#include "Player/LinkStateMove.hpp" #include "DTCM/UnkStruct_027e0d38.hpp" #include "Player/LinkStateDamage.hpp" #include "Player/LinkStateFollow.hpp" #include "Player/LinkStateInteract.hpp" #include "Player/LinkStateItem.hpp" #include "Player/LinkStateRoll.hpp" #include "Player/PlayerControl.hpp" #include "Save/AdventureFlags.hpp" #include "Unknown/UnkStruct_02037750.hpp" class UnkFilterActor : public FilterActorBase { public: /* 00 (base) */ /* 04 */ Actor *mActor; /* 08 */ q20 mUnk_08; /* 0c */ Vec3p mPos; /* 18 */ s16 mAngle; /* 1a */ /* 0 */ virtual bool Filter(Actor *actor) override; /* 4 */ }; struct UnkStruct_ov005_021123ac { /* 00 */ unk32 mUnk_00; /* 04 */ unk32 mUnk_04; /* 08 */ unk32 mUnk_08; /* 0c */ unk32 mUnk_0c; /* 10 */ }; ARM void LinkStateMove::func_ov005_021113d0() { mUnk_12 = 10; } static q4 data_ov005_02112be4 = FLOAT_TO_Q20(16 / 15.0); static q20 data_ov005_02112be8 = FLOAT_TO_Q20(1 / 64.0); static q20 data_ov005_02112bec = FLOAT_TO_Q20(1 / 3.0); static const Vec3p data_ov005_021123ac = { FLOAT_TO_Q20(0.0122), FLOAT_TO_Q20(1.0), FLOAT_TO_Q20(0.0), }; static Vec3p data_ov005_02112bf0 = { FLOAT_TO_Q20(0.3), FLOAT_TO_Q20(0.25), FLOAT_TO_Q20(0.01), }; static const volatile q20 data_ov005_021123b8 = FLOAT_TO_Q20(15.0); extern LinkStateFollow *GetLinkStateFollow(); extern unk32 data_027e0618; extern "C" bool Lerp(s32 *pValue, s32 dest, s32 factor, unk32 param4, u32 step); extern unk32 data_027e0ffc; extern "C" void func_ov000_020ceacc(unk32 *param1, unk32 param2, Vec3p *param3, unk32 param4); ARM void LinkStateMove::vfunc_1c() { Actor *grabActor = this->GetGrabActor(); Vec3p sp4C; s32 temp_r7 = GetLinkStateFollow()->func_ov00_020a9180(&sp4C); s32 temp_r0 = UnkStruct_02037750::GetLinkStateInteract()->func_ov00_020ab770(&sp4C); bool var_r9; if ((temp_r0 == 0) && (temp_r7 == 0)) { var_r9 = false; } else { var_r9 = true; } LinkStateDamage *damage = (LinkStateDamage *) GetLinkState(LinkStateId_Damage); if (damage->vfunc_20(var_r9) != 0) { this->ChangeLinkState(LinkStateId_Damage); return; } if ((gAdventureFlags->func_ov00_02097738() == 0) && (data_027e0d38->mUnk_14 != 1)) { LinkStateInteract *interact = (LinkStateInteract *) GetLinkState(LinkStateId_Interact); if (interact->vfunc_20(var_r9) != 0) { this->ChangeLinkState(LinkStateId_Interact); return; } LinkStateFollow *follow = (LinkStateFollow *) GetLinkState(LinkStateId_Follow); if (follow->vfunc_20(var_r9) != 0) { this->ChangeLinkState(LinkStateId_Follow); return; } LinkStateRoll *roll = (LinkStateRoll *) GetLinkState(LinkStateId_Roll); if (roll->vfunc_20(var_r9) != 0) { this->ChangeLinkState(LinkStateId_Roll); return; } LinkStateItem *item = (LinkStateItem *) GetLinkState(LinkStateId_Item); if (item->vfunc_20(var_r9) != 0) { this->ChangeLinkState(LinkStateId_Item); return; } } if ((temp_r0 == 2) || (temp_r7 == 8)) { this->UpdateSwordShieldInUse(); } else { if ((temp_r0 == 3) || (temp_r0 == 4) || (temp_r0 == 5) || (temp_r7 == 3) || (temp_r7 == 4) || (temp_r7 == 5) || (temp_r7 == 9) || ((temp_r7 - 0xD) <= 1U)) { this->EquipItem_vfunc_28(); } } if (data_027e0618 != 6) { s32 temp_r7_2 = gPlayerControl->func_ov00_020b0418(); if ((this->func_ov00_020a8f2c() == 0) && (temp_r7_2 > 0)) { mUnk_0c = temp_r7_2; } if (mUnk_0c > 0) { q4 temp_r8 = data_ov005_02112be4; s16 temp_r1 = *this->GetPlayerAngle() + this->Get_PlayerControlData_Unk32(); this->TurnTo(temp_r1, temp_r1, temp_r8); s32 temp_r1_2 = mUnk_0c; if (temp_r7_2 > temp_r1_2) { temp_r1_2 = temp_r7_2 - temp_r1_2; Lerp(&mUnk_0c, temp_r7_2 + temp_r1_2, data_ov005_02112bec, MUL_Q20(data_ov005_02112be8, data_ov005_02112bec), 0x7FFFFFFF); if (mUnk_0c > FLOAT_TO_Q20(1.0)) { mUnk_0c = FLOAT_TO_Q20(1.0); } } else { Lerp(&mUnk_0c, temp_r7_2, data_ov000_020e56f0, MUL_Q20(data_ov005_02112be8, data_ov000_020e56f0), 0x7FFFFFFF); } } } s32 var_r4; if (mUnk_16 != 1) { if (var_r9 != 0) { Vec3p sp40 = {0, 0, 0}; sp40.x = sp4C.x - this->GetPlayerPos()->x; sp40.z = sp4C.z - this->GetPlayerPos()->z; if (Vec3p_Length(&sp40) > FLOAT_TO_Q20(0.2)) { var_r4 = this->func_ov005_0210f808(FLOAT_TO_Q20(1.0), &sp4C, grabActor != NULL); } else { gPlayerControl->StopFollowing(); } } else { s32 temp_r1_3 = gPlayerControl->func_ov00_020b034c(); var_r4 = this->func_ov005_0210f808(temp_r1_3, NULL, grabActor != NULL); if (gAdventureFlags->func_ov00_02097750() == 0) { UnkFilterActor filter; filter.mActor = NULL; filter.mUnk_08 = FLOAT_TO_Q20(4.0); Vec3p pos = *this->GetPlayerPos(); filter.mPos = pos; filter.mAngle = *this->GetPlayerAngle(); if (gActorManager->FilterActors(&filter, NULL) > 0) { q20 temp_r1_4 = FLOAT_TO_Q20(4.0) - filter.mUnk_08; Vec3p spC = filter.mActor->mPos; spC.y += filter.mActor->mYOffset; q20 var_r2 = MUL_Q20(temp_r1_4, FLOAT_TO_Q20(0.25)) + FLOAT_TO_Q20(0.1); if (var_r2 >= FLOAT_TO_Q20(1.0)) { var_r2 = FLOAT_TO_Q20(1.0); } this->func_ov00_020a81fc(&spC, var_r2); this->func_ov005_021113d0(); } } if (mUnk_12 > 0) { this->func_ov005_021107fc(); mUnk_12 -= 1; } else if ((this->Get_PlayerLinkBase_Unk5e() != 0) && (var_r4 == 0)) { this->func_ov00_020a8294(0, FLOAT_TO_Q20(0.2)); this->func_ov00_020a827c(0, FLOAT_TO_Q20(0.2)); } if ((grabActor != NULL) && (grabActor->mType == ActorTypeId_Cucco)) { if (this->func_ov00_020a8b80() != 0) { mUnk_10 = 0x19; } else if (mUnk_10 > 0) { *(unk16 *) ((u32) this->func_ov00_020a8d40() + 0xa8) = 0x4CD; if (mUnk_10 == 0x19) { func_ov000_020ceacc(&data_027e0ffc, 0x23D, this->GetPlayerPos(), 0); } mUnk_10 -= 1; } else { LinkStateInteract *interact = UnkStruct_02037750::GetLinkStateInteract(); interact->SetGrabActorVelocity(this->GetPlayerVel()); } } } } if (this->GetGrabActor() == NULL) { if (var_r4 <= data_ov005_02112bf0.x) { this->func_ov005_021112ec(); } if (mUnk_15) { if (!mUnk_16) { this->func_ov00_020a8a4c(&data_ov005_021123ac, 0); this->func_ov00_020a8ad0(0); mUnk_16 = true; } else if (mUnk_0c > 0) { q20 temp_r4 = data_ov005_021123b8; if (this->func_ov00_020a8d6c() >= temp_r4) { this->func_ov00_020a8ad0(this->func_ov00_020a8d6c() - (temp_r4 - FLOAT_TO_Q20(7.0))); } } else { mUnk_15 = false; mUnk_16 = false; } } ActorRef sp4; sp4.Reset(); this->PlayerLinkBase_vfunc_58(0, &sp4); return; } this->PlayerLinkBase_vfunc_58(1, this->GetGrabActorRef()); } ARM bool LinkStateMove::vfunc_3c() { if ((gPlayerControl->GetFollowActor() == NULL) && (gPlayerControl->mFollowObject == NULL) && (this->Get_PlayerControlData_Unk120() != 2) && (this->Get_PlayerControlData_Unk120() != 3)) { return true; } return false; } ARM bool UnkFilterActor::Filter(Actor *actor) { if (!actor->mVisible) { return false; } s32 temp_r0 = actor->mUnk_12c; if ((temp_r0 != 2) && (temp_r0 != 5)) { return false; } Vec3p sp0; Vec3p_Sub(&actor->mPos, &mPos, &sp0); s16 angle2 = mAngle; s16 angle1 = (s16) Atan2(sp0.x, sp0.z); s32 var_r6 = (s16) (angle1 - angle2) >> 3; if (var_r6 < 0) { var_r6 = -var_r6; } q20 length = Vec3p_Length(&sp0); s32 temp_r2 = length + MUL_Q20(var_r6, FLOAT_TO_Q20(4.0)); if (temp_r2 < mUnk_08) { mActor = actor; mUnk_08 = temp_r2; return true; } return false; }