Files
tmc/src/npc/zeldaFollower.c
T
2023-04-23 12:33:09 -07:00

298 lines
8.1 KiB
C

#include "global.h"
#include "entity.h"
#include "functions.h"
#include "common.h"
extern s32 sub_080041E8(s32 x1, s32 y1, s32 x2, s32 y2);
typedef union {
struct {
u16 x;
u16 y;
u16 z;
u8 framestate;
u8 animationState : 6;
u8 collisionLayer : 2;
} FIELDS;
u64 DWORD;
} ZeldaFollowerItem;
#define ZELDA_FOLLOWER_HEAP_LEN 20
#define ZELDA_FOLLOWER_HEAP ((ZeldaFollowerItem *)this->myHeap)
#define ZELDA_FOLLOWER_HEAP_END ((ZeldaFollowerItem *)this->myHeap + (ZELDA_FOLLOWER_HEAP_LEN - 1))
#define ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr) \
do { \
int i; \
heapPtr = ((ZeldaFollowerItem*)this->myHeap); \
heapPtr += (ZELDA_FOLLOWER_HEAP_LEN - 2); \
for ( i = 0; i < (ZELDA_FOLLOWER_HEAP_LEN - 1); i++) { \
heapPtr[1] = heapPtr[0]; \
heapPtr--; \
} \
} while (0)
void sub_08068318(Entity*);
void sub_0806854C(Entity*, u32*);
void sub_08068578(Entity* this);
void ZeldaFollower(Entity* this) {
if (this->action == 0) {
this->action++;
this->spriteSettings.draw = TRUE;
this->animationState = 4;
this->field_0x68.HALF.LO = 0;
this->field_0x68.HALF.HI = 0;
SetDefaultPriority(this, PRIO_MESSAGE);
InitAnimationForceUpdate(this, 0);
sub_0806854C(this, NULL);
}
if ((s8)this->field_0x68.HALF.LO != 0) {
sub_08068318(this);
} else {
this->spriteSettings.draw = FALSE;
}
}
void sub_08068318(Entity* this) {
s32 dist;
s16 z;
u32 animIndex;
u32 animIndexTmp;
ZeldaFollowerItem* heapPtr;
ZeldaFollowerItem item;
item.FIELDS.x = gPlayerEntity.x.HALF_U.HI;
item.FIELDS.y = gPlayerEntity.y.HALF_U.HI;
item.FIELDS.z = gPlayerEntity.z.HALF_U.HI;
item.FIELDS.framestate = gPlayerState.framestate;
item.FIELDS.animationState = gPlayerEntity.animationState;
item.FIELDS.collisionLayer = gPlayerEntity.collisionLayer;
heapPtr = this->myHeap;
if ( (heapPtr->FIELDS.framestate == 0xa && item.FIELDS.framestate != 0xa) ||
(heapPtr->FIELDS.framestate == 0x16 && item.FIELDS.framestate != 0x16)) {
this->x.HALF.HI = gPlayerEntity.x.HALF.HI;
this->y.HALF.HI = gPlayerEntity.y.HALF.HI;
this->spriteSettings.draw = 1;
sub_08068578(this);
}
animIndex = 0;
if (item.DWORD != heapPtr->DWORD || item.FIELDS.framestate == 0x16 || item.FIELDS.framestate == 0xa ) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
heapPtr = ZELDA_FOLLOWER_HEAP;
heapPtr[0] = item;
animIndex = 0x4;
if ((s8)this->field_0x68.HALF.HI > 0) {
this->field_0x68.HALF.HI = this->field_0x68.HALF.HI - 1;
}
} else {
heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
z = heapPtr->FIELDS.z;
if (z < 0) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
animIndex = 0x4;
} else {
dist = sub_080041E8(
gPlayerEntity.x.HALF.HI,
gPlayerEntity.y.HALF.HI,
(u16) heapPtr->FIELDS.x,
(u16) heapPtr->FIELDS.y
);
dist = ((u32)dist) >> 0x4;
if (dist > 0x18) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(this, heapPtr);
animIndex = 0x4;
}
}
}
heapPtr = ZELDA_FOLLOWER_HEAP;
heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
this->x.HALF.HI = heapPtr->FIELDS.x;
this->y.HALF.HI = heapPtr->FIELDS.y;
this->z.HALF.HI = heapPtr->FIELDS.z;
this->animationState = heapPtr->FIELDS.animationState;
this->collisionLayer = heapPtr->FIELDS.collisionLayer;
if (heapPtr->FIELDS.framestate == 0x16 || heapPtr->FIELDS.framestate == 0xa) {
this->spriteSettings.draw = 0;
}
if (((s8)this->field_0x68.HALF.HI) > 0) {
this->field_0x68.HALF.HI = this->field_0x68.HALF.HI - 1;
}
animIndexTmp = animIndex;
animIndex += this->animationState >> 1;
if (!(animIndex == this->animIndex || (animIndexTmp == 0 && ((s8)this->field_0x68.HALF.HI) > 0))) {
InitAnimationForceUpdate(this, animIndex);
this->field_0x68.HALF.HI = 0x1e;
} else {
UpdateAnimationSingleFrame(this);
}
sub_0800451C(this);
if (this->z.HALF.HI < 0) {
sub_0806F854(this, 0x0, -0xc);
}
}
void sub_0806854C(Entity* this, u32* none) {
this->myHeap = zMalloc(sizeof(ZeldaFollowerItem[ZELDA_FOLLOWER_HEAP_LEN]));
if (this->myHeap != NULL) {
this->field_0x68.HALF.LO = 1;
sub_080788E0(this);
this->hitbox = NULL;
sub_08068578(this);
}
}
void sub_08068578(Entity* this) {
ZeldaFollowerItem* item;
s32 index;
#ifdef REWRITE_CODE
u32 r0;
u32 r1;
u32 r2;
u32 r3;
u32 r5;
u32 r6;
u32 r8;
s32 y;
u32 r10;
s32 x;
#else
register u32 r5 asm("r5");
register u32 r6 asm("r6");
register u32 r0 asm("r0");
register u32 r1 asm("r1");
register u32 r2 asm("r2");
register u32 r3 asm("r3");
register s32 r8 asm("r8");
register s32 y asm("r9");
register s32 r10 asm("r10");
register s32 x asm("r12");
#endif
// first u32 (r5)
#ifdef REWRITE_CODE
r0 = gPlayerEntity.x.HALF_U.HI | (r5 & 0xffff0000);
r5 = (gPlayerEntity.y.HALF_U.HI << 0x10) | (r0 & 0x0000ffff);
#else
r1 = gPlayerEntity.x.HALF_U.HI;
r3 = 0xffff0000;
r0 = r3;
r0 &= r5;
r0 |= r1;
r1 = gPlayerEntity.y.HALF_U.HI;
r1 <<= 0x10;
r2 = 0xffff;
r0 &= r2;
r0 |= r1;
r5 = r0;
#endif
// second u32 (r6)
#ifdef REWRITE_CODE
r3 = gPlayerEntity.z.HALF_U.HI | (r6 & 0xffff0000);
r2 = (gPlayerState.framestate << 0x10) | (r3 & 0xff00ffff);
r0 = ((gPlayerEntity.animationState & 0x3f) << 0x18) | (r2 & 0xc0ffffff);
r6 = (gPlayerEntity.collisionLayer << 0x1e) | (r0 & 0x3fffffff);
#else
r0 = gPlayerEntity.z.HALF_U.HI;
r3 &= r6;
r3 |= r0;
r0 = gPlayerState.framestate;
r0 <<= 0x10;
r2 = 0xff00ffff;
r2 &= r3;
r2 |= r0;
r1 = gPlayerEntity.animationState;
r0 = 0x3f;
r1 &= r0;
r1 <<= 0x18;
r0 = 0xc0ffffff;
r0 &= r2;
r0 |= r1;
// gPlayerEntity is now at r1
r1 = gPlayerEntity.collisionLayer;
r1 <<= 0x1e;
r2 = 0x3fffffff;
r0 &= r2;
r0 |= r1;
r6 = r0;
#endif
#ifdef REWRITE_CODE
r10 = gPlayerEntity.x.HALF.HI - this->x.HALF.HI;
#else
r1 = gPlayerEntity.x.HALF.HI;
r0 = this->x.HALF.HI;
r0 = r1 - r0;
r10 = r0;
#endif
#ifdef REWRITE_CODE
r8 = gPlayerEntity.y.HALF.HI - this->y.HALF.HI;
#else
r1 = gPlayerEntity.y.HALF.HI;
r0 = this->y.HALF.HI;
r0 = r1 - r0;
r8 = r0;
#endif
r10 = FixedDiv(r10, 0x14);
r8 = FixedDiv(r8, 0x14);
item = this->myHeap;
y = 0;
x = 0;
// Down here the u32 are suddendly accessed correctly as u16 and bitfields?
// How are the results of above u32 calculations used?
for (index = 0x13; index >= 0; index--) {
item->FIELDS.x = r5 - (x >> 8);
item->FIELDS.y = (r5 >> 0x10) - (y >> 8);
item->FIELDS.z = r6;
item->FIELDS.framestate = r6 >> 0x10;
item->FIELDS.animationState = this->animationState & 0x3f;
item->FIELDS.collisionLayer = this->collisionLayer;
item++;
y = y + r8;
x = x + r10;
}
}
void ZeldaFollower_Hide(Entity* zelda, Entity* follower) {
follower->field_0x68.HALF.LO = 0;
follower->spriteSettings.draw = 0;
}
void ZeldaFollower_Show(Entity* zelda, Entity* follower) {
follower->field_0x68.HALF.LO = 1;
follower->spriteSettings.draw = 1;
follower->animationState = zelda->animationState;
sub_08068578(follower);
InitAnimationForceUpdate(follower, follower->animationState / 2);
}
void sub_080686C4(Entity* zelda, Entity* follower) {
follower->y.HALF.HI -= 0x10;
sub_08068578(follower);
}