Zelda64Recomp/patches/gibdo_mask_cutscene_father_human.c

108 lines
No EOL
4.5 KiB
C

#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_En_Hgo/z_en_hgo.h"
typedef enum {
/* 0 */ HGO_ANIM_ARMS_FOLDED,
/* 1 */ HGO_ANIM_ASTONISHED,
/* 2 */ HGO_ANIM_KNEEL_DOWN_AND_HUG,
/* 3 */ HGO_ANIM_CONSOLE,
/* 4 */ HGO_ANIM_CONSOLE_HEAD_UP,
/* 5 */ HGO_ANIM_REACH_DOWN_TO_LIFT,
/* 6 */ HGO_ANIM_TOSS,
/* 7 */ HGO_ANIM_MAX
} HgoAnimation;
extern AnimationInfo sPamelasFatherHumanAnimationInfo[];
extern void EnHgo_Draw(Actor* thisx, PlayState* play);
extern void EnHgo_DoNothing(EnHgo* this, PlayState* play);
extern void EnHgo_SetupInitCollision(EnHgo* this);
// @recomp Skip interpolation when the animations change during the cutscene, as the
// animation changes are meant to happen at the same time as the camera cuts.
RECOMP_PATCH s32 EnHgo_HandleCsAction(EnHgo* this, PlayState* play) {
s32 cueChannel;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_486)) {
cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_486);
if (this->cueId != play->csCtx.actorCues[cueChannel]->id) {
this->cueId = play->csCtx.actorCues[cueChannel]->id;
switch (play->csCtx.actorCues[cueChannel]->id) {
case 1:
this->animIndex = HGO_ANIM_ARMS_FOLDED;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_ARMS_FOLDED);
break;
case 2:
this->actor.draw = EnHgo_Draw;
this->animIndex = HGO_ANIM_ASTONISHED;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_ASTONISHED);
break;
case 3:
this->animIndex = HGO_ANIM_KNEEL_DOWN_AND_HUG;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_KNEEL_DOWN_AND_HUG);
break;
case 4:
this->animIndex = HGO_ANIM_CONSOLE;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE);
break;
case 5:
this->animIndex = HGO_ANIM_CONSOLE_HEAD_UP;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE_HEAD_UP);
break;
case 6:
this->animIndex = HGO_ANIM_REACH_DOWN_TO_LIFT;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_REACH_DOWN_TO_LIFT);
break;
default:
break;
}
actor_set_interpolation_skipped(&this->actor);
recomp_printf("Skipping\n");
} else if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
switch (this->animIndex) {
case HGO_ANIM_ASTONISHED:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame) && !this->isInCutscene) {
this->isInCutscene = true;
if ((gSaveContext.sceneLayer == 0) &&
((play->csCtx.scriptIndex == 2) || (play->csCtx.scriptIndex == 4))) {
Actor_PlaySfx(&this->actor, NA_SE_VO_GBVO02);
}
}
break;
case HGO_ANIM_KNEEL_DOWN_AND_HUG:
this->animIndex = HGO_ANIM_CONSOLE;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE);
break;
case HGO_ANIM_REACH_DOWN_TO_LIFT:
this->animIndex = HGO_ANIM_TOSS;
Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_TOSS);
default:
break;
}
}
Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel);
return true;
}
if ((play->csCtx.state == CS_STATE_IDLE) && CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) &&
(this->actionFunc == EnHgo_DoNothing)) {
this->actor.shape.rot.y = this->actor.world.rot.y;
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, this->actor.focus.pos.x, this->actor.focus.pos.y,
this->actor.focus.pos.z, 7, 0, 0, 0x7F5A);
EnHgo_SetupInitCollision(this);
}
this->cueId = 99;
return false;
}