tmc/src/npc/npc5.c

982 lines
30 KiB
C

/**
* @file npc5.c
* @ingroup NPCs
*
* @brief Unused Zelda follower NPC.
*/
#include "collision.h"
#include "functions.h"
#include "hitbox.h"
#include "message.h"
#include "npc.h"
#include "tiles.h"
#define kFollowDistance 32 // distance to follow player
#define kPoiDistance 4 // point of interest distance
#define kGravity Q_8_8(32.0)
#define kCloseDistance 48 // distance to player to walk slowly
#define kFarDistance 80 // distance to player to walk fast
#define kCloseSpeed 0x120 // speed when close to player
#define kMidSpeed 0x160 // speed when mid distance from player
#define kFarSpeed 0x220 // speed when far from player
#define kNavigateSpeed 0x1e0 // speed when navigating
#define FLAG_FLINCHING 0x1
#define FLAG_GOTO_PLAYER 0x2
#define FLAG_GOTO_JUMPED 0x4
#define FLAG_NAVIGATE 0x8
typedef enum {
ZELDA_STATE_INIT,
ZELDA_STATE_IDLE,
ZELDA_STATE_FOLLOW,
ZELDA_STATE_LOST,
ZELDA_STATE_ANIM_SCRIPTED,
ZELDA_STATE_WALK_PRE_JUMP,
ZELDA_STATE_JUMP,
ZELDA_STATE_LAND,
} ZeldaState;
#define HEAP ((ZeldaData*)super->myHeap)
typedef struct {
/*0x00*/ Entity base;
/*0x68*/ u16* messageData;
/*0x6c*/ u8 baseAnimation;
/*0x6d*/ u8 unused1;
/*0x6e*/ u16 linear_move_dist;
/*0x70*/ u8 unused2[4];
/*0x74*/ u16 currentRoom;
/*0x76*/ u8 unused3[2];
/*0x78*/ Entity* interactEntity;
} NPC5Entity;
typedef struct {
u8 flags; // u8
u8 followDistance; // u8
u16 playerX; // u16
u16 playerY; // u16
u16 destX;
u16 destY;
u16 playerJumpedX; // u16
u16 playerJumpedY; // u16
u16 navX; // u16
u16 navY; // u16
} ZeldaData;
void ZeldaSetAnim(NPC5Entity*, u32);
u32 CheckIsFlinching(NPC5Entity*);
u32 ZeldaAtDestination(Entity*);
void ZeldaUpdateIdleAnim(NPC5Entity*);
void ZeldaCalcWalkSpeed(NPC5Entity*, u32, u32);
bool32 CheckDirectPathUnblocked(Entity*, u32, u32);
void ZeldaInitNavigate(NPC5Entity*, u32, u32);
void ZeldaCalcWalkAnim(NPC5Entity*, u32, u32, u32);
bool32 ZeldaProcessMovement(NPC5Entity*);
void ZeldaDoLostAnim(NPC5Entity*);
void ZeldaUpdateAnim(Entity*);
void ZeldaType0Init(NPC5Entity*);
void ZeldaType1Init(NPC5Entity*);
void ZeldaType2Init(NPC5Entity*);
void ZeldaType3Init(NPC5Entity*);
void ZeldaInitAction(NPC5Entity*);
void ZeldaIdleAction(NPC5Entity*);
void ZeldaFollowAction(NPC5Entity*);
void ZeldaLostAction(NPC5Entity*);
void ZeldaAnimScripted(NPC5Entity*);
void ZeldaWalkPreJump(NPC5Entity*);
void ZeldaJumpAction(NPC5Entity*);
void ZeldaLandAction(NPC5Entity*);
void sub_08061ACC(NPC5Entity*);
void sub_08061B18(NPC5Entity*);
u32 PointInsideRadius(s32, s32, s32);
u32 CalcJumpDirection(Entity*);
extern u32 sub_08079FD4(Entity*, u32);
extern void UpdateCollisionLayer(Entity*);
bool32 TryNavRightFromAbove(NPC5Entity*, s32, s32, s32);
bool32 TryNavUpFromRight(NPC5Entity*, s32, s32, s32);
bool32 TryNavLeftFromAbove(NPC5Entity*, s32, s32, s32);
bool32 TryNavBelowFromRight(NPC5Entity*, s32, s32, s32);
bool32 TryNavLeftFromBelow(NPC5Entity*, s32, s32, s32);
bool32 TryNavBelowFromLeft(NPC5Entity*, s32, s32, s32);
bool32 TryNavRightFromBelow(NPC5Entity*, s32, s32, s32);
bool32 TryNavUpFromLeft(NPC5Entity*, s32, s32, s32);
bool32 CheckPathRight(u8*, s32, s32, s32);
bool32 CheckPathLeft(u8*, s32, s32, s32);
bool32 CheckPathUp(u8*, s32, s32, s32);
bool32 CheckPathBelow(u8*, s32, s32, s32);
void sub_08061AFC(NPC5Entity*);
extern u16* gZeldaFollowerText[8];
void CreateZeldaFollower(void) {
Entity* npc;
if (CheckGlobalFlag(ZELDA_CHASE) != 0) {
npc = CreateNPC(ZELDA_FOLLOWER, 0, 0);
if (npc != NULL) {
CopyPosition(&gPlayerEntity.base, npc);
npc->flags |= ENT_PERSIST;
npc->animationState = GetAnimationState(npc);
}
}
}
// UNUSED zelda follower, probably because it was too resource heavy
void NPC5(NPC5Entity* this) {
static void (*const gUnk_0810AC1C[])(NPC5Entity*) = {
ZeldaType0Init,
ZeldaType1Init,
ZeldaType2Init,
ZeldaType3Init,
};
gUnk_0810AC1C[super->type](this);
}
void ZeldaType0Init(NPC5Entity* this) {
static void (*const Npc5_Actions[])(NPC5Entity*) = {
ZeldaInitAction, ZeldaIdleAction, ZeldaFollowAction, ZeldaLostAction,
ZeldaAnimScripted, ZeldaWalkPreJump, ZeldaJumpAction, ZeldaLandAction,
};
u32 tmp;
if (gPlayerState.jump_status & 0x80) {
if (super->action != ZELDA_STATE_INIT) {
if ((HEAP->flags & FLAG_GOTO_JUMPED) == 0) {
HEAP->flags |= FLAG_GOTO_JUMPED;
HEAP->playerJumpedX = (gPlayerEntity.base.x.HALF.HI & 0xfff0) + 8;
HEAP->playerJumpedY = (gPlayerEntity.base.y.HALF.HI & 0xfff0) + 8;
}
}
}
if ((super->action == ZELDA_STATE_INIT) || (super->spriteSettings.draw != 0)) {
Npc5_Actions[super->action](this);
}
if (super->action != ZELDA_STATE_INIT) {
HEAP->playerX = gPlayerEntity.base.x.HALF.HI;
HEAP->playerY = gPlayerEntity.base.y.HALF.HI;
}
if (this->currentRoom != gRoomControls.room) {
this->currentRoom = gRoomControls.room;
CopyPosition(&gPlayerEntity.base, super);
super->action = ZELDA_STATE_IDLE;
super->spriteSettings.draw = 1;
super->speed = kCloseSpeed;
tmp = gRoomControls.scroll_direction;
super->animationState = tmp * 2;
InitAnimationForceUpdate(super, tmp << 0x19 >> 0x19); // TODO some conversion between u8 and u32?
super->frameDuration = (Random() & 0x7f) + 0x80;
HEAP->flags &= ~FLAG_GOTO_JUMPED;
}
}
void ZeldaInitAction(NPC5Entity* this) {
ZeldaData* heapObj;
Entity* otherNpc;
heapObj = (ZeldaData*)zMalloc(sizeof(ZeldaData));
if (heapObj != NULL) {
super->myHeap = (u32*)heapObj;
heapObj->followDistance = kFollowDistance;
super->action = ZELDA_STATE_IDLE;
COLLISION_ON(super);
super->animationState &= 3;
super->collisionFlags = 7;
super->hurtType = 0x48;
super->hitType = 0x49;
super->collisionMask = 3;
super->hitbox = (Hitbox*)&gHitbox_0;
super->followerFlag &= ~1;
this->baseAnimation = 0xff;
ZeldaSetAnim(this, super->animationState);
otherNpc = CreateNPC(NPC_UNK_5, 2, 0);
if (otherNpc != NULL) {
otherNpc->parent = super;
this->interactEntity = otherNpc;
}
}
}
void ZeldaIdleAction(NPC5Entity* this) {
if (CheckIsFlinching(this)) {
return;
}
if (!ZeldaAtDestination(super) &&
DirectionNormalize(GetFacingDirection(super, &gPlayerEntity.base) + (super->animationState * -4) + 4) < 9) {
super->action = ZELDA_STATE_FOLLOW;
super->subtimer = 0;
return;
}
ZeldaUpdateIdleAnim(this);
}
void ZeldaFollowAction(NPC5Entity* this) {
Entity* r5;
//! @bug: r5 is uninitialized
if (CheckIsFlinching(this)) {
return;
}
if (HEAP->flags & FLAG_GOTO_JUMPED) {
// goto position where player jumped
if (HEAP->flags & FLAG_NAVIGATE) {
// navigate to jump position
super->speed = kNavigateSpeed;
ZeldaCalcWalkAnim(this, HEAP->navX, HEAP->navY, 0xc);
ZeldaProcessMovement(this);
if (EntityWithinDistance(super, HEAP->navX, HEAP->navY, kPoiDistance)) {
// reached navigation position
HEAP->flags &= ~FLAG_NAVIGATE;
}
} else if (CheckDirectPathUnblocked(super, HEAP->playerJumpedX, HEAP->playerJumpedY)) {
// At jump location, begin jumping
if (EntityWithinDistance(super, HEAP->playerJumpedX, HEAP->playerJumpedY, kPoiDistance)) {
HEAP->flags &= ~FLAG_GOTO_JUMPED;
super->action = ZELDA_STATE_WALK_PRE_JUMP;
super->direction = r5->direction;
super->speed = kMidSpeed;
ZeldaSetAnim(this, 8);
} else {
// walk to jump location
super->speed = kNavigateSpeed;
ZeldaCalcWalkAnim(this, r5->x.HALF.HI, r5->y.HALF.HI, 0xc);
ZeldaProcessMovement(this);
}
} else {
// navigate to jump location (bugged)
ZeldaInitNavigate(this, r5->x.HALF.HI, r5->y.HALF.HI);
}
} else if (CheckDirectPathUnblocked(super, gPlayerEntity.base.x.HALF.HI, gPlayerEntity.base.y.HALF.HI)) {
// walk directly to player
ZeldaCalcWalkSpeed(this, gPlayerEntity.base.x.HALF.HI, gPlayerEntity.base.y.HALF.HI);
ZeldaProcessMovement(this);
HEAP->flags &= ~(FLAG_NAVIGATE | FLAG_GOTO_PLAYER);
} else if (HEAP->flags & FLAG_NAVIGATE) {
// navigating to a position
super->speed = kNavigateSpeed;
ZeldaCalcWalkAnim(this, HEAP->navX, HEAP->navY, 0xc);
ZeldaProcessMovement(this);
if (EntityWithinDistance(super, HEAP->navX, HEAP->navY, kPoiDistance)) {
// reached navigation position
HEAP->flags &= ~FLAG_NAVIGATE;
}
} else { // player not found and no position set to navigate to
if ((HEAP->flags & FLAG_GOTO_PLAYER) == 0) {
// get player position
HEAP->flags |= FLAG_GOTO_PLAYER;
HEAP->destX = HEAP->playerX;
HEAP->destY = HEAP->playerY;
}
if (CheckDirectPathUnblocked(super, HEAP->destX, HEAP->destY)) {
// can walk directly to player
super->speed = kNavigateSpeed;
ZeldaCalcWalkAnim(this, HEAP->destX, HEAP->destY, 0xc);
ZeldaProcessMovement(this);
if (EntityWithinDistance(super, HEAP->destX, HEAP->destY, kPoiDistance)) {
// reached player position
HEAP->flags &= ~FLAG_GOTO_PLAYER;
}
} else { // try to navigate to player
HEAP->flags &= ~FLAG_GOTO_PLAYER;
ZeldaInitNavigate(this, gPlayerEntity.base.x.HALF.HI, gPlayerEntity.base.y.HALF.HI);
}
}
if (ZeldaAtDestination(super)) {
super->action = ZELDA_STATE_IDLE;
HEAP->flags &= ~FLAG_GOTO_JUMPED;
ZeldaSetAnim(this, 0);
}
}
void ZeldaLostAction(NPC5Entity* this) {
ZeldaDoLostAnim(this);
// wait to be found
if (!ZeldaAtDestination(super)) {
return;
}
if ((u32)super->animIndex - 0x20 < 0x10) {
if ((super->frame & 7) != 0) {
super->frameDuration = 1;
UpdateAnimationSingleFrame(super);
}
super->animationState = super->frame & 0x18;
this->baseAnimation = 0xff;
}
super->action = ZELDA_STATE_IDLE;
ZeldaSetAnim(this, 0);
}
void ZeldaAnimScripted(NPC5Entity* this) {
UpdateAnimationSingleFrame(super);
if (super->frame & ANIM_DONE) {
super->action = ZELDA_STATE_IDLE;
ZeldaSetAnim(this, 0);
}
}
void ZeldaWalkPreJump(NPC5Entity* this) {
ZeldaProcessMovement(this);
}
void ZeldaJumpAction(NPC5Entity* this) {
LinearMoveUpdate(super);
ZeldaUpdateAnim(super);
if (GravityUpdate(super, kGravity) == 0) {
super->action = ZELDA_STATE_LAND;
super->collisionLayer = 1;
UpdateSpriteForCollisionLayer(super);
ZeldaSetAnim(this, 0x1c);
}
}
void ZeldaLandAction(NPC5Entity* this) {
UpdateAnimationSingleFrame(super);
if (super->frame & ANIM_DONE) {
super->action = ZELDA_STATE_FOLLOW;
super->animationState = DirectionToAnimationState(GetFacingDirection(super, &gPlayerEntity.base)) * 2;
ZeldaSetAnim(this, 8);
}
}
void ZeldaSetAnim(NPC5Entity* this, u32 param) {
u32 tmp = param + super->animationState / 2;
if (tmp != super->animIndex) {
this->baseAnimation = param;
InitAnimationForceUpdate(super, tmp);
}
}
void ZeldaUpdateAnim(Entity* this) {
if (((*(u32*)&this->animIndex & 0x80ff00) == 0x800100) && (this->animIndex < 4)) {
InitAnimationForceUpdate(this, (this->animationState >> 1));
this->frameDuration = (Random() & 0x7f) + 0x80;
} else {
UpdateAnimationSingleFrame(this);
}
}
void ZeldaUpdateIdleAnim(NPC5Entity* this) {
s32 tmp;
if (((u32)super->animIndex - 0x20 < 0x10) && ((super->frame & ANIM_DONE) == 0)) {
UpdateAnimationSingleFrame(super);
return;
}
tmp = GetFacingDirection(super, &gPlayerEntity.base) + super->animationState * -4;
if (((tmp + 3) & 0x1f) > 6) {
if ((tmp & 0x1f) < 0x10) {
InitAnimationForceUpdate(super, super->animationState + 0x20);
super->animationState = (super->animationState + 1) & 7;
} else {
InitAnimationForceUpdate(super, super->animationState + 0x28);
super->animationState = (super->animationState - 1) & 7;
}
return;
}
if ((super->animationState & 1) == 0) {
if ((super->frame & ANIM_DONE) && (0xf >= (u32)super->animIndex - 0x20)) {
ZeldaSetAnim(this, 0);
} else {
ZeldaUpdateAnim(super);
}
}
}
u32 ZeldaAtDestination(Entity* this) {
if (CheckDirectPathUnblocked(this, (s32)gPlayerEntity.base.x.HALF.HI, (s32)gPlayerEntity.base.y.HALF.HI) == 0) {
return 0;
}
((ZeldaData*)this->myHeap)->flags &= ~FLAG_GOTO_JUMPED;
if (PointInsideRadius(gPlayerEntity.base.x.HALF.HI - this->x.HALF.HI,
gPlayerEntity.base.y.HALF.HI - this->y.HALF.HI, ((ZeldaData*)this->myHeap)->followDistance)) {
return 1;
}
return 0;
}
bool32 CheckDirectPathUnblocked(Entity* this, u32 target_x, u32 target_y) {
s32 dx;
s32 dy;
int angle;
int x;
int y;
u8* layer;
const int col_check_length = 6;
x = this->x.HALF.HI;
y = this->y.HALF.HI;
angle = CalculateDirectionFromOffsets(target_x - x, target_y - y);
x <<= 8;
y <<= 8;
// get vector to target
dx = gSineTable[angle] * col_check_length;
dy = gSineTable[(angle + 0x40)] * col_check_length;
if (this->collisionLayer != 2) {
layer = gMapBottom.collisionData;
} else {
layer = gMapTop.collisionData;
}
while (1) {
if (IsTileCollision(layer, x / 0x100, y / 0x100, col_check_length)) {
return 0;
}
if (((target_x - (x / 0x100)) + col_check_length > col_check_length * 2) ||
((target_y - (y / 0x100)) + col_check_length > col_check_length * 2)) {
x += dx;
y -= dy;
continue;
}
return 1;
}
}
void ZeldaCalcWalkSpeed(NPC5Entity* this, u32 a, u32 b) {
s32 xDist;
s32 yDist;
s32 sqrDist;
u32 tmp;
xDist = gPlayerEntity.base.x.HALF.HI - super->x.HALF.HI;
yDist = gPlayerEntity.base.y.HALF.HI - super->y.HALF.HI;
sqrDist = (xDist * xDist) + (yDist * yDist);
if (sqrDist < kCloseDistance * kCloseDistance) {
super->speed = kCloseSpeed;
} else {
if (sqrDist < kFarDistance * kFarDistance) {
super->speed = ((sqrDist - (kCloseDistance * kCloseDistance)) >> 4) + kCloseSpeed;
} else {
super->speed = kFarSpeed;
}
}
if (super->speed == kCloseSpeed) {
tmp = 4;
} else if (super->speed < kMidSpeed) {
tmp = 8;
} else {
tmp = 0xc;
}
ZeldaCalcWalkAnim(this, a, b, tmp);
}
void ZeldaCalcWalkAnim(NPC5Entity* this, u32 target_x, u32 target_y, u32 anim) {
super->direction = CalculateDirectionTo(super->x.HALF.HI, super->y.HALF.HI, target_x, target_y);
if ((anim != this->baseAnimation) || (10 < ((super->direction + super->animationState * -4 + 5) & 0x1f))) {
super->animationState = Direction8ToAnimationState(DirectionRoundUp(super->direction));
ZeldaSetAnim(this, anim);
}
}
bool32 ZeldaProcessMovement(NPC5Entity* this) {
u32 direction;
u32 tmp;
UpdateAnimationSingleFrame(super);
if (ProcessMovement6(super) == 0) {
direction = CalcJumpDirection(super);
if (direction != 0xff) {
super->action = ZELDA_STATE_JUMP;
tmp = (sub_08079FD4(super, 1));
tmp <<= 4;
tmp -= 4;
tmp = tmp << 0xc;
super->zVelocity = tmp;
super->speed = 0x100;
super->direction = direction;
super->animationState = direction >> 2;
if (tmp >> 0x10 != 0) {
ZeldaSetAnim(this, 0x14);
} else {
ZeldaSetAnim(this, 0x18);
}
}
return FALSE;
} else {
UpdateCollisionLayer(super);
return TRUE;
}
}
// TODO: this relies on tiles 0x2a - 0x2d, do these exist in the game?
u32 CalcJumpDirection(Entity* this) {
static const struct {
s8 unk_0;
s8 unk_1;
} PACKED sOffsets[] = {
{ 0, -8 },
{ 8, 0 },
{ 0, 3 },
{ -8, 0 },
};
static const u8 sTable[] = {
// actTile, animationState
ACT_TILE_43, DirectionSouth, ACT_TILE_42, DirectionNorth, ACT_TILE_45, DirectionEast,
ACT_TILE_44, DirectionWest, 0x0,
};
u32 actTile;
u32 x;
s32 x_offset;
s32 y_offset;
s8* ptr;
const u8* ptr2;
x = AnimationStateIdle(this->animationState);
ptr = (s8*)sOffsets;
x_offset = ptr[x];
y_offset = ptr[x + 1];
actTile = GetActTileRelativeToEntity(this, x_offset, y_offset);
ptr2 = sTable;
do {
if (*ptr2 != actTile || this->animationState != (ptr2[1] >> 2)) {
continue;
}
++this->subtimer;
if (this->subtimer < 8) {
return 0xff;
}
return ptr2[1];
} while (ptr2 += 2, *ptr2 != 0);
this->subtimer = 0;
return 0xff;
}
u32 CheckIsFlinching(NPC5Entity* this) {
if ((HEAP->flags & FLAG_FLINCHING) == 0) {
if (super->contactFlags & CONTACT_NOW) {
switch (super->contactFlags & 0x7f) {
case 0:
case 1:
case 2:
case 3:
case 0xf:
case 0x13:
case 0x1b:
case 0x1e:
case 0x1f:
break;
default:
HEAP->flags |= FLAG_FLINCHING;
InitAnimationForceUpdate(super, (super->animationState >> 1) + 0x40);
return 1;
}
}
} else {
UpdateAnimationSingleFrame(super);
if ((super->frame & ANIM_DONE) == 0) {
return 1;
}
HEAP->flags &= ~FLAG_FLINCHING;
InitAnimationForceUpdate(super, this->baseAnimation + (super->animationState >> 1));
}
super->contactFlags &= 0x7f;
if (super->iframes != 0) {
super->iframes++;
}
return 0;
}
void ZeldaDoLostAnim(NPC5Entity* this) {
static const u8 gUnk_0810AC5D[] = {
0x30, 0x31, 0x38, 0x39, 0x32, 0x33, 0x3a, 0x3b, 0x34, 0x35, 0x3c, 0x3d, 0x36, 0x37, 0x3e, 0x3f, 0x0, 0x0, 0x0,
};
u32 uVar2;
u32 bVar4;
switch (super->subAction) {
case 0:
UpdateAnimationSingleFrame(super);
if ((super->frame & ANIM_DONE) == 0) {
return;
}
super->subAction = 1;
super->timer = 15;
ZeldaSetAnim(this, 0);
break;
case 1:
super->timer--;
if (super->timer != 0) {
return;
}
uVar2 = Random();
bVar4 = uVar2;
if ((uVar2 & 1) == 0) {
super->subAction = 3;
super->timer = (bVar4 & 0x18) + 30;
ZeldaSetAnim(this, 4);
return;
}
super->subAction = 2;
InitAnimationForceUpdate(super, gUnk_0810AC5D[(u32)super->animationState * 2 + ((uVar2 >> 4) & 3)]);
break;
case 2:
UpdateAnimationSingleFrame(super);
if ((super->frame & ANIM_DONE) == 0) {
return;
}
super->animationState = ((super->frame & 0x18) >> 2);
if ((Random() & 1)) {
super->subAction = 3;
super->timer = (bVar4 & 0x18) + 30;
ZeldaSetAnim(this, 4);
return;
}
super->subAction = 0;
ZeldaSetAnim(this, 0x10);
break;
case 3:
if (ZeldaProcessMovement(this) == 0) {
super->subAction = 2;
//! @bug bVar4 (r6) is uninitialized.
InitAnimationForceUpdate(super, gUnk_0810AC5D[super->animationState * 2 + (bVar4 >> 4 & 3)]);
return;
}
if (--super->timer != 0) {
return;
}
super->subAction = 0;
ZeldaSetAnim(this, 0x10);
break;
}
}
void ZeldaInitNavigate(NPC5Entity* this, u32 tgt_x, u32 tgt_y) {
s32 x;
s32 y;
x = super->x.HALF.HI;
y = super->y.HALF.HI;
switch (((CalculateDirectionTo(super->x.HALF.HI, super->y.HALF.HI, tgt_x, tgt_y) + 2) & 0x1c) >> 2) {
case 0:
this->linear_move_dist = tgt_y;
if (super->x.HALF.HI > (s32)tgt_x) {
TryNavRightFromAbove(this, x, y + -8, tgt_x);
break;
}
TryNavLeftFromAbove(this, x, y + -8, tgt_x);
break;
case 1:
this->linear_move_dist = tgt_x;
if (TryNavUpFromRight(this, x + 8, y, tgt_y) != 0)
break;
this->linear_move_dist = tgt_y;
TryNavLeftFromAbove(this, x, y + -8, tgt_x);
break;
case 2:
this->linear_move_dist = tgt_x;
if (super->y.HALF.HI > (s32)tgt_y) {
TryNavUpFromRight(this, x + 8, y, tgt_y);
} else {
TryNavBelowFromRight(this, x + 8, y, tgt_y);
}
break;
case 3:
this->linear_move_dist = tgt_x;
if (TryNavBelowFromRight(this, x + 8, y, tgt_y) != 0)
break;
this->linear_move_dist = tgt_y;
TryNavLeftFromBelow(this, x, y + 8, tgt_x);
break;
case 4:
this->linear_move_dist = tgt_y;
if (super->x.HALF.HI > (s32)tgt_x) {
TryNavRightFromBelow(this, x, y + 8, tgt_x);
break;
}
TryNavLeftFromBelow(this, x, y + 8, tgt_x);
break;
case 5:
this->linear_move_dist = tgt_x;
if (TryNavBelowFromLeft(this, x + -8, y, tgt_y) != 0)
break;
this->linear_move_dist = tgt_y;
TryNavRightFromBelow(this, x, y + 8, tgt_x);
break;
case 6:
this->linear_move_dist = tgt_x;
if (super->y.HALF.HI > (s32)tgt_y) {
TryNavUpFromLeft(this, x + -8, y, tgt_y);
} else {
TryNavBelowFromLeft(this, x + -8, y, tgt_y);
}
break;
case 7:
this->linear_move_dist = tgt_x;
if (TryNavUpFromLeft(this, x + -8, y, tgt_y) == 0) {
this->linear_move_dist = tgt_y;
TryNavRightFromAbove(this, x, y + -8, tgt_x);
}
}
if ((HEAP->flags & FLAG_NAVIGATE) == 0) {
super->action = ZELDA_STATE_LOST;
super->subAction = 0;
}
}
bool32 TryNavRightFromAbove(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_y = y;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathRight(layer, x, y, param)) {
HEAP->navX = x;
HEAP->navY = param_y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist >= y) {
return TRUE;
}
}
y -= 8;
}
return FALSE;
}
bool32 TryNavLeftFromAbove(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_y = y;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathLeft(layer, x, y, param)) {
HEAP->navX = x;
HEAP->navY = param_y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist >= y) {
return TRUE;
}
}
y -= 8;
}
return FALSE;
}
bool32 TryNavUpFromRight(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_x = x;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathUp(layer, x, y, param)) {
HEAP->navX = param_x;
HEAP->navY = y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist <= x) {
return TRUE;
}
}
x += 8;
}
return FALSE;
}
bool32 TryNavBelowFromRight(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_x = x;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathBelow(layer, x, y, param)) {
HEAP->navX = param_x;
HEAP->navY = y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist <= x) {
return TRUE;
}
}
x += 8;
}
return FALSE;
}
bool32 TryNavRightFromBelow(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_y = y;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathRight(layer, x, y, param)) {
HEAP->navX = x;
HEAP->navY = param_y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist <= y) {
return TRUE;
}
}
y += 8;
}
return FALSE;
}
bool32 TryNavLeftFromBelow(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_y = y;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathLeft(layer, x, y, param)) {
HEAP->navX = x;
HEAP->navY = param_y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist <= y) {
return TRUE;
}
}
y += 8;
}
return FALSE;
}
bool32 TryNavUpFromLeft(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_x = x;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathUp(layer, x, y, param)) {
HEAP->navX = param_x;
HEAP->navY = y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist >= x) {
return TRUE;
}
}
x -= 8;
}
return FALSE;
}
bool32 TryNavBelowFromLeft(NPC5Entity* this, s32 x, s32 y, s32 param) {
u32 param_x = x;
u8* layer = (super->collisionLayer == 2) ? gMapTop.collisionData : gMapBottom.collisionData;
while (!IsTileCollision(layer, x, y, 6)) {
if (CheckPathBelow(layer, x, y, param)) {
HEAP->navX = param_x;
HEAP->navY = y;
HEAP->flags |= FLAG_NAVIGATE;
if (this->linear_move_dist >= x) {
return TRUE;
}
}
x -= 8;
}
return FALSE;
}
bool32 CheckPathUp(u8* layer, s32 x, s32 y, s32 param) {
while (param <= y) {
if (IsTileCollision(layer, x, y, 6) != 0) {
return FALSE;
}
y -= 8;
}
return TRUE;
}
bool32 CheckPathLeft(u8* layer, s32 x, s32 y, s32 param) {
while (param >= x) {
if (IsTileCollision(layer, x, y, 6) != 0) {
return FALSE;
}
x += 8;
}
return TRUE;
}
bool32 CheckPathBelow(u8* layer, s32 x, s32 y, s32 param) {
while (param >= y) {
if (IsTileCollision(layer, x, y, 6) != 0) {
return FALSE;
}
y += 8;
}
return TRUE;
}
bool32 CheckPathRight(u8* layer, s32 x, s32 y, s32 param) {
while (param <= x) {
if (IsTileCollision(layer, x, y, 6) != 0) {
return FALSE;
}
x -= 8;
}
return TRUE;
}
void ZeldaType1Init(NPC5Entity* this) {
DeleteThisEntity();
}
void ZeldaType2Init(NPC5Entity* this) {
static void (*const gUnk_0810AC70[])(NPC5Entity*) = {
sub_08061ACC,
sub_08061B18,
};
gUnk_0810AC70[super->action](this);
CopyPosition(super->parent, super);
}
void sub_08061ACC(NPC5Entity* this) {
super->flags |= ENT_PERSIST;
super->action = 1;
super->subAction = 0xff;
super->timer = 0;
super->followerFlag = super->followerFlag & ~1;
AddInteractableWhenBigObject(super);
sub_08061AFC(this);
}
void sub_08061AFC(NPC5Entity* this) {
u32 tmp = 0;
if (super->subAction != 0) {
super->subAction = tmp;
this->messageData = gZeldaFollowerText[0];
super->timer = 0;
}
}
void sub_08061B18(NPC5Entity* this) {
u16* puVar2;
switch (super->interactType) {
case INTERACTION_NONE:
break;
case INTERACTION_TALK:
super->interactType = INTERACTION_NONE;
sub_08061AFC(this);
puVar2 = this->messageData;
puVar2 += (super->timer++);
if (puVar2[1] == 0) {
super->timer = 0;
}
MessageNoOverlap(puVar2[0], super);
break;
}
}
void ZeldaType3Init(NPC5Entity* this) {
if (super->action == 0) {
super->action = 1;
InitAnimationForceUpdate(super, 2);
}
if (gRoomTransition.entity_update_type == 2) {
UpdateAnimationSingleFrame(super);
}
sub_0806FD3C(super);
}