1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
|
/*
* File: z_en_hs2.c
* Overlay: ovl_En_Hs2
* Description: Carpenter's Son (Child Link version)
*/
#include "z_en_hs2.h"
#include "gfx.h"
#include "gfx_setupdl.h"
#include "printf.h"
#include "sys_matrix.h"
#include "terminal.h"
#include "translation.h"
#include "z_lib.h"
#include "face_reaction.h"
#include "play_state.h"
#include "assets/objects/object_hs/object_hs.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnHs2_Init(Actor* thisx, PlayState* play);
void EnHs2_Destroy(Actor* thisx, PlayState* play);
void EnHs2_Update(Actor* thisx, PlayState* play);
void EnHs2_Draw(Actor* thisx, PlayState* play);
void func_80A6F1A4(EnHs2* this, PlayState* play);
ActorProfile En_Hs2_Profile = {
/**/ ACTOR_EN_HS2,
/**/ ACTORCAT_NPC,
/**/ FLAGS,
/**/ OBJECT_HS,
/**/ sizeof(EnHs2),
/**/ EnHs2_Init,
/**/ EnHs2_Destroy,
/**/ EnHs2_Update,
/**/ EnHs2_Draw,
};
static ColliderCylinderInit sCylinderInit = {
{
COL_MATERIAL_NONE,
AT_NONE,
AC_ON | AC_TYPE_ENEMY,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEM_MATERIAL_UNK0,
{ 0x00000000, HIT_SPECIAL_EFFECT_NONE, 0x00 },
{ 0xFFCFFFFF, HIT_BACKLASH_NONE, 0x00 },
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON,
},
{ 40, 40, 0, { 0, 0, 0 } },
};
void EnHs2_Init(Actor* thisx, PlayState* play) {
EnHs2* this = (EnHs2*)thisx;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(play, &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(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
PRINTF(VT_FGCOL(CYAN) T(" ヒヨコの店(子人の時) \n", " Chick's Shop (Children's Time) \n") VT_RST);
this->actionFunc = func_80A6F1A4;
this->unk_2A8 = 0;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
void EnHs2_Destroy(Actor* thisx, PlayState* play) {
EnHs2* this = (EnHs2*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
s32 func_80A6F0B4(EnHs2* this, PlayState* play, u16 textId, EnHs2ActionFunc actionFunc) {
if (Actor_TalkOfferAccepted(&this->actor, play)) {
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;
Actor_OfferTalk(&this->actor, play, 100.0f);
}
return 0;
}
void func_80A6F164(EnHs2* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
this->actionFunc = func_80A6F1A4;
}
this->unk_2A8 |= 0x1;
}
void func_80A6F1A4(EnHs2* this, PlayState* play) {
u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CARPENTERS_SON);
if (textId == 0) {
textId = 0x5069;
}
func_80A6F0B4(this, play, textId, func_80A6F164);
}
void EnHs2_Update(Actor* thisx, PlayState* play) {
EnHs2* this = (EnHs2*)thisx;
s32 pad;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_MoveXZGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}
this->actionFunc(this, play);
if (this->unk_2A8 & 0x1) {
Actor_TrackPlayer(play, &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(PlayState* play, 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(PlayState* play, 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, PlayState* play) {
EnHs2* this = (EnHs2*)thisx;
Gfx_SetupDL_37Opa(play->state.gfxCtx);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, this);
}
|