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@@ -1,3 +1,9 @@
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/*
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* File: z_en_elforg.c
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* Overlay: ovl_En_Elforg
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* Description: Stray Fairy
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*/
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#include "z_en_elforg.h"
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#define FLAGS 0x00000010
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@@ -9,7 +15,13 @@ void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx);
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#if 0
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void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx);
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void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx);
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void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx);
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void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx);
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void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx);
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void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx);
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const ActorInit En_Elforg_InitVars = {
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ACTOR_EN_ELFORG,
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ACTORCAT_ITEMACTION,
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@@ -22,63 +34,584 @@ const ActorInit En_Elforg_InitVars = {
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(ActorFunc)EnElforg_Draw,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_80ACDA30 = {
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{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_PLAYER, OC2_TYPE_1, COLSHAPE_CYLINDER, },
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{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 16, 32, 0, { 0, 0, 0 } },
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};
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#endif
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void EnElforg_InitializeParams(EnElforg* this) {
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this->actor.speedXZ = 1.0f;
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this->targetSpeedXZ = 1.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.world.rot.y = randPlusMinusPoint5Scaled(0x10000);
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this->timer = 0;
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this->secondaryTimer = Rand_ZeroFloat(100.0f);
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this->actor.shape.yOffset = 0.0f;
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this->skelAnime.curFrame = (s32)Rand_ZeroFloat(5.0f);
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}
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extern ColliderCylinderInit D_80ACDA30;
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void EnElforg_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnElforg* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC470.s")
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Actor_SetScale(&this->actor, 0.01f);
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this->flags = 0;
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this->direction = 0;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0402CA98, &D_0402B494, this->jointTable, this->jointTable, 10);
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this->skelAnime.playSpeed = 1.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
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this->actor.shape.shadowAlpha = 255;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Init.s")
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switch (STRAY_FAIRY_TYPE(&this->actor)) {
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case STRAY_FAIRY_TYPE_CLOCK_TOWN:
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if (gSaveContext.weekEventReg[8] & 0x80) {
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Actor_MarkForDeath(&this->actor);
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return;
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}
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break;
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case STRAY_FAIRY_TYPE_COLLECTIBLE:
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if (Actor_GetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
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Actor_MarkForDeath(&this->actor);
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return;
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}
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break;
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default:
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if (Flags_GetSwitch(globalCtx, STRAY_FAIRY_FLAG(&this->actor))) {
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Actor_MarkForDeath(&this->actor);
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return;
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}
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break;
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case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
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case STRAY_FAIRY_TYPE_BUBBLE:
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case STRAY_FAIRY_TYPE_CHEST:
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case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
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break;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Destroy.s")
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if (func_8010A074(globalCtx)) {
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this->area = gSaveContext.unk_48C8 + 1;
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} else {
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// Needs to be thisx in order to match
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this->area = STRAY_FAIRY_GET_PARAM_1C0(thisx) >> 6;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC7E4.s")
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switch (STRAY_FAIRY_TYPE(&this->actor)) {
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case STRAY_FAIRY_TYPE_FAIRY_FOUNTAIN:
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EnElforg_InitializeParams(this);
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this->actionFunc = EnElforg_FreeFloatingFairyFountain;
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this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
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this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
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break;
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case STRAY_FAIRY_TYPE_TURN_IN_TO_FAIRY_FOUNTAIN:
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EnElforg_InitializeParams(this);
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this->actionFunc = EnElforg_TurnInFairy;
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this->secondaryTimer = 60;
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break;
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case STRAY_FAIRY_TYPE_BUBBLE:
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this->timer = 0;
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this->actionFunc = EnElforg_TrappedByBubble;
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break;
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case STRAY_FAIRY_TYPE_ENEMY:
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this->actionFunc = EnElforg_SetupTrappedByEnemy;
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EnElforg_SetupTrappedByEnemy(this, globalCtx);
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this->actor.draw = NULL;
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break;
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case STRAY_FAIRY_TYPE_COLLIDER:
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this->actionFunc = EnElforg_HiddenByCollider;
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this->actor.draw = NULL;
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Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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break;
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default:
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EnElforg_InitializeParams(this);
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this->actionFunc = EnElforg_FreeFloating;
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break;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC8D4.s")
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this->actor.shape.rot.y = 0;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC934.s")
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void EnElforg_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnElforg* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACC994.s")
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if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_COLLIDER) {
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCAC0.s")
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void EnElforg_SpawnSparkles(EnElforg* this, GlobalContext* globalCtx, s32 life) {
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static Vec3f sVelocity = { 0.0f, -0.05f, 0.0f };
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static Vec3f sAcceleration = { 0.0f, -0.025f, 0.0f };
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static Color_RGBA8 sPrimColors[] = {
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{ 255, 235, 220, 255 }, { 255, 220, 220, 255 }, { 220, 255, 220, 255 },
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{ 220, 220, 255, 255 }, { 255, 255, 200, 255 },
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};
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static Color_RGBA8 sEnvColors[] = {
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{ 255, 150, 0, 255 }, { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 255, 255, 0, 255 },
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};
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Vec3f pos;
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s32 pad;
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s32 index;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBB8.s")
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pos.x = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.x;
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pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
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pos.z = randPlusMinusPoint5Scaled(6.0f) + this->actor.world.pos.z;
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index = (this->area < STRAY_FAIRY_AREA_CLOCK_TOWN || this->area >= STRAY_FAIRY_AREA_MAX)
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? STRAY_FAIRY_AREA_CLOCK_TOWN
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: this->area;
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EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &sVelocity, &sAcceleration, &sPrimColors[index],
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&sEnvColors[index], 1000, life);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCBD0.s")
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void EnElforg_ApproachTargetYPosition(EnElforg* this, Vec3f* targetPos) {
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f32 yDifference = targetPos->y - this->actor.world.pos.y;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCC98.s")
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if (fabsf(yDifference) < this->actor.speedXZ) {
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this->actor.world.pos.y = targetPos->y;
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} else if (yDifference > 0.0f) {
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this->actor.world.pos.y += this->actor.speedXZ;
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} else {
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this->actor.world.pos.y -= this->actor.speedXZ;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCE4C.s")
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void EnElforg_ApproachTargetSpeedXZ(EnElforg* this) {
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if (this->actor.speedXZ > this->targetSpeedXZ) {
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this->actor.speedXZ *= 0.9f;
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} else if (this->actor.speedXZ < (this->targetSpeedXZ - 0.1f)) {
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this->actor.speedXZ += 0.1f;
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} else {
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this->actor.speedXZ = this->targetSpeedXZ;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACCEB0.s")
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void EnElforg_MoveToTargetFairyFountain(EnElforg* this, Vec3f* homePos) {
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s32 pad[2];
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f32 xzDistance;
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f32 zDifference;
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f32 xDifference;
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s16 angleAdjustment;
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s16 targetAngle;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD088.s")
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
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EnElforg_ApproachTargetYPosition(this, homePos);
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xDifference = this->actor.world.pos.x - homePos->x;
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zDifference = this->actor.world.pos.z - homePos->z;
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targetAngle = Math_FAtan2F(-zDifference, -xDifference);
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xzDistance = sqrtf(SQ(xDifference) + SQ(zDifference));
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if ((this->targetDistanceFromHome + 10.0f) < xzDistance) {
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angleAdjustment = 0x1000;
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} else if ((this->targetDistanceFromHome - 10.0f) > xzDistance) {
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angleAdjustment = 0x6000;
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} else {
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angleAdjustment = 0x4000;
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}
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targetAngle += angleAdjustment;
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Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 4000, 1000);
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EnElforg_ApproachTargetSpeedXZ(this);
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Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD164.s")
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/**
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* Adjust's the Stray Fairy's speed, rotation, and y-position to bring it
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* closer to targetPos. Since it doesn't directly point the fairy towards
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* its target, it can take strange paths or even "orbit" the target.
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*/
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void EnElforg_MoveToTarget(EnElforg* this, Vec3f* targetPos) {
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s16 targetAngle;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1B0.s")
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
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EnElforg_ApproachTargetYPosition(this, targetPos);
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targetAngle = Math_FAtan2F(-(this->actor.world.pos.z - targetPos->z), -(this->actor.world.pos.x - targetPos->x));
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if (this->targetSpeedXZ > 2.0f) {
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Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 2, 0x400, 0x100);
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} else {
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// If the speed is below a threshold, deliberately mess up the target
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// angle so the fairy "orbits" the target instead of reaching it.
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targetAngle += 0x2000;
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Math_SmoothStepToS(&this->actor.world.rot.y, targetAngle, 10, 0x200, 0x80);
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}
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EnElforg_ApproachTargetSpeedXZ(this);
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Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD1F0.s")
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void func_80ACCBB8(EnElforg* this, GlobalContext* globalCtx) {
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globalCtx->actorCtx.unk5 |= 8;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD2E4.s")
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void EnElforg_TrappedByBubble(EnElforg* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if ((this->actor.parent == NULL) || (this->actor.parent->update == NULL)) {
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EnElforg_InitializeParams(this);
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this->actionFunc = EnElforg_FreeFloating;
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} else {
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this->actor.shape.yOffset += 10.0f * Math_SinS(this->timer << 9);
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this->actor.world.pos = this->actor.parent->world.pos;
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this->actor.world.pos.y += 12.0f;
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}
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func_80ACCBB8(this, globalCtx);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD59C.s")
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void EnElforg_TurnInFairy(EnElforg* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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f32 xzDistToPlayer;
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s16 rotationTemp;
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s16 newAngle;
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s32 pad;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD610.s")
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// This code makes the fairy briefly circle the player before
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// flying towards the fountain's center.
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SkelAnime_Update(&this->skelAnime);
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this->actor.shape.yOffset *= 0.9f;
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this->actor.speedXZ = 5.0f;
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EnElforg_ApproachTargetYPosition(this, &player->bodyPartsPos[0]);
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xzDistToPlayer = this->actor.xzDistToPlayer;
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if (xzDistToPlayer < 0.0f) {
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xzDistToPlayer = 10.0f;
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}
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newAngle = 0x28000 / xzDistToPlayer;
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Math_SmoothStepToF(&xzDistToPlayer, 40.0f, 0.2f, 100.0f, 1.0f);
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rotationTemp = this->actor.yawTowardsPlayer - newAngle;
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this->actor.world.pos.x = player->actor.world.pos.x - (Math_SinS(rotationTemp) * xzDistToPlayer);
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this->actor.world.pos.z = player->actor.world.pos.z - (Math_CosS(rotationTemp) * xzDistToPlayer);
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EnElforg_SpawnSparkles(this, globalCtx, 16);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6A8.s")
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if (this->secondaryTimer > 0) {
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this->secondaryTimer--;
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} else {
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this->actor.world.rot.y = rotationTemp + 0x4000;
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this->timer = 0;
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this->secondaryTimer = Rand_ZeroFloat(100.0f);
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this->actor.shape.yOffset = 0.0f;
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this->targetSpeedXZ = 3.0f;
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this->targetDistanceFromHome = 50.0f;
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this->actionFunc = EnElforg_FreeFloatingFairyFountain;
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this->flags &= ~STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD6EC.s")
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void EnElforg_QuicklyCircleFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
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if (this->secondaryTimer <= 30) {
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this->actionFunc = EnElforg_TurnInFairy;
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}
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this->secondaryTimer--;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Update.s")
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void EnElforg_FreeFloatingFairyFountain(EnElforg* this, GlobalContext* globalCtx) {
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s32 pad;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/func_80ACD878.s")
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if (this->flags & STRAY_FAIRY_FLAG_MOVES_QUICKLY_TO_HOME) {
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// This happens when "turning in" the last batch of Stray Fairies to
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// a Fairy Fountain. The ones being "turned in" will fly very
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// quickly to the center of the fountain.
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if (this->targetSpeedXZ < 8.0f) {
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this->targetSpeedXZ += 0.1f;
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}
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if (this->targetDistanceFromHome > 0.0f) {
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this->targetDistanceFromHome -= 2.0f;
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}
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} else if ((this->timer & 127) == 127) {
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if (Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) {
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this->targetSpeedXZ = 5.0f;
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} else {
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this->targetSpeedXZ = Rand_ZeroFloat(2.0f) + 1.0f;
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}
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this->targetDistanceFromHome = Rand_ZeroFloat(100.0f) + 50.0f;
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}
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SkelAnime_Update(&this->skelAnime);
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EnElforg_MoveToTargetFairyFountain(this, &this->actor.home.pos);
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if (this->flags & STRAY_FAIRY_FLAG_CIRCLES_QUICKLY_IN_FOUNTAIN) {
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// A small number of fairies will do this when the player walks into
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// the center of the fountain to be healed.
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|
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this->actionFunc = EnElforg_QuicklyCircleFairyFountain;
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}
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if (this->flags & STRAY_FAIRY_FLAG_SPARKLES_AND_SHRINKS) {
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// This happens right before the Great Fairy appears once all
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|
|
// Stray Fairies are saved.
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|
|
if (this->actor.home.rot.x > 0) {
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EnElforg_SpawnSparkles(this, globalCtx, 10);
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|
|
this->actor.home.rot.x--;
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|
}
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|
|
Actor_SetScale(&this->actor, this->actor.scale.x * 0.9f);
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|
|
if (this->actor.scale.x < 0.001f) {
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|
|
Actor_MarkForDeath(&this->actor);
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|
|
}
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|
|
}
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|
|
}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Elforg/EnElforg_Draw.s")
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|
|
void EnElforg_CirclePlayer(EnElforg* this, GlobalContext* globalCtx) {
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|
s32 pad;
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|
Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
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|
|
Player* player = GET_PLAYER(globalCtx);
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|
|
f32 distanceFromPlayer;
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|
|
if (gSaveContext.playerForm == PLAYER_FORM_GORON) {
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|
distanceFromPlayer = 40.0f;
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|
} else {
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|
distanceFromPlayer = 20.0f;
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|
|
}
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|
|
this->actor.world.pos.x = (Math_SinS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.x;
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this->actor.world.pos.z = (Math_CosS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.z;
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|
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this->actor.world.pos.y = player->bodyPartsPos[0].y;
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|
|
EnElforg_SpawnSparkles(this, globalCtx, 16);
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|
|
|
|
}
|
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|
|
void EnElforg_FairyCollected(EnElforg* this, GlobalContext* globalCtx) {
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|
|
EnElforg_CirclePlayer(this, globalCtx);
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|
|
if (this->timer > 80) {
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|
|
Actor_MarkForDeath(&this->actor);
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|
return;
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|
|
}
|
|
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|
|
func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
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|
}
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void EnElforg_SetupFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
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Actor* playerActor = &GET_PLAYER(globalCtx)->actor;
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Player* player = GET_PLAYER(globalCtx);
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this->actor.world.pos.x = playerActor->world.pos.x;
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this->actor.world.pos.y = player->bodyPartsPos[0].y;
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this->actor.world.pos.z = playerActor->world.pos.z;
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this->actionFunc = EnElforg_FairyCollected;
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|
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this->timer = 0;
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|
|
this->secondaryTimer = 0;
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|
this->actor.shape.yOffset = 0.0f;
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|
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}
|
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void EnElforg_ClockTownFairyCollected(EnElforg* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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|
EnElforg_CirclePlayer(this, globalCtx);
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|
|
player->actor.freezeTimer = 100;
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player->stateFlags1 |= 0x20000000;
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|
|
if (func_800B867C(&this->actor, globalCtx)) {
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|
|
player->actor.freezeTimer = 0;
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player->stateFlags1 &= ~0x20000000;
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|
|
Actor_MarkForDeath(&this->actor);
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|
|
gSaveContext.weekEventReg[8] |= 0x80;
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|
|
ActorCutscene_Stop(0x7C);
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|
|
} else {
|
|
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|
|
func_800B9010(&this->actor, NA_SE_PL_CHIBI_FAIRY_HEAL - SFX_FLAG);
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|
|
if (ActorCutscene_GetCurrentIndex() != 0x7C) {
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|
|
if (ActorCutscene_GetCanPlayNext(0x7C)) {
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|
|
ActorCutscene_Start(0x7C, &this->actor);
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|
|
} else {
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|
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|
|
ActorCutscene_SetIntentToPlay(0x7C);
|
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|
|
|
}
|
|
|
|
|
}
|
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|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx) {
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|
|
|
Vec3f pos;
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|
|
f32 scaledYDistance;
|
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|
|
Player* player = GET_PLAYER(globalCtx);
|
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|
|
|
|
|
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|
|
SkelAnime_Update(&this->skelAnime);
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|
|
if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
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|
|
pos = player->bodyPartsPos[0];
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|
|
this->targetSpeedXZ = 5.0f;
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|
|
EnElforg_MoveToTarget(this, &pos);
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|
|
|
} else {
|
|
|
|
|
this->targetSpeedXZ = 1.0f;
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|
|
EnElforg_MoveToTarget(this, &this->actor.home.pos);
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|
|
}
|
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|
|
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|
|
scaledYDistance = this->actor.yDistToPlayer - (this->actor.shape.yOffset * this->actor.scale.y);
|
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|
|
|
if (!func_801233E4(globalCtx)) {
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|
|
if ((this->actor.xzDistToPlayer < 30.0f) && (scaledYDistance < 12.0f) && (scaledYDistance > -68.0f)) {
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|
|
EnElforg_SetupFairyCollected(this, globalCtx);
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|
|
func_80115908(globalCtx, 48);
|
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|
|
|
switch (STRAY_FAIRY_TYPE(&this->actor)) {
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|
|
|
case STRAY_FAIRY_TYPE_COLLECTIBLE:
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|
|
|
Actor_SetCollectibleFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
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|
|
break;
|
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|
|
case STRAY_FAIRY_TYPE_CHEST:
|
|
|
|
|
Actor_SetChestFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
|
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|
|
|
break;
|
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|
|
default:
|
|
|
|
|
Actor_SetSwitchFlag(globalCtx, STRAY_FAIRY_FLAG(&this->actor));
|
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|
|
|
break;
|
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|
|
|
}
|
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|
|
|
|
|
|
|
|
if (STRAY_FAIRY_TYPE(&this->actor) == STRAY_FAIRY_TYPE_CLOCK_TOWN) {
|
|
|
|
|
player->actor.freezeTimer = 100;
|
|
|
|
|
player->stateFlags1 |= 0x20000000;
|
|
|
|
|
func_801518B0(globalCtx, 0x579, NULL);
|
|
|
|
|
this->actionFunc = EnElforg_ClockTownFairyCollected;
|
|
|
|
|
ActorCutscene_SetIntentToPlay(0x7C);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (func_8010A074(globalCtx)) {
|
|
|
|
|
gSaveContext.inventory.strayFairies[gSaveContext.unk_48C8]++;
|
|
|
|
|
func_801518B0(globalCtx, 0x11, NULL);
|
|
|
|
|
if (gSaveContext.inventory.strayFairies[(void)0, gSaveContext.unk_48C8] >= 15) {
|
|
|
|
|
func_801A3098(0x922);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 7);
|
|
|
|
|
func_80ACCBB8(this, globalCtx);
|
|
|
|
|
if (Player_GetMask(globalCtx) == PLAYER_MASK_GREAT_FAIRYS_MASK) {
|
|
|
|
|
if (!(this->flags & STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED)) {
|
|
|
|
|
play_sound(NA_SE_SY_FAIRY_MASK_SUCCESS);
|
|
|
|
|
}
|
|
|
|
|
this->flags |= STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
|
|
|
|
|
} else {
|
|
|
|
|
this->flags &= ~STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* This finds the enemy that is "holding" the Stray Fairy hostage. When
|
|
|
|
|
* this enemy is killed, the Stray Fairy will spawn. This function only
|
|
|
|
|
* works if the enemy and the Stray Fairy have the exact same home
|
|
|
|
|
* coordinates when the Stray Fairy first spawns.
|
|
|
|
|
*/
|
|
|
|
|
Actor* EnElforg_GetHoldingEnemy(EnElforg* this, GlobalContext* globalCtx) {
|
|
|
|
|
Actor* enemy;
|
|
|
|
|
|
|
|
|
|
for (enemy = globalCtx->actorCtx.actorList[ACTORCAT_ENEMY].first; enemy != NULL; enemy = enemy->next) {
|
|
|
|
|
if ((enemy->home.pos.x == this->actor.home.pos.x) && (enemy->home.pos.y == this->actor.home.pos.y) &&
|
|
|
|
|
(enemy->home.pos.z == this->actor.home.pos.z)) {
|
|
|
|
|
return enemy;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_TrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
|
|
|
|
|
f32 posTemp;
|
|
|
|
|
|
|
|
|
|
if (this->enemy->update == NULL) {
|
|
|
|
|
EnElforg_InitializeParams(this);
|
|
|
|
|
this->actionFunc = EnElforg_FreeFloating;
|
|
|
|
|
this->actor.draw = EnElforg_Draw;
|
|
|
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
|
|
|
|
|
} else {
|
|
|
|
|
// The enemy is still alive, so have the Stray Fairy
|
|
|
|
|
// track the enemy in case it's moving around.
|
|
|
|
|
posTemp = this->enemy->world.pos.x;
|
|
|
|
|
this->actor.world.pos.x = posTemp;
|
|
|
|
|
this->actor.home.pos.x = posTemp;
|
|
|
|
|
posTemp = this->enemy->world.pos.y + 30.0f;
|
|
|
|
|
this->actor.world.pos.y = posTemp;
|
|
|
|
|
this->actor.home.pos.y = posTemp;
|
|
|
|
|
posTemp = this->enemy->world.pos.z;
|
|
|
|
|
this->actor.world.pos.z = posTemp;
|
|
|
|
|
this->actor.home.pos.z = posTemp;
|
|
|
|
|
}
|
|
|
|
|
func_80ACCBB8(this, globalCtx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_SetupTrappedByEnemy(EnElforg* this, GlobalContext* globalCtx) {
|
|
|
|
|
Actor* enemy = EnElforg_GetHoldingEnemy(this, globalCtx);
|
|
|
|
|
|
|
|
|
|
if (enemy != NULL && enemy->update != NULL) {
|
|
|
|
|
this->actionFunc = EnElforg_TrappedByEnemy;
|
|
|
|
|
this->enemy = enemy;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_HiddenByCollider(EnElforg* this, GlobalContext* globalCtx) {
|
|
|
|
|
if (this->collider.base.acFlags & AC_HIT) {
|
|
|
|
|
EnElforg_InitializeParams(this);
|
|
|
|
|
this->actionFunc = EnElforg_FreeFloating;
|
|
|
|
|
this->actor.draw = EnElforg_Draw;
|
|
|
|
|
this->actor.world.pos.y += 40.0f;
|
|
|
|
|
this->actor.home.pos.y += 40.0f;
|
|
|
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_FAIRY_SAVED);
|
|
|
|
|
} else {
|
|
|
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
|
|
|
}
|
|
|
|
|
func_80ACCBB8(this, globalCtx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
|
|
|
EnElforg* this = THIS;
|
|
|
|
|
|
|
|
|
|
this->actionFunc(this, globalCtx);
|
|
|
|
|
|
|
|
|
|
if (this->timer == 0 && this->secondaryTimer > 0) {
|
|
|
|
|
this->secondaryTimer--;
|
|
|
|
|
} else {
|
|
|
|
|
this->timer++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this->direction < 0) {
|
|
|
|
|
this->direction++;
|
|
|
|
|
if (this->direction == 0) {
|
|
|
|
|
this->direction = Rand_ZeroFloat(20.0f) + 20.0f;
|
|
|
|
|
}
|
|
|
|
|
} else if (this->direction > 0) {
|
|
|
|
|
this->direction--;
|
|
|
|
|
} else {
|
|
|
|
|
this->direction = -Rand_ZeroFloat(20.0f) - 20.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 EnElforg_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
|
|
|
|
Actor* thisx, Gfx** gfx) {
|
|
|
|
|
EnElforg* this = THIS;
|
|
|
|
|
|
|
|
|
|
if (this->direction < 0) {
|
|
|
|
|
if (limbIndex == 9) {
|
|
|
|
|
*dList = NULL;
|
|
|
|
|
}
|
|
|
|
|
} else if (limbIndex == 1) {
|
|
|
|
|
*dList = NULL;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnElforg_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
|
|
|
s32 pad;
|
|
|
|
|
EnElforg* this = THIS;
|
|
|
|
|
|
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx);
|
|
|
|
|
func_8012C2DC(globalCtx->state.gfxCtx);
|
|
|
|
|
switch (this->area) {
|
|
|
|
|
case STRAY_FAIRY_AREA_WOODFALL:
|
|
|
|
|
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C908));
|
|
|
|
|
break;
|
|
|
|
|
case STRAY_FAIRY_AREA_SNOWHEAD:
|
|
|
|
|
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C890));
|
|
|
|
|
break;
|
|
|
|
|
case STRAY_FAIRY_AREA_GREAT_BAY:
|
|
|
|
|
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C980));
|
|
|
|
|
break;
|
|
|
|
|
case STRAY_FAIRY_AREA_STONE_TOWER:
|
|
|
|
|
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C9F8));
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_0402C818));
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
Matrix_InsertMatrix(&globalCtx->mf_187FC, 1);
|
|
|
|
|
|
|
|
|
|
POLY_XLU_DISP =
|
|
|
|
|
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
|
|
|
EnElforg_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
|
|
|
|
|
|
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
|
|
|
|
}
|
|
|
|
|