172 lines
5.6 KiB
C
172 lines
5.6 KiB
C
#include <ultra64.h>
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#include "functions.h"
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#include "variables.h"
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typedef struct {
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s32 returned_acorn_count;
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}ActorLocal_CCW_5540;
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void chnabnut_setState(Actor *this, s32 next_state);
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Actor *chnabnut_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx);
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void chnabnut_update(Actor *this);
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enum nabnut_state_e{
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NABNUT_STATE_1_SAD = 1,
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NABNUT_STATE_2_WAIT,
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NABNUT_STATE_3_BACKFLIP,
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NABNUT_STATE_4_THANK_PLAYER,
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NABNUT_STATE_5_EXIT,
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NABNUT_STATE_6_DESPAWN
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};
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/* .data */
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f32 D_8038F350[3] = {0.0f, 0.0f, 0.0f};
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ActorInfo D_8038F35C = {
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MARKER_1BB_NABNUT, ACTOR_2A8_NABNUT, ASSET_502_MODEL_NABNUT,
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0x0, NULL,
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chnabnut_update, chnabnut_update, chnabnut_draw,
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0, 0, 1.2f, 0
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};
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/* .code */
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void __chnabnut_setState_method(ActorMarker* marker, s32 next_state) {
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chnabnut_setState(marker_getActor(marker), next_state);
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}
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void chnabnut_setState(Actor *this, s32 next_state) {
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if (next_state == NABNUT_STATE_1_SAD) {
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skeletalAnim_set(this->unk148, ASSET_22C_ANIM_NABNUT_CRY, 0.2f, 10.6f);
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}
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if (next_state == NABNUT_STATE_2_WAIT) {
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timedFunc_set_2(1.0f, (GenFunction_2)__chnabnut_setState_method, (s32)this->marker, NABNUT_STATE_3_BACKFLIP);
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}
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if (next_state == NABNUT_STATE_3_BACKFLIP) {
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this->marker->propPtr->unk8_3 = FALSE;
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skeletalAnim_set(this->unk148, ASSET_22D_ANIM_NABNUT_BACKFLIP, 0.2f, 3.13f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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func_80324E38(0.0f, 3);
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timed_setStaticCameraToNode(0.0f, 0xB);
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gcdialog_showText(0xCCC, 0x20, this->position, NULL, NULL, NULL);
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}
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if (next_state == NABNUT_STATE_4_THANK_PLAYER) {
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skeletalAnim_set(this->unk148, ASSET_22E_ANIM_NABNUT_STAND, 0.2f, 3.53f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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func_802C8F70(this->yaw - 40.0f);
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jiggy_spawn(JIGGY_4A_CCW_NABNUT, this->position);
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}
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if (next_state == NABNUT_STATE_5_EXIT) {
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skeletalAnim_set(this->unk148, ASSET_22F_ANIM_NABNUT_RUN, 0.2f, 0.34f);
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}
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if (next_state == NABNUT_STATE_6_DESPAWN) {
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func_80324E38(0.0f, 0);
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timed_exitStaticCamera(0.0f);
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marker_despawn(this->marker);
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}
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this->state = next_state;
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}
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Actor *chnabnut_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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Actor *this;
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Actor *out;
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void *sp24;
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f32 temp_f2;
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this = marker_getActor(marker);
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func_8033A45C(3, 0);
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func_8033A45C(4, 0);
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func_8033A45C(5, 1);
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func_8033A45C(6, 0);
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func_8033A45C(7, 1);
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func_8033A45C(8, 1);
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func_8033A45C(9, 0);
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func_8033A45C(0xA, 1);
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if (this->state == 1) {
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temp_f2 = skeletalAnim_getProgress(this->unk148);
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if ((0.116 <= temp_f2) && (temp_f2 <= 0.32)) {
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sp24 = this->unk130;
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this->unk130 = NULL;
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func_8033A45C(1, 4);
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out = actor_draw(marker, gfx, mtx, vtx);
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out->unk130 = sp24;
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return out;
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}
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}
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return actor_draw(marker, gfx, mtx, vtx);
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}
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void func_8038BC50(f32 dst[3]){
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dst[0] = D_8038F350[0];
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dst[1] = D_8038F350[1];
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dst[2] = D_8038F350[2];
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}
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void chnabnut_update(Actor *this) {
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ActorLocal_CCW_5540 *local;
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f32 sp30[3];
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f32 sp2C;
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f32 sp28;
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f32 sp24;
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local = (ActorLocal_CCW_5540 *)&this->local;
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if (!this->volatile_initialized) {
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this->volatile_initialized = TRUE;
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D_8038F350[0] = this->position[0];
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D_8038F350[1] = this->position[1];
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D_8038F350[2] = this->position[2];
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if (this->state == 0) {
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this->has_met_before = FALSE;
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local->returned_acorn_count = NULL;
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}
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chnabnut_setState(this, 1);
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if(jiggyscore_isSpawned(JIGGY_4A_CCW_NABNUT)) {
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marker_despawn(this->marker);
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}
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return;
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}
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if (this->state == NABNUT_STATE_1_SAD) {
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player_getPosition(sp30);
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if (!this->has_met_before && (ml_distance_vec3f(this->position, sp30) < 400.0f)) {
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this->has_met_before = TRUE;
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gcdialog_showText(0xCCA, 0xE, this->position, NULL, NULL, NULL);
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}
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if (item_getCount(ITEM_23_ACORNS) > 0) {
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func_80258A4C(this->position, this->yaw - 90.0f, sp30, &sp2C, &sp28, &sp24);
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this->yaw += sp24 * 10.0f;
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}
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if (this->has_met_before && !func_803114B0()) {
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func_8028F364(this->position, 500.0f, 200.0f, ACTOR_2A9_ACORN, &this);
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if ((carriedObj_getActorId() == ACTOR_2A9_ACORN) && (ml_distance_vec3f(this->position, sp30) < 300.0f) && player_throwCarriedObject()) {
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func_8028FA54(D_8038F350);
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local->returned_acorn_count++;
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if (local->returned_acorn_count == 6) {
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chnabnut_setState(this, NABNUT_STATE_2_WAIT);
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} else if (item_getCount(ITEM_23_ACORNS) == 1) {
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gcdialog_showText(0xCCB, 0x20, this->position, NULL, NULL, NULL);
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}
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}
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}
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}
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if ((this->state == NABNUT_STATE_3_BACKFLIP) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
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chnabnut_setState(this, NABNUT_STATE_4_THANK_PLAYER);
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}
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if ((this->state == NABNUT_STATE_4_THANK_PLAYER) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
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chnabnut_setState(this, NABNUT_STATE_5_EXIT);
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}
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if (this->state == NABNUT_STATE_5_EXIT) {
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func_80326224(this);
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func_8028FC8C(this->position);
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if (0.99 < this->unk48) {
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chnabnut_setState(this, NABNUT_STATE_6_DESPAWN);
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}
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}
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func_8028E668(this->position, 300.0f, -50.0f, 120.0f);
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}
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