/* * File: z_en_hs2.c * Overlay: ovl_En_Hs2 * Description: Carpenter's Son (Child Link version) */ #include "z_en_hs2.h" #include "vt.h" #include "objects/object_hs/object_hs.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3) void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx); void EnHs2_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx); void EnHs2_Draw(Actor* thisx, GlobalContext* globalCtx); void func_80A6F1A4(EnHs2* this, GlobalContext* globalCtx); const ActorInit En_Hs2_InitVars = { ACTOR_EN_HS2, ACTORCAT_NPC, FLAGS, OBJECT_HS, sizeof(EnHs2), (ActorFunc)EnHs2_Init, (ActorFunc)EnHs2_Destroy, (ActorFunc)EnHs2_Update, (ActorFunc)EnHs2_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ENEMY, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 40, 40, 0, { 0, 0, 0 } }, }; void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) { EnHs2* this = (EnHs2*)thisx; s32 pad; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_hs_Skel_006260, &object_hs_Anim_0005C0, this->jointTable, this->morphTable, 16); Animation_PlayLoop(&this->skelAnime, &object_hs_Anim_0005C0); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); osSyncPrintf(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST); this->actionFunc = func_80A6F1A4; this->unk_2A8 = 0; this->actor.targetMode = 6; } void EnHs2_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnHs2* this = (EnHs2*)thisx; Collider_DestroyCylinder(globalCtx, &this->collider); } s32 func_80A6F0B4(EnHs2* this, GlobalContext* globalCtx, u16 textId, EnHs2ActionFunc actionFunc) { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = actionFunc; return 1; } this->actor.textId = textId; if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2151 && this->actor.xzDistToPlayer < 100.0f) { this->unk_2A8 |= 0x1; func_8002F2CC(&this->actor, globalCtx, 100.0f); } return 0; } void func_80A6F164(EnHs2* this, GlobalContext* globalCtx) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->actionFunc = func_80A6F1A4; } this->unk_2A8 |= 0x1; } void func_80A6F1A4(EnHs2* this, GlobalContext* globalCtx) { u16 textId; textId = Text_GetFaceReaction(globalCtx, 9); if (textId == 0) { textId = 0x5069; } func_80A6F0B4(this, globalCtx, textId, func_80A6F164); } void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) { EnHs2* this = (EnHs2*)thisx; s32 pad; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime) != 0) { this->skelAnime.curFrame = 0.0f; } this->actionFunc(this, globalCtx); if (this->unk_2A8 & 0x1) { func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos); this->unk_2A8 &= ~1; } else { Math_SmoothStepToS(&this->unk_29C.x, 12800, 6, 6200, 100); Math_SmoothStepToS(&this->unk_29C.y, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2A2.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2A2.y, 0, 6, 6200, 100); } } s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnHs2* this = (EnHs2*)thisx; switch (limbIndex) { case 12: case 13: *dList = NULL; return false; case 9: rot->x += this->unk_29C.y; rot->z += this->unk_29C.x; break; case 10: *dList = NULL; return false; case 11: *dList = NULL; return false; } return false; } void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { static Vec3f D_80A6F4CC = { 300.0f, 1000.0f, 0.0f }; EnHs2* this = (EnHs2*)thisx; if (limbIndex == 9) { Matrix_MultVec3f(&D_80A6F4CC, &this->actor.focus.pos); } } void EnHs2_Draw(Actor* thisx, GlobalContext* globalCtx) { EnHs2* this = (EnHs2*)thisx; func_800943C8(globalCtx->state.gfxCtx); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, this); }