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#include "d/a/obj/d_a_obj_chair.h"
#include "common.h"
#include "d/a/d_a_base.h"
#include "d/a/d_a_item.h"
#include "d/a/d_a_player.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/bg/d_bg_s.h"
#include "d/col/cc/d_cc_d.h"
#include "d/col/cc/d_cc_s.h"
#include "d/flag/sceneflag_manager.h"
#include "f/f_base.h"
#include "m/m_angle.h"
#include "m/m_quat.h"
#include "m/m_vec.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "nw4r/math/math_arithmetic.h"
#include "s/s_Math.h"
#include "toBeSorted/attention.h"
SPECIAL_ACTOR_PROFILE(OBJ_CHAIR, dAcOChair_c, fProfile::OBJ_CHAIR, 0x196, 0, 7);
STATE_DEFINE(dAcOChair_c, Wait);
// Honestly, I dont know. This just made the most sense to me
static const u8 _heal_cooldowns[] = {0, 60, 30};
#define HEAL_COOLDOWN (_heal_cooldowns[2])
#define FIRST_HEAL_COOLDOWN (_heal_cooldowns[1])
char *CHAIR_FILES[9] = {
"CharA", "CharB", "CharC", "CharD", "CharE", "CharF", "CharG", "CharH", "CharI",
};
static dCcD_SrcCyl sChairColData = {
/* mObjInf */
{/* mObjAt */ {0, 0, {0, 0, 0}, 0, 0, 0, 0, 0, 0},
/* mObjTg */
{~(AT_TYPE_BUGNET | AT_TYPE_GLITTERING_SPORES | AT_TYPE_BEETLE | AT_TYPE_WIND | AT_TYPE_0x8000),
0x111,
{0, 0x7, 0x407},
0x0,
0x0},
/* mObjCo */ {0xE9}},
/* mCylInf */
{40.f, 50.f}
};
bool dAcOChair_c::createHeap() {
if (!isBench()) {
mRes = nw4r::g3d::ResFile(getOarcResFile(CHAIR_FILES[mChairType]));
TRY_CREATE(mMdl.create(mRes.GetResMdl(CHAIR_FILES[mChairType]), &mAllocator, 0x120, 1, NULL));
}
return true;
}
int dAcOChair_c::create() {
u8 paramType = mParams & 0xF;
mChairType = getChairType(paramType);
mSceneflag = mParams >> 4;
CREATE_ALLOCATOR(dAcOChair_c);
if (!isBench()) {
mObjAcch.Set(this, 1, &mAcchCir);
mAcchCir.SetWall(20.f, 50.f);
}
if (!isBench()) {
mStts.SetRank(13);
mCyl.Set(sChairColData);
mCyl.SetStts(mStts);
mCyl.SetTg_0x4C(0x2000);
if (mChairType == CHAIR_H) {
mCyl.SetTgInfo_0x1(6);
}
f32 height = 55.f;
f32 radius = 35.f;
if (mChairType == CHAIR_B) {
height = 130.f;
radius = 45.f;
} else if (mChairType == CHAIR_C) {
height = 160.f;
radius = 65.f;
}
mCyl.SetR(radius);
mCyl.SetH(height);
mSeatNodeID = mMdl.getResMdl().GetResNode("SetLink").GetID();
}
updateMatrix();
if (isChairTypeIdk1()) {
mMdl.setPriorityDraw(0x1C, 9);
} else if (!isBench()) {
mObjAcch.CrrPos(*dBgS::GetInstance());
}
mAcceleration = -2.f;
mMaxSpeed = -40.f;
field_0xB1B = 1;
field_0xB1A = 1;
mChairRot = mRotation.y;
mStateMgr.changeState(StateID_Wait);
mBoundingBox.Set(mVec3_c(-60.f, -0.f, -60.f), mVec3_c(60.f, 160.f, 60.f));
return SUCCEEDED;
}
int dAcOChair_c::doDelete() {
return SUCCEEDED;
}
inline bool isPlayerSitting() {
bool ret = false;
if (
dAcPy_c::GetLink()->checkCurrentAction(173) /* SITTING*/ ||
dAcPy_c::GetLink()->checkCurrentAction(174) /* ??? */
) {
ret = true;
}
return ret;
}
int dAcOChair_c::actorExecute() {
mStateMgr.executeState();
// Calculate the HealCooldown (Heal link if needed)
if (!checkObjectProperty(OBJ_PROP_0x8000)) {
if (!isBench()) {
mCyl.SetC(getPosition());
dCcS::GetInstance()->Set(&mCyl);
}
mHealTimer = FIRST_HEAL_COOLDOWN;
} else if (isPlayerSitting()) {
if (sLib::calcTimer(&mHealTimer) == 0) {
dAcItem_c::healLink(4, 1);
mHealTimer = HEAL_COOLDOWN;
}
}
// Set the flag that link is sitting
if (checkObjectProperty(OBJ_PROP_0x8000) && isPlayerSitting()) {
if (mSceneflag < 0xFF && !SceneflagManager::sInstance->checkBoolFlag(mRoomID, mSceneflag)) {
SceneflagManager::sInstance->setFlag(mRoomID, mSceneflag);
}
} else {
if (mSceneflag < 0xFF && SceneflagManager::sInstance->checkBoolFlag(mRoomID, mSceneflag)) {
SceneflagManager::sInstance->unsetFlag(mRoomID, mSceneflag);
}
}
if (!isBench()) {
if (isChairTypeIdk0() && !checkObjectProperty(OBJ_PROP_0x8000)) {
if (mRotation.y.absDiff(getXZAngleToPlayer()) > mAng::d2s(5)) {
getRotation().y = getXZAngleToPlayer();
}
}
updateMatrix();
if (isChairTypeIdk0()) {
mWorldMtx.YrotM(mChairRot - getRotation().y);
}
mMdl.setLocalMtx(mWorldMtx);
mMdl.calc(false);
} else {
if (isChairTypeIdk0() && !checkObjectProperty(OBJ_PROP_0x8000)) {
if (mRotation.y.absDiff(getXZAngleToPlayer()) > mAng::d2s(5)) {
getRotation().y = getXZAngleToPlayer();
}
}
}
updateChairPos();
return SUCCEEDED;
}
int dAcOChair_c::draw() {
if (!isBench()) {
drawModelType1(&mMdl);
static mQuat_c shadowRot(0.f, 40.f, 0.f, 80.f);
drawShadow(mShadow, nullptr, mWorldMtx, &shadowRot, -1, -1, -1, -1, -1, 0.f);
}
return SUCCEEDED;
}
void dAcOChair_c::initializeState_Wait() {}
void dAcOChair_c::executeState_Wait() {
const f32 height_diff = getHeightDifference(dAcPy_c::GetLinkR());
if (!isBench() || (50.f < height_diff && height_diff < 60.f)) {
if (field_0xB1A && field_0xB1B) {
if (dAcPy_c::GetLink()->checkActionFlagsCont(0x1000)) {
return;
}
if (!isBench() && nw4r::math::FAbs(height_diff) > 10.f) {
return;
}
if (field_0xB1C && mChairType == CHAIR_E) {
if (mChairPos.squareDistanceToXZ(mPositionCopy2) < 10000.f) {
return;
}
}
AttentionManager::GetInstance()->addSitTarget(
*this, 120.f, isBench() ? AttentionManager::FLAGS_0 : AttentionManager::FLAGS_3
);
}
}
}
void dAcOChair_c::finalizeState_Wait() {}
dAcOChair_c::ChairType dAcOChair_c::getChairType(u8 ¶m) {
switch (mActorSubtype) {
case 0: return CHAIR_A;
case 1: return CHAIR_B;
case 2: return CHAIR_C;
case 3: return CHAIR_D;
case 4: return CHAIR_E;
case 5: {
switch (param) {
case 0: return CHAIR_A;
case 1: return CHAIR_D;
case 2: return CHAIR_I;
case 3: return CHAIR_F;
case 4: return CHAIR_G;
case 5: return CHAIR_H;
default: return CHAIR_A;
}
}
default: return CHAIR_A;
}
}
void dAcOChair_c::updateChairPos() {
if (mChairType != CHAIR_E) {
if (isBench()) {
mPositionCopy2 = mPosition;
} else {
mMdl.getNodeWorldMtxMultVecZero(mSeatNodeID, mPositionCopy2);
}
mPositionCopy3 = mPositionCopy2;
} else {
field_0xB1A = true;
if (!checkObjectProperty(OBJ_PROP_0x8000)) {
mVec3_c work = mVec3_c::Ez * getDistToPlayer();
work.rotY(getRelativeYRotationToPlayer());
work.z = 0.f;
work.rotY(mRotation.y);
mPositionCopy2 = mPosition;
if (work.squareMagXZ() < 10000.f) {
mPositionCopy2 += work;
} else {
field_0xB1A = false;
}
}
mPositionCopy3 = mPositionCopy2;
}
}
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