v0 = BINANG_SUB(BINANG_ROT180(actor->yawTowardsPlayer), player->actor.shape.rot.y);
s16 temp_t0 = actor->yawTowardsPlayer - arg5;
if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != 0)) {
if ((arg4 >= ABS_ALT(phi_v0)) && (arg3 >= ABS_ALT(temp_t0))) {
return true;
}
}
return false;
}
u8 Actor_ApplyDamage(Actor* actor) {
if (actor->colChkInfo.damage >= actor->colChkInfo.health) {
actor->colChkInfo.health = 0;
} else {
actor->colChkInfo.health -= actor->colChkInfo.damage;
}
return actor->colChkInfo.health;
}
void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo) {
ColliderInfo* acHitInfo = colInfo->acHitInfo;
if (acHitInfo == NULL) {
actor->dropFlag = 0;
} else if (acHitInfo->toucher.dmgFlags & 0x800) { // DMG_FIRE_ARROW
actor->dropFlag = 1;
} else if (acHitInfo->toucher.dmgFlags & 0x1000) { // DMG_ICE_ARROW
actor->dropFlag = 2;
} else if (acHitInfo->toucher.dmgFlags & 0x2000) { // DMG_LIGHT_ARROW
actor->dropFlag = 0x20;
} else {
actor->dropFlag = 0;
}
}
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSphere) {
s32 i;
ColliderJntSphElement* jntElement;
ColliderInfo* acHitInfo;
s32 flag;
actor->dropFlag = 0;
for (i = jntSphere->count - 1; i >= 0; i--) {
jntElement = &jntSphere->elements[i];
acHitInfo = jntElement->info.acHitInfo;
if (acHitInfo == NULL) {
flag = 0;
} else {
s32 dmgFlags = acHitInfo->toucher.dmgFlags;
if (dmgFlags & 0x800) {
flag = 1;
} else if (dmgFlags & 0x1000) {
flag = 2;
} else {
flag = (dmgFlags & 0x2000) ? 0x20 : 0;
}
}
actor->dropFlag |= flag;
}
}
void func_800BE33C(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3) {
f32 xDiff = arg1->x - arg0->x;
f32 zDiff = arg1->z - arg0->z;
f32 yDiff = arg3 ? (arg1->y - arg0->y) : (arg0->y - arg1->y);
arg2->y = Math_Atan2S_XY(zDiff, xDiff);
arg2->x = Math_Atan2S_XY(sqrtf(SQ(xDiff) + SQ(zDiff)), yDiff);
}
void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2) {
f32 sp44;
f32 sp40;
f32 sp3C;
f32 sp38;
f32 sp34;
f32 sp30;
f32 sp2C;
s32 pad[3];
if (actor->floorPoly != NULL) {
CollisionPoly* floorPoly = actor->floorPoly;
sp44 = COLPOLY_GET_NORMAL(floorPoly->normal.x);
sp40 = COLPOLY_GET_NORMAL(floorPoly->normal.y);
sp3C = COLPOLY_GET_NORMAL(floorPoly->normal.z);
sp38 = Math_SinS(angle);
sp34 = Math_CosS(angle);
arg2->x = (s16)-Math_Atan2S((-(sp44 * sp38) - (sp3C * sp34)) * sp40, 1.0f);
sp2C = Math_SinS(angle - 0x3FF7);
sp30 = Math_CosS(angle - 0x3FF7);
arg2->z = (s16)-Math_Atan2S((-(sp44 * sp2C) - (sp3C * sp30)) * sp40, 1.0f);
}
}
void func_800BE504(Actor* actor, ColliderCylinder* collider) {
// Checks if was hit by either DMG_NORMAL_ARROW, DMG_FIRE_ARROW, DMG_ICE_ARROW, DMG_LIGHT_ARROW or DMG_DEKU_BUBBLE
if ((collider->info.acHitInfo->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) {
actor->world.rot.y = collider->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor);
}
}
void func_800BE568(Actor* actor, ColliderSphere* collider) {
if (collider->info.acHitInfo->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
actor->world.rot.y = collider->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor);
}
}
void func_800BE5CC(Actor* actor, ColliderJntSph* collider, s32 colliderIndex) {
if (collider->elements[colliderIndex].info.acHitInfo->toucher.dmgFlags &
(0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
actor->world.rot.y = collider->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor);
}
}
s32 Actor_IsSmallChest(struct EnBox* chest) {
if (chest->type == ENBOX_TYPE_SMALL || chest->type == ENBOX_TYPE_SMALL_INVISIBLE ||
chest->type == ENBOX_TYPE_SMALL_ROOM_CLEAR || chest->type == ENBOX_TYPE_SMALL_SWITCH_FLAG_FALL ||
chest->type == ENBOX_TYPE_SMALL_SWITCH_FLAG) {
return true;
}
return false;
}
TexturePtr sElectricSparkTextures[] = {
gElectricSpark1Tex,
gElectricSpark2Tex,
gElectricSpark3Tex,
gElectricSpark4Tex,
};
/**
* Draw common damage effects applied to each limb provided in limbPos
*/
void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16 limbPosCount, f32 effectScale,
f32 frozenSteamScale, f32 effectAlpha, u8 type) {
if (effectAlpha > 0.001f) {
s32 twoTexScrollParam;
s16 limbIndex;
MtxF* currentMatrix;
f32 alpha;
f32 frozenScale;
f32 lightOrbsScale;
f32 electricSparksScale;
f32 steamScale;
Vec3f* limbPosStart = limbPos;
u32 gameplayFrames = play->gameplayFrames;
f32 effectAlphaScaled;
currentMatrix = Matrix_GetCurrent();
// Apply sfx along with damage effect
if ((actor != NULL) && (effectAlpha > 0.05f) && (play->gameOverCtx.state == GAMEOVER_INACTIVE)) {
if (type == ACTOR_DRAW_DMGEFF_FIRE) {
Actor_PlaySfxAtPos(actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
} else if (type == ACTOR_DRAW_DMGEFF_BLUE_FIRE) {
Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG);
} else if (type == ACTOR_DRAW_DMGEFF_FROZEN_SFX) {
Actor_PlaySfxAtPos(actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
} else if ((type == ACTOR_DRAW_DMGEFF_LIGHT_ORBS) || (type == ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS)) {
Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_DEADLIGHT - SFX_FLAG);
}
}
OPEN_DISPS(play->state.gfxCtx);
func_8012C2DC(play->state.gfxCtx);
switch (type) {
case ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX:
case ACTOR_DRAW_DMGEFF_FROZEN_SFX:
frozenScale = ((KREG(19) * 0.01f) + 2.3f) * effectScale;
steamScale = ((KREG(28) * 0.0001f) + 0.035f) * frozenSteamScale;
func_800BCC68(limbPos, play);
// Setup to draw ice over frozen actor
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames & 0xFF, 32, 16, 1, 0,
(gameplayFrames * 2) & 0xFF, 64, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, 255);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2MaterialDL);
effectAlphaScaled = effectAlpha * 255.0f;
// Apply and draw ice over each limb of frozen actor
for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
alpha = limbIndex & 3;
alpha = effectAlphaScaled - (30.0f * alpha);
if (effectAlphaScaled < (30.0f * (limbIndex & 3))) {
alpha = 0.0f;
}
if (alpha > 255.0f) {
alpha = 255.0f;
}
gDPSetEnvColor(POLY_XLU_DISP++, KREG(20) + 200, KREG(21) + 200, KREG(22) + 255, (u8)alpha);
Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW);
Matrix_Scale(frozenScale, frozenScale, frozenScale, MTXMODE_APPLY);
if (limbIndex & 1) {
Matrix_RotateYF(M_PI, MTXMODE_APPLY);
}
if (limbIndex & 2) {
Matrix_RotateZF(M_PI, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2ModelDL);
}
limbPos = limbPosStart; // reset limbPos
// Setup to draw steam over frozen actor
gDPSetColorDither(POLY_XLU_DISP++, G_CD_BAYER);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_PATTERN);
gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamMaterialDL);
alpha = effectAlpha * 100.0f;
if (alpha > 100.0f) {
alpha = 100.0f;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, (u8)alpha);
// Apply and draw steam over each limb of frozen actor
for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
twoTexScrollParam = ((limbIndex * 3) + gameplayFrames);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, twoTexScrollParam * 3, twoTexScrollParam * -12,
32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(limbPos->x, limbPos->y, limbPos->z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(steamScale, steamScale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamModelDL);
}
break;
case ACTOR_DRAW_DMGEFF_FIRE:
case ACTOR_DRAW_DMGEFF_BLUE_FIRE:
if (type == ACTOR_DRAW_DMGEFF_FIRE) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, 0);
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 0);
// Reuse type for blue primitive color
type = 255;
}
Matrix_Put(&play->billboardMtxF);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
MTXMODE_APPLY);
effectAlphaScaled = effectAlpha * 255.0f;
// Apply and draw fire on every limb
for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
alpha = limbIndex & 3;
alpha = effectAlphaScaled - 30.0f * alpha;
if (effectAlphaScaled < 30.0f * (limbIndex & 3)) {
alpha = 0.0f;
}
if (alpha > 255.0f) {
alpha = 255.0f;
}
// Use type for blue primitive color
// = 0 for ACTOR_DRAW_DMGEFF_FIRE
// = 255 for ACTOR_DRAW_DMGEFF_BLUE_FIRE
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, type, (u8)alpha);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
((limbIndex * 10 + gameplayFrames) * -20) & 0x1FF, 32, 128));
Matrix_RotateYF(M_PI, MTXMODE_APPLY);
currentMatrix->mf[3][0] = limbPos->x;
currentMatrix->mf[3][1] = limbPos->y;
currentMatrix->mf[3][2] = limbPos->z;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
break;
case ACTOR_DRAW_DMGEFF_LIGHT_ORBS:
case ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS:
// Setup to draw light orbs on actor
lightOrbsScale = ((KREG(19) * 0.01f) + 4.0f) * effectScale;
gSPDisplayList(POLY_XLU_DISP++, gLightOrbMaterial1DL);
alpha = effectAlpha * 255.0f;
if (alpha > 255.0f) {
alpha = 255.0f;
}
if (type == ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)(sREG(16) + 255), (u8)(sREG(17) + 255),
(u8)(sREG(18) + 255), (u8)alpha);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)sREG(19), (u8)(sREG(20) + 255), (u8)(sREG(21) + 255), 128);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, (u8)alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 128);
}
Matrix_Put(&play->billboardMtxF);
Matrix_Scale(lightOrbsScale, lightOrbsScale, 1.0f, MTXMODE_APPLY);
// Apply and draw a light orb over each limb of frozen actor
for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
Matrix_RotateZF(randPlusMinusPoint5Scaled(2 * M_PI), MTXMODE_APPLY);
currentMatrix->mf[3][0] = limbPos->x;
currentMatrix->mf[3][1] = limbPos->y;
currentMatrix->mf[3][2] = limbPos->z;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gLightOrbModelDL);
}
break;
case ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL:
case ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM:
case ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_LARGE:
if (type == ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL) {
electricSparksScale = (KREG(19) * 0.01f + 1.0f) * effectScale;
} else if (type == ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM) {
electricSparksScale = (KREG(19) * 0.01f + 1.5f) * effectScale;
} else {
electricSparksScale = (KREG(19) * 0.01f + 2.0f) * effectScale;
}
gSPSegment(POLY_XLU_DISP++, 0x08,
Lib_SegmentedToVirtual(sElectricSparkTextures[play->gameplayFrames % 4]));
gSPDisplayList(POLY_XLU_DISP++, gElectricSparkMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)(sREG(16) + 255), (u8)(sREG(17) + 255), (u8)(sREG(18) + 150),
(u8)(sREG(19) + 255));
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(sREG(20) + 255), (u8)(sREG(21) + 255), (u8)sREG(22), (u8)sREG(23));
Matrix_Put(&play->billboardMtxF);
Matrix_Scale(electricSparksScale, electricSparksScale, electricSparksScale, MTXMODE_APPLY);
// Every limb draws two electric sparks at random orientations
for (limbIndex = 0; limbIndex < limbPosCount; limbIndex++, limbPos++) {
// first electric spark
Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI));
Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL);
// second electric spark
Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI));
Matrix_RotateZF(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
currentMatrix->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
currentMatrix->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
currentMatrix->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL);
}
break;
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
void Actor_SpawnIceEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s32 limbPosCount, s32 effectsPerLimb,
f32 scale, f32 scaleRange) {
static Color_RGBA8 primColor = { 170, 255, 255, 255 };
static Color_RGBA8 envColor = { 200, 200, 255, 255 };
static Vec3f accel = { 0.0f, -1.0f, 0.0f };
s32 i;
s32 pad;
Vec3f velocity;
s16 randomYaw;
s16 yaw;
s32 j;
SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN);
for (i = 0; i < limbPosCount; i++) {
yaw = Actor_YawToPoint(actor, limbPos);
for (j = 0; j < effectsPerLimb; j++) {
randomYaw = ((s32)Rand_Next() >> 0x13) + yaw;
velocity.z = Rand_ZeroFloat(5.0f);
velocity.x = Math_SinS(randomYaw) * velocity.z;
velocity.y = Rand_ZeroFloat(4.0f) + 8.0f;
velocity.z *= Math_CosS(randomYaw);
EffectSsEnIce_Spawn(play, limbPos, Rand_ZeroFloat(scaleRange) + scale, &velocity, &accel, &primColor,
&envColor, 30);
}
limbPos++;
}
}