documentation: use `NpcInteractInfo` from zret (#2370)

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briaguya 2023-01-19 02:38:04 -05:00 committed by GitHub
parent 207d38e476
commit 7c8be2153c
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66 changed files with 927 additions and 808 deletions

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@ -531,10 +531,10 @@ void func_8003424C(PlayState* play, Vec3f* arg1);
void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration);
Hilite* func_800342EC(Vec3f* object, PlayState* play);
Hilite* func_8003435C(Vec3f* object, PlayState* play);
s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange,
u16 (*unkFunc1)(PlayState*, Actor*), s16 (*unkFunc2)(PlayState*, Actor*));
s16 func_800347E8(s16 arg0);
void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3);
s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange,
NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState);
s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex);
void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode);
void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,

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@ -1506,18 +1506,6 @@ typedef struct {
/* 0x08 */ f32 morphFrames;
} AnimationMinimalInfo; // size = 0xC
typedef struct {
/* 0x00 */ s16 unk_00;
/* 0x02 */ s16 unk_02;
/* 0x04 */ s16 unk_04;
/* 0x06 */ s16 unk_06;
/* 0x08 */ Vec3s unk_08;
/* 0x0E */ Vec3s unk_0E;
/* 0x14 */ f32 unk_14;
/* 0x18 */ Vec3f unk_18;
/* 0x24 */ s16 unk_24;
} struct_80034A14_arg1; // size = 0x28
typedef struct {
/* 0x00 */ s8 scene;
/* 0x01 */ s8 spawn;

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@ -20,8 +20,8 @@ struct Lights;
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
typedef void (*ActorResetFunc)(void);
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
typedef u16 (*callback1_800343CC)(struct PlayState*, struct Actor*);
typedef s16 (*callback2_800343CC)(struct PlayState*, struct Actor*);
typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
typedef struct {
Vec3f pos;
@ -369,4 +369,31 @@ typedef enum {
DOORLOCK_NORMAL_SPIRIT
} DoorLockType;
typedef enum {
/* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
/* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
/* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
/* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
} NpcTalkState;
typedef enum {
/* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
/* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
/* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
/* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head
/* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
} NpcTrackingMode;
typedef struct {
/* 0x00 */ s16 talkState;
/* 0x02 */ s16 trackingMode;
/* 0x04 */ s16 autoTurnTimer;
/* 0x06 */ s16 autoTurnState;
/* 0x08 */ Vec3s headRot;
/* 0x0E */ Vec3s torsoRot;
/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
/* 0x18 */ Vec3f trackPos;
/* 0x24 */ char unk_24[0x4];
} NpcInteractInfo; // size = 0x28
#endif

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@ -4172,24 +4172,41 @@ Hilite* func_8003435C(Vec3f* object, PlayState* play) {
return func_8002EB44(object, &play->view.eye, &lightDir, play->state.gfxCtx);
}
s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, callback1_800343CC unkFunc1,
callback2_800343CC unkFunc2) {
/**
* Updates NPC talking state. Checks for a talk request and updates
* the talkState parameter when a dialog is ongoing. Otherwise checks if
* the actor is onscreen, advertises the interaction in a range and sets
* the current text id if necessary.
*
* The talk state values are defined in the NpcTalkState enum.
*
* @see NpcTalkState
*
* @param[in,out] talkState Talk state
* @param interactRange The interact (talking) range for the actor
* @param getTextId Callback for getting the next text id
* @param updateTalkState Callback for getting the next talkState value
* @return True if a new dialog was started (player talked to the actor). False otherwise.
*/
s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId,
NpcUpdateTalkStateFunc updateTalkState) {
s16 x;
s16 y;
if (Actor_ProcessTalkRequest(actor, play)) {
*arg2 = 1;
*talkState = NPC_TALK_STATE_TALKING;
return true;
}
if (*arg2 != 0) {
*arg2 = unkFunc2(play, actor);
if (*talkState != NPC_TALK_STATE_IDLE) {
*talkState = updateTalkState(play, actor);
return false;
}
Actor_GetScreenPos(play, actor, &x, &y);
if ((x < 0) || (x > SCREEN_WIDTH) || (y < 0) || (y > SCREEN_HEIGHT)) {
// Actor is offscreen
return false;
}
@ -4197,159 +4214,237 @@ s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, c
return false;
}
actor->textId = unkFunc1(play, actor);
actor->textId = getTextId(play, actor);
return false;
}
typedef struct {
/* 0x00 */ s16 unk_00;
/* 0x02 */ s16 unk_02;
/* 0x04 */ s16 unk_04;
/* 0x06 */ s16 unk_06;
/* 0x08 */ s16 unk_08;
/* 0x0A */ s16 unk_0A;
/* 0x0C */ u8 unk_0C;
} struct_80116130_0; // size = 0x10
/* 0x00 */ s16 maxHeadYaw;
/* 0x02 */ s16 minHeadPitch;
/* 0x04 */ s16 maxHeadPitch;
/* 0x06 */ s16 maxTorsoYaw;
/* 0x08 */ s16 minTorsoPitch;
/* 0x0A */ s16 maxTorsoPitch;
/* 0x0C */ u8 rotateYaw;
} NpcTrackingRotLimits; // size = 0x10
typedef struct {
/* 0x00 */ struct_80116130_0 sub_00;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s16 unk_14;
} struct_80116130; // size = 0x18
/* 0x00 */ NpcTrackingRotLimits rotLimits;
// Fields specific to NPC_TRACKING_PLAYER_AUTO_TURN mode
/* 0x10 */ f32 autoTurnDistanceRange; // Max distance to player to enable tracking and auto-turn
/* 0x14 */ s16 maxYawForPlayerTracking; // Player is tracked if within this yaw
} NpcTrackingParams; // size = 0x18
static struct_80116130 D_80116130[] = {
{ { 0x2AA8, 0xF1C8, 0x18E2, 0x1554, 0x0000, 0x0000, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 1 }, 170.0f, 0x3FFC },
{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 1 }, 170.0f, 0x3FFC },
{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 1 }, 170.0f, 0x3FFC },
{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 1 }, 170.0f, 0x3FFC },
{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 1 }, 0.0f, 0x0000 },
{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 1 }, 0.0f, 0x0000 },
{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
/**
* Npc tracking angle limit presets to use with Npc_TrackPoint.
*
* @see Npc_TrackPoint
*/
static NpcTrackingParams sNpcTrackingPresets[] = {
{ { 0x2AA8, -0x0E38, 0x18E2, 0x1554, 0x0000, 0x0000, true }, 170.0f, 0x3FFC },
{ { 0x2AA8, -0x1554, 0x1554, 0x1554, -0x071C, 0x0E38, true }, 170.0f, 0x3FFC },
{ { 0x31C4, -0x1C70, 0x0E38, 0x0E38, -0x0E38, 0x071C, true }, 170.0f, 0x3FFC },
{ { 0x1554, -0x0E38, 0x0000, 0x071C, -0x071C, 0x0000, true }, 170.0f, 0x3FFC },
{ { 0x2AA8, -0x071C, 0x071C, 0x0E38, -0x2AA8, 0x2AA8, true }, 170.0f, 0x3FFC },
{ { 0x0000, -0x1C70, 0x2AA8, 0x3FFC, -0x0E38, 0x0E38, true }, 170.0f, 0x3FFC },
{ { 0x2AA8, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
{ { 0x2AA8, -0x0E38, 0x0000, 0x0E38, 0x0000, 0x1C70, true }, 0.0f, 0x0000 },
{ { 0x2AA8, -0x0E38, -0x0E38, 0x0000, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
{ { 0x071C, -0x0E38, 0x0E38, 0x1C70, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
{ { 0x0E38, -0x0E38, 0x0000, 0x1C70, 0x0000, 0x0E38, true }, 0.0f, 0x0000 },
{ { 0x2AA8, -0x1C70, 0x1C70, 0x0E38, -0x0E38, 0x0E38, true }, 0.0f, 0x0000 },
{ { 0x18E2, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
};
void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
u8 arg8) {
s16 sp46;
s16 sp44;
s16 temp2;
s16 sp40;
s16 temp1;
Vec3f sp30;
/**
* Smoothly turns the actor's whole body and updates torso and head rotations in
* NpcInteractInfo so that the actor tracks the point specified in NpcInteractInfo.trackPos.
* Rotations are limited to specified angles.
*
* Head and torso rotation angles are determined by calculating the pitch and yaw
* from the actor position to the given target position.
*
* The y position of the actor is offset by NpcInteractInfo.yOffset
* before calculating the angles. It can be used to configure the height difference
* between the actor and the target.
*
* @param maxHeadYaw maximum head yaw difference from neutral position
* @param maxHeadPitch maximum head pitch angle
* @param minHeadPitch minimum head pitch angle
* @param maxTorsoYaw maximum torso yaw difference from neutral position
* @param maxTorsoPitch maximum torso pitch angle
* @param minTorsoPitch minimum torso pitch angle
* @param rotateYaw if true, the actor's yaw (shape.rot.y) is updated to turn the actor's whole body
*/
void Npc_TrackPointWithLimits(Actor* actor, NpcInteractInfo* interactInfo, s16 maxHeadYaw, s16 maxHeadPitch,
s16 minHeadPitch, s16 maxTorsoYaw, s16 maxTorsoPitch, s16 minTorsoPitch, u8 rotateYaw) {
s16 pitchTowardsTarget;
s16 yawTowardsTarget;
s16 torsoPitch;
s16 bodyYawDiff;
s16 temp;
Vec3f offsetActorPos;
sp30.x = actor->world.pos.x;
sp30.y = actor->world.pos.y + arg1->unk_14;
sp30.z = actor->world.pos.z;
offsetActorPos.x = actor->world.pos.x;
offsetActorPos.y = actor->world.pos.y + interactInfo->yOffset;
offsetActorPos.z = actor->world.pos.z;
sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
pitchTowardsTarget = Math_Vec3f_Pitch(&offsetActorPos, &interactInfo->trackPos);
yawTowardsTarget = Math_Vec3f_Yaw(&offsetActorPos, &interactInfo->trackPos);
bodyYawDiff = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos) - actor->shape.rot.y;
temp1 = CLAMP(sp40, -arg2, arg2);
Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
temp = CLAMP(bodyYawDiff, -maxHeadYaw, maxHeadYaw);
Math_SmoothStepToS(&interactInfo->headRot.y, temp, 6, 2000, 1);
temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
interactInfo->headRot.y = CLAMP(interactInfo->headRot.y, -temp, temp);
sp40 -= arg1->unk_08.y;
bodyYawDiff -= interactInfo->headRot.y;
temp1 = CLAMP(sp40, -arg5, arg5);
Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
temp = CLAMP(bodyYawDiff, -maxTorsoYaw, maxTorsoYaw);
Math_SmoothStepToS(&interactInfo->torsoRot.y, temp, 6, 2000, 1);
temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
interactInfo->torsoRot.y = CLAMP(interactInfo->torsoRot.y, -temp, temp);
if (arg8) {
Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
if (rotateYaw) {
Math_SmoothStepToS(&actor->shape.rot.y, yawTowardsTarget, 6, 2000, 1);
}
temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
temp = CLAMP(pitchTowardsTarget, minHeadPitch, (s16)(u16)maxHeadPitch);
Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 2000, 1);
temp2 = sp46 - arg1->unk_08.x;
torsoPitch = pitchTowardsTarget - interactInfo->headRot.x;
temp1 = CLAMP(temp2, arg7, arg6);
Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
temp = CLAMP(torsoPitch, minTorsoPitch, maxTorsoPitch);
Math_SmoothStepToS(&interactInfo->torsoRot.x, temp, 6, 2000, 1);
}
s16 func_800347E8(s16 arg0) {
return D_80116130[arg0].unk_14;
s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex) {
return sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking;
}
s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, s16 arg4) {
/**
* Handles NPC tracking modes and auto-turning towards the player when
* NPC_TRACKING_PLAYER_AUTO_TURN tracking mode is used.
*
* Returns a tracking mode that will determine which actor limbs
* will be rotated towards the target.
*
* When the player is behind the actor (i.e. not in the yaw range in front of the actor
* defined by maxYawForPlayerTracking), the actor will start an auto-turn sequence:
* - look forward for 30-60 frames
* - turn head to look at the player for 10-20 frames
* - look forward for 30-60 frames
* - turn the entire body to face the player
*
* @param distanceRange Max distance to player that tracking and auto-turning will be active for
* @param maxYawForPlayerTracking Maximum angle for tracking the player.
* @param trackingMode The tracking mode selected by the actor. If this is not
* NPC_TRACKING_PLAYER_AUTO_TURN this function does nothing
*
* @return The tracking mode (NpcTrackingMode) to use for the current frame.
*/
s16 Npc_UpdateAutoTurn(Actor* actor, NpcInteractInfo* interactInfo, f32 distanceRange, s16 maxYawForPlayerTracking,
s16 trackingMode) {
s32 pad;
s16 var;
s16 abs_var;
s16 yaw;
s16 yawDiff;
if (arg4 != 0) {
return arg4;
if (trackingMode != NPC_TRACKING_PLAYER_AUTO_TURN) {
return trackingMode;
}
if (arg1->unk_00 != 0) {
return 4;
if (interactInfo->talkState != NPC_TALK_STATE_IDLE) {
// When talking, always fully turn to face the player
return NPC_TRACKING_FULL_BODY;
}
if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 1;
if (distanceRange < Math_Vec3f_DistXYZ(&actor->world.pos, &interactInfo->trackPos)) {
// Player is too far away, do not track
interactInfo->autoTurnTimer = 0;
interactInfo->autoTurnState = 0;
return NPC_TRACKING_NONE;
}
var = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
abs_var = ABS((s16)((f32)var - actor->shape.rot.y));
if (arg3 >= abs_var) {
arg1->unk_04 = 0;
arg1->unk_06 = 0;
return 2;
yaw = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos);
yawDiff = ABS((s16)((f32)yaw - actor->shape.rot.y));
if (maxYawForPlayerTracking >= yawDiff) {
// Player is in front of the actor, track with the head and the torso
interactInfo->autoTurnTimer = 0;
interactInfo->autoTurnState = 0;
return NPC_TRACKING_HEAD_AND_TORSO;
}
if (DECR(arg1->unk_04) != 0) {
return arg1->unk_02;
// Player is behind the actor, run the auto-turn sequence.
if (DECR(interactInfo->autoTurnTimer) != 0) {
// While the timer is still running, return the previous tracking mode
return interactInfo->trackingMode;
}
switch (arg1->unk_06) {
switch (interactInfo->autoTurnState) {
case 0:
case 2:
arg1->unk_04 = Rand_S16Offset(30, 30);
arg1->unk_06++;
return 1;
// Just stand still, not tracking the player
interactInfo->autoTurnTimer = Rand_S16Offset(30, 30);
interactInfo->autoTurnState++;
return NPC_TRACKING_NONE;
case 1:
arg1->unk_04 = Rand_S16Offset(10, 10);
arg1->unk_06++;
return 3;
// Glance at the player by only turning the head
interactInfo->autoTurnTimer = Rand_S16Offset(10, 10);
interactInfo->autoTurnState++;
return NPC_TRACKING_HEAD;
}
return 4;
// Auto-turn sequence complete, turn towards the player
return NPC_TRACKING_FULL_BODY;
}
void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3) {
struct_80116130_0 sp38;
/**
* Rotates the actor's whole body, torso and head tracking the point specified in NpcInteractInfo.trackPos.
* Uses angle limits from a preset selected from from sNpcTrackingPresets.
*
* The trackingMode parameter controls whether the head and torso are turned towards the target.
* If not, they are smoothly turned towards zero. Setting the parameter to NPC_TRACKING_FULL_BODY
* causes the actor's whole body to be rotated to face the target.
*
* If NPC_TRACKING_PLAYER_AUTO_TURN is used, the actor will track the player with its head and torso as long
* as the player is in front of the actor (within a yaw angle specified in the option preset).
* If the player is outside of this angle, the actor will turn to face the player after a while.
*
* @see Npc_UpdateAutoTurn
* @see sNpcTrackingPresets
* @see NpcTrackingMode
*
* @param presetIndex The index to a preset in sNpcTrackingPresets
* @param trackingMode A value from NpcTrackingMode enum
*/
void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode) {
NpcTrackingRotLimits rotLimits;
arg1->unk_02 = func_80034810(actor, arg1, D_80116130[arg2].unk_10, D_80116130[arg2].unk_14, arg3);
interactInfo->trackingMode =
Npc_UpdateAutoTurn(actor, interactInfo, sNpcTrackingPresets[presetIndex].autoTurnDistanceRange,
sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking, trackingMode);
sp38 = D_80116130[arg2].sub_00;
rotLimits = sNpcTrackingPresets[presetIndex].rotLimits;
switch (arg1->unk_02) {
case 1:
sp38.unk_00 = 0;
sp38.unk_04 = 0;
sp38.unk_02 = 0;
case 3:
sp38.unk_06 = 0;
sp38.unk_0A = 0;
sp38.unk_08 = 0;
case 2:
sp38.unk_0C = 0;
switch (interactInfo->trackingMode) {
case NPC_TRACKING_NONE:
rotLimits.maxHeadYaw = 0;
rotLimits.maxHeadPitch = 0;
rotLimits.minHeadPitch = 0;
case NPC_TRACKING_HEAD:
rotLimits.maxTorsoYaw = 0;
rotLimits.maxTorsoPitch = 0;
rotLimits.minTorsoPitch = 0;
case NPC_TRACKING_HEAD_AND_TORSO:
rotLimits.rotateYaw = false;
}
func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
sp38.unk_0C);
Npc_TrackPointWithLimits(actor, interactInfo, rotLimits.maxHeadYaw, rotLimits.maxHeadPitch, rotLimits.minHeadPitch,
rotLimits.maxTorsoYaw, rotLimits.maxTorsoPitch, rotLimits.minTorsoPitch,
rotLimits.rotateYaw);
}
Gfx* func_80034B28(GraphicsContext* gfxCtx) {

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@ -166,44 +166,44 @@ void DemoIm_UpdateCollider(DemoIm* this, PlayState* play) {
void func_80984DB8(DemoIm* this) {
s32 pad[2];
Vec3s* vec1 = &this->unk_2D4.unk_08;
Vec3s* vec2 = &this->unk_2D4.unk_0E;
Vec3s* headRot = &this->interactInfo.headRot;
Vec3s* torsoRot = &this->interactInfo.torsoRot;
Math_SmoothStepToS(&vec1->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec1->y, 0, 20, 6200, 100);
Math_SmoothStepToS(&headRot->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&headRot->y, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec2->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec2->y, 0, 20, 6200, 100);
Math_SmoothStepToS(&torsoRot->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&torsoRot->y, 0, 20, 6200, 100);
}
void func_80984E58(DemoIm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yawDiff;
s16 phi_a3;
s16 npcTrackingMode;
this->unk_2D4.unk_18 = player->actor.world.pos;
this->unk_2D4.unk_14 = kREG(16) + 4.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) + 4.0f;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
phi_a3 = (ABS(yawDiff) < 0x18E3) ? 2 : 1;
func_80034A14(&this->actor, &this->unk_2D4, kREG(17) + 0xC, phi_a3);
npcTrackingMode = (ABS(yawDiff) < 0x18E3) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, npcTrackingMode);
}
void func_80984F10(DemoIm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_2D4.unk_18 = player->actor.world.pos;
this->unk_2D4.unk_14 = kREG(16) + 12.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) + 12.0f;
func_80034A14(&this->actor, &this->unk_2D4, kREG(17) + 0xC, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_HEAD_AND_TORSO);
}
void func_80984F94(DemoIm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_2D4.unk_18 = player->actor.world.pos;
this->unk_2D4.unk_14 = kREG(16) + 4.0f;
func_80034A14(&this->actor, &this->unk_2D4, kREG(17) + 0xC, 4);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) + 4.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_FULL_BODY);
}
void DemoIm_UpdateBgCheckInfo(DemoIm* this, PlayState* play) {
@ -1171,17 +1171,17 @@ s32 DemoIm_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
s32* unk_2D0 = &this->unk_2D0;
if (this->unk_280 != 0) {
Vec3s* unk_2D4_unk_0E = &this->unk_2D4.unk_0E;
Vec3s* unk_2D4_unk_08 = &this->unk_2D4.unk_08;
Vec3s* torsoRot = &this->interactInfo.torsoRot;
Vec3s* headRot = &this->interactInfo.headRot;
switch (limbIndex) {
case IMPA_LIMB_CHEST:
rot->x += unk_2D4_unk_0E->y;
rot->y -= unk_2D4_unk_0E->x;
rot->x += torsoRot->y;
rot->y -= torsoRot->x;
break;
case IMPA_LIMB_HEAD:
rot->x += unk_2D4_unk_08->y;
rot->z += unk_2D4_unk_08->x;
rot->x += headRot->y;
rot->z += headRot->x;
break;
}
}

View File

@ -48,7 +48,7 @@ typedef struct DemoIm {
/* 0x0280 */ s32 unk_280;
/* 0x0284 */ ColliderCylinder collider;
/* 0x02D0 */ s32 unk_2D0;
/* 0x02D4 */ struct_80034A14_arg1 unk_2D4;
/* 0x02D4 */ NpcInteractInfo interactInfo;
} DemoIm; // size = 0x02FC
#endif

View File

@ -404,10 +404,10 @@ void EnCs_Talk(EnCs* this, PlayState* play) {
}
this->flag |= 1;
this->npcInfo.unk_18.x = player->actor.focus.pos.x;
this->npcInfo.unk_18.y = player->actor.focus.pos.y;
this->npcInfo.unk_18.z = player->actor.focus.pos.z;
func_80034A14(&this->actor, &this->npcInfo, 0, 4);
this->interactInfo.trackPos.x = player->actor.focus.pos.x;
this->interactInfo.trackPos.y = player->actor.focus.pos.y;
this->interactInfo.trackPos.z = player->actor.focus.pos.z;
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, NPC_TRACKING_FULL_BODY);
if (this->talkState == 0) {
EnCs_ChangeAnim(this, ENCS_ANIM_0, &this->currentAnimIndex);
@ -495,12 +495,12 @@ s32 EnCs_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (this->flag & 1) {
switch (limbIndex) {
case 8:
rot->x += this->npcInfo.unk_0E.y;
rot->y -= this->npcInfo.unk_0E.x;
rot->x += this->interactInfo.torsoRot.y;
rot->y -= this->interactInfo.torsoRot.x;
break;
case 15:
rot->x += this->npcInfo.unk_08.y;
rot->z += this->npcInfo.unk_08.x;
rot->x += this->interactInfo.headRot.y;
rot->z += this->interactInfo.headRot.x;
break;
}
}

View File

@ -28,7 +28,7 @@ typedef struct EnCs {
/* 0x0210 */ s32 currentAnimIndex;
/* 0x0214 */ char unk_214[4];
/* 0x0218 */ MtxF spookyMaskMtx;
/* 0x0258 */ struct_80034A14_arg1 npcInfo;
/* 0x0258 */ NpcInteractInfo interactInfo;
/* 0x0280 */ s32 flag;
/* 0x0284 */ Vec3s jointTable[16];
/* 0x02E4 */ Vec3s morphTable[16];

View File

@ -571,14 +571,14 @@ void EnDaiku_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if (this->stateFlags & ENDAIKU_STATEFLAG_1) {
this->unk_244.unk_18.x = player->actor.focus.pos.x;
this->unk_244.unk_18.y = player->actor.focus.pos.y;
this->unk_244.unk_18.z = player->actor.focus.pos.z;
this->interactInfo.trackPos.x = player->actor.focus.pos.x;
this->interactInfo.trackPos.y = player->actor.focus.pos.y;
this->interactInfo.trackPos.z = player->actor.focus.pos.z;
if (this->stateFlags & ENDAIKU_STATEFLAG_2) {
func_80034A14(&this->actor, &this->unk_244, 0, 4);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, NPC_TRACKING_FULL_BODY);
} else {
func_80034A14(&this->actor, &this->unk_244, 0, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, NPC_TRACKING_HEAD_AND_TORSO);
}
}
}
@ -611,12 +611,12 @@ s32 EnDaiku_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos,
switch (limb) {
case 8: // torso
rot->x += this->unk_244.unk_0E.y;
rot->y -= this->unk_244.unk_0E.x;
rot->x += this->interactInfo.torsoRot.y;
rot->y -= this->interactInfo.torsoRot.x;
break;
case 15: // head
rot->x += this->unk_244.unk_08.y;
rot->z += this->unk_244.unk_08.x;
rot->x += this->interactInfo.headRot.y;
rot->z += this->interactInfo.headRot.x;
break;
}

View File

@ -30,7 +30,7 @@ typedef struct EnDaiku {
/* 0x0230 */ Vec3f subCamAt;
/* 0x023C */ s32 stateFlags;
/* 0x0240 */ s32 startFightSwitchFlag;
/* 0x0244 */ struct_80034A14_arg1 unk_244; // probably related to animating torso and head towards the player
/* 0x0244 */ NpcInteractInfo interactInfo;
/* 0x026C */ Vec3s jointTable[17];
/* 0x02D2 */ Vec3s morphTable[17];
/* 0x0338 */ Vec3s initRot;

View File

@ -476,18 +476,18 @@ void EnDaikuKakariko_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
this->npcInfo.unk_18.x = player->actor.focus.pos.x;
this->npcInfo.unk_18.y = player->actor.focus.pos.y;
this->npcInfo.unk_18.z = player->actor.focus.pos.z;
this->interactInfo.trackPos.x = player->actor.focus.pos.x;
this->interactInfo.trackPos.y = player->actor.focus.pos.y;
this->interactInfo.trackPos.z = player->actor.focus.pos.z;
if (this->flags & 0x100) {
this->neckAngleTarget.x = 5900;
this->flags |= 0x1000;
func_80034A14(&this->actor, &this->npcInfo, 0, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, NPC_TRACKING_HEAD_AND_TORSO);
} else if (this->flags & 0x200) {
this->neckAngleTarget.x = 5900;
this->flags |= 0x1000;
func_80034A14(&this->actor, &this->npcInfo, 0, 4);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, NPC_TRACKING_FULL_BODY);
}
Math_SmoothStepToS(&this->neckAngle.x, this->neckAngleTarget.x, 1, 1820, 0);
@ -500,13 +500,13 @@ s32 EnDaikuKakariko_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
switch (limbIndex) {
case 8:
angle = this->npcInfo.unk_0E;
angle = this->interactInfo.torsoRot;
Matrix_RotateX(-(angle.y * (M_PI / 32768.0f)), MTXMODE_APPLY);
Matrix_RotateZ(-(angle.x * (M_PI / 32768.0f)), MTXMODE_APPLY);
break;
case 15:
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
angle = this->npcInfo.unk_08;
angle = this->interactInfo.headRot;
if (this->flags & 0x1000) {
osSyncPrintf("<%d>\n", this->neckAngle.x);

View File

@ -22,7 +22,7 @@ typedef struct EnDaikuKakariko {
/* 0x01FC */ s32 run; // If true the carpenter will run
/* 0x0200 */ u16 flags;
/* 0x0202 */ u16 runFlag;
/* 0x0204 */ struct_80034A14_arg1 npcInfo; // Info related to NPCs and turning their head towards the player
/* 0x0204 */ NpcInteractInfo interactInfo;
/* 0x022C */ Vec3s jointTable[17];
/* 0x0292 */ Vec3s morphTable[17];
/* 0x02F8 */ s32 timer;

View File

@ -521,11 +521,11 @@ void EnDivingGame_Update(Actor* thisx, PlayState* play2) {
}
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, 80.0f);
this->unk_324.unk_18 = player->actor.world.pos;
this->unk_324.unk_18.y = player->actor.world.pos.y;
func_80034A14(&this->actor, &this->unk_324, 2, 4);
this->vec_284 = this->unk_324.unk_08;
this->vec_28A = this->unk_324.unk_0E;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.trackPos.y = player->actor.world.pos.y;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
this->vec_284 = this->interactInfo.headRot;
this->vec_28A = this->interactInfo.torsoRot;
if ((play->gameplayFrames % 16) == 0) {
pos = this->actor.world.pos;
pos.y += 20.0f;

View File

@ -45,7 +45,7 @@ typedef struct EnDivingGame {
/* 0x031E */ u8 allRupeesThrown; // flag
/* 0x031F */ u8 unk_31F; // flag
/* 0x0320 */ char unk_320[0x4]; // unused
/* 0x0324 */ struct_80034A14_arg1 unk_324;
/* 0x0324 */ NpcInteractInfo interactInfo;
/* 0x034C */ ColliderCylinder collider;
} EnDivingGame; // size = 0x0398

View File

@ -131,7 +131,7 @@ s16 func_809FDCDC(PlayState* play, Actor* actor) {
break;
case 0x301C:
case 0x301F:
return 2;
return NPC_TALK_STATE_ACTION;
case 0x3020:
gSaveContext.eventChkInf[0x2] |= 4;
break;
@ -143,7 +143,7 @@ s16 func_809FDCDC(PlayState* play, Actor* actor) {
break;
case TEXT_STATE_DONE:
if (Message_ShouldAdvance(play)) {
return 3;
return NPC_TALK_STATE_ITEM_GIVEN;
}
break;
case TEXT_STATE_SONG_DEMO_DONE:
@ -151,7 +151,7 @@ s16 func_809FDCDC(PlayState* play, Actor* actor) {
case TEXT_STATE_9:
break;
}
return 1;
return NPC_TALK_STATE_TALKING;
}
s32 func_809FDDB4(EnDu* this, PlayState* play) {
@ -165,17 +165,17 @@ s32 func_809FDDB4(EnDu* this, PlayState* play) {
void func_809FDE24(EnDu* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3 = 0;
s16 trackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
if (this->unk_1F4.unk_00 == 0) {
phi_a3 = 1;
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
trackingMode = NPC_TRACKING_NONE;
}
if (this->actionFunc == func_809FE890) {
phi_a3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
this->unk_1F4.unk_18 = player->actor.world.pos;
this->unk_1F4.unk_14 = 10.0f;
func_80034A14(&this->actor, &this->unk_1F4, 3, phi_a3);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = 10.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, 3, trackingMode);
}
void func_809FDE9C(EnDu* this) {
@ -293,7 +293,7 @@ void EnDu_Init(Actor* thisx, PlayState* play) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_0);
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 1;
this->unk_1F4.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(gGoronCityDarunia01Cs);
@ -328,9 +328,9 @@ void func_809FE3C0(EnDu* this, PlayState* play) {
EnDu_SetupAction(this, func_809FE4A4);
return;
}
if (this->unk_1F4.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
func_8002DF54(play, &this->actor, 7);
this->unk_1F4.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
if (this->actor.xzDistToPlayer < 116.0f + this->collider.dim.radius) {
player->stateFlags2 |= 0x800000;
@ -389,13 +389,13 @@ void func_809FE6CC(EnDu* this, PlayState* play) {
if (phi_v1 == 0) {
this->actor.textId = 0x3039;
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_1F4.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
EnDu_SetupAction(this, func_809FE740);
}
}
void func_809FE740(EnDu* this, PlayState* play) {
if (this->unk_1F4.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
func_8005B1A4(GET_ACTIVE_CAM(play));
this->unk_1E2 = 0x5A;
EnDu_SetupAction(this, func_809FE798);
@ -531,11 +531,11 @@ void func_809FEB08(EnDu* this, PlayState* play) {
}
Message_StartTextbox(play, this->actor.textId, NULL);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_14);
this->unk_1F4.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
}
void func_809FEC14(EnDu* this, PlayState* play) {
if (this->unk_1F4.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
func_8002DF54(play, &this->actor, 7);
EnDu_SetupAction(this, func_809FEC70);
func_809FEC70(this, play);
@ -558,8 +558,8 @@ void func_809FEC70(EnDu* this, PlayState* play) {
}
void func_809FECE4(EnDu* this, PlayState* play) {
if (this->unk_1F4.unk_00 == 3) {
this->unk_1F4.unk_00 = 0;
if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
EnDu_SetupAction(this, func_809FE3C0);
}
}
@ -591,8 +591,8 @@ void EnDu_Update(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (this->actionFunc != func_809FE4A4) {
func_800343CC(play, &this->actor, &this->unk_1F4.unk_00, this->collider.dim.radius + 116.0f, func_809FDC38,
func_809FDCDC);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 116.0f,
func_809FDC38, func_809FDCDC);
}
this->actionFunc(this, play);
}
@ -604,13 +604,13 @@ s32 EnDu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 16) {
Matrix_Translate(2400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp1C = this->unk_1F4.unk_08;
sp1C = this->interactInfo.headRot;
Matrix_RotateX(BINANG_TO_RAD(sp1C.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(sp1C.x), MTXMODE_APPLY);
Matrix_Translate(-2400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 8) {
sp1C = this->unk_1F4.unk_0E;
sp1C = this->interactInfo.torsoRot;
Matrix_RotateY(BINANG_TO_RAD(sp1C.y), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(sp1C.x), MTXMODE_APPLY);
}

View File

@ -26,7 +26,7 @@ typedef struct EnDu {
/* 0x01F0 */ u8 mouthTexIndex;
/* 0x01F1 */ u8 noseTexIndex;
/* 0x01F2 */ s16 blinkTimer;
/* 0x01F4 */ struct_80034A14_arg1 unk_1F4;
/* 0x01F4 */ NpcInteractInfo interactInfo;
} EnDu; // size = 0x021C
#endif

View File

@ -198,8 +198,8 @@ u16 EnGo_GetTextID(PlayState* play, Actor* thisx) {
}
}
s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
s16 unkState = 1;
s16 EnGo_UpdateTalkState(PlayState* play, Actor* thisx) {
s16 unkState = NPC_TALK_STATE_TALKING;
f32 xzRange;
f32 yRange = fabsf(thisx->yDistToPlayer) + 1.0f;
@ -210,51 +210,51 @@ s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
switch (thisx->textId) {
case 0x3008:
gSaveContext.infTable[14] |= 1;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x300B:
gSaveContext.infTable[14] |= 0x800;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3014:
gSaveContext.infTable[15] |= 1;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3016:
gSaveContext.infTable[15] |= 0x10;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3018:
gSaveContext.infTable[15] |= 0x100;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3036:
func_8002F434(thisx, play, GI_TUNIC_GORON, xzRange, yRange);
gSaveContext.infTable[16] |= 0x2000; // EnGo exclusive flag
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
break;
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3041:
gSaveContext.infTable[16] |= 0x8000;
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
case 0x3059:
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
break;
case 0x3052:
case 0x3054:
case 0x3055:
case 0x305A:
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
break;
case 0x305E:
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
break;
default:
unkState = 0;
unkState = NPC_TALK_STATE_IDLE;
break;
}
break;
@ -272,7 +272,7 @@ s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
thisx->textId = 0x300D;
}
Message_ContinueTextbox(play, thisx->textId);
unkState = 1;
unkState = NPC_TALK_STATE_TALKING;
break;
case 0x3034:
if (play->msgCtx.choiceIndex == 0) {
@ -287,16 +287,16 @@ s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
thisx->textId = 0x3033;
}
Message_ContinueTextbox(play, thisx->textId);
unkState = 1;
unkState = NPC_TALK_STATE_TALKING;
break;
case 0x3054:
case 0x3055:
if (play->msgCtx.choiceIndex == 0) {
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
} else {
thisx->textId = 0x3056;
Message_ContinueTextbox(play, thisx->textId);
unkState = 1;
unkState = NPC_TALK_STATE_TALKING;
}
gSaveContext.infTable[11] |= 0x10;
break;
@ -312,17 +312,17 @@ s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
case 0x3033:
thisx->textId = 0x3034;
Message_ContinueTextbox(play, thisx->textId);
unkState = 1;
unkState = NPC_TALK_STATE_TALKING;
break;
default:
unkState = 2;
unkState = NPC_TALK_STATE_ACTION;
break;
}
}
break;
case TEXT_STATE_DONE:
if (Message_ShouldAdvance(play)) {
unkState = 3;
unkState = NPC_TALK_STATE_ITEM_GIVEN;
}
break;
case TEXT_STATE_NONE:
@ -335,13 +335,13 @@ s16 EnGo_SetFlagsGetStates(PlayState* play, Actor* thisx) {
return unkState;
}
s32 func_80A3ED24(PlayState* play, EnGo* this, struct_80034A14_arg1* arg2, f32 arg3,
u16 (*getTextId)(PlayState*, Actor*), s16 (*unkFunc2)(PlayState*, Actor*)) {
if (arg2->unk_00) {
arg2->unk_00 = unkFunc2(play, &this->actor);
s32 func_80A3ED24(PlayState* play, EnGo* this, NpcInteractInfo* interactInfo, f32 arg3, NpcGetTextIdFunc getTextId,
NpcUpdateTalkStateFunc updateTalkState) {
if (interactInfo->talkState != NPC_TALK_STATE_IDLE) {
interactInfo->talkState = updateTalkState(play, &this->actor);
return false;
} else if (Actor_ProcessTalkRequest(&this->actor, play)) {
arg2->unk_00 = 1;
interactInfo->talkState = NPC_TALK_STATE_TALKING;
return true;
} else if (!func_8002F2CC(&this->actor, play, arg3)) {
return false;
@ -398,16 +398,16 @@ f32 EnGo_GetGoronSize(EnGo* this) {
void func_80A3F060(EnGo* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 unkVal;
s16 npcTrackingMode;
if (this->actionFunc != EnGo_BiggoronActionFunc && this->actionFunc != EnGo_FireGenericActionFunc &&
this->actionFunc != func_80A40B1C) {
unkVal = 1;
npcTrackingMode = NPC_TRACKING_NONE;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = EnGo_GetGoronSize(this);
func_80034A14(&this->actor, &this->unk_1E0, 4, unkVal);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = EnGo_GetGoronSize(this);
Npc_TrackPoint(&this->actor, &this->interactInfo, 4, npcTrackingMode);
}
void func_80A3F0E4(EnGo* this) {
@ -546,7 +546,7 @@ s32 EnGo_SpawnDust(EnGo* this, u8 initialTimer, f32 scale, f32 scaleStep, s32 nu
s32 EnGo_IsRollingOnGround(EnGo* this, s16 unkArg1, f32 unkArg2) {
if ((this->actor.bgCheckFlags & 1) == 0 || this->actor.velocity.y > 0.0f) {
return false;
} else if (this->unk_1E0.unk_00 != 0) {
} else if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
return true;
} else if (DECR(this->unk_21C)) {
if ((this->unk_21C & 1)) {
@ -589,10 +589,10 @@ void func_80A3F908(EnGo* this, PlayState* play) {
if ((this->actor.params & 0xF0) == 0x90) {
isUnkCondition =
func_80A3ED24(play, this, &this->unk_1E0, float1, EnGo_GetTextID, EnGo_SetFlagsGetStates);
func_80A3ED24(play, this, &this->interactInfo, float1, EnGo_GetTextID, EnGo_UpdateTalkState);
} else {
isUnkCondition = func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, float1, EnGo_GetTextID,
EnGo_SetFlagsGetStates);
isUnkCondition = Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, float1,
EnGo_GetTextID, EnGo_UpdateTalkState);
}
if (((this->actor.params & 0xF0) == 0x90) && (isUnkCondition == true)) {
@ -645,7 +645,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
EnGo_ChangeAnim(this, ENGO_ANIM_0);
this->actor.targetMode = 6;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actor.gravity = -1.0f;
switch (this->actor.params & 0xF0) {
@ -858,26 +858,26 @@ void func_80A405CC(EnGo* this, PlayState* play) {
}
void EnGo_BiggoronActionFunc(EnGo* this, PlayState* play) {
if (((this->actor.params & 0xF0) == 0x90) && (this->unk_1E0.unk_00 == 2)) {
if (((this->actor.params & 0xF0) == 0x90) && (this->interactInfo.talkState == NPC_TALK_STATE_ACTION)) {
if (!gSaveContext.n64ddFlag && gSaveContext.bgsFlag) {
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
} else {
if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_EYEDROPS) {
EnGo_ChangeAnim(this, ENGO_ANIM_2);
this->unk_21E = 100;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
EnGo_SetupAction(this, EnGo_Eyedrops);
play->msgCtx.msgMode = MSGMODE_PAUSED;
gSaveContext.timer2State = 0;
OnePointCutscene_Init(play, 4190, -99, &this->actor, MAIN_CAM);
} else {
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
EnGo_SetupAction(this, EnGo_GetItem);
Message_CloseTextbox(play);
EnGo_GetItem(this, play);
}
}
} else if (((this->actor.params & 0xF0) == 0) && (this->unk_1E0.unk_00 == 2)) {
} else if (((this->actor.params & 0xF0) == 0) && (this->interactInfo.talkState == NPC_TALK_STATE_ACTION)) {
EnGo_SetupAction(this, EnGo_GetItem);
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
@ -951,7 +951,7 @@ void EnGo_GetItem(EnGo* this, PlayState* play) {
s32 getItemId;
if (Actor_HasParent(&this->actor, play)) {
this->unk_1E0.unk_00 = 2;
this->interactInfo.talkState = NPC_TALK_STATE_ACTION;
this->actor.parent = NULL;
EnGo_SetupAction(this, func_80A40C78);
} else {
@ -1001,21 +1001,21 @@ void EnGo_GetItem(EnGo* this, PlayState* play) {
}
void func_80A40C78(EnGo* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 3) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN) {
EnGo_SetupAction(this, EnGo_BiggoronActionFunc);
if ((this->actor.params & 0xF0) != 0x90) {
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
} else if (this->unk_20C) {
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
gSaveContext.bgsFlag = true;
} else if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_PRESCRIPTION) {
this->actor.textId = 0x3058;
Message_ContinueTextbox(play, this->actor.textId);
this->unk_1E0.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
} else if (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_CLAIM_CHECK) {
this->actor.textId = 0x305C;
Message_ContinueTextbox(play, this->actor.textId);
this->unk_1E0.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
Environment_ClearBgsDayCount();
}
}
@ -1025,13 +1025,13 @@ void EnGo_Eyedrops(EnGo* this, PlayState* play) {
if (DECR(this->unk_21E) == 0) {
this->actor.textId = 0x305A;
Message_ContinueTextbox(play, this->actor.textId);
this->unk_1E0.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
EnGo_SetupAction(this, func_80A40DCC);
}
}
void func_80A40DCC(EnGo* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
EnGo_ChangeAnim(this, ENGO_ANIM_1);
this->skelAnime.curFrame = Animation_GetLastFrame(&gGoronAnim_004930);
Message_CloseTextbox(play);
@ -1055,7 +1055,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) {
EnGo_UpdateShadow(this);
if (this->unk_1E0.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
Actor_MoveForward(&this->actor);
}
@ -1110,7 +1110,7 @@ s32 EnGo_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve
if (limb == 17) {
Matrix_Translate(2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec1 = this->unk_1E0.unk_08;
vec1 = this->interactInfo.headRot;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateX(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;
@ -1119,7 +1119,7 @@ s32 EnGo_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve
}
if (limb == 10) {
vec1 = this->unk_1E0.unk_0E;
vec1 = this->interactInfo.torsoRot;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateY(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;

View File

@ -42,7 +42,7 @@ typedef struct EnGo {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnGoActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ char unk_208[0x4];
/* 0x020C */ s16 unk_20C;
/* 0x020E */ s16 unk_20E;

View File

@ -41,7 +41,7 @@ EnGo2
(this->actor.params & 0xFC00) >> 0xA - Gorons in Fire Temple
this->actor.params & 0x1F
Gorons only move when this->unk_194.unk_00 == 0
Gorons only move when this->interactInfo.talkState == NPC_TALK_STATE_IDLE
*/
void EnGo2_Init(Actor* thisx, PlayState* play);
@ -342,10 +342,10 @@ u16 EnGo2_GetTextIdGoronCityRollingBig(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityRollingBig(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityRollingBig(PlayState* play, EnGo2* this) {
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_CLOSING:
return 2;
return NPC_TALK_STATE_ACTION;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
if (this->actor.textId == 0x3012) {
@ -357,13 +357,13 @@ s16 EnGo2_GetStateGoronCityRollingBig(PlayState* play, EnGo2* this) {
}
Message_CloseTextbox(play);
gSaveContext.infTable[17] |= 0x4000;
return 2;
return NPC_TALK_STATE_ACTION;
} else {
return 2;
return NPC_TALK_STATE_ACTION;
}
}
default:
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -372,14 +372,14 @@ u16 EnGo2_GetTextIdGoronDmtBombFlower(PlayState* play, EnGo2* this) {
}
// DMT Goron by Bomb Flower Choice
s16 EnGo2_GetStateGoronDmtBombFlower(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronDmtBombFlower(PlayState* play, EnGo2* this) {
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_CLOSING:
if ((this->actor.textId == 0x300B) && (gSaveContext.infTable[14] & 0x800) == 0) {
gSaveContext.infTable[14] |= 0x800;
return 2;
return NPC_TALK_STATE_ACTION;
} else {
return 0;
return NPC_TALK_STATE_IDLE;
}
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(play)) {
@ -392,10 +392,10 @@ s16 EnGo2_GetStateGoronDmtBombFlower(PlayState* play, EnGo2* this) {
}
Message_ContinueTextbox(play, this->actor.textId);
}
return 1;
return NPC_TALK_STATE_TALKING;
}
default:
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -407,11 +407,11 @@ u16 EnGo2_GetTextIdGoronDmtRollingSmall(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronDmtRollingSmall(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronDmtRollingSmall(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -427,14 +427,14 @@ u16 EnGo2_GetTextIdGoronDmtDcEntrance(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronDmtDcEntrance(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronDmtDcEntrance(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3008) {
gSaveContext.infTable[14] |= 0x1;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -450,14 +450,14 @@ u16 EnGo2_GetTextIdGoronCityEntrance(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityEntrance(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityEntrance(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3014) {
gSaveContext.infTable[15] |= 0x1;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -473,14 +473,14 @@ u16 EnGo2_GetTextIdGoronCityIsland(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityIsland(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityIsland(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3016) {
gSaveContext.infTable[15] |= 0x10;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -499,14 +499,14 @@ u16 EnGo2_GetTextIdGoronCityLowestFloor(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityLowestFloor(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityLowestFloor(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3018) {
gSaveContext.infTable[15] |= 0x100;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -528,7 +528,7 @@ u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityLink(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityLink(PlayState* play, EnGo2* this) {
switch (EnGo2_GetDialogState(this, play)) {
case TEXT_STATE_CLOSING:
if(!gSaveContext.n64ddFlag) {
@ -536,22 +536,22 @@ s16 EnGo2_GetStateGoronCityLink(PlayState* play, EnGo2* this) {
case 0x3036:
EnGo2_GetItem(this, play, GI_TUNIC_GORON);
this->actionFunc = EnGo2_SetupGetItem;
return 2;
return NPC_TALK_STATE_ACTION;
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return 0;
return NPC_TALK_STATE_IDLE;
}
} else {
if (Flags_GetTreasure(play, 0x1F)) {
return 0;
return NPC_TALK_STATE_IDLE;
}
gSaveContext.infTable[16] |= 0x200;
EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
this->actionFunc = EnGo2_SetupGetItem;
Flags_SetTreasure(play, 0x1F);
return 2;
return NPC_TALK_STATE_ACTION;
}
case TEXT_STATE_CHOICE:
@ -574,7 +574,7 @@ s16 EnGo2_GetStateGoronCityLink(PlayState* play, EnGo2* this) {
} else {
break;
}
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
switch (this->actor.textId) {
@ -584,13 +584,13 @@ s16 EnGo2_GetStateGoronCityLink(PlayState* play, EnGo2* this) {
case 0x3033:
this->actor.textId = 0x3034;
Message_ContinueTextbox(play, this->actor.textId);
return 1;
return NPC_TALK_STATE_TALKING;
default:
return 2;
return NPC_TALK_STATE_ACTION;
}
}
}
return 1;
return NPC_TALK_STATE_TALKING;
}
u16 EnGo2_GetTextIdGoronDmtBiggoron(PlayState* play, EnGo2* this) {
@ -611,7 +611,7 @@ u16 EnGo2_GetTextIdGoronDmtBiggoron(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
s32 unusedPad;
u8 dialogState = this->dialogState;
@ -619,7 +619,7 @@ s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
case TEXT_STATE_DONE:
if (this->actor.textId == 0x305E) {
if((!gSaveContext.n64ddFlag && gSaveContext.bgsFlag) || (gSaveContext.n64ddFlag && Flags_GetTreasure(play, 0x1F))) {
return 0;
return NPC_TALK_STATE_IDLE;
}
if(gSaveContext.n64ddFlag) {
@ -629,9 +629,9 @@ s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
EnGo2_GetItem(this, play, GI_SWORD_BGS);
}
this->actionFunc = EnGo2_SetupGetItem;
return 2;
return NPC_TALK_STATE_ACTION;
} else {
return 0;
return NPC_TALK_STATE_IDLE;
}
case TEXT_STATE_DONE_FADING:
switch (this->actor.textId) {
@ -664,12 +664,12 @@ s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
EnGo2_GetItem(this, play, getItemId);
}
this->actionFunc = EnGo2_SetupGetItem;
return 2;
return NPC_TALK_STATE_ACTION;
}
this->actor.textId = 0x3056;
Message_ContinueTextbox(play, this->actor.textId);
}
return 1;
return NPC_TALK_STATE_TALKING;
}
break;
case TEXT_STATE_EVENT:
@ -678,10 +678,10 @@ s16 EnGo2_GetStateGoronDmtBiggoron(PlayState* play, EnGo2* this) {
play->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = EnGo2_BiggoronEyedrops;
}
return 2;
return NPC_TALK_STATE_ACTION;
}
}
return 1;
return NPC_TALK_STATE_TALKING;
}
u16 EnGo2_GetTextIdGoronFireGeneric(PlayState* play, EnGo2* this) {
@ -692,20 +692,20 @@ u16 EnGo2_GetTextIdGoronFireGeneric(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronFireGeneric(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronFireGeneric(PlayState* play, EnGo2* this) {
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_CLOSING:
return 0;
return NPC_TALK_STATE_IDLE;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
if (this->actor.textId == 0x3071) {
this->actor.textId = EnGo2_GoronFireGenericGetTextId(this);
Message_ContinueTextbox(play, this->actor.textId);
}
return 1;
return NPC_TALK_STATE_TALKING;
}
default:
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -713,14 +713,14 @@ u16 EnGo2_GetTextIdGoronCityStairwell(PlayState* play, EnGo2* this) {
return !LINK_IS_ADULT ? gSaveContext.infTable[14] & 0x8 ? 0x3022 : 0x300E : 0x3043;
}
s16 EnGo2_GetStateGoronCityStairwell(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityStairwell(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x300E) {
gSaveContext.infTable[14] |= 0x8;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -729,11 +729,11 @@ u16 EnGo2_GetTextIdGoronMarketBazaar(PlayState* play, EnGo2* this) {
return 0x7122;
}
s16 EnGo2_GetStateGoronMarketBazaar(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronMarketBazaar(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -749,14 +749,14 @@ u16 EnGo2_GetTextIdGoronCityLostWoods(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronCityLostWoods(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityLostWoods(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3024) {
gSaveContext.infTable[14] |= 0x40;
}
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -769,11 +769,11 @@ u16 EnGo2_GetTextIdGoronDmtFairyHint(PlayState* play, EnGo2* this) {
}
}
s16 EnGo2_GetStateGoronDmtFairyHint(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronDmtFairyHint(PlayState* play, EnGo2* this) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
return NPC_TALK_STATE_IDLE;
} else {
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -817,52 +817,52 @@ u16 EnGo2_GetTextId(PlayState* play, Actor* thisx) {
}
}
s16 EnGo2_GetState(PlayState* play, Actor* thisx) {
s16 EnGo2_UpdateTalkState(PlayState* play, Actor* thisx) {
EnGo2* this = (EnGo2*)thisx;
switch (this->actor.params & 0x1F) {
case GORON_CITY_ROLLING_BIG:
return EnGo2_GetStateGoronCityRollingBig(play, this);
return EnGo2_UpdateTalkStateGoronCityRollingBig(play, this);
case GORON_CITY_LINK:
return EnGo2_GetStateGoronCityLink(play, this);
return EnGo2_UpdateTalkStateGoronCityLink(play, this);
case GORON_DMT_BIGGORON:
return EnGo2_GetStateGoronDmtBiggoron(play, this);
return EnGo2_UpdateTalkStateGoronDmtBiggoron(play, this);
case GORON_FIRE_GENERIC:
return EnGo2_GetStateGoronFireGeneric(play, this);
return EnGo2_UpdateTalkStateGoronFireGeneric(play, this);
case GORON_DMT_BOMB_FLOWER:
return EnGo2_GetStateGoronDmtBombFlower(play, this);
return EnGo2_UpdateTalkStateGoronDmtBombFlower(play, this);
case GORON_DMT_ROLLING_SMALL:
return EnGo2_GetStateGoronDmtRollingSmall(play, this);
return EnGo2_UpdateTalkStateGoronDmtRollingSmall(play, this);
case GORON_DMT_DC_ENTRANCE:
return EnGo2_GetStateGoronDmtDcEntrance(play, this);
return EnGo2_UpdateTalkStateGoronDmtDcEntrance(play, this);
case GORON_CITY_ENTRANCE:
return EnGo2_GetStateGoronCityEntrance(play, this);
return EnGo2_UpdateTalkStateGoronCityEntrance(play, this);
case GORON_CITY_ISLAND:
return EnGo2_GetStateGoronCityIsland(play, this);
return EnGo2_UpdateTalkStateGoronCityIsland(play, this);
case GORON_CITY_LOWEST_FLOOR:
return EnGo2_GetStateGoronCityLowestFloor(play, this);
return EnGo2_UpdateTalkStateGoronCityLowestFloor(play, this);
case GORON_CITY_STAIRWELL:
return EnGo2_GetStateGoronCityStairwell(play, this);
return EnGo2_UpdateTalkStateGoronCityStairwell(play, this);
case GORON_CITY_LOST_WOODS:
return EnGo2_GetStateGoronCityLostWoods(play, this);
return EnGo2_UpdateTalkStateGoronCityLostWoods(play, this);
case GORON_DMT_FAIRY_HINT:
return EnGo2_GetStateGoronDmtFairyHint(play, this);
return EnGo2_UpdateTalkStateGoronDmtFairyHint(play, this);
case GORON_MARKET_BAZAAR:
return EnGo2_GetStateGoronMarketBazaar(play, this);
return EnGo2_UpdateTalkStateGoronMarketBazaar(play, this);
}
}
s32 func_80A44790(EnGo2* this, PlayState* play) {
if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON && (this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG) {
return func_800343CC(play, &this->actor, &this->unk_194.unk_00, this->unk_218, EnGo2_GetTextId,
EnGo2_GetState);
return Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->unk_218, EnGo2_GetTextId,
EnGo2_UpdateTalkState);
} else if (((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) && ((this->collider.base.ocFlags2 & 1) == 0)) {
return false;
} else {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->unk_194.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
return true;
} else if (this->unk_194.unk_00 != 0) {
this->unk_194.unk_00 = EnGo2_GetState(play, &this->actor);
} else if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->interactInfo.talkState = EnGo2_UpdateTalkState(play, &this->actor);
return false;
} else if (func_8002F2CC(&this->actor, play, this->unk_218)) {
this->actor.textId = EnGo2_GetTextId(play, &this->actor);
@ -1127,10 +1127,10 @@ void func_80A45288(EnGo2* this, PlayState* play) {
s32 linkAge;
if (this->actionFunc != EnGo2_GoronFireGenericAction) {
this->unk_194.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
linkAge = gSaveContext.linkAge;
this->unk_194.unk_14 = D_80A482D8[this->actor.params & 0x1F][linkAge];
func_80034A14(&this->actor, &this->unk_194, 4, this->unk_26E);
this->interactInfo.yOffset = D_80A482D8[this->actor.params & 0x1F][linkAge];
Npc_TrackPoint(&this->actor, &this->interactInfo, 4, this->trackingMode);
}
if ((this->actionFunc != EnGo2_SetGetItem) && (this->isAwake == true)) {
if (func_80A44790(this, play)) {
@ -1150,7 +1150,7 @@ void func_80A45360(EnGo2* this, f32* alpha) {
void EnGo2_RollForward(EnGo2* this) {
f32 speedXZ = this->actor.speedXZ;
if (this->unk_194.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->actor.speedXZ = 0.0f;
}
@ -1219,13 +1219,13 @@ s32 EnGo2_IsCameraModified(EnGo2* this, PlayState* play) {
void EnGo2_DefaultWakingUp(EnGo2* this) {
if (EnGo2_IsWakingUp(this)) {
this->unk_26E = 2;
this->trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
}
if (this->unk_194.unk_00 != 0) {
this->unk_26E = 4;
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->trackingMode = NPC_TRACKING_FULL_BODY;
}
this->isAwake = true;
@ -1236,20 +1236,20 @@ void EnGo2_WakingUp(EnGo2* this) {
s32 isTrue = true;
xyzDist = SQ(xyzDist);
this->unk_26E = 1;
if ((this->actor.xyzDistToPlayerSq <= xyzDist) || (this->unk_194.unk_00 != 0)) {
this->unk_26E = 4;
this->trackingMode = NPC_TRACKING_NONE;
if ((this->actor.xyzDistToPlayerSq <= xyzDist) || (this->interactInfo.talkState != NPC_TALK_STATE_IDLE)) {
this->trackingMode = NPC_TRACKING_FULL_BODY;
}
this->isAwake = isTrue;
}
void EnGo2_BiggoronWakingUp(EnGo2* this) {
if (EnGo2_IsWakingUp(this) || this->unk_194.unk_00 != 0) {
this->unk_26E = 2;
if (EnGo2_IsWakingUp(this) || this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
this->isAwake = true;
} else {
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->isAwake = false;
}
}
@ -1258,7 +1258,7 @@ void EnGo2_SelectGoronWakingUp(EnGo2* this) {
switch (this->actor.params & 0x1F) {
case GORON_DMT_BOMB_FLOWER:
this->isAwake = true;
this->unk_26E = EnGo2_IsWakingUp(this) ? 2 : 1;
this->trackingMode = EnGo2_IsWakingUp(this) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
break;
case GORON_FIRE_GENERIC:
EnGo2_WakingUp(this);
@ -1343,7 +1343,7 @@ void EnGo2_RollingAnimation(EnGo2* this, PlayState* play) {
this->skelAnime.playSpeed = -1.0f;
}
EnGo2_SwapInitialFrameAnimFrameCount(this);
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->unk_211 = false;
this->isAwake = false;
this->actionFunc = EnGo2_CurledUp;
@ -1448,30 +1448,31 @@ s32 EnGo2_IsFreeingGoronInFire(EnGo2* this, PlayState* play) {
}
s32 EnGo2_IsGoronDmtBombFlower(EnGo2* this) {
if ((this->actor.params & 0x1F) != GORON_DMT_BOMB_FLOWER || this->unk_194.unk_00 != 2) {
if ((this->actor.params & 0x1F) != GORON_DMT_BOMB_FLOWER || this->interactInfo.talkState != NPC_TALK_STATE_ACTION) {
return false;
}
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_3);
this->unk_194.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->isAwake = false;
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->actionFunc = EnGo2_GoronDmtBombFlowerAnimation;
return true;
}
s32 EnGo2_IsGoronRollingBig(EnGo2* this, PlayState* play) {
if ((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG || (this->unk_194.unk_00 != 2)) {
if ((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG ||
(this->interactInfo.talkState != NPC_TALK_STATE_ACTION)) {
return false;
}
this->unk_194.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
EnGo2_RollingAnimation(this, play);
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return true;
}
s32 EnGo2_IsGoronFireGeneric(EnGo2* this) {
if ((this->actor.params & 0x1F) != GORON_FIRE_GENERIC || this->unk_194.unk_00 == 0) {
if ((this->actor.params & 0x1F) != GORON_FIRE_GENERIC || this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
return false;
}
this->actionFunc = EnGo2_GoronFireGenericAction;
@ -1487,7 +1488,7 @@ s32 EnGo2_IsGoronLinkReversing(EnGo2* this) {
}
s32 EnGo2_IsRolling(EnGo2* this) {
if (this->unk_194.unk_00 == 0 || this->actor.speedXZ < 1.0f) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE || this->actor.speedXZ < 1.0f) {
return false;
}
if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, 0)) {
@ -1555,7 +1556,7 @@ void EnGo2_GoronFireClearCamera(EnGo2* this, PlayState* play) {
void EnGo2_BiggoronAnimation(EnGo2* this) {
if (INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_SWORD_BROKEN && INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_EYEDROPS &&
(this->actor.params & 0x1F) == GORON_DMT_BIGGORON && this->unk_194.unk_00 == 0) {
(this->actor.params & 0x1F) == GORON_DMT_BIGGORON && this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (DECR(this->animTimer) == 0) {
this->animTimer = Rand_S16Offset(30, 30);
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_EYE_BIG, 60);
@ -1601,7 +1602,7 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
this->goronState = 0;
this->waypoint = 0;
this->unk_216 = this->actor.shape.rot.z;
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->path = Path_GetByIndex(play, (this->actor.params & 0x3E0) >> 5, 0x1F);
this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
switch (this->actor.params & 0x1F) {
@ -1853,7 +1854,7 @@ void EnGo2_SetupGetItem(EnGo2* this, PlayState* play) {
void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->unk_194.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
switch (this->getItemId) {
case GI_CLAIM_CHECK:
Environment_ClearBgsDayCount();
@ -1891,7 +1892,7 @@ void EnGo2_BiggoronEyedrops(EnGo2* this, PlayState* play) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_5);
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.shape.rot.y += 0x5B0;
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->animTimer = gSaveContext.n64ddFlag ? 0 : (this->skelAnime.endFrame + 60.0f + 60.0f); // eyeDrops animation timer
this->eyeMouthTexState = 2;
this->unk_20C = 0;
@ -1923,7 +1924,7 @@ void EnGo2_BiggoronEyedrops(EnGo2* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
this->actor.flags |= ACTOR_FLAG_0;
this->unk_26E = 2;
this->trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
this->skelAnime.playSpeed = 0.0f;
this->skelAnime.curFrame = this->skelAnime.endFrame;
if (gSaveContext.n64ddFlag) {
@ -1964,7 +1965,7 @@ void EnGo2_GoronLinkStopRolling(EnGo2* this, PlayState* play) {
player->actor.freezeTimer = 10;
} else {
gSaveContext.infTable[16] |= 0x1000;
this->unk_26E = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->unk_211 = false;
this->isAwake = false;
this->actionFunc = EnGo2_CurledUp;
@ -1988,8 +1989,8 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
this->animTimer = 60;
this->actor.gravity = 0.0f;
this->actor.speedXZ = 2.0f;
this->unk_194.unk_08 = D_80A4854C;
this->unk_194.unk_0E = D_80A4854C;
this->interactInfo.headRot = D_80A4854C;
this->interactInfo.torsoRot = D_80A4854C;
this->goronState++;
this->goronState++;
player->actor.world.rot.y = this->actor.world.rot.y;
@ -2052,7 +2053,7 @@ void EnGo2_Update(Actor* thisx, PlayState* play) {
EnGo2_RollForward(this);
Actor_UpdateBgCheckInfo(play, &this->actor, (f32)this->collider.dim.height * 0.5f,
(f32)this->collider.dim.radius * 0.6f, 0.0f, 5);
if (this->unk_194.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
func_80A44AB0(this, play);
}
this->actionFunc(this, play);
@ -2102,7 +2103,7 @@ s32 EnGo2_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V
if (limb == 17) {
Matrix_Translate(2800.0f + CVarGetFloat("gCosmetics.Goron_NeckLength", 0.0f), 0.0f, 0.0f, MTXMODE_APPLY);
vec1 = this->unk_194.unk_08;
vec1 = this->interactInfo.headRot;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateX(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;
@ -2110,7 +2111,7 @@ s32 EnGo2_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V
Matrix_Translate(-2800.0f + CVarGetFloat("gCosmetics.Goron_NeckLength", 0.0f), 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limb == 10) {
vec1 = this->unk_194.unk_0E;
vec1 = this->interactInfo.torsoRot;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateY(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;

View File

@ -69,7 +69,7 @@ typedef struct EnGo2 {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnGo2ActionFunc actionFunc;
/* 0x0194 */ struct_80034A14_arg1 unk_194;
/* 0x0194 */ NpcInteractInfo interactInfo;
/* 0x01BC */ ColliderCylinder collider;
/* 0x0208 */ Path* path;
/* 0x020C */ u8 unk_20C; // counter for GORON_CITY_LINK animation
@ -92,7 +92,7 @@ typedef struct EnGo2 {
/* 0x0224 */ s16 blinkTimer;
/* 0x0226 */ s16 unk_226[18]; // Remains unknown
/* 0x024A */ s16 unk_24A[18]; // Remains unknown
/* 0x026E */ u16 unk_26E; // Remains unknown = 1, 2, or 4: used in func_80034A14
/* 0x026E */ u16 trackingMode;
/* 0x0270 */ EnGoEffect dustEffects[10];
/* 0x04A0 */ Vec3f eye;
/* 0x04AC */ Vec3f at;

View File

@ -150,13 +150,13 @@ void func_80A505CC(Actor* thisx, PlayState* play) {
func_80A5046C(this);
this->actionFunc(this, play);
this->unk_2A0.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (LINK_IS_ADULT) {
this->unk_2A0.unk_14 = 10.0f;
this->interactInfo.yOffset = 10.0f;
} else {
this->unk_2A0.unk_14 = 20.0f;
this->interactInfo.yOffset = 20.0f;
}
func_80034A14(&this->actor, &this->unk_2A0, 6, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, 6, NPC_TRACKING_HEAD_AND_TORSO);
func_80034F54(play, this->unk_2CC, this->unk_2EC, 16);
@ -189,14 +189,14 @@ s32 EnGuest_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
if (limbIndex == 15) {
*dList = object_boj_DL_0059B0;
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp3C = this->unk_2A0.unk_08;
sp3C = this->interactInfo.headRot;
Matrix_RotateX((sp3C.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((sp3C.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 8) {
sp3C = this->unk_2A0.unk_0E;
sp3C = this->interactInfo.torsoRot;
Matrix_RotateX((-sp3C.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((sp3C.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -15,7 +15,7 @@ typedef struct EnGuest {
/* 0x01F0 */ Vec3s morphTable[16];
/* 0x0250 */ EnGuestActionFunc actionFunc;
/* 0x0254 */ ColliderCylinder collider;
/* 0x02A0 */ struct_80034A14_arg1 unk_2A0;
/* 0x02A0 */ NpcInteractInfo interactInfo;
/* 0x02C8 */ s16 unk_2C8;
/* 0x02CA */ s16 unk_2CA;
/* 0x02CC */ s16 unk_2CC[16];

View File

@ -377,13 +377,13 @@ void EnHeishi4_Update(Actor* thisx, PlayState* play) {
thisx->world.pos.z = this->pos.z;
Actor_SetFocus(thisx, this->height);
if (this->type != HEISHI4_AT_MARKET_DYING) {
this->unk_28C.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (!LINK_IS_ADULT) {
this->unk_28C.unk_18.y = (player->actor.world.pos.y - 10.0f);
this->interactInfo.trackPos.y = player->actor.world.pos.y - 10.0f;
}
func_80034A14(thisx, &this->unk_28C, 2, 4);
this->unk_260 = this->unk_28C.unk_08;
this->unk_266 = this->unk_28C.unk_0E;
Npc_TrackPoint(thisx, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
this->unk_260 = this->interactInfo.headRot;
this->unk_266 = this->interactInfo.torsoRot;
}
this->unk_27E += 1;
this->actionFunc(this, play);

View File

@ -31,7 +31,7 @@ typedef struct EnHeishi4 {
/* 0x0282 */ s16 unk_282;
/* 0x0284 */ s16 unk_284;
/* 0x0288 */ f32 unk_288;
/* 0x028C */ struct_80034A14_arg1 unk_28C;
/* 0x028C */ NpcInteractInfo interactInfo;
/* 0x02B4 */ u8 unk_2B4;
/* 0x02B6 */ char unk_2B6[7];
/* 0x02BC */ ColliderCylinder collider;

View File

@ -566,7 +566,7 @@ s16 func_80A70058(PlayState* play, Actor* thisx) {
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_DONE_FADING:
switch (this->actor.textId) {
case 0x709E:
@ -587,7 +587,7 @@ s16 func_80A70058(PlayState* play, Actor* thisx) {
}
break;
}
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_CLOSING:
switch (this->actor.textId) {
case 0x70F0:
@ -674,16 +674,16 @@ s16 func_80A70058(PlayState* play, Actor* thisx) {
this->actionFunc = func_80A714C4;
break;
}
return 0;
return NPC_TALK_STATE_IDLE;
case TEXT_STATE_EVENT:
if (!Message_ShouldAdvance(play)) {
return 1;
return NPC_TALK_STATE_TALKING;
} else {
return 2;
return NPC_TALK_STATE_ACTION;
}
}
return 1;
return NPC_TALK_STATE_TALKING;
}
void EnHy_UpdateEyes(EnHy* this) {
@ -773,42 +773,46 @@ void func_80A70834(EnHy* this, PlayState* play) {
void func_80A70978(EnHy* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3;
s16 trackingMode;
switch (this->actor.params & 0x7F) {
case ENHY_TYPE_BOJ_3:
case ENHY_TYPE_BJI_7:
case ENHY_TYPE_BOJ_9:
case ENHY_TYPE_BOJ_10:
phi_a3 = (this->unk_1E8.unk_00 == 0) ? 1 : 2;
trackingMode =
(this->interactInfo.talkState == NPC_TALK_STATE_IDLE) ? NPC_TRACKING_NONE : NPC_TRACKING_HEAD_AND_TORSO;
break;
case ENHY_TYPE_BOJ_12:
phi_a3 = 1;
trackingMode = NPC_TRACKING_NONE;
break;
case ENHY_TYPE_AHG_2:
case ENHY_TYPE_AHG_17:
phi_a3 = 4;
trackingMode = NPC_TRACKING_FULL_BODY;
break;
case ENHY_TYPE_AOB:
case ENHY_TYPE_BOB_18:
phi_a3 = (this->unk_1E8.unk_00 == 0) ? 2 : 4;
trackingMode = (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) ? NPC_TRACKING_HEAD_AND_TORSO
: NPC_TRACKING_FULL_BODY;
break;
default:
phi_a3 = 2;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
break;
}
this->unk_1E8.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (LINK_IS_ADULT) {
this->unk_1E8.unk_14 = sInit1Info[this->actor.params & 0x7F].unkValueAdult;
this->interactInfo.yOffset = sInit1Info[this->actor.params & 0x7F].unkValueAdult;
} else {
this->unk_1E8.unk_14 = sInit1Info[this->actor.params & 0x7F].unkValueChild;
this->interactInfo.yOffset = sInit1Info[this->actor.params & 0x7F].unkValueChild;
}
func_80034A14(&this->actor, &this->unk_1E8, sInit1Info[this->actor.params & 0x7F].unkPresetIndex, phi_a3);
Npc_TrackPoint(&this->actor, &this->interactInfo, sInit1Info[this->actor.params & 0x7F].unkPresetIndex,
trackingMode);
if (func_800343CC(play, &this->actor, &this->unk_1E8.unk_00, this->unkRange, func_80A6F810, func_80A70058)) {
if (Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->unkRange, func_80A6F810,
func_80A70058)) {
func_80A70834(this, play);
}
}
@ -978,7 +982,7 @@ void EnHy_InitImpl(EnHy* this, PlayState* play) {
}
void func_80A710F8(EnHy* this, PlayState* play) {
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->skelAnime.animation != &gObjOsAnim_0BFC) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_26);
}
@ -1028,11 +1032,11 @@ void func_80A7134C(EnHy* this, PlayState* play) {
s16 yaw;
f32 distSq;
if ((this->skelAnime.animation == &gObjOsAnim_2160) && (this->unk_1E8.unk_00 != 0)) {
if ((this->skelAnime.animation == &gObjOsAnim_2160) && (this->interactInfo.talkState != NPC_TALK_STATE_IDLE)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_8);
}
if ((this->skelAnime.animation == &gObjOsAnim_265C) && (this->unk_1E8.unk_00 == 0)) {
if ((this->skelAnime.animation == &gObjOsAnim_265C) && (this->interactInfo.talkState == NPC_TALK_STATE_IDLE)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_7);
}
@ -1104,7 +1108,7 @@ void EnHy_Update(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
EnHy_UpdateEyes(this);
if (this->unk_1E8.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
Actor_MoveForward(&this->actor);
}
@ -1141,14 +1145,14 @@ s32 EnHy_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 15) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp48 = this->unk_1E8.unk_08;
sp48 = this->interactInfo.headRot;
Matrix_RotateX((sp48.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((sp48.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 8) {
sp48 = this->unk_1E8.unk_0E;
sp48 = this->interactInfo.torsoRot;
Matrix_RotateX((-sp48.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((sp48.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
}

View File

@ -44,7 +44,7 @@ typedef struct EnHy {
/* 0x0198 */ s8 objBankIndexSkel1; // sets the object used when drawing the skeleton for limb <= 7 (lower part?)
/* 0x0199 */ s8 objBankIndexOsAnime;
/* 0x019C */ ColliderCylinder collider;
/* 0x01E8 */ struct_80034A14_arg1 unk_1E8;
/* 0x01E8 */ NpcInteractInfo interactInfo;
/* 0x0210 */ Path* path;
/* 0x0214 */ s8 waypoint;
/* 0x0215 */ s8 unk_215;

View File

@ -193,14 +193,14 @@ u16 func_80A79168(PlayState* play, Actor* thisx) {
}
s16 func_80A791CC(PlayState* play, Actor* thisx) {
s32 ret = 0;
s32 ret = NPC_TALK_STATE_IDLE;
switch (thisx->textId) {
case 0x2045:
gSaveContext.infTable[9] |= 0x80;
break;
case 0x203E:
ret = 2;
ret = NPC_TALK_STATE_ACTION;
break;
case 0x203F:
gSaveContext.eventChkInf[1] |= 2;
@ -212,7 +212,7 @@ s16 func_80A791CC(PlayState* play, Actor* thisx) {
s16 func_80A7924C(PlayState* play, Actor* thisx) {
EnIn* this = (EnIn*)thisx;
s32 sp18 = 1;
s32 sp18 = NPC_TALK_STATE_TALKING;
switch (this->actor.textId) {
case 0x2030:
@ -239,7 +239,7 @@ s16 func_80A7924C(PlayState* play, Actor* thisx) {
case 0x2036:
case 0x2037:
if (play->msgCtx.choiceIndex == 1) {
sp18 = 2;
sp18 = NPC_TALK_STATE_ACTION;
} else {
this->actor.textId = 0x201F;
Message_ContinueTextbox(play, this->actor.textId);
@ -247,7 +247,7 @@ s16 func_80A7924C(PlayState* play, Actor* thisx) {
break;
case 0x2038:
if (play->msgCtx.choiceIndex == 0 && gSaveContext.rupees >= 50) {
sp18 = 2;
sp18 = NPC_TALK_STATE_ACTION;
} else {
this->actor.textId = 0x2039;
Message_ContinueTextbox(play, this->actor.textId);
@ -256,7 +256,7 @@ s16 func_80A7924C(PlayState* play, Actor* thisx) {
break;
case 0x205B:
if (play->msgCtx.choiceIndex == 0 && gSaveContext.rupees >= 50) {
sp18 = 2;
sp18 = NPC_TALK_STATE_ACTION;
} else {
Message_ContinueTextbox(play, this->actor.textId = 0x2039);
gSaveContext.eventInf[0] &= ~0xF;
@ -272,20 +272,20 @@ s16 func_80A7924C(PlayState* play, Actor* thisx) {
}
s16 func_80A7949C(PlayState* play, Actor* thisx) {
s32 phi_v1 = 1;
s32 phi_v1 = NPC_TALK_STATE_TALKING;
if (thisx->textId == 0x2035) {
Rupees_ChangeBy(-10);
thisx->textId = 0x205C;
Message_ContinueTextbox(play, thisx->textId);
} else {
phi_v1 = 2;
phi_v1 = NPC_TALK_STATE_ACTION;
}
return phi_v1;
}
s16 func_80A79500(PlayState* play, Actor* thisx) {
s16 sp1E = 1;
s16 sp1E = NPC_TALK_STATE_TALKING;
osSyncPrintf("message_check->(%d[%x])\n", Message_GetState(&play->msgCtx), thisx->textId);
switch (Message_GetState(&play->msgCtx)) {
@ -318,25 +318,25 @@ s16 func_80A79500(PlayState* play, Actor* thisx) {
void func_80A795C8(EnIn* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3;
s16 npcTrackingMode;
if (this->skelAnime.animation == &object_in_Anim_0003B4 || this->skelAnime.animation == &object_in_Anim_001BE0 ||
this->skelAnime.animation == &object_in_Anim_013D60) {
phi_a3 = 1;
npcTrackingMode = NPC_TRACKING_NONE;
} else {
phi_a3 = 0;
npcTrackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
}
if (this->actionFunc == func_80A7A568) {
phi_a3 = 4;
npcTrackingMode = NPC_TRACKING_FULL_BODY;
}
if (this->actionFunc == func_80A7B024) {
this->unk_308.unk_18 = play->view.eye;
this->unk_308.unk_14 = 60.0f;
this->interactInfo.trackPos = play->view.eye;
this->interactInfo.yOffset = 60.0f;
} else {
this->unk_308.unk_18 = player->actor.world.pos;
this->unk_308.unk_14 = 16.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = 16.0f;
}
func_80034A14(&this->actor, &this->unk_308, 1, phi_a3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 1, npcTrackingMode);
}
void func_80A79690(SkelAnime* skelAnime, EnIn* this, PlayState* play) {
@ -459,10 +459,10 @@ void func_80A79C78(EnIn* this, PlayState* play) {
sp3C.z = sp48.z + 40.0f;
Play_CameraSetAtEye(play, this->camId, &sp48, &sp3C);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &sp3C);
this->unk_308.unk_08 = zeroVec;
this->unk_308.unk_0E = zeroVec;
this->interactInfo.headRot = zeroVec;
this->interactInfo.torsoRot = zeroVec;
Message_StartTextbox(play, 0x2025, NULL);
this->unk_308.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
player->actor.world.pos = this->actor.world.pos;
player->actor.world.pos.x += 100.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.world.pos.z += 100.0f * Math_CosS(this->actor.shape.rot.y);
@ -521,7 +521,7 @@ void func_80A79FB0(EnIn* this, PlayState* play) {
}
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = func_80A7A4BC;
switch (func_80A79830(this, play)) {
@ -638,7 +638,7 @@ void func_80A7A4BC(EnIn* this, PlayState* play) {
}
void func_80A7A4C8(EnIn* this, PlayState* play) {
if (this->unk_308.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
func_80A79BAC(this, play, 1, 0x20);
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0001;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
@ -646,7 +646,7 @@ void func_80A7A4C8(EnIn* this, PlayState* play) {
Environment_ForcePlaySequence(NA_BGM_HORSE);
play->msgCtx.stateTimer = 0;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
@ -663,12 +663,12 @@ void func_80A7A568(EnIn* this, PlayState* play) {
func_80A79C78(this, play);
this->actionFunc = func_80A7B024;
gSaveContext.timer1State = 0;
} else if (this->unk_308.unk_00 == 2) {
} else if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
if (play->msgCtx.choiceIndex == 0) {
if (gSaveContext.rupees < 50) {
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
return;
}
gSaveContext.eventInf[0] =
@ -692,20 +692,20 @@ void func_80A7A568(EnIn* this, PlayState* play) {
play->msgCtx.stateTimer = 0;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
void func_80A7A770(EnIn* this, PlayState* play) {
if (this->unk_308.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
this->actor.flags |= ACTOR_FLAG_16;
} else if (this->unk_308.unk_00 == 2) {
} else if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
Rupees_ChangeBy(-50);
this->actor.flags &= ~ACTOR_FLAG_16;
EnIn_ChangeAnim(this, ENIN_ANIM_3);
this->actionFunc = func_80A7A848;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x0F) | 7;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & 0xFFFF) | 0x20;
if (!(gSaveContext.eventInf[0] & 0x40)) {
play->msgCtx.stateTimer = 4;
@ -715,7 +715,7 @@ void func_80A7A770(EnIn* this, PlayState* play) {
}
void func_80A7A848(EnIn* this, PlayState* play) {
if (this->unk_308.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
if ((play->msgCtx.choiceIndex == 0 && gSaveContext.rupees < 50) || play->msgCtx.choiceIndex == 1) {
gSaveContext.eventInf[0] &= ~0xF;
this->actionFunc = func_80A7A4C8;
@ -726,14 +726,14 @@ void func_80A7A848(EnIn* this, PlayState* play) {
play->msgCtx.stateTimer = 0;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
}
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
gSaveContext.eventInf[0] &= ~0x20;
gSaveContext.eventInf[0] &= ~0x40;
}
}
void func_80A7A940(EnIn* this, PlayState* play) {
if (this->unk_308.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
this->actor.flags |= ACTOR_FLAG_16;
return;
}
@ -743,14 +743,14 @@ void func_80A7A940(EnIn* this, PlayState* play) {
Audio_PlayActorSound2(&this->actor, NA_SE_VO_IN_LOST);
}
}
if (this->unk_308.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actor.flags &= ~ACTOR_FLAG_16;
func_80A79BAC(this, play, 2, 0x26);
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x000F) | 0x0002;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
play->msgCtx.stateTimer = 0;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & 0xFFFF) | 0x40;
}
}
@ -786,7 +786,7 @@ void func_80A7AA40(EnIn* this, PlayState* play) {
Play_CameraSetAtEye(play, this->camId, &sp30, &sp24);
this->actor.textId = 0x203B;
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_308.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
this->unk_1FC = 0;
play->csCtx.frames = 0;
ShrinkWindow_SetVal(0x20);
@ -811,16 +811,16 @@ void func_80A7ABD4(EnIn* this, PlayState* play) {
}
}
}
if (this->unk_308.unk_00 != 0) {
if (this->unk_308.unk_00 == 2) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
if (this->actor.textId == 0x203B) {
this->actor.textId = 0x203C;
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_308.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
EnIn_ChangeAnim(this, ENIN_ANIM_3);
} else {
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
} else {
@ -872,10 +872,10 @@ void func_80A7AEF0(EnIn* this, PlayState* play) {
play->sceneLoadFlag = 0x14;
play->fadeTransition = 5;
this->actionFunc = func_80A7B018;
} else if (this->unk_308.unk_00 == 2) {
} else if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
@ -889,7 +889,7 @@ void func_80A7B024(EnIn* this, PlayState* play) {
player->rideActor->freezeTimer = 10;
}
player->actor.freezeTimer = 10;
if (this->unk_308.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
if (!(gSaveContext.eventChkInf[1] & 0x800) && (gSaveContext.infTable[10] & 0x800)) {
gSaveContext.eventChkInf[1] |= 0x800;
gSaveContext.infTable[10] |= 0x800;
@ -899,7 +899,7 @@ void func_80A7B024(EnIn* this, PlayState* play) {
gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & ~0x8000) | 0x8000;
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
this->unk_308.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
@ -925,13 +925,13 @@ void EnIn_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if (this->actionFunc != func_80A7A304) {
func_80A79AB4(this, play);
if (gSaveContext.timer2Value < 6 && gSaveContext.timer2State != 0 && this->unk_308.unk_00 == 0) {
if (gSaveContext.timer2Value < 6 && gSaveContext.timer2State != 0 && this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {}
} else {
func_800343CC(play, &this->actor, &this->unk_308.unk_00,
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState,
((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius, func_80A79168,
func_80A79500);
if (this->unk_308.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->unk_1FA = this->unk_1F8;
this->unk_1F8 = Message_GetState(&play->msgCtx);
}
@ -951,13 +951,13 @@ s32 EnIn_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
}
if (limbIndex == INGO_HEAD_LIMB) {
Matrix_Translate(1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp2C = this->unk_308.unk_08;
sp2C = this->interactInfo.headRot;
Matrix_RotateZ(BINANG_TO_RAD(sp2C.x), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(sp2C.y), MTXMODE_APPLY);
Matrix_Translate(-1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == INGO_CHEST_LIMB) {
sp2C = this->unk_308.unk_0E;
sp2C = this->interactInfo.torsoRot;
Matrix_RotateX(BINANG_TO_RAD(sp2C.x), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(sp2C.y), MTXMODE_APPLY);
}

View File

@ -58,7 +58,7 @@ typedef struct EnIn {
/* 0x02FC */ f32 unk_2FC;
/* 0x0300 */ f32 unk_300;
/* 0x0304 */ f32 unk_304;
/* 0x0308 */ struct_80034A14_arg1 unk_308;
/* 0x0308 */ NpcInteractInfo interactInfo;
/* 0x0330 */ Vec3s unk_330[INGO_LIMB_MAX];
} EnIn; // size = 0x03A8

View File

@ -533,9 +533,9 @@ s16 func_80A97738(PlayState* play, Actor* thisx) {
gSaveContext.infTable[11] |= 0x80;
break;
case 0x10BA:
return 1;
return NPC_TALK_STATE_TALKING;
}
return 0;
return NPC_TALK_STATE_IDLE;
case TEXT_STATE_DONE_FADING:
switch (this->actor.textId) {
case 0x10B7:
@ -546,7 +546,7 @@ s16 func_80A97738(PlayState* play, Actor* thisx) {
this->unk_210 = 1;
}
}
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(play)) {
switch (this->actor.textId) {
@ -569,17 +569,17 @@ s16 func_80A97738(PlayState* play, Actor* thisx) {
case 0x10B8:
this->actor.textId = (play->msgCtx.choiceIndex == 0) ? 0x10BA : 0x10B9;
return (play->msgCtx.choiceIndex == 0) ? 2 : 1;
return (play->msgCtx.choiceIndex == 0) ? NPC_TALK_STATE_ACTION : NPC_TALK_STATE_TALKING;
}
return 1;
return NPC_TALK_STATE_TALKING;
}
break;
case TEXT_STATE_DONE:
if (Message_ShouldAdvance(play)) {
return 3;
return NPC_TALK_STATE_ITEM_GIVEN;
}
}
return 1;
return NPC_TALK_STATE_TALKING;
}
s32 EnKo_GetForestQuestState(EnKo* this) {
@ -664,108 +664,108 @@ s32 EnKo_IsWithinTalkAngle(EnKo* this) {
}
s32 func_80A97D68(EnKo* this, PlayState* play) {
s16 arg3;
s16 trackingMode;
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if ((this->skelAnime.animation == &gObjOsAnim_6A60) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_32);
}
arg3 = 2;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
if ((this->skelAnime.animation == &gObjOsAnim_7830) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_33);
}
arg3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
func_80034A14(&this->actor, &this->unk_1E8, 2, arg3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
return EnKo_IsWithinTalkAngle(this);
}
s32 func_80A97E18(EnKo* this, PlayState* play) {
s16 arg3;
s16 trackingMode;
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
if (EnKo_IsWithinTalkAngle(this) == true) {
arg3 = 2;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
arg3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
if (this->unk_1E8.unk_00 != 0) {
arg3 = 4;
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
trackingMode = NPC_TRACKING_FULL_BODY;
} else if (this->lookDist < this->actor.xzDistToPlayer) {
arg3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
func_80034A14(&this->actor, &this->unk_1E8, 2, arg3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
return 1;
}
s32 func_80A97EB0(EnKo* this, PlayState* play) {
s16 arg3;
s16 trackingMode;
s32 result;
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
result = EnKo_IsWithinTalkAngle(this);
arg3 = (result == true) ? 2 : 1;
func_80034A14(&this->actor, &this->unk_1E8, 2, arg3);
trackingMode = (result == true) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
return result;
}
s32 func_80A97F20(EnKo* this, PlayState* play) {
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
func_80034A14(&this->actor, &this->unk_1E8, 2, 4);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
return 1;
}
s32 func_80A97F70(EnKo* this, PlayState* play) {
s16 arg3;
s16 trackingMode;
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if ((this->skelAnime.animation == &gObjOsAnim_8F6C) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_29);
}
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
arg3 = 2;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
if ((this->skelAnime.animation == &gObjOsAnim_7D94) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_30);
}
arg3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
func_80034A14(&this->actor, &this->unk_1E8, 5, arg3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 5, trackingMode);
return EnKo_IsWithinTalkAngle(this);
}
s32 func_80A98034(EnKo* this, PlayState* play) {
s16 arg3;
s16 trackingMode;
s32 result;
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if ((this->skelAnime.animation == &gObjOsAnim_8F6C) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_29);
}
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
result = EnKo_IsWithinTalkAngle(this);
arg3 = (result == true) ? 2 : 1;
trackingMode = (result == true) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
} else {
if ((this->skelAnime.animation == &gObjOsAnim_879C) == false) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_31);
}
arg3 = 1;
trackingMode = NPC_TRACKING_NONE;
result = EnKo_IsWithinTalkAngle(this);
}
func_80034A14(&this->actor, &this->unk_1E8, 5, arg3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 5, trackingMode);
return result;
}
// Same as func_80A97F20
s32 func_80A98124(EnKo* this, PlayState* play) {
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
func_80034A14(&this->actor, &this->unk_1E8, 2, 4);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
return 1;
}
s32 func_80A98174(EnKo* this, PlayState* play) {
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (Animation_OnFrame(&this->skelAnime, 18.0f)) {
this->skelAnime.playSpeed = 0.0f;
}
@ -775,7 +775,8 @@ s32 func_80A98174(EnKo* this, PlayState* play) {
if (this->skelAnime.playSpeed == 0.0f) {
func_80034F54(play, this->unk_2E4, this->unk_304, 16);
}
func_80034A14(&this->actor, &this->unk_1E8, 2, (this->skelAnime.playSpeed == 0.0f) ? 2 : 1);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2,
(this->skelAnime.playSpeed == 0.0f) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE);
return EnKo_IsWithinTalkAngle(this);
}
@ -937,19 +938,19 @@ void func_80A9877C(EnKo* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if ((play->csCtx.state != 0) || (gDbgCamEnabled != 0)) {
this->unk_1E8.unk_18 = play->view.eye;
this->unk_1E8.unk_14 = 40.0f;
this->interactInfo.trackPos = play->view.eye;
this->interactInfo.yOffset = 40.0f;
if (ENKO_TYPE != ENKO_TYPE_CHILD_0) {
func_80034A14(&this->actor, &this->unk_1E8, 2, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_HEAD_AND_TORSO);
}
} else {
this->unk_1E8.unk_18 = player->actor.world.pos;
this->unk_1E8.unk_14 = func_80A97BC0(this);
if ((func_80A98ECC(this, play) == 0) && (this->unk_1E8.unk_00 == 0)) {
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = func_80A97BC0(this);
if ((func_80A98ECC(this, play) == 0) && (this->interactInfo.talkState == NPC_TALK_STATE_IDLE)) {
return;
}
}
if (func_800343CC(play, &this->actor, &this->unk_1E8.unk_00, this->lookDist, func_80A97610, func_80A97738) &&
if (Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->lookDist, func_80A97610, func_80A97738) &&
ENKO_TYPE == ENKO_TYPE_CHILD_FADO && play->sceneNum == SCENE_SPOT10) {
this->actor.textId = INV_CONTENT(ITEM_TRADE_ADULT) > ITEM_ODD_POTION ? 0x10B9 : 0x10DF;
@ -1203,10 +1204,11 @@ void func_80A99048(EnKo* this, PlayState* play) {
}
void func_80A99384(EnKo* this, PlayState* play) {
if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->unk_1E8.unk_00 != 0 && this->actor.textId == 0x10B9) {
if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->interactInfo.talkState != NPC_TALK_STATE_IDLE &&
this->actor.textId == 0x10B9) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_7);
this->actionFunc = func_80A99438;
} else if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->unk_1E8.unk_00 == 2) {
} else if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actionFunc = func_80A99504;
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
@ -1214,12 +1216,12 @@ void func_80A99384(EnKo* this, PlayState* play) {
}
void func_80A99438(EnKo* this, PlayState* play) {
if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->unk_1E8.unk_00 == 2) {
if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO && this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_6);
this->actionFunc = func_80A99504;
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
} else if (this->unk_1E8.unk_00 == 0 || this->actor.textId != 0x10B9) {
} else if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE || this->actor.textId != 0x10B9) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_6);
this->actionFunc = func_80A99384;
}
@ -1242,10 +1244,10 @@ void func_80A99504(EnKo* this, PlayState* play) {
}
void func_80A99560(EnKo* this, PlayState* play) {
if (this->unk_1E8.unk_00 == 3) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN) {
this->actor.textId = 0x10B9;
Message_ContinueTextbox(play, this->actor.textId);
this->unk_1E8.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
gSaveContext.itemGetInf[3] |= 2;
this->actionFunc = func_80A99384;
}
@ -1263,7 +1265,7 @@ void func_80A995CC(EnKo* this, PlayState* play) {
this->actor.world.pos.z += 80.0f * Math_CosS(homeYawToPlayer);
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if (this->unk_1E8.unk_00 == 0 || !this->actor.isTargeted) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE || !this->actor.isTargeted) {
temp_f2 = fabsf((f32)this->actor.yawTowardsPlayer - homeYawToPlayer) * 0.001f * 3.0f;
if (temp_f2 < 1.0f) {
this->skelAnime.playSpeed = 1.0f;
@ -1291,7 +1293,7 @@ void EnKo_Update(Actor* thisx, PlayState* play) {
func_80A98DB4(this, play);
}
}
if (this->unk_1E8.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
Actor_MoveForward(&this->actor);
}
if (func_80A97C7C(this)) {
@ -1330,13 +1332,13 @@ s32 EnKo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->legsObjectBankIdx].segment);
}
if (limbIndex == 8) {
sp40 = this->unk_1E8.unk_0E;
sp40 = this->interactInfo.torsoRot;
Matrix_RotateX(BINANG_TO_RAD(-sp40.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(sp40.x), MTXMODE_APPLY);
}
if (limbIndex == 15) {
Matrix_Translate(1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp40 = this->unk_1E8.unk_08;
sp40 = this->interactInfo.headRot;
Matrix_RotateX(BINANG_TO_RAD(sp40.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(sp40.x), MTXMODE_APPLY);
Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);

View File

@ -18,7 +18,7 @@ typedef struct EnKo {
/* 0x0197 */ s8 osAnimeBankIndex;
/* 0x0198 */ ColliderCylinder collider;
/* 0x01E4 */ Path* path;
/* 0x01E8 */ struct_80034A14_arg1 unk_1E8;
/* 0x01E8 */ NpcInteractInfo interactInfo;
/* 0x0210 */ u8 unk_210; // block trade quest sfx
/* 0x0212 */ s16 forestQuestState;
/* 0x0214 */ s16 blinkTimer;

View File

@ -125,18 +125,18 @@ u16 EnKz_GetText(PlayState* play, Actor* thisx) {
s16 func_80A9C6C0(PlayState* play, Actor* thisx) {
EnKz* this = (EnKz*)thisx;
s16 ret = 1;
s16 ret = NPC_TALK_STATE_TALKING;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_DONE:
ret = 0;
ret = NPC_TALK_STATE_IDLE;
switch (this->actor.textId) {
case 0x4012:
gSaveContext.infTable[19] |= 0x200;
ret = 2;
ret = NPC_TALK_STATE_ACTION;
break;
case 0x401B:
ret = !Message_ShouldAdvance(play) ? 1 : 2;
ret = !Message_ShouldAdvance(play) ? NPC_TALK_STATE_TALKING : NPC_TALK_STATE_ACTION;
break;
case 0x401F:
gSaveContext.infTable[19] |= 0x200;
@ -162,7 +162,7 @@ s16 func_80A9C6C0(PlayState* play, Actor* thisx) {
if (this->actor.textId == 0x4014) {
if (play->msgCtx.choiceIndex == 0) {
EnKz_SetupGetItem(this, play);
ret = 2;
ret = NPC_TALK_STATE_ACTION;
} else {
this->actor.textId = 0x4016;
Message_ContinueTextbox(play, this->actor.textId);
@ -171,7 +171,7 @@ s16 func_80A9C6C0(PlayState* play, Actor* thisx) {
break;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
ret = 2;
ret = NPC_TALK_STATE_ACTION;
}
break;
case TEXT_STATE_NONE:
@ -195,8 +195,8 @@ void EnKz_UpdateEyes(EnKz* this) {
}
}
s32 func_80A9C95C(PlayState* play, EnKz* this, s16* arg2, f32 unkf, callback1_800343CC callback1,
callback2_800343CC callback2) {
s32 func_80A9C95C(PlayState* play, EnKz* this, s16* talkState, f32 unkf, NpcGetTextIdFunc getTextId,
NpcUpdateTalkStateFunc updateTalkState) {
Player* player = GET_PLAYER(play);
s16 sp32;
s16 sp30;
@ -204,12 +204,12 @@ s32 func_80A9C95C(PlayState* play, EnKz* this, s16* arg2, f32 unkf, callback1_80
f32 yaw;
if (Actor_ProcessTalkRequest(&this->actor, play)) {
*arg2 = 1;
*talkState = NPC_TALK_STATE_TALKING;
return 1;
}
if (*arg2 != 0) {
*arg2 = callback2(play, &this->actor);
if (*talkState != NPC_TALK_STATE_IDLE) {
*talkState = updateTalkState(play, &this->actor);
return 0;
}
@ -234,7 +234,7 @@ s32 func_80A9C95C(PlayState* play, EnKz* this, s16* arg2, f32 unkf, callback1_80
return 0;
}
this->actor.xzDistToPlayer = xzDistToPlayer;
this->actor.textId = callback1(play, &this->actor);
this->actor.textId = getTextId(play, &this->actor);
return 0;
}
@ -242,7 +242,7 @@ s32 func_80A9C95C(PlayState* play, EnKz* this, s16* arg2, f32 unkf, callback1_80
void func_80A9CB18(EnKz* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (func_80A9C95C(play, this, &this->unk_1E0.unk_00, 340.0f, EnKz_GetText, func_80A9C6C0)) {
if (func_80A9C95C(play, this, &this->interactInfo.talkState, 340.0f, EnKz_GetText, func_80A9C6C0)) {
if (((gSaveContext.n64ddFlag && LINK_IS_CHILD) || this->actor.textId == 0x401A) && !(gSaveContext.eventChkInf[3] & 8)) {
if (func_8002F368(play) == EXCH_ITEM_LETTER_RUTO) {
this->actor.textId = 0x401B;
@ -341,7 +341,7 @@ void EnKz_Init(Actor* thisx, PlayState* play) {
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.01);
this->actor.targetMode = 3;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_0);
if (!gSaveContext.n64ddFlag) {
@ -388,9 +388,9 @@ void EnKz_Destroy(Actor* thisx, PlayState* play) {
}
void EnKz_PreMweepWait(EnKz* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_2);
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = EnKz_SetupMweep;
} else {
func_80034F54(play, this->unk_2A6, this->unk_2BE, 12);
@ -449,7 +449,7 @@ void EnKz_StopMweep(EnKz* this, PlayState* play) {
}
void EnKz_Wait(EnKz* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actionFunc = EnKz_SetupGetItem;
EnKz_SetupGetItem(this, play);
} else {
@ -465,7 +465,7 @@ void EnKz_SetupGetItem(EnKz* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
this->unk_1E0.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
this->actionFunc = EnKz_StartTimer;
} else {
if (gSaveContext.n64ddFlag) {
@ -497,7 +497,7 @@ void EnKz_StartTimer(EnKz* this, PlayState* play) {
func_80088AA0(180); // start timer2 with 3 minutes
gSaveContext.eventInf[1] &= ~1;
}
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = EnKz_Wait;
}
}

View File

@ -13,7 +13,7 @@ typedef struct EnKz {
/* 0x014C */ SkelAnime skelanime;
/* 0x0190 */ EnKzActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 sfxPlayed;
/* 0x0209 */ u8 isTrading;
/* 0x020A */ s16 waypoint;

View File

@ -137,7 +137,7 @@ u16 EnMa1_GetText(PlayState* play, Actor* thisx) {
}
s16 func_80AA0778(PlayState* play, Actor* thisx) {
s16 ret = 1;
s16 ret = NPC_TALK_STATE_TALKING;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_CLOSING:
@ -145,40 +145,40 @@ s16 func_80AA0778(PlayState* play, Actor* thisx) {
case 0x2041:
gSaveContext.infTable[8] |= 0x10;
gSaveContext.eventChkInf[1] |= 1;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x2043:
ret = 1;
ret = NPC_TALK_STATE_TALKING;
break;
case 0x2047:
gSaveContext.eventChkInf[1] |= 0x20;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x2048:
gSaveContext.infTable[8] |= 0x20;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x2049:
gSaveContext.eventChkInf[1] |= 0x40;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x2061:
ret = 2;
ret = NPC_TALK_STATE_ACTION;
break;
default:
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
}
break;
case TEXT_STATE_CHOICE:
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
ret = 2;
ret = NPC_TALK_STATE_ACTION;
}
break;
case TEXT_STATE_DONE:
if (Message_ShouldAdvance(play)) {
ret = 3;
ret = NPC_TALK_STATE_ITEM_GIVEN;
}
break;
case TEXT_STATE_NONE:
@ -187,7 +187,7 @@ s16 func_80AA0778(PlayState* play, Actor* thisx) {
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
ret = 1;
ret = NPC_TALK_STATE_TALKING;
break;
}
return ret;
@ -252,23 +252,23 @@ void EnMa1_ChangeAnim(EnMa1* this, s32 index) {
void func_80AA0AF4(EnMa1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3;
s16 trackingMode;
if ((this->unk_1E8.unk_00 == 0) && (this->skelAnime.animation == &gMalonChildSingAnim)) {
phi_a3 = 1;
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->skelAnime.animation == &gMalonChildSingAnim)) {
trackingMode = NPC_TRACKING_NONE;
} else {
phi_a3 = 0;
trackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
}
this->unk_1E8.unk_18 = player->actor.world.pos;
this->unk_1E8.unk_18.y -= -10.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.trackPos.y -= -10.0f;
func_80034A14(&this->actor, &this->unk_1E8, 0, phi_a3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
}
void func_80AA0B74(EnMa1* this) {
if (this->skelAnime.animation == &gMalonChildSingAnim) {
if (this->unk_1E8.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (this->unk_1E0 != 0) {
this->unk_1E0 = 0;
func_800F6584(0);
@ -306,7 +306,7 @@ void EnMa1_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->unk_1E8.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
// To avoid missing a check, we want Malon to have the actionFunc for singing, but not reacting to Ocarina, if any of
// the following are true.
@ -336,7 +336,7 @@ void EnMa1_Destroy(Actor* thisx, PlayState* play) {
}
void func_80AA0D88(EnMa1* this, PlayState* play) {
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->skelAnime.animation != &gMalonChildIdleAnim) {
EnMa1_ChangeAnim(this, ENMA1_ANIM_1);
}
@ -356,7 +356,7 @@ void func_80AA0D88(EnMa1* this, PlayState* play) {
// 2. We haven't obtained Malon's Weird Egg Check (Randomizer only) OR
// 3. We have Epona's Song? (Vanilla only, not sure why it's here but I didn't write that one)
} else if ((!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward())) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag)) {
if (this->unk_1E8.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actionFunc = func_80AA0EA0;
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
@ -379,8 +379,8 @@ void func_80AA0EA0(EnMa1* this, PlayState* play) {
}
void func_80AA0EFC(EnMa1* this, PlayState* play) {
if (this->unk_1E8.unk_00 == 3) {
this->unk_1E8.unk_00 = 0;
if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = func_80AA0D88;
gSaveContext.eventChkInf[1] |= 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
@ -401,14 +401,14 @@ void GivePlayerRandoRewardMalon(EnMa1* malon, PlayState* play, RandomizerCheck c
GiveItemEntryFromActor(&malon->actor, play, getItemEntry, 10000.0f, 100.0f);
}
// make malon sing again after giving the item.
malon->unk_1E8.unk_00 = 0;
malon->interactInfo.talkState = NPC_TALK_STATE_IDLE;
malon->unk_1E0 = 1;
}
void func_80AA0F44(EnMa1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->unk_1E8.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->skelAnime.animation != &gMalonChildIdleAnim) {
EnMa1_ChangeAnim(this, ENMA1_ANIM_1);
}
@ -425,7 +425,7 @@ void func_80AA0F44(EnMa1* this, PlayState* play) {
player->unk_6A8 = &this->actor;
this->actor.textId = 0x2061;
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_1E8.unk_00 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
this->actor.flags |= ACTOR_FLAG_16;
// when rando'ed, skip to the Item Giving. Otherwise go to the song teaching code.
this->actionFunc = gSaveContext.n64ddFlag ? func_80AA1150 : func_80AA106C;
@ -445,7 +445,7 @@ void func_80AA0F44(EnMa1* this, PlayState* play) {
void func_80AA106C(EnMa1* this, PlayState* play) {
GET_PLAYER(play)->stateFlags2 |= 0x800000;
if (this->unk_1E8.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
Audio_OcaSetInstrument(2);
func_8010BD58(play, OCARINA_ACTION_TEACH_EPONA);
this->actor.flags &= ~ACTOR_FLAG_16;
@ -519,8 +519,8 @@ void EnMa1_Update(Actor* thisx, PlayState* play) {
EnMa1_UpdateEyes(this);
this->actionFunc(this, play);
if (this->actionFunc != EnMa1_DoNothing) {
func_800343CC(play, &this->actor, &this->unk_1E8.unk_00, (f32)this->collider.dim.radius + 30.0f,
EnMa1_GetText, func_80AA0778);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f,
EnMa1_GetText, func_80AA0778);
}
func_80AA0B74(this);
func_80AA0AF4(this, play);
@ -535,13 +535,13 @@ s32 EnMa1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
}
if (limbIndex == 15) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E8.unk_08;
vec = this->interactInfo.headRot;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 8) {
vec = this->unk_1E8.unk_0E;
vec = this->interactInfo.torsoRot;
Matrix_RotateX((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -17,7 +17,7 @@ typedef struct EnMa1 {
/* 0x01E2 */ s16 blinkTimer;
/* 0x01E4 */ s16 eyeIndex;
/* 0x01E6 */ s16 mouthIndex;
/* 0x01E8 */ struct_80034A14_arg1 unk_1E8;
/* 0x01E8 */ NpcInteractInfo interactInfo;
} EnMa1; // size = 0x0210
#endif

View File

@ -91,21 +91,21 @@ u16 func_80AA19A0(PlayState* play, Actor* thisx) {
}
s16 func_80AA1A38(PlayState* play, Actor* thisx) {
s16 ret = 1;
s16 ret = NPC_TALK_STATE_TALKING;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_CLOSING:
switch (thisx->textId) {
case 0x2051:
gSaveContext.infTable[8] |= 0x1000;
ret = 2;
ret = NPC_TALK_STATE_ACTION;
break;
case 0x2053:
gSaveContext.infTable[8] |= 0x2000;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
default:
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
}
break;
@ -124,18 +124,18 @@ s16 func_80AA1A38(PlayState* play, Actor* thisx) {
void func_80AA1AE4(EnMa2* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3;
s16 trackingMode;
if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
phi_a3 = 1;
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
trackingMode = NPC_TRACKING_NONE;
} else {
phi_a3 = 0;
trackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = 0.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = 0.0f;
func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
}
u16 func_80AA1B58(EnMa2* this, PlayState* play) {
@ -166,7 +166,7 @@ s32 func_80AA1C68(EnMa2* this) {
if (this->skelAnime.animation != &gMalonAdultSingAnim) {
return 0;
}
if (this->unk_1E0.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
return 0;
}
this->blinkTimer = 0;
@ -196,7 +196,7 @@ void EnMa2_ChangeAnim(EnMa2* this, s32 index) {
void func_80AA1DB4(EnMa2* this, PlayState* play) {
if (this->skelAnime.animation == &gMalonAdultSingAnim) {
if (this->unk_1E0.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (this->unk_20A != 0) {
func_800F6584(0);
this->unk_20A = 0;
@ -245,7 +245,7 @@ void EnMa2_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
void EnMa2_Destroy(Actor* thisx, PlayState* play) {
@ -256,9 +256,9 @@ void EnMa2_Destroy(Actor* thisx, PlayState* play) {
}
void func_80AA2018(EnMa2* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actor.flags &= ~ACTOR_FLAG_16;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
@ -298,7 +298,7 @@ void func_80AA21C8(EnMa2* this, PlayState* play) {
if (DECR(this->unk_208)) {
player->stateFlags2 |= 0x800000;
} else {
if (this->unk_1E0.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
this->actor.flags |= ACTOR_FLAG_16;
Message_CloseTextbox(play);
} else {
@ -320,8 +320,8 @@ void EnMa2_Update(Actor* thisx, PlayState* play) {
func_80AA1DB4(this, play);
func_80AA1AE4(this, play);
if (this->actionFunc != func_80AA20E4) {
func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, (f32)this->collider.dim.radius + 30.0f,
func_80AA19A0, func_80AA1A38);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f,
func_80AA19A0, func_80AA1A38);
}
}
@ -334,13 +334,13 @@ s32 EnMa2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
}
if (limbIndex == MALON_ADULT_HEAD_LIMB) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
vec = this->interactInfo.headRot;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == MALON_ADULT_CHEST_AND_NECK_LIMB) {
vec = this->unk_1E0.unk_0E;
vec = this->interactInfo.torsoRot;
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -36,7 +36,7 @@ typedef struct EnMa2 {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnMa2ActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ s16 unk_208;
/* 0x020A */ s16 unk_20A;
/* 0x020C */ s16 blinkTimer;

View File

@ -110,7 +110,7 @@ u16 func_80AA2AA0(PlayState* play, Actor* thisx) {
}
s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
s16 ret = 1;
s16 ret = NPC_TALK_STATE_TALKING;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_EVENT:
@ -141,7 +141,7 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
switch (thisx->textId) {
case 0x2000:
gSaveContext.infTable[11] |= 0x100;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x208F:
gSaveContext.eventChkInf[1] |= 0x4000;
@ -153,18 +153,18 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
case 0x208E:
gSaveContext.eventInf[0] &= ~0x400;
thisx->flags &= ~ACTOR_FLAG_16;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
gSaveContext.timer1State = 0xA;
break;
case 0x2002:
gSaveContext.infTable[11] |= 0x200;
case 0x2003:
if (!(gSaveContext.eventInf[0] & 0x400)) {
ret = 0;
ret = NPC_TALK_STATE_IDLE;
}
break;
default:
ret = 0;
ret = NPC_TALK_STATE_IDLE;
}
break;
case TEXT_STATE_NONE:
@ -181,17 +181,17 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
void func_80AA2E54(EnMa3* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3;
s16 trackingMode;
if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
phi_a3 = 1;
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->skelAnime.animation == &gMalonAdultSingAnim)) {
trackingMode = NPC_TRACKING_NONE;
} else {
phi_a3 = 0;
trackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = 0.0f;
func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = 0.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
}
s32 func_80AA2EC8(EnMa3* this, PlayState* play) {
@ -211,7 +211,7 @@ s32 func_80AA2F28(EnMa3* this) {
if (this->skelAnime.animation != &gMalonAdultSingAnim) {
return 0;
}
if (this->unk_1E0.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
return 0;
}
this->blinkTimer = 0;
@ -265,7 +265,7 @@ void EnMa3_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_SetScale(&this->actor, 0.01f);
this->unk_1E0.unk_00 = (u16)0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
void EnMa3_Destroy(Actor* thisx, PlayState* play) {
@ -276,9 +276,9 @@ void EnMa3_Destroy(Actor* thisx, PlayState* play) {
}
void func_80AA3200(EnMa3* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
this->actor.flags &= ~ACTOR_FLAG_16;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
}
@ -292,9 +292,9 @@ void EnMa3_Update(Actor* thisx, PlayState* play) {
EnMa3_UpdateEyes(this);
this->actionFunc(this, play);
func_80AA2E54(this, play);
func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, (f32)this->collider.dim.radius + 150.0f,
func_80AA2AA0, func_80AA2BD4);
if (this->unk_1E0.unk_00 == 0) {
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 150.0f,
func_80AA2AA0, func_80AA2BD4);
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (this->unk_20A != 0) {
func_800F6584(0);
this->unk_20A = 0;
@ -314,13 +314,13 @@ s32 EnMa3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
}
if (limbIndex == MALON_ADULT_LIMB_HEAD) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
vec = this->interactInfo.headRot;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) {
vec = this->unk_1E0.unk_0E;
vec = this->interactInfo.torsoRot;
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -36,7 +36,7 @@ typedef struct EnMa3 {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnMa3ActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ s16 unk_208;
/* 0x020A */ s16 unk_20A;
/* 0x020C */ s16 blinkTimer;

View File

@ -297,7 +297,7 @@ void func_80AAA93C(EnMd* this) {
}
void func_80AAAA24(EnMd* this) {
if (this->unk_1E0.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
switch (this->actor.textId) {
case 0x102F:
if ((this->unk_208 == 0) && (this->unk_20B != 1)) {
@ -451,7 +451,7 @@ s16 func_80AAAF04(PlayState* play, Actor* thisx) {
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_CLOSING:
switch (this->actor.textId) {
case 0x1028:
@ -469,15 +469,15 @@ s16 func_80AAAF04(PlayState* play, Actor* thisx) {
break;
case 0x1033:
case 0x1067:
return 2;
NPC_TALK_STATE_ACTION;
}
return 0;
return NPC_TALK_STATE_IDLE;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
return 2;
NPC_TALK_STATE_ACTION;
}
default:
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -526,7 +526,7 @@ void EnMd_UpdateEyes(EnMd* this) {
void func_80AAB158(EnMd* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 absYawDiff;
s16 temp;
s16 trackingMode;
s16 temp2;
s16 yawDiff;
@ -534,40 +534,41 @@ void func_80AAB158(EnMd* this, PlayState* play) {
yawDiff = (f32)this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
absYawDiff = ABS(yawDiff);
temp = (absYawDiff <= func_800347E8(2)) ? 2 : 1;
trackingMode =
absYawDiff <= Npc_GetTrackingPresetMaxPlayerYaw(2) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
temp2 = 1;
} else {
temp = 1;
trackingMode = NPC_TRACKING_NONE;
temp2 = 0;
}
if (this->unk_1E0.unk_00 != 0) {
temp = 4;
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
trackingMode = NPC_TRACKING_FULL_BODY;
}
if (this->actionFunc == func_80AABD0C) {
temp = 1;
trackingMode = NPC_TRACKING_NONE;
temp2 = 0;
}
if (this->actionFunc == func_80AAB8F8) {
temp = 4;
trackingMode = NPC_TRACKING_FULL_BODY;
temp2 = 1;
}
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
this->unk_1E0.unk_18 = play->view.eye;
this->unk_1E0.unk_14 = 40.0f;
temp = 2;
this->interactInfo.trackPos = play->view.eye;
this->interactInfo.yOffset = 40.0f;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = (gSaveContext.linkAge > 0) ? 0.0f : -18.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = (gSaveContext.linkAge > 0) ? 0.0f : -18.0f;
}
func_80034A14(&this->actor, &this->unk_1E0, 2, temp);
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
if (this->actionFunc != func_80AABC10) {
if (temp2) {
func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, this->collider.dim.radius + 30.0f,
EnMd_GetText, func_80AAAF04);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
EnMd_GetText, func_80AAAF04);
}
}
}
@ -690,7 +691,7 @@ void EnMd_Destroy(Actor* thisx, PlayState* play) {
void func_80AAB874(EnMd* this, PlayState* play) {
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
func_80034F54(play, this->unk_214, this->unk_236, 17);
} else if ((this->unk_1E0.unk_00 == 0) && (this->unk_20B != 7)) {
} else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->unk_20B != 7)) {
func_80AAA92C(this, 7);
}
@ -712,7 +713,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
func_80AAAA24(this);
if (this->unk_1E0.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
@ -728,7 +729,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
this->skelAnime.playSpeed = CLAMP(temp, 1.0f, 3.0f);
}
if (this->unk_1E0.unk_00 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
(play->sceneNum == SCENE_SPOT04)) {
play->msgCtx.msgMode = MSGMODE_PAUSED;
@ -744,7 +745,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
func_80AAA92C(this, 3);
func_80AAA93C(this);
this->waypoint = 1;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = func_80AABD0C;
this->actor.speedXZ = 1.5f;
return;
@ -754,7 +755,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
func_80034F54(play, this->unk_214, this->unk_236, 17);
}
if ((this->unk_1E0.unk_00 == 0) && (play->sceneNum == SCENE_SPOT10)) {
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (play->sceneNum == SCENE_SPOT10)) {
if (player->stateFlags2 & 0x1000000) {
player->stateFlags2 |= 0x2000000;
player->unk_6A8 = &this->actor;
@ -834,13 +835,13 @@ s32 EnMd_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 16) {
Matrix_Translate(1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
vec = this->interactInfo.headRot;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 9) {
vec = this->unk_1E0.unk_0E;
vec = this->interactInfo.torsoRot;
Matrix_RotateX((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateY((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -13,7 +13,7 @@ typedef struct EnMd {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnMdActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 unk_208;
/* 0x0209 */ u8 unk_209;
/* 0x020A */ u8 unk_20A;

View File

@ -15,7 +15,7 @@ void EnMu_Update(Actor* thisx, PlayState* play);
void EnMu_Draw(Actor* thisx, PlayState* play);
void EnMu_Pose(EnMu* this, PlayState* play);
s16 EnMu_CheckDialogState(PlayState* play, Actor* thisx);
s16 EnMu_UpdateTalkState(PlayState* play, Actor* thisx);
static ColliderCylinderInit D_80AB0BD0 = {
{
@ -105,7 +105,7 @@ u16 EnMu_GetFaceReaction(PlayState* play, Actor* thisx) {
return this->defFaceReaction;
}
s16 EnMu_CheckDialogState(PlayState* play, Actor* thisx) {
s16 EnMu_UpdateTalkState(PlayState* play, Actor* thisx) {
EnMu* this = (EnMu*)thisx;
switch (Message_GetState(&play->msgCtx)) {
@ -118,12 +118,12 @@ s16 EnMu_CheckDialogState(PlayState* play, Actor* thisx) {
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_CLOSING:
EnMu_Interact(this, play);
return 0;
return NPC_TALK_STATE_IDLE;
default:
return 1;
return NPC_TALK_STATE_TALKING;
}
}
@ -169,8 +169,8 @@ void EnMu_Update(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actionFunc(this, play);
talkDist = this->collider.dim.radius + 30.0f;
func_800343CC(play, &this->actor, &this->npcInfo.unk_00, talkDist, EnMu_GetFaceReaction,
EnMu_CheckDialogState);
Npc_UpdateTalking(play, &this->actor, &this->npcInfo.talkState, talkDist, EnMu_GetFaceReaction,
EnMu_UpdateTalkState);
this->actor.focus.pos = this->actor.world.pos;
this->actor.focus.pos.y += 60.0f;

View File

@ -13,7 +13,7 @@ typedef struct EnMu {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnMuActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 npcInfo;
/* 0x01E0 */ NpcInteractInfo npcInfo;
/* 0x0208 */ u16 defFaceReaction;
/* 0x020A */ s16 unk_20A[16];
/* 0x022A */ s16 unk_22A[17];

View File

@ -152,17 +152,17 @@ void EnNb_Destroy(Actor* thisx, PlayState* play) {
void func_80AB0FBC(EnNb* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_300.unk_18 = player->actor.world.pos;
this->unk_300.unk_14 = kREG(16) + 9.0f;
func_80034A14(&this->actor, &this->unk_300, kREG(17) + 0xC, 2);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) + 9.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_HEAD_AND_TORSO);
}
void func_80AB1040(EnNb* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_300.unk_18 = player->actor.world.pos;
this->unk_300.unk_14 = kREG(16) + 9.0f;
func_80034A14(&this->actor, &this->unk_300, kREG(17) + 0xC, 4);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) + 9.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_FULL_BODY);
}
void func_80AB10C4(EnNb* this) {
@ -170,10 +170,10 @@ void func_80AB10C4(EnNb* this) {
Vec3s* tempPtr;
Vec3s* tempPtr2;
tempPtr = &this->unk_300.unk_08;
tempPtr = &this->interactInfo.headRot;
Math_SmoothStepToS(&tempPtr->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&tempPtr->y, 0, 20, 6200, 100);
tempPtr2 = &this->unk_300.unk_0E;
tempPtr2 = &this->interactInfo.torsoRot;
Math_SmoothStepToS(&tempPtr2->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&tempPtr2->y, 0, 20, 6200, 100);
}
@ -1455,17 +1455,17 @@ void EnNb_Init(Actor* thisx, PlayState* play) {
s32 EnNb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnNb* this = (EnNb*)thisx;
struct_80034A14_arg1* unk_300 = &this->unk_300;
NpcInteractInfo* interactInfo = &this->interactInfo;
s32 ret = false;
if (this->headTurnFlag != 0) {
if (limbIndex == NB_LIMB_TORSO) {
rot->x += unk_300->unk_0E.y;
rot->y -= unk_300->unk_0E.x;
rot->x += interactInfo->torsoRot.y;
rot->y -= interactInfo->torsoRot.x;
ret = false;
} else if (limbIndex == NB_LIMB_HEAD) {
rot->x += unk_300->unk_08.y;
rot->z += unk_300->unk_08.x;
rot->x += interactInfo->headRot.y;
rot->z += interactInfo->headRot.x;
ret = false;
}
}

View File

@ -52,7 +52,7 @@ typedef struct EnNb {
/* 0x02F0 */ Vec3f finalPos;
/* 0x02FC */ s16 pathYaw;
/* 0x02FE */ u16 movementTimer;
/* 0x0300 */ struct_80034A14_arg1 unk_300;
/* 0x0300 */ NpcInteractInfo interactInfo;
} EnNb; // size = 0x0328
typedef enum {

View File

@ -204,13 +204,13 @@ void EnNiwGirl_Update(Actor* thisx, PlayState* play) {
this->unk_280 = 30.0f;
Actor_SetFocus(&this->actor, 30.0f);
if (tempActionFunc == this->actionFunc) {
this->unk_2D4.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (!LINK_IS_ADULT) {
this->unk_2D4.unk_18.y = player->actor.world.pos.y - 10.0f;
this->interactInfo.trackPos.y = player->actor.world.pos.y - 10.0f;
}
func_80034A14(&this->actor, &this->unk_2D4, 2, 4);
this->unk_260 = this->unk_2D4.unk_08;
this->unk_266 = this->unk_2D4.unk_0E;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
this->unk_260 = this->interactInfo.headRot;
this->unk_266 = this->interactInfo.torsoRot;
} else {
Math_SmoothStepToS(&this->unk_266.y, 0, 5, 3000, 0);
Math_SmoothStepToS(&this->unk_260.y, 0, 5, 3000, 0);

View File

@ -29,7 +29,7 @@ typedef struct EnNiwGirl {
/* 0x0280 */ f32 unk_280;
/* 0x0284 */ EnNiw* chasedEnNiw;
/* 0x0288 */ ColliderCylinder collider;
/* 0x02D4 */ struct_80034A14_arg1 unk_2D4;
/* 0x02D4 */ NpcInteractInfo interactInfo;
} EnNiwGirl; // size = 0x02FC
#endif

View File

@ -527,13 +527,13 @@ void EnNiwLady_Update(Actor* thisx, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor_SetFocus(thisx, 60.0f);
this->unk_288.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (!LINK_IS_ADULT) {
this->unk_288.unk_18.y = player->actor.world.pos.y - 10.0f;
this->interactInfo.trackPos.y = player->actor.world.pos.y - 10.0f;
}
func_80034A14(thisx, &this->unk_288, 2, 4);
this->unk_254 = this->unk_288.unk_08;
this->unk_25A = this->unk_288.unk_0E;
Npc_TrackPoint(thisx, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
this->unk_254 = this->interactInfo.headRot;
this->unk_25A = this->interactInfo.torsoRot;
if (this->unk_276 == 0) {
Math_SmoothStepToS(&this->unk_254.y, 0, 5, 3000, 0);
}

View File

@ -38,7 +38,7 @@ typedef struct EnNiwLady {
/* 0x0280 */ s8 objectAneIndex;
/* 0x0281 */ s8 objectOsAnimeIndex;
/* 0x0284 */ s32 getItemId;
/* 0x0288 */ struct_80034A14_arg1 unk_288;
/* 0x0288 */ NpcInteractInfo interactInfo;
/* 0x02B0 */ ColliderCylinder collider;
/* 0x02FC */ GetItemEntry getItemEntry;
} EnNiwLady; // size = 0x02FC

View File

@ -1281,10 +1281,10 @@ void func_80AED83C(EnRu1* this) {
Vec3s* tempPtr;
Vec3s* tempPtr2;
tempPtr = &this->unk_374.unk_08;
tempPtr = &this->interactInfo.headRot;
Math_SmoothStepToS(&tempPtr->x, 0, 0x14, 0x1838, 0x64);
Math_SmoothStepToS(&tempPtr->y, 0, 0x14, 0x1838, 0x64);
tempPtr2 = &this->unk_374.unk_0E;
tempPtr2 = &this->interactInfo.torsoRot;
Math_SmoothStepToS(&tempPtr2->x, 0, 0x14, 0x1838, 0x64);
Math_SmoothStepToS(&tempPtr2->y, 0, 0x14, 0x1838, 0x64);
}
@ -1292,7 +1292,7 @@ void func_80AED83C(EnRu1* this) {
void func_80AED8DC(EnRu1* this) {
s32 temp_hi;
s16* unk_2AC = &this->unk_2AC;
s16* someY = &this->unk_374.unk_08.y;
s16* someY = &this->interactInfo.headRot.y;
s16* unk_29E = &this->unk_29E;
s32 pad[2];
@ -1793,20 +1793,20 @@ void func_80AEEF68(EnRu1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 something;
this->unk_374.unk_18 = player->actor.world.pos;
this->unk_374.unk_14 = kREG(16) - 3.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) - 3.0f;
something = kREG(17) + 0xC;
func_80034A14(&this->actor, &this->unk_374, something, 2);
Npc_TrackPoint(&this->actor, &this->interactInfo, something, NPC_TRACKING_HEAD_AND_TORSO);
}
void func_80AEEFEC(EnRu1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 something;
this->unk_374.unk_18 = player->actor.world.pos;
this->unk_374.unk_14 = kREG(16) - 3.0f;
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) - 3.0f;
something = kREG(17) + 0xC;
func_80034A14(&this->actor, &this->unk_374, something, 4);
Npc_TrackPoint(&this->actor, &this->interactInfo, something, NPC_TRACKING_FULL_BODY);
this->actor.world.rot.y = this->actor.shape.rot.y;
}
@ -2266,8 +2266,8 @@ void EnRu1_Init(Actor* thisx, PlayState* play) {
}
void func_80AF0278(EnRu1* this, PlayState* play, s32 limbIndex, Vec3s* rot) {
Vec3s* vec1 = &this->unk_374.unk_0E;
Vec3s* vec2 = &this->unk_374.unk_08;
Vec3s* vec1 = &this->interactInfo.torsoRot;
Vec3s* vec2 = &this->interactInfo.headRot;
switch (limbIndex) {
case RUTO_CHILD_LEFT_UPPER_ARM:

View File

@ -54,7 +54,7 @@ typedef struct EnRu1 {
/* 0x0360 */ f32 unk_360;
/* 0x0364 */ Vec3f unk_364;
/* 0x0370 */ f32 unk_370;
/* 0x0374 */ struct_80034A14_arg1 unk_374;
/* 0x0374 */ NpcInteractInfo interactInfo;
} EnRu1; // size = 0x039C
typedef enum {

View File

@ -180,7 +180,7 @@ u16 func_80AF55E0(PlayState* play, Actor* thisx) {
}
s16 func_80AF56F4(PlayState* play, Actor* thisx) {
s16 ret = 1;
s16 ret = NPC_TALK_STATE_TALKING;
EnSa* this = (EnSa*)thisx;
switch (func_80AF5560(this, play)) {
@ -188,19 +188,19 @@ s16 func_80AF56F4(PlayState* play, Actor* thisx) {
switch (this->actor.textId) {
case 0x1002:
gSaveContext.infTable[0] |= 2;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x1031:
gSaveContext.eventChkInf[0] |= 8;
gSaveContext.infTable[0] |= 8;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case 0x1047:
gSaveContext.infTable[0] |= 0x20;
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
default:
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
}
break;
@ -219,9 +219,9 @@ s16 func_80AF56F4(PlayState* play, Actor* thisx) {
void func_80AF57D8(EnSa* this, PlayState* play) {
if (play->sceneNum != SCENE_SPOT05 ||
ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x1555 || this->unk_1E0.unk_00 != 0) {
func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, this->collider.dim.radius + 30.0f, func_80AF55E0,
func_80AF56F4);
ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x1555 || this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
func_80AF55E0, func_80AF56F4);
}
}
@ -403,25 +403,25 @@ s32 func_80AF5DFC(EnSa* this, PlayState* play) {
void func_80AF5F34(EnSa* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 phi_a3 = 0;
s16 trackingMode = NPC_TRACKING_PLAYER_AUTO_TURN;
if (play->sceneNum == SCENE_SPOT04) {
phi_a3 = (this->actionFunc == func_80AF68E4) ? 1 : 4;
trackingMode = (this->actionFunc == func_80AF68E4) ? NPC_TRACKING_NONE : NPC_TRACKING_FULL_BODY;
}
if (play->sceneNum == SCENE_SPOT05) {
phi_a3 = (this->skelAnime.animation == &gSariaPlayingOcarinaAnim) ? 1 : 3;
trackingMode = (this->skelAnime.animation == &gSariaPlayingOcarinaAnim) ? NPC_TRACKING_NONE : NPC_TRACKING_HEAD;
}
if (play->sceneNum == SCENE_SPOT05 && this->actionFunc == func_80AF6448 &&
this->skelAnime.animation == &gSariaStopPlayingOcarinaAnim) {
phi_a3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
if (play->sceneNum == SCENE_SPOT05 && this->actionFunc == func_80AF68E4 &&
this->skelAnime.animation == &gSariaOcarinaToMouthAnim) {
phi_a3 = 1;
trackingMode = NPC_TRACKING_NONE;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = 4.0f;
func_80034A14(&this->actor, &this->unk_1E0, 2, phi_a3);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = 4.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
}
s32 func_80AF603C(EnSa* this) {
@ -429,7 +429,7 @@ s32 func_80AF603C(EnSa* this) {
this->skelAnime.animation != &gSariaOcarinaToMouthAnim) {
return 0;
}
if (this->unk_1E0.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
return 0;
}
this->unk_20E = 0;
@ -520,7 +520,7 @@ void EnSa_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->unk_1E0.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->alpha = 255;
this->unk_21A = this->actor.shape.rot;
@ -536,7 +536,7 @@ void EnSa_Destroy(Actor* thisx, PlayState* play) {
void func_80AF6448(EnSa* this, PlayState* play) {
if (play->sceneNum == SCENE_SPOT04) {
if (this->unk_1E0.unk_00 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
switch (this->actor.textId) {
case 0x1002:
if (this->unk_208 == 0 && this->unk_20B != 1) {
@ -604,14 +604,14 @@ void func_80AF6448(EnSa* this, PlayState* play) {
EnSa_ChangeAnim(this, ENSA_ANIM1_6);
}
}
if (this->unk_1E0.unk_00 != 0 && play->sceneNum == SCENE_SPOT05) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE && play->sceneNum == SCENE_SPOT05) {
Animation_Change(&this->skelAnime, &gSariaStopPlayingOcarinaAnim, 1.0f, 0.0f, 10.0f, ANIMMODE_ONCE, -10.0f);
this->actionFunc = func_80AF67D0;
}
}
void func_80AF67D0(EnSa* this, PlayState* play) {
if (this->unk_1E0.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
Animation_Change(&this->skelAnime, &gSariaStopPlayingOcarinaAnim, 0.0f, 10.0f, 0.0f, ANIMMODE_ONCE, -10.0f);
this->actionFunc = func_80AF6448;
}
@ -783,14 +783,14 @@ s32 EnSa_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 16) {
Matrix_Translate(900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
sp18 = this->unk_1E0.unk_08;
sp18 = this->interactInfo.headRot;
Matrix_RotateX(BINANG_TO_RAD(sp18.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(sp18.x), MTXMODE_APPLY);
Matrix_Translate(-900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 9) {
sp18 = this->unk_1E0.unk_0E;
sp18 = this->interactInfo.torsoRot;
Matrix_RotateY(BINANG_TO_RAD(sp18.y), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(sp18.x), MTXMODE_APPLY);
}

View File

@ -13,7 +13,7 @@ typedef struct EnSa {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnSaActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 unk_208;
/* 0x0209 */ u8 unk_209;
/* 0x020A */ u8 unk_20A;

View File

@ -79,7 +79,7 @@ u16 EnTg_GetTextId(PlayState* play, Actor* thisx) {
}
}
s16 EnTg_OnTextComplete(PlayState* play, Actor* thisx) {
s16 EnTg_UpdateTalkState(PlayState* play, Actor* thisx) {
EnTg* this = (EnTg*)thisx;
switch (Message_GetState(&play->msgCtx)) {
@ -133,7 +133,7 @@ void EnTg_Destroy(Actor* thisx, PlayState* play) {
}
void EnTg_SpinIfNotTalking(EnTg* this, PlayState* play) {
if (!this->isTalking) {
if (!this->interactInfo.talkState) {
this->actor.shape.rot.y += 0x800;
}
}
@ -153,7 +153,7 @@ void EnTg_Update(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->actionFunc(this, play);
temp = this->collider.dim.radius + 30.0f;
func_800343CC(play, &this->actor, &this->isTalking, temp, EnTg_GetTextId, EnTg_OnTextComplete);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, temp, EnTg_GetTextId, EnTg_UpdateTalkState);
}
s32 EnTg_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {

View File

@ -13,8 +13,7 @@ typedef struct EnTg {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnTgActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ s16 isTalking;
/* 0x01E2 */ char unk_1E2[0x26];
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 nextDialogue;
} EnTg; // size = 0x020C

View File

@ -355,7 +355,7 @@ u16 func_80B1C54C(PlayState* play, Actor* thisx) {
}
s16 func_80B1C5A0(PlayState* play, Actor* thisx) {
s32 ret = 1;
s32 ret = NPC_TALK_STATE_TALKING;
switch (Message_GetState(&play->msgCtx)) {
case TEXT_STATE_NONE:
@ -366,7 +366,7 @@ s16 func_80B1C5A0(PlayState* play, Actor* thisx) {
if (thisx->textId == 0x5028) {
gSaveContext.infTable[13] |= 0x0100;
}
ret = 0;
ret = NPC_TALK_STATE_IDLE;
break;
case TEXT_STATE_DONE_FADING:
break;
@ -382,7 +382,7 @@ s16 func_80B1C5A0(PlayState* play, Actor* thisx) {
play->msgCtx.msgMode = MSGMODE_PAUSED;
Rupees_ChangeBy(-10);
gSaveContext.infTable[13] |= 0x0200;
return 2;
return NPC_TALK_STATE_ACTION;
}
Message_ContinueTextbox(play, thisx->textId);
gSaveContext.infTable[13] |= 0x0200;
@ -391,7 +391,7 @@ s16 func_80B1C5A0(PlayState* play, Actor* thisx) {
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play) && (thisx->textId == 0x0084 || thisx->textId == 0x0085)) {
Message_CloseTextbox(play);
ret = 0;
ret = NPC_TALK_STATE_IDLE;
}
break;
case TEXT_STATE_DONE:
@ -528,35 +528,35 @@ void EnTk_Rest(EnTk* this, PlayState* play) {
s16 v1;
s16 a1_;
if (this->h_1E0 != 0) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
v1 = this->actor.shape.rot.y;
v1 -= this->h_21E;
v1 = this->actor.yawTowardsPlayer - v1;
if (this->h_1E0 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
EnTk_DigAnim(this, play);
this->h_1E0 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = EnTk_Dig;
return;
}
func_800343CC(play, &this->actor, &this->h_1E0, this->collider.dim.radius + 30.0f, func_80B1C54C,
func_80B1C5A0);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
func_80B1C54C, func_80B1C5A0);
} else if (EnTk_CheckFacingPlayer(this)) {
v1 = this->actor.shape.rot.y;
v1 -= this->h_21E;
v1 = this->actor.yawTowardsPlayer - v1;
this->actionCountdown = 0;
func_800343CC(play, &this->actor, &this->h_1E0, this->collider.dim.radius + 30.0f, func_80B1C54C,
func_80B1C5A0);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
func_80B1C54C, func_80B1C5A0);
} else if (Actor_ProcessTalkRequest(&this->actor, play)) {
v1 = this->actor.shape.rot.y;
v1 -= this->h_21E;
v1 = this->actor.yawTowardsPlayer - v1;
this->actionCountdown = 0;
this->h_1E0 = 1;
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
} else if (DECR(this->actionCountdown) == 0) {
EnTk_WalkAnim(this, play);
this->actionFunc = EnTk_Walk;
@ -571,9 +571,9 @@ void EnTk_Rest(EnTk* this, PlayState* play) {
}
void EnTk_Walk(EnTk* this, PlayState* play) {
if (this->h_1E0 == 2) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
EnTk_DigAnim(this, play);
this->h_1E0 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = EnTk_Dig;
} else {
this->actor.speedXZ = EnTk_Step(this, play);

View File

@ -3,6 +3,7 @@
#include <libultraship/libultra.h>
#include "global.h"
#include "z64.h"
/* Dirt particle effect */
struct EnTkEff;
@ -29,8 +30,7 @@ typedef struct EnTk {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnTkActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ s16 h_1E0;
/* 0x01E2 */ char unk_1E2[0x26];
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 validDigHere;
/* 0x0209 */ u8 rewardCount[4];
/* 0x0210 */ Actor* currentSpot;

View File

@ -368,20 +368,20 @@ void EnToryo_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if ((this->stateFlags & 8)) {
this->unk_1EC.unk_18.x = player->actor.focus.pos.x;
this->unk_1EC.unk_18.y = player->actor.focus.pos.y;
this->unk_1EC.unk_18.z = player->actor.focus.pos.z;
this->interactInfo.trackPos.x = player->actor.focus.pos.x;
this->interactInfo.trackPos.y = player->actor.focus.pos.y;
this->interactInfo.trackPos.z = player->actor.focus.pos.z;
if ((this->stateFlags & 0x10)) {
func_80034A14(thisx, &this->unk_1EC, 0, 4);
Npc_TrackPoint(thisx, &this->interactInfo, 0, NPC_TRACKING_FULL_BODY);
return;
}
rot = thisx->yawTowardsPlayer - thisx->shape.rot.y;
if ((rot < 14563.0f) && (rot > -14563.0f)) {
func_80034A14(thisx, &this->unk_1EC, 0, 2);
Npc_TrackPoint(thisx, &this->interactInfo, 0, NPC_TRACKING_HEAD_AND_TORSO);
} else {
func_80034A14(thisx, &this->unk_1EC, 0, 1);
Npc_TrackPoint(thisx, &this->interactInfo, 0, NPC_TRACKING_NONE);
}
}
}
@ -401,12 +401,12 @@ s32 EnToryo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
if ((this->stateFlags & 8)) {
switch (limbIndex) {
case 8:
rot->x += this->unk_1EC.unk_0E.y;
rot->y -= this->unk_1EC.unk_0E.x;
rot->x += this->interactInfo.torsoRot.y;
rot->y -= this->interactInfo.torsoRot.x;
break;
case 15:
rot->x += this->unk_1EC.unk_08.y;
rot->z += this->unk_1EC.unk_08.x;
rot->x += this->interactInfo.headRot.y;
rot->z += this->interactInfo.headRot.x;
break;
}
}

View File

@ -17,7 +17,7 @@ typedef struct EnToryo {
/* 0x01E4 */ s32 unk_1E4;
/* 0x01E8 */ u16 stateFlags;
/* 0x01EA */ s16 unk_1EA;
/* 0x01EC */ struct_80034A14_arg1 unk_1EC;
/* 0x01EC */ NpcInteractInfo interactInfo;
/* 0x0214 */ Vec3s jointTable[17];
/* 0x027A */ Vec3s morphTable[17];
} EnToryo; // size = 0x02E0

View File

@ -79,9 +79,9 @@ void EnXc_Destroy(Actor* thisx, PlayState* play) {
void EnXc_CalculateHeadTurn(EnXc* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->npcInfo.unk_18 = player->actor.world.pos;
this->npcInfo.unk_14 = kREG(16) - 3.0f;
func_80034A14(&this->actor, &this->npcInfo, kREG(17) + 0xC, 2);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) - 3.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_HEAD_AND_TORSO);
}
void EnXc_SetEyePattern(EnXc* this) {
@ -2410,11 +2410,11 @@ s32 EnXc_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (this->unk_30C != 0) {
if (limbIndex == 9) {
rot->x += this->npcInfo.unk_0E.y;
rot->y -= this->npcInfo.unk_0E.x;
rot->x += this->interactInfo.torsoRot.y;
rot->y -= this->interactInfo.torsoRot.x;
} else if (limbIndex == 16) {
rot->x += this->npcInfo.unk_08.y;
rot->z += this->npcInfo.unk_08.x;
rot->x += this->interactInfo.headRot.y;
rot->z += this->interactInfo.headRot.x;
}
}
return 0;

View File

@ -139,7 +139,7 @@ typedef struct EnXc {
/* 0x02C0 */ ColliderCylinder collider;
/* 0x030C */ s32 unk_30C;
/* 0x0310 */ Actor* flameActor;
/* 0x0314 */ struct_80034A14_arg1 npcInfo;
/* 0x0314 */ NpcInteractInfo interactInfo;
} EnXc; // size = 0x033C
#endif

View File

@ -151,8 +151,8 @@ void func_80B536B4(EnZl3* this) {
void func_80B536C4(EnZl3* this) {
s32 pad[2];
Vec3s* vec1 = &this->unk_3F8.unk_08;
Vec3s* vec2 = &this->unk_3F8.unk_0E;
Vec3s* vec1 = &this->interactInfo.headRot;
Vec3s* vec2 = &this->interactInfo.torsoRot;
Math_SmoothStepToS(&vec1->x, 0, 20, 6200, 100);
Math_SmoothStepToS(&vec1->y, 0, 20, 6200, 100);
@ -163,9 +163,9 @@ void func_80B536C4(EnZl3* this) {
void func_80B53764(EnZl3* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_3F8.unk_18 = player->actor.world.pos;
this->unk_3F8.unk_14 = kREG(16) - 16.0f;
func_80034A14(&this->actor, &this->unk_3F8, kREG(17) + 0xC, 2);
this->interactInfo.trackPos = player->actor.world.pos;
this->interactInfo.yOffset = kREG(16) - 16.0f;
Npc_TrackPoint(&this->actor, &this->interactInfo, kREG(17) + 0xC, NPC_TRACKING_HEAD_AND_TORSO);
}
s32 func_80B537E8(EnZl3* this) {
@ -603,8 +603,8 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
Mtx* sp78;
MtxF sp38;
Vec3s sp30;
Vec3s* unk_3F8_unk_08 = &this->unk_3F8.unk_08;
Vec3s* unk_3F8_unk_0E = &this->unk_3F8.unk_0E;
Vec3s* unk_3F8_unk_08 = &this->interactInfo.headRot;
Vec3s* unk_3F8_unk_0E = &this->interactInfo.torsoRot;
if (limbIndex == 14) {
sp78 = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 7);
@ -1968,18 +1968,18 @@ void func_80B57D60(EnZl3* this, PlayState* play) {
s32 func_80B57D80(EnZl3* this, PlayState* play) {
s32 pad;
s16* sp32 = &this->actor.shape.rot.y;
struct_80034A14_arg1* unk_3F8 = &this->unk_3F8;
NpcInteractInfo* interactInfo = &this->interactInfo;
Player* player = GET_PLAYER(play);
s32 unk_314 = this->unk_314;
s16 temp_v0 = func_80B57104(this, unk_314);
s32 pad2;
s16 phi_v1;
unk_3F8->unk_18.y = player->actor.world.pos.y;
unk_3F8->unk_18.x = (Math_SinS(temp_v0) * this->actor.xzDistToPlayer) + this->actor.world.pos.x;
unk_3F8->unk_18.z = (Math_CosS(temp_v0) * this->actor.xzDistToPlayer) + this->actor.world.pos.z;
unk_3F8->unk_14 = kREG(16) - 16.0f;
func_80034A14(&this->actor, unk_3F8, kREG(17) + 0xC, 4);
interactInfo->trackPos.y = player->actor.world.pos.y;
interactInfo->trackPos.x = (Math_SinS(temp_v0) * this->actor.xzDistToPlayer) + this->actor.world.pos.x;
interactInfo->trackPos.z = (Math_CosS(temp_v0) * this->actor.xzDistToPlayer) + this->actor.world.pos.z;
interactInfo->yOffset = kREG(16) - 16.0f;
Npc_TrackPoint(&this->actor, interactInfo, kREG(17) + 0xC, NPC_TRACKING_FULL_BODY);
phi_v1 = ABS(temp_v0 - *sp32);
if (phi_v1 <= 0x320) {
@ -2446,7 +2446,7 @@ s32 func_80B5944C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
if (limbIndex == 14) {
Mtx* mtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 7);
EnZl3* this = (EnZl3*)thisx;
Vec3s* vec = &this->unk_3F8.unk_08;
Vec3s* vec = &this->interactInfo.headRot;
gSPSegment(gfx[0]++, 0x0C, mtx);

View File

@ -65,7 +65,7 @@ typedef struct EnZl3 {
/* 0x03EC */ f32 unk_3EC;
/* 0x03F0 */ f32 unk_3F0;
/* 0x03F4 */ f32 unk_3F4;
/* 0x03F8 */ struct_80034A14_arg1 unk_3F8;
/* 0x03F8 */ NpcInteractInfo interactInfo;
} EnZl3; // size = 0x0420
#endif

View File

@ -245,10 +245,10 @@ s16 func_80B5B9B0(PlayState* play, Actor* thisx) {
EnZl4* this = (EnZl4*)thisx;
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
return false;
return NPC_TALK_STATE_IDLE;
}
return true;
return NPC_TALK_STATE_TALKING;
}
void EnZl4_UpdateFace(EnZl4* this) {
@ -323,8 +323,8 @@ void EnZl4_SetMove(EnZl4* this, PlayState* play) {
void func_80B5BB78(EnZl4* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_1E0.unk_18 = player->actor.world.pos;
func_80034A14(&this->actor, &this->unk_1E0, 2, 2);
this->interactInfo.trackPos = player->actor.world.pos;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_HEAD_AND_TORSO);
}
void EnZl4_GetActionStartPos(CsCmdActorAction* action, Vec3f* vec) {
@ -1211,17 +1211,17 @@ void EnZl4_Cutscene(EnZl4* this, PlayState* play) {
}
break;
}
this->unk_1E0.unk_18 = player->actor.world.pos;
func_80034A14(&this->actor, &this->unk_1E0, 2, (this->csState == ZL4_CS_WINDOW) ? 2 : 1);
this->interactInfo.trackPos = player->actor.world.pos;
Npc_TrackPoint(&this->actor, &this->interactInfo, 2,
(this->csState == ZL4_CS_WINDOW) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE);
if (EnZl4_InMovingAnim(this)) {
EnZl4_SetMove(this, play);
}
}
void EnZl4_Idle(EnZl4* this, PlayState* play) {
func_800343CC(play, &this->actor, &this->unk_1E0.unk_00, this->collider.dim.radius + 60.0f, EnZl4_GetText,
func_80B5B9B0);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 60.0f,
EnZl4_GetText, func_80B5B9B0);
func_80B5BB78(this, play);
if (gSaveContext.n64ddFlag) {
@ -1285,14 +1285,14 @@ s32 EnZl4_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
Vec3s sp1C;
if (limbIndex == 17) {
sp1C = this->unk_1E0.unk_08;
sp1C = this->interactInfo.headRot;
Matrix_Translate(900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateX((sp1C.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((sp1C.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-900.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 10) {
sp1C = this->unk_1E0.unk_0E;
sp1C = this->interactInfo.torsoRot;
Matrix_RotateY((sp1C.y / (f32)0x8000) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((sp1C.x / (f32)0x8000) * M_PI, MTXMODE_APPLY);
}

View File

@ -14,7 +14,7 @@ typedef struct EnZl4 {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnZl4ActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80034A14_arg1 unk_1E0;
/* 0x01E0 */ NpcInteractInfo interactInfo;
/* 0x0208 */ u8 talkState;
/* 0x0209 */ u8 csState;
/* 0x020A */ u8 leftEyeState;

View File

@ -456,13 +456,13 @@ s16 func_80B61298(PlayState* play, Actor* thisx) {
case TEXT_STATE_SONG_DEMO_DONE:
case TEXT_STATE_8:
case TEXT_STATE_9:
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_CLOSING:
switch (thisx->textId) {
case 0x4020:
case 0x4021:
return 0;
return NPC_TALK_STATE_IDLE;
case 0x4008:
gSaveContext.infTable[18] |= 0x10;
break;
@ -471,12 +471,12 @@ s16 func_80B61298(PlayState* play, Actor* thisx) {
break;
}
gSaveContext.eventChkInf[3] |= 1;
return 0;
return NPC_TALK_STATE_IDLE;
case TEXT_STATE_CHOICE:
switch (Message_ShouldAdvance(play)) {
case 0:
return 1;
return NPC_TALK_STATE_TALKING;
default:
if (thisx->textId == 0x400C) {
thisx->textId = (play->msgCtx.choiceIndex == 0) ? 0x400D : 0x400E;
@ -484,18 +484,18 @@ s16 func_80B61298(PlayState* play, Actor* thisx) {
}
break;
}
return 1;
return NPC_TALK_STATE_TALKING;
case TEXT_STATE_EVENT:
switch (Message_ShouldAdvance(play)) {
case 0:
return 1;
return NPC_TALK_STATE_TALKING;
default:
return 2;
return NPC_TALK_STATE_ACTION;
}
}
return 1;
return NPC_TALK_STATE_TALKING;
}
void EnZo_Blink(EnZo* this) {
@ -511,16 +511,17 @@ void EnZo_Blink(EnZo* this) {
void EnZo_Dialog(EnZo* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->unk_194.unk_18 = player->actor.world.pos;
this->interactInfo.trackPos = player->actor.world.pos;
if (this->actionFunc == EnZo_Standing) {
// Look down at link if young, look up if old
this->unk_194.unk_14 = !LINK_IS_ADULT ? 10.0f : -10.0f;
this->interactInfo.yOffset = !LINK_IS_ADULT ? 10.0f : -10.0f;
} else {
this->unk_194.unk_18.y = this->actor.world.pos.y;
this->interactInfo.trackPos.y = this->actor.world.pos.y;
}
func_80034A14(&this->actor, &this->unk_194, 11, this->unk_64C);
Npc_TrackPoint(&this->actor, &this->interactInfo, 11, this->trackingMode);
if (this->canSpeak == true) {
func_800343CC(play, &this->actor, &this->unk_194.unk_00, this->dialogRadius, func_80B61024, func_80B61298);
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->dialogRadius, func_80B61024,
func_80B61298);
}
}
@ -548,7 +549,7 @@ void EnZo_SetAnimation(EnZo* this) {
if (this->skelAnime.animation == &gZoraHandsOnHipsTappingFootAnim ||
this->skelAnime.animation == &gZoraOpenArmsAnim) {
if (this->unk_194.unk_00 == 0) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (this->actionFunc == EnZo_Standing) {
animId = ENZO_ANIM_0;
} else {
@ -557,12 +558,13 @@ void EnZo_SetAnimation(EnZo* this) {
}
}
if (this->unk_194.unk_00 != 0 && this->actor.textId == 0x4006 &&
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE && this->actor.textId == 0x4006 &&
this->skelAnime.animation != &gZoraHandsOnHipsTappingFootAnim) {
animId = ENZO_ANIM_6;
}
if (this->unk_194.unk_00 != 0 && this->actor.textId == 0x4007 && this->skelAnime.animation != &gZoraOpenArmsAnim) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE && this->actor.textId == 0x4007 &&
this->skelAnime.animation != &gZoraOpenArmsAnim) {
animId = ENZO_ANIM_7;
}
@ -593,9 +595,9 @@ void EnZo_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = 6;
this->dialogRadius = this->collider.dim.radius + 30.0f;
this->unk_64C = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->canSpeak = false;
this->unk_194.unk_00 = 0;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.height * 0.5f, this->collider.dim.radius, 0.0f,
5);
@ -620,20 +622,20 @@ void EnZo_Standing(EnZo* this, PlayState* play) {
func_80034F54(play, this->unk_656, this->unk_67E, 20);
EnZo_SetAnimation(this);
if (this->unk_194.unk_00 != 0) {
this->unk_64C = 4;
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->trackingMode = NPC_TRACKING_FULL_BODY;
return;
}
angle = ABS((s16)((f32)this->actor.yawTowardsPlayer - (f32)this->actor.shape.rot.y));
if (angle < 0x4718) {
if (EnZo_PlayerInProximity(this, play)) {
this->unk_64C = 2;
this->trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
} else {
this->unk_64C = 1;
this->trackingMode = NPC_TRACKING_NONE;
}
} else {
this->unk_64C = 1;
this->trackingMode = NPC_TRACKING_NONE;
}
}
@ -663,7 +665,7 @@ void EnZo_TreadWater(EnZo* this, PlayState* play) {
func_80034F54(play, this->unk_656, this->unk_67E, 20);
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->canSpeak = true;
this->unk_64C = 4;
this->trackingMode = NPC_TRACKING_FULL_BODY;
this->skelAnime.playSpeed = 0.0f;
}
EnZo_SetAnimation(this);
@ -685,7 +687,7 @@ void EnZo_TreadWater(EnZo* this, PlayState* play) {
f32 startFrame;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_4);
this->canSpeak = false;
this->unk_64C = 1;
this->trackingMode = NPC_TRACKING_NONE;
this->actionFunc = EnZo_Dive;
startFrame = this->skelAnime.startFrame;
this->skelAnime.startFrame = this->skelAnime.endFrame;
@ -763,14 +765,14 @@ s32 EnZo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
if (limbIndex == 15) {
Matrix_Translate(1800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec = this->unk_194.unk_08;
vec = this->interactInfo.headRot;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 8) {
vec = this->unk_194.unk_0E;
vec = this->interactInfo.torsoRot;
Matrix_RotateX((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}

View File

@ -24,7 +24,7 @@ typedef struct EnZo {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnZoActionFunc actionFunc;
/* 0x0194 */ struct_80034A14_arg1 unk_194;
/* 0x0194 */ NpcInteractInfo interactInfo;
/* 0x01BC */ ColliderCylinder collider;
/* 0x0208 */ u8 canSpeak;
/* 0x020A */ Vec3s jointTable[20];
@ -32,7 +32,7 @@ typedef struct EnZo {
/* 0x02FC */ EnZoEffect effects[15];
/* 0x0644 */ f32 dialogRadius;
/* 0x0648 */ f32 alpha;
/* 0x064C */ s16 unk_64C;
/* 0x064C */ s16 trackingMode;
/* 0x064E */ s16 rippleTimer;
/* 0x0650 */ s16 timeToDive;
/* 0x0652 */ s16 blinkTimer;