diff --git a/assets/xml/objects/object_gla.xml b/assets/xml/objects/object_gla.xml index cf92179a79..e75e4fbe89 100644 --- a/assets/xml/objects/object_gla.xml +++ b/assets/xml/objects/object_gla.xml @@ -1,140 +1,125 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + - + - + - + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index 45102b8613..e6f6c7ed5f 100644 --- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -1,9 +1,3 @@ -/* - * File: z_en_ge2.c - * Overlay: ovl_En_Ge2 - * Description: Purple-clothed Gerudo - */ - #include "z_en_ge2.h" #include "attributes.h" @@ -14,8 +8,6 @@ #include "sfx.h" #include "stack_pad.h" #include "sys_matrix.h" -#include "terminal.h" -#include "translation.h" #include "z_lib.h" #include "effect.h" #include "horse.h" @@ -27,51 +19,31 @@ #define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_UPDATE_CULLING_DISABLED) -#define GE2_STATE_ANIMCOMPLETE (1 << 1) -#define GE2_STATE_KO (1 << 2) -#define GE2_STATE_CAPTURING (1 << 3) -#define GE2_STATE_TALKED (1 << 4) - -typedef enum EnGe2Type { - /* 0 */ GE2_TYPE_PATROLLING, - /* 1 */ GE2_TYPE_STATIONARY, - /* 2 */ GE2_TYPE_GERUDO_CARD_GIVER -} EnGe2Type; - -typedef enum EnGe2Action { - /* 0 */ GE2_ACTION_WALK, - /* 1 */ GE2_ACTION_ABOUTTURN, - /* 2 */ GE2_ACTION_TURNPLAYERSPOTTED, - /* 3 */ GE2_ACTION_KNOCKEDOUT, - /* 4 */ GE2_ACTION_CAPTURETURN, - /* 5 */ GE2_ACTION_CAPTURECHARGE, - /* 6 */ GE2_ACTION_CAPTURECLOSE, - /* 7 */ GE2_ACTION_STAND, - /* 8 */ GE2_ACTION_WAITLOOKATPLAYER -} EnGe2Action; - void EnGe2_Init(Actor* thisx, PlayState* play); void EnGe2_Destroy(Actor* thisx, PlayState* play); void EnGe2_Update(Actor* thisx, PlayState* play); void EnGe2_Draw(Actor* thisx, PlayState* play); -s32 EnGe2_CheckAllCarpentersRescued(void); -void EnGe2_CaptureClose(EnGe2* this, PlayState* play); -void EnGe2_CaptureCharge(EnGe2* this, PlayState* play); -void EnGe2_CaptureTurn(EnGe2* this, PlayState* play); -void EnGe2_KnockedOut(EnGe2* this, PlayState* play); -void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play); -void EnGe2_AboutTurn(EnGe2* this, PlayState* play); -void EnGe2_Walk(EnGe2* this, PlayState* play); -void EnGe2_Stand(EnGe2* this, PlayState* play); -void EnGe2_WaitLookAtPlayer(EnGe2* this, PlayState* play); -void EnGe2_ForceTalk(EnGe2* this, PlayState* play); - -// Update functions +s32 EnGe2_AreAllCarpentersRescued(void); +void EnGe2_PlayerCaught(EnGe2* this, PlayState* play); +void EnGe2_PlayerCaughtRun(EnGe2* this, PlayState* play); +void EnGe2_PlayerCaughtTurn(EnGe2* this, PlayState* play); +void EnGe2_Faint(EnGe2* this, PlayState* play); +void EnGe2_PatrolAlerted(EnGe2* this, PlayState* play); +void EnGe2_PatrolTurnAround(EnGe2* this, PlayState* play); +void EnGe2_PatrolWalk(EnGe2* this, PlayState* play); +void EnGe2_Static(EnGe2* this, PlayState* play); +void EnGe2_LookAtPlayer(EnGe2* this, PlayState* play); +void EnGe2_WaitTalk(EnGe2* this, PlayState* play); void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play); -void EnGe2_UpdateAfterTalk(Actor* thisx, PlayState* play); +void EnGe2_UpdateTalking(Actor* thisx, PlayState* play); void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2); +#define EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE (1 << 1) +#define EN_GE2_STATE_FLAG_2 (1 << 2) +#define EN_GE2_STATE_FLAG_PLAYER_CAUGHT (1 << 3) +#define EN_GE2_STATE_FLAG_4 (1 << 4) + ActorProfile En_Ge2_Profile = { /**/ ACTOR_EN_GE2, /**/ ACTORCAT_NPC, @@ -104,86 +76,116 @@ static ColliderCylinderInit sCylinderInit = { { 20, 60, 0, { 0, 0, 0 } }, }; -static EnGe2ActionFunc sActionFuncs[] = { - EnGe2_Walk, EnGe2_AboutTurn, EnGe2_TurnPlayerSpotted, - EnGe2_KnockedOut, EnGe2_CaptureTurn, EnGe2_CaptureCharge, - EnGe2_CaptureClose, EnGe2_Stand, EnGe2_WaitLookAtPlayer, +typedef enum EnGe2Action { + /* 0 */ EN_GE2_ACTION_PATROL_WALK, + /* 1 */ EN_GE2_ACTION_PATROL_TURN_AROUND, + /* 2 */ EN_GE2_ACTION_PATROL_ALERTED, + /* 3 */ EN_GE2_ACTION_FAINT, + /* 4 */ EN_GE2_ACTION_PLAYER_CAUGHT_TURN, + /* 5 */ EN_GE2_ACTION_PLAYER_CAUGHT_RUN, + /* 6 */ EN_GE2_ACTION_PLAYER_CAUGHT, + /* 7 */ EN_GE2_ACTION_STATIC, + /* 8 */ EN_GE2_ACTION_LOOK_AT_PLAYER, + /* 9 */ EN_GE2_ACTION_MAX +} EnGe2Action; + +static void (*sActionFuncs[EN_GE2_ACTION_MAX])(EnGe2*, PlayState*) = { + EnGe2_PatrolWalk, // EN_GE2_ACTION_PATROL_WALK + EnGe2_PatrolTurnAround, // EN_GE2_ACTION_PATROL_TURN_AROUND + EnGe2_PatrolAlerted, // EN_GE2_ACTION_PATROL_ALERTED + EnGe2_Faint, // EN_GE2_ACTION_FAINT + EnGe2_PlayerCaughtTurn, // EN_GE2_ACTION_PLAYER_CAUGHT_TURN + EnGe2_PlayerCaughtRun, // EN_GE2_ACTION_PLAYER_CAUGHT_RUN + EnGe2_PlayerCaught, // EN_GE2_ACTION_PLAYER_CAUGHT + EnGe2_Static, // EN_GE2_ACTION_STATIC + EnGe2_LookAtPlayer, // EN_GE2_ACTION_LOOK_AT_PLAYER +}; +static AnimationHeader* sAnims[EN_GE2_ACTION_MAX] = { + &gObjectGlaWalkAnim, // EN_GE2_ACTION_PATROL_WALK + &gObjectGlaIdleAnim, // EN_GE2_ACTION_PATROL_TURN_AROUND + &gObjectGlaIdleAnim, // EN_GE2_ACTION_PATROL_ALERTED + &gObjectGlaFaintAnim, // EN_GE2_ACTION_FAINT + &gObjectGlaIdleAnim, // EN_GE2_ACTION_PLAYER_CAUGHT_TURN + &gObjectGlaRunAnim, // EN_GE2_ACTION_PLAYER_CAUGHT_RUN + &gObjectGlaIdleAnim, // EN_GE2_ACTION_PLAYER_CAUGHT + &gObjectGlaIdleAnim, // EN_GE2_ACTION_STATIC + &gObjectGlaIdleAnim, // EN_GE2_ACTION_LOOK_AT_PLAYER +}; +static u8 sAnimModes[EN_GE2_ACTION_MAX] = { + ANIMMODE_LOOP, // EN_GE2_ACTION_PATROL_WALK + ANIMMODE_ONCE, // EN_GE2_ACTION_PATROL_TURN_AROUND + ANIMMODE_LOOP, // EN_GE2_ACTION_PATROL_ALERTED + ANIMMODE_ONCE, // EN_GE2_ACTION_FAINT + ANIMMODE_LOOP, // EN_GE2_ACTION_PLAYER_CAUGHT_TURN + ANIMMODE_LOOP, // EN_GE2_ACTION_PLAYER_CAUGHT_RUN + ANIMMODE_LOOP, // EN_GE2_ACTION_PLAYER_CAUGHT + ANIMMODE_LOOP, // EN_GE2_ACTION_STATIC + ANIMMODE_ONCE, // EN_GE2_ACTION_LOOK_AT_PLAYER }; -static AnimationHeader* sAnimations[] = { - &gGerudoPurpleWalkingAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, - &gGerudoPurpleFallingToGroundAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleChargingAnim, - &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, -}; - -static u8 sAnimModes[] = { - ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP, - ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_ONCE, -}; - -void EnGe2_ChangeAction(EnGe2* this, s32 i) { - this->actionFunc = sActionFuncs[i]; - Animation_Change(&this->skelAnime, sAnimations[i], 1.0f, 0.0f, Animation_GetLastFrame(sAnimations[i]), - sAnimModes[i], -8.0f); - this->stateFlags &= ~GE2_STATE_ANIMCOMPLETE; +void EnGe2_SetupAction(EnGe2* this, s32 action) { + this->actionFunc = sActionFuncs[action]; + Animation_Change(&this->skelAnime, sAnims[action], 1.0f, 0.0f, Animation_GetLastFrame(sAnims[action]), + sAnimModes[action], -8.0f); + this->stateFlags &= ~EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE; } void EnGe2_Init(Actor* thisx, PlayState* play) { EnGe2* this = (EnGe2*)thisx; - UNUSED s16 params = this->actor.params; + STACK_PAD(s32); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); - SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22); - Animation_PlayLoop(&this->skelAnime, &gGerudoPurpleWalkingAnim); + SkelAnime_InitFlex(play, &this->skelAnime, &gObjectGlaSkel, NULL, this->jointTable, this->morphTable, + OBJECT_GLA_LIMB_MAX); + Animation_PlayLoop(&this->skelAnime, &gObjectGlaWalkAnim); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - if (play->sceneId == SCENE_GERUDO_VALLEY) { this->actor.cullingVolumeDistance = 1000.0f; } else { this->actor.cullingVolumeDistance = 1200.0f; } - - this->yDetectRange = (this->actor.world.rot.z + 1) * 40.0f; + this->detectionYRange = (this->actor.world.rot.z + 1) * 40.0f; this->actor.world.rot.z = 0; this->actor.shape.rot.z = 0; - switch (PARAMS_GET_S(thisx->params, 0, 8)) { - case GE2_TYPE_PATROLLING: - EnGe2_ChangeAction(this, GE2_ACTION_WALK); - if (EnGe2_CheckAllCarpentersRescued()) { + case EN_GE2_TYPE_PATROL: + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_WALK); + if (EnGe2_AreAllCarpentersRescued()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.attentionRangeType = ATTENTION_RANGE_6; } break; - case GE2_TYPE_STATIONARY: - EnGe2_ChangeAction(this, GE2_ACTION_STAND); - if (EnGe2_CheckAllCarpentersRescued()) { + + case EN_GE2_TYPE_STATIC: + EnGe2_SetupAction(this, EN_GE2_ACTION_STATIC); + if (EnGe2_AreAllCarpentersRescued()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.attentionRangeType = ATTENTION_RANGE_6; } break; - case GE2_TYPE_GERUDO_CARD_GIVER: - EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER); - this->actor.update = EnGe2_UpdateAfterTalk; - this->actionFunc = EnGe2_ForceTalk; + + case EN_GE2_TYPE_GERUDOS_CARD_GIVER: + EnGe2_SetupAction(this, EN_GE2_ACTION_LOOK_AT_PLAYER); + this->actor.update = EnGe2_UpdateTalking; + this->actionFunc = EnGe2_WaitTalk; this->actor.attentionRangeType = ATTENTION_RANGE_6; break; + default: ASSERT(0, "0", "../z_en_ge2.c", 418); break; } - this->stateFlags = 0; - this->unk_304 = 0; // Set and not used - this->walkTimer = 0; - this->playerSpottedParam = 0; + this->unk_304 = 0; + this->patrolTimer = 0; + this->playerNoise = 0; this->actor.minVelocityY = -4.0f; this->actor.gravity = -1.0f; - this->walkDirection = this->actor.world.rot.y; - this->walkDuration = PARAMS_GET_S(thisx->params, 8, 8) * 10; + this->targetYaw = this->actor.world.rot.y; + this->patrolTime = PARAMS_GET_S(thisx->params, 8, 8) * 10; } void EnGe2_Destroy(Actor* thisx, PlayState* play) { @@ -192,69 +194,67 @@ void EnGe2_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyCylinder(play, &this->collider); } -// Detection/check functions +s32 EnGe2_GetPlayerNoiseLevel(PlayState* play, EnGe2* this) { + f32 xzRangeFac; -s32 Ge2_DetectPlayerInAction(PlayState* play, EnGe2* this) { - f32 visionScale; - - visionScale = (!IS_DAY ? 0.75f : 1.5f); - - if ((250.0f * visionScale) < this->actor.xzDistToPlayer) { + if (!IS_DAY) { + xzRangeFac = 0.75f; + } else { + xzRangeFac = 1.5f; + } + if ((250.0f * xzRangeFac) < this->actor.xzDistToPlayer) { return 0; } - if (this->actor.xzDistToPlayer < 50.0f) { return 2; } - if (func_8002DDE4(play)) { return 1; } return 0; } -s32 Ge2_DetectPlayerInUpdate(PlayState* play, EnGe2* this, Vec3f* pos, s16 yRot, f32 yDetectRange) { +s32 EnGe2_CanSeePlayer(PlayState* play, EnGe2* this, Vec3f* headPos, s16 yaw, f32 yRange) { Player* player = GET_PLAYER(play); - Vec3f posResult; - CollisionPoly* outPoly; - f32 visionScale; + Vec3f pos; + CollisionPoly* poly; + f32 xzRangeFac; + s16 relYawTowardsPlayer; - visionScale = (!IS_DAY ? 0.75f : 1.5f); - - if ((250.0f * visionScale) < this->actor.xzDistToPlayer) { - return 0; + if (!IS_DAY) { + xzRangeFac = 0.75f; + } else { + xzRangeFac = 1.5f; } - - if (yDetectRange < ABS(this->actor.yDistToPlayer)) { - return 0; + if ((250.0f * xzRangeFac) < this->actor.xzDistToPlayer) { + return false; } - - if (ABS((s16)(this->actor.yawTowardsPlayer - yRot)) > 0x2000) { - return 0; + if (yRange < ABS(this->actor.yDistToPlayer)) { + return false; } - - if (BgCheck_AnyLineTest1(&play->colCtx, pos, &player->bodyPartsPos[PLAYER_BODYPART_HEAD], &posResult, &outPoly, - false)) { - return 0; + relYawTowardsPlayer = this->actor.yawTowardsPlayer - yaw; + if (ABS(relYawTowardsPlayer) > 0x2000) { + return false; } - return 1; + if (BgCheck_AnyLineTest1(&play->colCtx, headPos, &player->bodyPartsPos[PLAYER_BODYPART_HEAD], &pos, &poly, false)) { + return false; + } + return true; } -s32 EnGe2_CheckAllCarpentersRescued(void) { +s32 EnGe2_AreAllCarpentersRescued(void) { if (GET_EVENTCHKINF_CARPENTERS_ALL_RESCUED2()) { return true; + } else { + return false; } - return false; } -// Actions - -void EnGe2_CaptureClose(EnGe2* this, PlayState* play) { +void EnGe2_PlayerCaught(EnGe2* this, PlayState* play) { if (this->timer > 0) { this->timer--; } else { Horse_ResetHorseData(play); - if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { play->nextEntranceIndex = ENTR_GERUDO_VALLEY_1; } else if (GET_EVENTCHKINF(EVENTCHKINF_GERUDO_CAUGHT_TOWER_FALL)) { @@ -262,25 +262,22 @@ void EnGe2_CaptureClose(EnGe2* this, PlayState* play) { } else { play->nextEntranceIndex = ENTR_GERUDOS_FORTRESS_17; } - play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST); play->transitionTrigger = TRANS_TRIGGER_START; } } -void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) { +void EnGe2_PlayerCaughtRun(EnGe2* this, PlayState* play) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100); this->actor.shape.rot.y = this->actor.world.rot.y; if (this->actor.xzDistToPlayer < 50.0f) { - EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECLOSE); + EnGe2_SetupAction(this, EN_GE2_ACTION_PLAYER_CAUGHT); this->actor.speed = 0.0f; } - if (this->timer > 0) { this->timer--; } else { Horse_ResetHorseData(play); - if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { play->nextEntranceIndex = ENTR_GERUDO_VALLEY_1; } else if (GET_EVENTCHKINF(EVENTCHKINF_GERUDO_CAUGHT_TOWER_FALL)) { @@ -288,324 +285,300 @@ void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) { } else { play->nextEntranceIndex = ENTR_GERUDOS_FORTRESS_17; } - play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST); play->transitionTrigger = TRANS_TRIGGER_START; } } -void EnGe2_CaptureTurn(EnGe2* this, PlayState* play) { +void EnGe2_PlayerCaughtTurn(EnGe2* this, PlayState* play) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100); this->actor.shape.rot.y = this->actor.world.rot.y; - if (this->actor.world.rot.y == this->actor.yawTowardsPlayer) { - EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECHARGE); + EnGe2_SetupAction(this, EN_GE2_ACTION_PLAYER_CAUGHT_RUN); this->timer = 50; this->actor.speed = 4.0f; } } -void EnGe2_KnockedOut(EnGe2* this, PlayState* play) { - static Vec3f effectVelocity = { 0.0f, -0.05f, 0.0f }; - static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f }; - static Color_RGBA8 effectPrimColor = { 255, 255, 255, 0 }; - static Color_RGBA8 effectEnvColor = { 255, 150, 0, 0 }; - s32 effectAngle; - Vec3f effectPos; +void EnGe2_Faint(EnGe2* this, PlayState* play) { + static Vec3f sEffVel = { 0.0f, -0.05f, 0.0f }; + static Vec3f sEffAccel = { 0.0f, -0.025f, 0.0f }; + static Color_RGBA8 sEffPrimColor = { 255, 255, 255, 0 }; + static Color_RGBA8 sEffEnvColor = { 255, 150, 0, 0 }; + s32 angle; + Vec3f effPos; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) { - effectAngle = (play->state.frames) * 0x2800; - effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f); - effectPos.y = this->actor.focus.pos.y + 10.0f; - effectPos.z = this->actor.focus.pos.z + (Math_SinS(effectAngle) * 5.0f); - EffectSsKiraKira_SpawnDispersed(play, &effectPos, &effectVelocity, &effectAccel, &effectPrimColor, - &effectEnvColor, 1000, 16); + if (this->stateFlags & EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE) { + angle = play->state.frames * 0x2800; + effPos.x = this->actor.focus.pos.x + (Math_CosS(angle) * 5.0f); + effPos.y = this->actor.focus.pos.y + 10.0f; + effPos.z = this->actor.focus.pos.z + (Math_SinS(angle) * 5.0f); + EffectSsKiraKira_SpawnDispersed(play, &effPos, &sEffVel, &sEffAccel, &sEffPrimColor, &sEffEnvColor, 1000, 16); } } -void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play) { - s32 playerSpotted; +void EnGe2_PatrolAlerted(EnGe2* this, PlayState* play) { + s32 playerNoise; this->actor.speed = 0.0f; - - if (this->stateFlags & GE2_STATE_TALKED) { - this->stateFlags &= ~GE2_STATE_TALKED; + if (this->stateFlags & EN_GE2_STATE_FLAG_4) { + this->stateFlags &= ~EN_GE2_STATE_FLAG_4; } else { - playerSpotted = Ge2_DetectPlayerInAction(play, this); - - if (playerSpotted != 0) { + playerNoise = EnGe2_GetPlayerNoiseLevel(play, this); + if (playerNoise != 0) { this->timer = 100; - this->yawTowardsPlayer = this->actor.yawTowardsPlayer; - - if (this->playerSpottedParam < playerSpotted) { - this->playerSpottedParam = playerSpotted; + this->patrolAlertedYaw = this->actor.yawTowardsPlayer; + if (this->playerNoise < playerNoise) { + this->playerNoise = playerNoise; } - } else if (this->actor.world.rot.y == this->yawTowardsPlayer) { - this->playerSpottedParam = 0; - EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); + } else if (this->actor.world.rot.y == this->patrolAlertedYaw) { + this->playerNoise = 0; + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_TURN_AROUND); return; } } - - switch (this->playerSpottedParam) { + switch (this->playerNoise) { case 1: - Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x200, 0x100); + Math_SmoothStepToS(&this->actor.world.rot.y, this->patrolAlertedYaw, 2, 0x200, 0x100); break; + case 2: - Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x600, 0x180); + Math_SmoothStepToS(&this->actor.world.rot.y, this->patrolAlertedYaw, 2, 0x600, 0x180); break; } - this->actor.shape.rot.y = this->actor.world.rot.y; } -void EnGe2_AboutTurn(EnGe2* this, PlayState* play) { - s32 playerSpotted; +void EnGe2_PatrolTurnAround(EnGe2* this, PlayState* play) { + s32 playerNoise; this->actor.speed = 0.0f; - playerSpotted = Ge2_DetectPlayerInAction(play, this); - - if (playerSpotted != 0) { - EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED); + playerNoise = EnGe2_GetPlayerNoiseLevel(play, this); + if (playerNoise != 0) { + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_ALERTED); this->timer = 100; - this->playerSpottedParam = playerSpotted; - this->yawTowardsPlayer = this->actor.yawTowardsPlayer; - } else if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) { - Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200); + this->playerNoise = playerNoise; + this->patrolAlertedYaw = this->actor.yawTowardsPlayer; + } else if (this->stateFlags & EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE) { + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetYaw, 2, 0x400, 0x200); this->actor.shape.rot.y = this->actor.world.rot.y; } - - if (this->actor.shape.rot.y == this->walkDirection) { - EnGe2_ChangeAction(this, GE2_ACTION_WALK); + if (this->actor.shape.rot.y == this->targetYaw) { + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_WALK); } } -void EnGe2_Walk(EnGe2* this, PlayState* play) { - u8 playerSpotted; +void EnGe2_PatrolWalk(EnGe2* this, PlayState* play) { + u8 playerNoise; - playerSpotted = Ge2_DetectPlayerInAction(play, this); - if (playerSpotted != 0) { + playerNoise = EnGe2_GetPlayerNoiseLevel(play, this); + if (playerNoise != 0) { this->actor.speed = 0.0f; - EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED); + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_ALERTED); this->timer = 100; - this->playerSpottedParam = playerSpotted; - this->yawTowardsPlayer = this->actor.yawTowardsPlayer; - } else if (this->walkTimer >= this->walkDuration) { - this->walkTimer = 0; - this->walkDirection += 0x8000; - EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); + this->playerNoise = playerNoise; + this->patrolAlertedYaw = this->actor.yawTowardsPlayer; + } else if (this->patrolTimer >= this->patrolTime) { + this->patrolTimer = 0; + this->targetYaw += 0x8000; + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_TURN_AROUND); this->actor.speed = 0.0f; } else { - this->walkTimer++; + this->patrolTimer++; this->actor.speed = 2.0f; } } -void EnGe2_Stand(EnGe2* this, PlayState* play) { - Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200); +void EnGe2_Static(EnGe2* this, PlayState* play) { + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetYaw, 2, 0x400, 0x200); } -void EnGe2_TurnToFacePlayer(EnGe2* this, PlayState* play) { +void EnGe2_TrackPlayer(EnGe2* this, PlayState* play) { + s16 relYawTowardsPlayer = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; STACK_PAD(s32); - s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; - if (ABS(angleDiff) <= 0x4000) { - Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100); + if (ABS(relYawTowardsPlayer) <= 0x4000) { + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 0xFA0, 0x64); this->actor.world.rot.y = this->actor.shape.rot.y; - Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos); + Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->torsoRot, this->actor.focus.pos); } else { - if (angleDiff < 0) { - Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100); + if (relYawTowardsPlayer < 0) { + Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 0x1838, 0x100); } else { - Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 6200, 0x100); + Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 0x1838, 0x100); } - - Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 1000, 100); + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 0x3E8, 0x64); this->actor.world.rot.y = this->actor.shape.rot.y; } } -void EnGe2_LookAtPlayer(EnGe2* this, PlayState* play) { - if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) && - (this->actor.xzDistToPlayer < 200.0f)) { - Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos); +void EnGe2_TrackPlayerIfNear(EnGe2* this, PlayState* play) { + s16 relYawTowardsPlayer = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; + + if ((ABS(relYawTowardsPlayer) <= 0x4300) && (this->actor.xzDistToPlayer < 200.0f)) { + Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->torsoRot, this->actor.focus.pos); } else { - Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100); - Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100); - Math_SmoothStepToS(&this->unk_2EE.x, 0, 6, 6200, 100); - Math_SmoothStepToS(&this->unk_2EE.y, 0, 6, 6200, 100); + Math_SmoothStepToS(&this->headRot.x, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&this->headRot.y, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&this->torsoRot.x, 0, 6, 0x1838, 0x64); + Math_SmoothStepToS(&this->torsoRot.y, 0, 6, 0x1838, 0x64); } } -void EnGe2_SetActionAfterTalk(EnGe2* this, PlayState* play) { +void EnGe2_WaitTalkEnd(EnGe2* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { - switch (PARAMS_GET_S(this->actor.params, 0, 8)) { - case GE2_TYPE_PATROLLING: - EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); + case EN_GE2_TYPE_PATROL: + EnGe2_SetupAction(this, EN_GE2_ACTION_PATROL_TURN_AROUND); break; - case GE2_TYPE_STATIONARY: - EnGe2_ChangeAction(this, GE2_ACTION_STAND); + + case EN_GE2_TYPE_STATIC: + EnGe2_SetupAction(this, EN_GE2_ACTION_STATIC); break; - case GE2_TYPE_GERUDO_CARD_GIVER: - this->actionFunc = EnGe2_WaitLookAtPlayer; + + case EN_GE2_TYPE_GERUDOS_CARD_GIVER: + this->actionFunc = EnGe2_LookAtPlayer; break; } this->actor.update = EnGe2_UpdateFriendly; this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; } - EnGe2_TurnToFacePlayer(this, play); + EnGe2_TrackPlayer(this, play); } -void EnGe2_WaitLookAtPlayer(EnGe2* this, PlayState* play) { - EnGe2_LookAtPlayer(this, play); +void EnGe2_LookAtPlayer(EnGe2* this, PlayState* play) { + EnGe2_TrackPlayerIfNear(this, play); } -void EnGe2_WaitTillCardGiven(EnGe2* this, PlayState* play) { +void EnGe2_GiveGerudosCard(EnGe2* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { this->actor.parent = NULL; - this->actionFunc = EnGe2_SetActionAfterTalk; + this->actionFunc = EnGe2_WaitTalkEnd; } else { Actor_OfferGetItem(&this->actor, play, GI_GERUDOS_CARD, 10000.0f, 50.0f); } } -void EnGe2_GiveCard(EnGe2* this, PlayState* play) { +void EnGe2_Talking(EnGe2* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { Message_CloseTextbox(play); this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; - this->actionFunc = EnGe2_WaitTillCardGiven; + this->actionFunc = EnGe2_GiveGerudosCard; Actor_OfferGetItem(&this->actor, play, GI_GERUDOS_CARD, 10000.0f, 50.0f); } } -void EnGe2_ForceTalk(EnGe2* this, PlayState* play) { - +void EnGe2_WaitTalk(EnGe2* this, PlayState* play) { if (Actor_TalkOfferAccepted(&this->actor, play)) { - this->actionFunc = EnGe2_GiveCard; + this->actionFunc = EnGe2_Talking; } else { this->actor.textId = 0x6004; this->actor.flags |= ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; Actor_OfferTalkExchange(&this->actor, play, 300.0f, 300.0f, EXCH_ITEM_NONE); } - EnGe2_LookAtPlayer(this, play); + EnGe2_TrackPlayerIfNear(this, play); } -void EnGe2_SetupCapturePlayer(EnGe2* this, PlayState* play) { - this->stateFlags |= GE2_STATE_CAPTURING; +void EnGe2_SetupPlayerCaught(EnGe2* this, PlayState* play) { + this->stateFlags |= EN_GE2_STATE_FLAG_PLAYER_CAUGHT; this->actor.speed = 0.0f; - EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN); + EnGe2_SetupAction(this, EN_GE2_ACTION_PLAYER_CAUGHT_TURN); Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_95); Sfx_PlaySfxCentered(NA_SE_SY_FOUND); Message_StartTextbox(play, 0x6000, &this->actor); } -void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, PlayState* play) { +void EnGe2_UpdateImplPre(EnGe2* this, PlayState* play) { STACK_PADS(s32, 2); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); - - if (!(this->stateFlags & GE2_STATE_ANIMCOMPLETE) && SkelAnime_Update(&this->skelAnime)) { - this->stateFlags |= GE2_STATE_ANIMCOMPLETE; + if (!(this->stateFlags & EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE) && SkelAnime_Update(&this->skelAnime)) { + this->stateFlags |= EN_GE2_STATE_FLAG_NO_SKELANIME_UPDATE; } } -void EnGe2_MoveAndBlink(EnGe2* this, PlayState* play) { +void EnGe2_UpdateImplPost(EnGe2* this, PlayState* play) { Actor_MoveXZGravity(&this->actor); - - if (DECR(this->blinkTimer) == 0) { - this->blinkTimer = Rand_S16Offset(60, 60); + if (DECR(this->eyeTimer) == 0) { + this->eyeTimer = Rand_S16Offset(60, 60); } - this->eyeIndex = this->blinkTimer; - - if (this->eyeIndex >= 3) { - this->eyeIndex = 0; + this->eyeTexIndex = this->eyeTimer; + if (this->eyeTexIndex >= 3) { + this->eyeTexIndex = 0; } } -// Update functions - void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play) { EnGe2* this = (EnGe2*)thisx; - EnGe2_MaintainColliderAndSetAnimState(this, play); + EnGe2_UpdateImplPre(this, play); this->actionFunc(this, play); - - if (Actor_TalkOfferAccepted(&this->actor, play)) { - if (PARAMS_GET_S(this->actor.params, 0, 8) == GE2_TYPE_PATROLLING) { - this->actor.speed = 0.0f; - EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER); + if (Actor_TalkOfferAccepted(thisx, play)) { + if (PARAMS_GET_S(thisx->params, 0, 8) == EN_GE2_TYPE_PATROL) { + thisx->speed = 0.0f; + EnGe2_SetupAction(this, EN_GE2_ACTION_LOOK_AT_PLAYER); } - this->actionFunc = EnGe2_SetActionAfterTalk; - this->actor.update = EnGe2_UpdateAfterTalk; + this->actionFunc = EnGe2_WaitTalkEnd; + thisx->update = EnGe2_UpdateTalking; } else { - this->actor.textId = 0x6005; - - if (this->actor.xzDistToPlayer < 100.0f) { - Actor_OfferTalk(&this->actor, play, 100.0f); + thisx->textId = 0x6005; + if (thisx->xzDistToPlayer < 100.0f) { + Actor_OfferTalk(thisx, play, 100.0f); } } - EnGe2_MoveAndBlink(this, play); + EnGe2_UpdateImplPost(this, play); } -void EnGe2_UpdateAfterTalk(Actor* thisx, PlayState* play) { +void EnGe2_UpdateTalking(Actor* thisx, PlayState* play) { EnGe2* this = (EnGe2*)thisx; - this->stateFlags |= GE2_STATE_TALKED; - EnGe2_MaintainColliderAndSetAnimState(this, play); + this->stateFlags |= EN_GE2_STATE_FLAG_4; + EnGe2_UpdateImplPre(this, play); this->actionFunc(this, play); - EnGe2_MoveAndBlink(this, play); + EnGe2_UpdateImplPost(this, play); } void EnGe2_Update(Actor* thisx, PlayState* play) { EnGe2* this = (EnGe2*)thisx; - s32 paramsType; - EnGe2_MaintainColliderAndSetAnimState(this, play); - - if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) { + EnGe2_UpdateImplPre(this, play); + if ((this->stateFlags & EN_GE2_STATE_FLAG_2) || (this->stateFlags & EN_GE2_STATE_FLAG_PLAYER_CAUGHT)) { this->actionFunc(this, play); } else if (this->collider.base.acFlags & AC_HIT) { if ((this->collider.elem.acHitElem != NULL) && (this->collider.elem.acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT)) { - //! @bug duration parameter is larger than 255 which messes with the internal bitpacking of the colorfilter. + //! @bug duration parameter is larger than 255 which messes with the internal bitpacking of the + //! colorfilter. //! Because of the duration being tracked as an unsigned byte it ends up being truncated to 144 Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 400); this->actor.update = EnGe2_UpdateStunned; return; } - - EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT); + EnGe2_SetupAction(this, EN_GE2_ACTION_FAINT); this->timer = 100; - this->stateFlags |= GE2_STATE_KO; + this->stateFlags |= EN_GE2_STATE_FLAG_2; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_VO_SK_CRASH); } else { this->actionFunc(this, play); - - if (Ge2_DetectPlayerInUpdate(play, this, &this->actor.focus.pos, this->actor.shape.rot.y, this->yDetectRange)) { - PRINTF(VT_FGCOL(GREEN) T("発見!!!!!!!!!!!!\n", "Discovered!!!!!!!!!!!!\n") VT_RST); - EnGe2_SetupCapturePlayer(this, play); + if (EnGe2_CanSeePlayer(play, this, &this->actor.focus.pos, this->actor.shape.rot.y, this->detectionYRange)) { + PRINTF(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST); + EnGe2_SetupPlayerCaught(this, play); } - - if ((PARAMS_GET_S(this->actor.params, 0, 8) == GE2_TYPE_STATIONARY) && (this->actor.xzDistToPlayer < 100.0f)) { - PRINTF(VT_FGCOL(GREEN) T("発見!!!!!!!!!!!!\n", "Discovered!!!!!!!!!!!!\n") VT_RST); - EnGe2_SetupCapturePlayer(this, play); + if ((PARAMS_GET_S(this->actor.params, 0, 8) == EN_GE2_TYPE_STATIC) && (this->actor.xzDistToPlayer < 100.0f)) { + PRINTF(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST); + EnGe2_SetupPlayerCaught(this, play); } } - - if (!(this->stateFlags & GE2_STATE_KO)) { - paramsType = PARAMS_GET_S(this->actor.params, 0, 8); // Not necessary, but looks a bit nicer - if ((paramsType == GE2_TYPE_PATROLLING) || (paramsType == GE2_TYPE_STATIONARY)) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); - } + if (!(this->stateFlags & EN_GE2_STATE_FLAG_2) && ((PARAMS_GET_S(this->actor.params, 0, 8) == EN_GE2_TYPE_PATROL) || + (PARAMS_GET_S(this->actor.params, 0, 8) == EN_GE2_TYPE_STATIC))) { + CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); } - EnGe2_MoveAndBlink(this, play); - - if (EnGe2_CheckAllCarpentersRescued() && !(this->stateFlags & GE2_STATE_KO)) { + EnGe2_UpdateImplPost(this, play); + if (EnGe2_AreAllCarpentersRescued() && !(this->stateFlags & EN_GE2_STATE_FLAG_2)) { this->actor.update = EnGe2_UpdateFriendly; this->actor.attentionRangeType = ATTENTION_RANGE_6; } @@ -618,20 +591,18 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); - if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.elem.acHitElem == NULL) || !(this->collider.elem.acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT))) { this->actor.colorFilterTimer = 0; - EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT); + EnGe2_SetupAction(this, EN_GE2_ACTION_FAINT); this->timer = 100; - this->stateFlags |= GE2_STATE_KO; + this->stateFlags |= EN_GE2_STATE_FLAG_2; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_VO_SK_CRASH); } CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); - - if (EnGe2_CheckAllCarpentersRescued()) { + if (EnGe2_AreAllCarpentersRescued()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actor.colorFilterTimer = 0; @@ -643,34 +614,36 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) { s32 EnGe2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnGe2* this = (EnGe2*)thisx; - if (limbIndex == 3) { + if (limbIndex == OBJECT_GLA_LIMB_HEAD_ROOT) { rot->x += this->headRot.y; rot->z += this->headRot.x; } - return 0; + return false; } void EnGe2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { - static Vec3f D_80A343B0 = { 600.0f, 700.0f, 0.0f }; + static Vec3f sFocusOffset = { 600.0f, 700.0f, 0.0f }; EnGe2* this = (EnGe2*)thisx; - if (limbIndex == 6) { - Matrix_MultVec3f(&D_80A343B0, &this->actor.focus.pos); + if (limbIndex == OBJECT_GLA_LIMB_HEAD) { + Matrix_MultVec3f(&sFocusOffset, &this->actor.focus.pos); } } void EnGe2_Draw(Actor* thisx, PlayState* play) { - static void* eyeTextures[] = { gGerudoPurpleEyeOpenTex, gGerudoPurpleEyeHalfTex, gGerudoPurpleEyeClosedTex }; - STACK_PAD(s32); + static void* sEyeTextures[] = { + gObjectGlaEyeOpenTex, + gObjectGlaEyeHalfTex, + gObjectGlaEyeClosedTex, + }; EnGe2* this = (EnGe2*)thisx; + STACK_PAD(s32); OPEN_DISPS(play->state.gfxCtx, "../z_en_ge2.c", 1274); - Gfx_SetupDL_37Opa(play->state.gfxCtx); - gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeIndex])); + gSPSegment(POLY_OPA_DISP++, 8, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIndex])); func_8002EBCC(&this->actor, play, 0); SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnGe2_OverrideLimbDraw, EnGe2_PostLimbDraw, this); - CLOSE_DISPS(play->state.gfxCtx, "../z_en_ge2.c", 1291); } diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.h b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.h index 27094a5833..67f24cb608 100644 --- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.h +++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.h @@ -4,30 +4,38 @@ #include "ultra64.h" #include "actor.h" +#include "assets/objects/object_gla/object_gla.h" + +typedef enum EnGe2Type { + /* 0 */ EN_GE2_TYPE_PATROL, + /* 1 */ EN_GE2_TYPE_STATIC, + /* 2 */ EN_GE2_TYPE_GERUDOS_CARD_GIVER // unused and possibly non functional +} EnGe2Type; + struct EnGe2; typedef void (*EnGe2ActionFunc)(struct EnGe2*, struct PlayState*); typedef struct EnGe2 { - /* 0x0000 */ Actor actor; - /* 0x014C */ ColliderCylinder collider; - /* 0x0198 */ SkelAnime skelAnime; - /* 0x01DC */ Vec3s jointTable[22]; - /* 0x0260 */ Vec3s morphTable[22]; - /* 0x02E4 */ s16 eyeIndex; - /* 0x02E6 */ s16 blinkTimer; - /* 0x02E8 */ Vec3s headRot; - /* 0x02EE */ Vec3s unk_2EE; - /* 0x02F4 */ u16 stateFlags; - /* 0x02F6 */ s16 walkDirection; - /* 0x02F8 */ s16 yawTowardsPlayer; - /* 0x02FC */ f32 yDetectRange; - /* 0x0300 */ u16 walkDuration; - /* 0x0302 */ u16 walkTimer; - /* 0x0304 */ u8 unk_304; - /* 0x0305 */ u8 timer; - /* 0x0306 */ u8 playerSpottedParam; - /* 0x0308 */ EnGe2ActionFunc actionFunc; -} EnGe2; // size = 0x030C + /* 0x000 */ Actor actor; + /* 0x14C */ ColliderCylinder collider; + /* 0x198 */ SkelAnime skelAnime; + /* 0x1DC */ Vec3s jointTable[OBJECT_GLA_LIMB_MAX]; + /* 0x260 */ Vec3s morphTable[OBJECT_GLA_LIMB_MAX]; + /* 0x2E4 */ s16 eyeTexIndex; + /* 0x2E6 */ s16 eyeTimer; + /* 0x2E8 */ Vec3s headRot; + /* 0x2EE */ Vec3s torsoRot; + /* 0x2F4 */ u16 stateFlags; + /* 0x2F6 */ s16 targetYaw; + /* 0x2F8 */ s16 patrolAlertedYaw; + /* 0x2FC */ f32 detectionYRange; + /* 0x300 */ u16 patrolTime; + /* 0x302 */ u16 patrolTimer; + /* 0x304 */ s8 unk_304; // unused + /* 0x305 */ u8 timer; + /* 0x306 */ u8 playerNoise; + /* 0x308 */ EnGe2ActionFunc actionFunc; +} EnGe2; // size = 0x30C #endif