mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
170 lines
4.9 KiB
C
170 lines
4.9 KiB
C
/*
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* File: z_en_hs2.c
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* Overlay: ovl_En_Hs2
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* Description: Carpenter's Son (Child Link version)
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*/
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#include "z_en_hs2.h"
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#include "vt.h"
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#include "objects/object_hs/object_hs.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
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void EnHs2_Init(Actor* thisx, PlayState* play);
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void EnHs2_Destroy(Actor* thisx, PlayState* play);
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void EnHs2_Update(Actor* thisx, PlayState* play);
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void EnHs2_Draw(Actor* thisx, PlayState* play);
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void func_80A6F1A4(EnHs2* this, PlayState* play);
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const ActorInit En_Hs2_InitVars = {
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ACTOR_EN_HS2,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_HS,
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sizeof(EnHs2),
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(ActorFunc)EnHs2_Init,
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(ActorFunc)EnHs2_Destroy,
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(ActorFunc)EnHs2_Update,
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(ActorFunc)EnHs2_Draw,
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NULL,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_ENEMY,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 40, 40, 0, { 0, 0, 0 } },
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};
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void EnHs2_Init(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &object_hs_Skel_006260, &object_hs_Anim_0005C0, this->jointTable,
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this->morphTable, 16);
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Animation_PlayLoop(&this->skelAnime, &object_hs_Anim_0005C0);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Actor_SetScale(&this->actor, 0.01f);
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osSyncPrintf(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
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this->actionFunc = func_80A6F1A4;
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this->unk_2A8 = 0;
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this->actor.targetMode = 6;
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}
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void EnHs2_Destroy(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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Collider_DestroyCylinder(play, &this->collider);
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}
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s32 func_80A6F0B4(EnHs2* this, PlayState* play, u16 textId, EnHs2ActionFunc actionFunc) {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = actionFunc;
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return 1;
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}
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this->actor.textId = textId;
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2151 &&
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this->actor.xzDistToPlayer < 100.0f) {
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this->unk_2A8 |= 0x1;
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func_8002F2CC(&this->actor, play, 100.0f);
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}
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return 0;
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}
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void func_80A6F164(EnHs2* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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this->actionFunc = func_80A6F1A4;
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}
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this->unk_2A8 |= 0x1;
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}
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void func_80A6F1A4(EnHs2* this, PlayState* play) {
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u16 textId;
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textId = Text_GetFaceReaction(play, 9);
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if (textId == 0) {
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textId = 0x5069;
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}
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func_80A6F0B4(this, play, textId, func_80A6F164);
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}
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void EnHs2_Update(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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s32 pad;
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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this->skelAnime.curFrame = 0.0f;
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}
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this->actionFunc(this, play);
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if (this->unk_2A8 & 0x1) {
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func_80038290(play, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos);
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this->unk_2A8 &= ~1;
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} else {
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Math_SmoothStepToS(&this->unk_29C.x, 12800, 6, 6200, 100);
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Math_SmoothStepToS(&this->unk_29C.y, 0, 6, 6200, 100);
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Math_SmoothStepToS(&this->unk_2A2.x, 0, 6, 6200, 100);
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Math_SmoothStepToS(&this->unk_2A2.y, 0, 6, 6200, 100);
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}
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}
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s32 EnHs2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnHs2* this = (EnHs2*)thisx;
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switch (limbIndex) {
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case 12:
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case 13:
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*dList = NULL;
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return false;
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case 9:
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rot->x += this->unk_29C.y;
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rot->z += this->unk_29C.x;
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break;
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case 10:
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*dList = NULL;
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return false;
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case 11:
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*dList = NULL;
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return false;
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}
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return false;
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}
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void EnHs2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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static Vec3f D_80A6F4CC = { 300.0f, 1000.0f, 0.0f };
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EnHs2* this = (EnHs2*)thisx;
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if (limbIndex == 9) {
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Matrix_MultVec3f(&D_80A6F4CC, &this->actor.focus.pos);
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}
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}
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void EnHs2_Draw(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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Gfx_SetupDL_37Opa(play->state.gfxCtx);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, this);
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}
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