Shipwright/soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c

170 lines
5.1 KiB
C

/*
* 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);
}