Anju objects (#1444)

* bring over the objects from the other branch

* kafeis mask

* use symbols

* dman naming after assets

* stateFlags

* remaining stuff

* anim array bug

* Name everything in DmGm after DmAn

* WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED

* undef

* format

* idk

* ing

* format

* name animations from an4, thanks emil!

* emptydl

* disbelief

* review

* format

* Update assets/xml/objects/object_mask_kerfay.xml

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* review

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Anghelo Carvajal
2023-10-23 02:03:16 -03:00
committed by GitHub
parent a468be77d5
commit 1e19cfe869
17 changed files with 576 additions and 460 deletions
+1 -1
View File
@@ -2515,7 +2515,7 @@ u8 D_801C0B1C[] = {
Gfx* D_801C0B20[] = {
object_mask_truth_DL_0001A0, // PLAYER_MASK_TRUTH
object_mask_kerfay_DL_000D40, // PLAYER_MASK_KAFEIS_MASK
gKafeisMaskDL, // PLAYER_MASK_KAFEIS_MASK
object_mask_yofukasi_DL_000490, // PLAYER_MASK_ALL_NIGHT
object_mask_rabit_DL_000610, // PLAYER_MASK_BUNNY
object_mask_ki_tan_DL_0004A0, // PLAYER_MASK_KEATON
+179 -136
View File
@@ -16,10 +16,10 @@ void DmAn_Init(Actor* thisx, PlayState* play);
void DmAn_Destroy(Actor* thisx, PlayState* play);
void DmAn_Update(Actor* thisx, PlayState* play);
void func_80C1C958(DmAn* this, PlayState* play);
void DmAn_HandleCutscene(DmAn* this, PlayState* play);
void DmAn_WaitForObject(DmAn* this, PlayState* play);
void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play);
void DmAn_DoNothing(DmAn* this, PlayState* play);
void func_80C1D0B0(Actor* thisx, PlayState* play);
void DmAn_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_An_InitVars = {
ACTOR_DM_AN,
@@ -33,40 +33,51 @@ ActorInit Dm_An_InitVars = {
(ActorFunc)NULL,
};
typedef enum {
/* -1 */ DMAN_ANIM_NONE = -1,
/* 0x0 */ DMAN_ANIM_0,
/* 0x1 */ DMAN_ANIM_1,
/* 0x2 */ DMAN_ANIM_2,
/* 0x3 */ DMAN_ANIM_3,
/* 0x4 */ DMAN_ANIM_4,
/* 0x5 */ DMAN_ANIM_5,
/* 0x6 */ DMAN_ANIM_6,
/* 0x7 */ DMAN_ANIM_7,
/* 0x8 */ DMAN_ANIM_8,
/* 0x9 */ DMAN_ANIM_9,
/* 0xA */ DMAN_ANIM_10,
/* 0xB */ DMAN_ANIM_11,
/* 0xC */ DMAN_ANIM_12,
/* 0xD */ DMAN_ANIM_13,
/* 0xE */ DMAN_ANIM_MAX
/**
* Anju stores her animations across different objects and the ones used by this actor are put together right next to
* each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
* index ranges. To make this a bit easier to read, this enum includes `DMAN_ANIMOBJ_*` values that mark when a range of
* animations of a certain object start
*/
typedef enum DmAnAnimation {
/* -1 */ DMAN_ANIM_NONE = -1,
/* 0 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
/* 1 */ DMAN_ANIM_SIT,
/* 2 */ DMAN_ANIMOBJ_AN4,
/* 2 */ DMAN_ANIM_MASK_STAND_LOOP = DMAN_ANIMOBJ_AN4,
/* 3 */ DMAN_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
/* 4 */ DMAN_ANIM_MASK_KNEEL,
/* 5 */ DMAN_ANIM_MASK_KNEEL_LOOP,
/* 6 */ DMAN_ANIM_HUG,
/* 7 */ DMAN_ANIM_HUG_LOOP,
/* 8 */ DMAN_ANIM_HUG_RELEASE,
/* 9 */ DMAN_ANIM_HUG_RELEASE_LOOP,
/* 10 */ DMAN_ANIM_COMBINE_MASKS_1,
/* 11 */ DMAN_ANIM_COMBINE_MASKS_2,
/* 12 */ DMAN_ANIM_LOOK_UP,
/* 13 */ DMAN_ANIM_LOOK_UP_LOOP,
/* 14 */ DMAN_ANIM_MAX
} DmAnAnimation;
static AnimationInfoS sAnimationInfo[DMAN_ANIM_MAX] = {
{ &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_0
{ &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_1
{ &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_2
{ &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_3
{ &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_4
{ &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_5
{ &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_6
{ &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_7
{ &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_8
{ &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_9
{ &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_10
{ &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_11
{ &object_an4_Anim_004A78, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_12
{ &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_13
{ &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SITTING_IN_DISBELIEF
{ &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SIT
// DMAN_ANIMOBJ_AN4
{ &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_STAND_LOOP
//! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
{ &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HOLD_HANDS
{ &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_MASK_KNEEL
{ &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_KNEEL_LOOP
{ &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG
{ &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_LOOP
{ &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG_RELEASE
{ &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_RELEASE_LOOP
{ &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_1
{ &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_2
{ &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_LOOK_UP
{ &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_LOOK_UP_LOOP
};
s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
s8 objectSlot2;
s32 isAnimFinished = false;
if (this->animIndex <= DMAN_ANIM_1) {
if (this->animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
if (objectSlot2 >= 0) {
if (objectSlot2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
return isAnimFinished;
}
s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, DmAnAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectSlot2;
s32 didAnimChange = false;
if (animIndex <= DMAN_ANIM_1) {
if (animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
if ((objectSlot2 >= 0) && (this->animIndex != animIndex)) {
if ((objectSlot2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
void func_80C1C5B4(DmAn* this) {
if (DECR(this->unk_2BA) == 0) {
this->unk_2B8++;
if (this->unk_2B8 >= 4) {
this->unk_2BA = Rand_S16Offset(30, 30);
this->unk_2B8 = 0;
typedef enum DmAnEyes {
/* 0 */ DMAN_EYES_OPEN,
/* 1 */ DMAN_EYES_HALF1,
/* 2 */ DMAN_EYES_CLOSED,
/* 3 */ DMAN_EYES_HALF2,
/* 4 */ DMAN_EYES_COMFORT,
/* 5 */ DMAN_EYES_SAD,
/* 6 */ DMAN_EYES_RELIEVED_CLOSED,
/* 7 */ DMAN_EYES_MAX
} DmAnEyes;
typedef enum DmAnMouth {
/* 0 */ DMAN_MOUTH_CLOSED,
/* 1 */ DMAN_MOUTH_HAPPY,
/* 2 */ DMAN_MOUTH_OPEN,
/* 3 */ DMAN_MOUTH_MAX
} DmAnMouth;
void DmAn_Blink(DmAn* this) {
if (DECR(this->eyeTimer) == 0) {
this->eyeTexIndex++;
if (this->eyeTexIndex > DMAN_EYES_HALF2) {
this->eyeTimer = Rand_S16Offset(30, 30);
this->eyeTexIndex = 0;
}
}
}
s32 func_80C1C62C(DmAn* this, PlayState* play) {
s32 DmAn_UpdateHeadRot(DmAn* this, PlayState* play) {
s32 pad;
Vec3f sp40;
Vec3f sp34;
s16 sp32;
Vec3f lookAtActorPos;
Vec3f pos;
s16 yaw;
Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
Math_Vec3f_Copy(&pos, &this->actor.world.pos);
yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
if (this->unk_2B4->id == ACTOR_PLAYER) {
sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
if (this->lookAtActor->id == ACTOR_PLAYER) {
lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
s32 func_80C1C83C(DmAn* this, PlayState* play) {
if (this->unk_2B4 != NULL) {
func_80C1C62C(this, play);
this->unk_2AE &= ~1;
this->unk_2AE |= 2;
} else if (this->unk_2AE & 2) {
this->unk_2AE &= ~2;
this->unk_2BE = 0;
this->unk_2C0 = 0;
this->unk_2C2 = 0;
this->unk_2C4 = 0;
this->unk_2BC = 20;
} else if (DECR(this->unk_2BC) == 0) {
this->unk_2AE |= 1;
s32 DmAn_UpdateAttention(DmAn* this, PlayState* play) {
if (this->lookAtActor != NULL) {
DmAn_UpdateHeadRot(this, play);
this->stateFlags &= ~DMAN_STATE_LOST_ATTENTION;
this->stateFlags |= DMAN_STATE_FACE_TARGET;
} else if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
this->stateFlags &= ~DMAN_STATE_FACE_TARGET;
this->headRotZ = 0;
this->headRotY = 0;
this->torsoRotZ = 0;
this->torsoRotY = 0;
this->loseAttentionTimer = 20;
} else if (DECR(this->loseAttentionTimer) == 0) {
this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
}
return true;
}
Actor* func_80C1C8E8(PlayState* play) {
Actor* DmAn_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,34 +220,42 @@ Actor* func_80C1C8E8(PlayState* play) {
return foundActor;
}
void func_80C1C958(DmAn* this, PlayState* play) {
void DmAn_WaitForObject(DmAn* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_an1_Skel_012618, NULL, this->jointTable, this->morphTable,
OBJECT_AN1_LIMB_MAX);
SkelAnime_InitFlex(play, &this->skelAnime, &gAnju1Skel, NULL, this->jointTable, this->morphTable,
ANJU1_LIMB_MAX);
this->animIndex = DMAN_ANIM_NONE;
DmAn_ChangeAnim(this, play, DMAN_ANIM_0);
DmAn_ChangeAnim(this, play, DMAN_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
this->unk_2AE |= 1;
this->actor.draw = func_80C1D0B0;
this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
this->actor.draw = DmAn_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
this->unk_2B4 = func_80C1C8E8(play);
DmAn_ChangeAnim(this, play, DMAN_ANIM_1);
this->lookAtActor = DmAn_FindAnjusMotherActor(play);
DmAn_ChangeAnim(this, play, DMAN_ANIM_SIT);
this->actionFunc = DmAn_DoNothing;
} else {
this->actionFunc = DmAn_HandleCutscene;
this->actionFunc = DmAn_HandleCouplesMaskCs;
}
}
}
void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play) {
s32 csAnimIndex[] = {
DMAN_ANIM_0, DMAN_ANIM_0, DMAN_ANIM_12, DMAN_ANIM_2, DMAN_ANIM_4,
DMAN_ANIM_6, DMAN_ANIM_8, DMAN_ANIM_10, DMAN_ANIM_11, DMAN_ANIM_3,
/* 0 */ 0, // no cue
/* 1 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
/* 2 */ DMAN_ANIM_LOOK_UP,
/* 3 */ DMAN_ANIM_MASK_STAND_LOOP,
/* 4 */ DMAN_ANIM_MASK_KNEEL,
/* 5 */ DMAN_ANIM_HUG,
/* 6 */ DMAN_ANIM_HUG_RELEASE,
/* 7 */ DMAN_ANIM_COMBINE_MASKS_1,
/* 8 */ DMAN_ANIM_COMBINE_MASKS_2,
/* 9 */ DMAN_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
case 6:
case 7:
case 8:
if ((this->animIndex == DMAN_ANIM_12) || (this->animIndex == DMAN_ANIM_4) ||
(this->animIndex == DMAN_ANIM_6) || (this->animIndex == DMAN_ANIM_8)) {
if ((this->animIndex == DMAN_ANIM_LOOK_UP) || (this->animIndex == DMAN_ANIM_MASK_KNEEL) ||
(this->animIndex == DMAN_ANIM_HUG) || (this->animIndex == DMAN_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmAn_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmAn_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
this->actionFunc = func_80C1C958;
this->actionFunc = DmAn_WaitForObject;
}
void DmAn_Destroy(Actor* thisx, PlayState* play) {
@@ -286,26 +324,25 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
func_80C1C83C(this, play);
DmAn_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmAn_UpdateSkelAnime(this, play);
func_80C1C5B4(this);
DmAn_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
void DmAn_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmAn* this = THIS;
s8 objectSlot = this->actor.objectSlot;
s8 msmoObjectSlot = this->msmoObjectSlot;
if ((limbIndex == OBJECT_AN1_LIMB_05) && this->didAnimChangeInCs) {
if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
static Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
static Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
@@ -321,19 +358,21 @@ void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto
CLOSE_DISPS(play->state.gfxCtx);
}
if (limbIndex == OBJECT_AN1_LIMB_09) {
if (limbIndex == ANJU1_LIMB_HEAD) {
static Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
Matrix_MultVec3f(&D_80C1D2DC, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
}
void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
void DmAn_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmAn* this = THIS;
s16 stepRot;
s16 overrideRot;
if (!(this->unk_2AE & 1)) {
if (this->unk_2AE & 2) {
if (!(this->stateFlags & DMAN_STATE_LOST_ATTENTION)) {
if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -344,53 +383,57 @@ void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
overrideRot = false;
}
if (limbIndex == OBJECT_AN1_LIMB_09) {
SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
&this->unk_1A4, stepRot, overrideRot);
if (limbIndex == ANJU1_LIMB_HEAD) {
SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
&this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
} else if (limbIndex == OBJECT_AN1_LIMB_02) {
SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
&this->unk_1AA, stepRot, overrideRot);
} else if (limbIndex == ANJU1_LIMB_TORSO) {
SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
&this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
TexturePtr D_80C1D2E8[] = {
object_an1_Tex_00E6E0,
object_an1_Tex_00F7A0,
object_an1_Tex_0101A0,
};
TexturePtr D_80C1D2F4[] = {
object_an1_Tex_00E1E0, object_an1_Tex_00EFA0, object_an1_Tex_00F3A0, object_an1_Tex_00EFA0,
object_an1_Tex_00FDA0, object_an1_Tex_00F9A0, object_an1_Tex_0103A0,
};
void func_80C1D0B0(Actor* thisx, PlayState* play) {
void DmAn_Draw(Actor* thisx, PlayState* play) {
static TexturePtr sMouthTextures[DMAN_MOUTH_MAX] = {
gAnju1MouthClosedTex, // DMAN_MOUTH_CLOSED
gAnju1MouthHappyTex, // DMAN_MOUTH_HAPPY
gAnju1MouthOpenTex, // DMAN_MOUTH_OPEN
};
static TexturePtr sEyeTextures[DMAN_EYES_MAX] = {
gAnju1EyeOpenTex, // DMAN_EYES_OPEN
gAnju1EyeHalfTex, // DMAN_EYES_HALF1
gAnju1EyeClosedTex, // DMAN_EYES_CLOSED
gAnju1EyeHalfTex, // DMAN_EYES_HALF2
gAnju1EyeComfortTex, // DMAN_EYES_COMFORT
gAnju1EyeSadTex, // DMAN_EYES_SAD
gAnju1EyeRelievedClosedTex, // DMAN_EYES_RELIEVED_CLOSED
};
DmAn* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C1D2F4[this->unk_2B8]));
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C1D2E8[0]));
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMAN_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, func_80C1CD80, func_80C1CEFC, &this->actor);
this->skelAnime.dListCount, NULL, DmAn_PostLimbDraw, DmAn_TransformLimbDraw,
&this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}
+18 -15
View File
@@ -8,28 +8,31 @@ struct DmAn;
typedef void (*DmAnActionFunc)(struct DmAn*, PlayState*);
#define DMAN_STATE_LOST_ATTENTION (1 << 0)
#define DMAN_STATE_FACE_TARGET (1 << 1)
typedef struct DmAn {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmAnActionFunc actionFunc;
/* 0x18C */ Vec3f unk_18C;
/* 0x18C */ Vec3f unk_194;
/* 0x1A4 */ Vec3s unk_1A4;
/* 0x1A4 */ Vec3s unk_1AA;
/* 0x1B0 */ Vec3s jointTable[OBJECT_AN1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[OBJECT_AN1_LIMB_MAX];
/* 0x18C */ Vec3f headComputedPos;
/* 0x18C */ Vec3f torsoComputedPos;
/* 0x1A4 */ Vec3s headComputedRot;
/* 0x1A4 */ Vec3s torsoComputedRot;
/* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
/* 0x2AE */ u16 unk_2AE;
/* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
/* 0x2B4 */ Actor* unk_2B4;
/* 0x2B8 */ s16 unk_2B8;
/* 0x2BA */ s16 unk_2BA;
/* 0x2BC */ s16 unk_2BC;
/* 0x2BE */ s16 unk_2BE;
/* 0x2C0 */ s16 unk_2C0;
/* 0x2C2 */ s16 unk_2C2;
/* 0x2C4 */ s16 unk_2C4;
/* 0x2B4 */ Actor* lookAtActor;
/* 0x2B8 */ s16 eyeTexIndex;
/* 0x2BA */ s16 eyeTimer;
/* 0x2BC */ s16 loseAttentionTimer;
/* 0x2BE */ s16 headRotZ;
/* 0x2C0 */ s16 headRotY;
/* 0x2C2 */ s16 torsoRotZ;
/* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
+179 -137
View File
@@ -16,10 +16,10 @@ void DmGm_Init(Actor* thisx, PlayState* play);
void DmGm_Destroy(Actor* thisx, PlayState* play);
void DmGm_Update(Actor* thisx, PlayState* play);
void func_80C248A8(DmGm* this, PlayState* play);
void DmGm_HandleCutscene(DmGm* this, PlayState* play);
void DmGm_WaitForObject(DmGm* this, PlayState* play);
void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play);
void DmGm_DoNothing(DmGm* this, PlayState* play);
void func_80C25000(Actor* thisx, PlayState* play);
void DmGm_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_Gm_InitVars = {
ACTOR_DM_GM,
@@ -33,40 +33,51 @@ ActorInit Dm_Gm_InitVars = {
(ActorFunc)NULL,
};
typedef enum {
/* -1 */ DMGM_ANIM_NONE = -1,
/* 0x0 */ DMGM_ANIM_0,
/* 0x1 */ DMGM_ANIM_1,
/* 0x2 */ DMGM_ANIM_2,
/* 0x3 */ DMGM_ANIM_3,
/* 0x4 */ DMGM_ANIM_4,
/* 0x5 */ DMGM_ANIM_5,
/* 0x6 */ DMGM_ANIM_6,
/* 0x7 */ DMGM_ANIM_7,
/* 0x8 */ DMGM_ANIM_8,
/* 0x9 */ DMGM_ANIM_9,
/* 0xA */ DMGM_ANIM_10,
/* 0xB */ DMGM_ANIM_11,
/* 0xC */ DMGM_ANIM_12,
/* 0xD */ DMGM_ANIM_13,
/* 0xE */ DMGM_ANIM_MAX
/**
* Anju stores her animations across different objects and the ones used by this actor are put together right next to
* each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
* index ranges. To make this a bit easier to read, this enum includes `DMGM_ANIMOBJ_*` values that mark when a range of
* animations of a certain object start
*/
typedef enum DmGmAnimation {
/* -1 */ DMGM_ANIM_NONE = -1,
/* 0 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
/* 1 */ DMGM_ANIM_SIT,
/* 2 */ DMGM_ANIMOBJ_AN4,
/* 2 */ DMGM_ANIM_MASK_STAND_LOOP = DMGM_ANIMOBJ_AN4,
/* 3 */ DMGM_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
/* 4 */ DMGM_ANIM_MASK_KNEEL,
/* 5 */ DMGM_ANIM_MASK_KNEEL_LOOP,
/* 6 */ DMGM_ANIM_HUG,
/* 7 */ DMGM_ANIM_HUG_LOOP,
/* 8 */ DMGM_ANIM_HUG_RELEASE,
/* 9 */ DMGM_ANIM_HUG_RELEASE_LOOP,
/* 10 */ DMGM_ANIM_COMBINE_MASKS_1,
/* 11 */ DMGM_ANIM_COMBINE_MASKS_2,
/* 12 */ DMGM_ANIM_LOOK_UP,
/* 13 */ DMGM_ANIM_LOOK_UP_LOOP,
/* 14 */ DMGM_ANIM_MAX
} DmGmAnimation;
static AnimationInfoS sAnimationInfo[DMGM_ANIM_MAX] = {
{ &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_0
{ &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_1
{ &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_2
{ &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_3
{ &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_4
{ &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_5
{ &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_6
{ &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_7
{ &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_8
{ &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_9
{ &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_10
{ &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_11
{ &object_an4_Anim_004A78, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_12
{ &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_13
{ &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SITTING_IN_DISBELIEF
{ &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SIT
// DMGM_ANIMOBJ_AN4
{ &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_MASK_STAND_LOOP
//! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
{ &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_HOLD_HANDS
{ &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_MASK_KNEEL
{ &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_MASK_KNEEL_LOOP
{ &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG
{ &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_LOOP
{ &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG_RELEASE
{ &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_RELEASE_LOOP
{ &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_1
{ &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_2
{ &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_LOOK_UP
{ &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_LOOK_UP_LOOP
};
s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
s8 objectIndex2;
s32 isAnimFinished = false;
if (this->animIndex <= DMGM_ANIM_1) {
if (this->animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
if (objectIndex2 >= 0) {
if (objectIndex2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
return isAnimFinished;
}
s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, DmGmAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectIndex2;
s32 didAnimChange = false;
if (animIndex <= DMGM_ANIM_1) {
if (animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
if ((objectIndex2 >= 0) && (this->animIndex != animIndex)) {
if ((objectIndex2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
void func_80C24504(DmGm* this) {
if (DECR(this->unk_2BA) == 0) {
this->unk_2B8++;
if (this->unk_2B8 >= 4) {
this->unk_2BA = Rand_S16Offset(30, 30);
this->unk_2B8 = 0;
typedef enum DmGmEyes {
/* 0 */ DMGM_EYES_OPEN,
/* 1 */ DMGM_EYES_HALF1,
/* 2 */ DMGM_EYES_CLOSED,
/* 3 */ DMGM_EYES_HALF2,
/* 4 */ DMGM_EYES_COMFORT,
/* 5 */ DMGM_EYES_SAD,
/* 6 */ DMGM_EYES_RELIEVED_CLOSED,
/* 7 */ DMGM_EYES_MAX
} DmGmEyes;
typedef enum DmGmMouth {
/* 0 */ DMGM_MOUTH_CLOSED,
/* 1 */ DMGM_MOUTH_HAPPY,
/* 2 */ DMGM_MOUTH_OPEN,
/* 3 */ DMGM_MOUTH_MAX
} DmGmMouth;
void DmGm_Blink(DmGm* this) {
if (DECR(this->eyeTimer) == 0) {
this->eyeTexIndex++;
if (this->eyeTexIndex > DMGM_EYES_HALF2) {
this->eyeTimer = Rand_S16Offset(30, 30);
this->eyeTexIndex = 0;
}
}
}
s32 func_80C2457C(DmGm* this, PlayState* play) {
s32 DmGm_UpdateHeadRot(DmGm* this, PlayState* play) {
s32 pad;
Vec3f sp40;
Vec3f sp34;
s16 sp32;
Vec3f lookAtActorPos;
Vec3f pos;
s16 yaw;
Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
Math_Vec3f_Copy(&pos, &this->actor.world.pos);
yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
if (this->unk_2B4->id == ACTOR_PLAYER) {
sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
if (this->lookAtActor->id == ACTOR_PLAYER) {
lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
s32 func_80C2478C(DmGm* this, PlayState* play) {
if (this->unk_2B4 != NULL) {
func_80C2457C(this, play);
this->unk_2AE &= ~1;
this->unk_2AE |= 2;
} else if (this->unk_2AE & 2) {
this->unk_2AE &= ~2;
this->unk_2BE = 0;
this->unk_2C0 = 0;
this->unk_2C2 = 0;
this->unk_2C4 = 0;
this->unk_2BC = 20;
} else if (DECR(this->unk_2BC) == 0) {
this->unk_2AE |= 1;
s32 DmGm_UpdateAttention(DmGm* this, PlayState* play) {
if (this->lookAtActor != NULL) {
DmGm_UpdateHeadRot(this, play);
this->stateFlags &= ~DMGM_STATE_LOST_ATTENTION;
this->stateFlags |= DMGM_STATE_FACE_TARGET;
} else if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
this->stateFlags &= ~DMGM_STATE_FACE_TARGET;
this->headRotZ = 0;
this->headRotY = 0;
this->torsoRotZ = 0;
this->torsoRotY = 0;
this->loseAttentionTimer = 20;
} else if (DECR(this->loseAttentionTimer) == 0) {
this->stateFlags |= DMGM_STATE_LOST_ATTENTION;
}
return true;
}
Actor* func_80C24838(PlayState* play) {
Actor* DmGm_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,34 +220,42 @@ Actor* func_80C24838(PlayState* play) {
return foundActor;
}
void func_80C248A8(DmGm* this, PlayState* play) {
void DmGm_WaitForObject(DmGm* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_an1_Skel_012618, NULL, this->jointTable, this->morphTable,
OBJECT_AN1_LIMB_MAX);
SkelAnime_InitFlex(play, &this->skelAnime, &gAnju1Skel, NULL, this->jointTable, this->morphTable,
ANJU1_LIMB_MAX);
this->animIndex = DMGM_ANIM_NONE;
DmGm_ChangeAnim(this, play, DMGM_ANIM_0);
DmGm_ChangeAnim(this, play, DMGM_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
this->unk_2AE |= 1;
this->actor.draw = func_80C25000;
this->stateFlags |= 1;
this->actor.draw = DmGm_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
this->unk_2B4 = func_80C24838(play);
DmGm_ChangeAnim(this, play, DMGM_ANIM_1);
this->lookAtActor = DmGm_FindAnjusMotherActor(play);
DmGm_ChangeAnim(this, play, DMGM_ANIM_SIT);
this->actionFunc = DmGm_DoNothing;
} else {
this->actionFunc = DmGm_HandleCutscene;
this->actionFunc = DmGm_HandleCouplesMaskCs;
}
}
}
void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play) {
s32 csAnimIndex[] = {
DMGM_ANIM_0, DMGM_ANIM_0, DMGM_ANIM_12, DMGM_ANIM_2, DMGM_ANIM_4,
DMGM_ANIM_6, DMGM_ANIM_8, DMGM_ANIM_10, DMGM_ANIM_11, DMGM_ANIM_3,
/* 0 */ 0, // no cue
/* 1 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
/* 2 */ DMGM_ANIM_LOOK_UP,
/* 3 */ DMGM_ANIM_MASK_STAND_LOOP,
/* 4 */ DMGM_ANIM_MASK_KNEEL,
/* 5 */ DMGM_ANIM_HUG,
/* 6 */ DMGM_ANIM_HUG_RELEASE,
/* 7 */ DMGM_ANIM_COMBINE_MASKS_1,
/* 8 */ DMGM_ANIM_COMBINE_MASKS_2,
/* 9 */ DMGM_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
case 6:
case 7:
case 8:
if ((this->animIndex == DMGM_ANIM_12) || (this->animIndex == DMGM_ANIM_4) ||
(this->animIndex == DMGM_ANIM_6) || (this->animIndex == DMGM_ANIM_8)) {
if ((this->animIndex == DMGM_ANIM_LOOK_UP) || (this->animIndex == DMGM_ANIM_MASK_KNEEL) ||
(this->animIndex == DMGM_ANIM_HUG) || (this->animIndex == DMGM_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmGm_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmGm_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
this->actionFunc = func_80C248A8;
this->actionFunc = DmGm_WaitForObject;
}
void DmGm_Destroy(Actor* thisx, PlayState* play) {
@@ -286,42 +324,43 @@ void DmGm_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
func_80C2478C(this, play);
DmGm_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmGm_UpdateSkelAnime(this, play);
func_80C24504(this);
DmGm_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
void DmGm_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmGm* this = THIS;
s8 sp2B = this->actor.objectSlot;
s8 sp2A = this->msmoObjectSlot;
s8 objectSlot = this->actor.objectSlot;
s8 msmoObjectSlot = this->msmoObjectSlot;
if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
static Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
static Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
if ((limbIndex == OBJECT_AN1_LIMB_05) && this->didAnimChangeInCs) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_TranslateRotateZYX(&D_80C25218, &D_80C25224);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2A].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[msmoObjectSlot].segment);
gSPDisplayList(POLY_OPA_DISP++, gMoonMaskDL);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2B].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
if (limbIndex == OBJECT_AN1_LIMB_09) {
if (limbIndex == ANJU1_LIMB_HEAD) {
static Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
Matrix_MultVec3f(&D_80C2522C, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
@@ -332,8 +371,8 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
s16 stepRot;
s16 overrideRot;
if (!(this->unk_2AE & 1)) {
if (this->unk_2AE & 2) {
if (!(this->stateFlags & DMGM_STATE_LOST_ATTENTION)) {
if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -344,50 +383,53 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
overrideRot = false;
}
if (limbIndex == OBJECT_AN1_LIMB_09) {
SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
&this->unk_1A4, stepRot, overrideRot);
if (limbIndex == ANJU1_LIMB_HEAD) {
SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
&this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
} else if (limbIndex == OBJECT_AN1_LIMB_02) {
SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
&this->unk_1AA, stepRot, overrideRot);
} else if (limbIndex == ANJU1_LIMB_TORSO) {
SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
&this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
TexturePtr D_80C25238[] = {
object_an1_Tex_00E6E0,
object_an1_Tex_00F7A0,
object_an1_Tex_0101A0,
};
TexturePtr D_80C25244[] = {
object_an1_Tex_00E1E0, object_an1_Tex_00EFA0, object_an1_Tex_00F3A0, object_an1_Tex_00EFA0,
object_an1_Tex_00FDA0, object_an1_Tex_00F9A0, object_an1_Tex_0103A0,
};
void func_80C25000(Actor* thisx, PlayState* play) {
void DmGm_Draw(Actor* thisx, PlayState* play) {
static TexturePtr sMouthTextures[DMGM_MOUTH_MAX] = {
gAnju1MouthClosedTex, // DMGM_MOUTH_CLOSED
gAnju1MouthHappyTex, // DMGM_MOUTH_HAPPY
gAnju1MouthOpenTex, // DMGM_MOUTH_OPEN
};
static TexturePtr sEyeTextures[DMGM_EYES_MAX] = {
gAnju1EyeOpenTex, // DMGM_EYES_OPEN
gAnju1EyeHalfTex, // DMGM_EYES_HALF1
gAnju1EyeClosedTex, // DMGM_EYES_CLOSED
gAnju1EyeHalfTex, // DMGM_EYES_HALF2
gAnju1EyeComfortTex, // DMGM_EYES_COMFORT
gAnju1EyeSadTex, // DMGM_EYES_SAD
gAnju1EyeRelievedClosedTex, // DMGM_EYES_RELIEVED_CLOSED
};
DmGm* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C25244[this->unk_2B8]));
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C25238[0]));
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMGM_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, DmGm_PostLimbDraw, DmGm_TransformLimbDraw,
+18 -15
View File
@@ -8,28 +8,31 @@ struct DmGm;
typedef void (*DmGmActionFunc)(struct DmGm*, PlayState*);
#define DMGM_STATE_LOST_ATTENTION (1 << 0)
#define DMGM_STATE_FACE_TARGET (1 << 1)
typedef struct DmGm {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmGmActionFunc actionFunc;
/* 0x18C */ Vec3f unk_18C;
/* 0x18C */ Vec3f unk_194;
/* 0x1A4 */ Vec3s unk_1A4;
/* 0x1A4 */ Vec3s unk_1AA;
/* 0x1B0 */ Vec3s jointTable[OBJECT_AN1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[OBJECT_AN1_LIMB_MAX];
/* 0x18C */ Vec3f headComputedPos;
/* 0x18C */ Vec3f torsoComputedPos;
/* 0x1A4 */ Vec3s headComputedRot;
/* 0x1A4 */ Vec3s torsoComputedRot;
/* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
/* 0x2AE */ u16 unk_2AE;
/* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
/* 0x2B4 */ Actor* unk_2B4;
/* 0x2B8 */ s16 unk_2B8;
/* 0x2BA */ s16 unk_2BA;
/* 0x2BC */ s16 unk_2BC;
/* 0x2BE */ s16 unk_2BE;
/* 0x2C0 */ s16 unk_2C0;
/* 0x2C2 */ s16 unk_2C2;
/* 0x2C4 */ s16 unk_2C4;
/* 0x2B4 */ Actor* lookAtActor;
/* 0x2B8 */ s16 eyeTexIndex;
/* 0x2BA */ s16 eyeTimer;
/* 0x2BC */ s16 loseAttentionTimer;
/* 0x2BE */ s16 headRotZ;
/* 0x2C0 */ s16 headRotY;
/* 0x2C2 */ s16 torsoRotZ;
/* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
@@ -824,7 +824,7 @@ s32 func_80A3FE20(EnTest3* this, PlayState* play) {
s32 func_80A3FF10(EnTest3* this, PlayState* play, struct_80A41828* arg2, ScheduleOutput* scheduleOutput) {
static Vec3f D_80A418BC = { -420.0f, 210.0f, -162.0f };
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_51_40)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED)) {
D_80A41D68 = 2;
Math_Vec3f_Copy(&this->player.actor.world.pos, &D_80A418BC);
Math_Vec3f_Copy(&this->player.actor.home.pos, &D_80A418BC);
@@ -856,7 +856,7 @@ s32 func_80A3FFD0(EnTest3* this, PlayState* play2) {
D_80A41D68 = 2;
}
} else {
SET_WEEKEVENTREG(WEEKEVENTREG_51_40);
SET_WEEKEVENTREG(WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED);
play->startPlayerCutscene(play, &this->player, PLAYER_CSMODE_110);
}
return false;