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/**
* @file farmers.c
* @ingroup NPCs
*
* @brief Farmers NPC
*/
#include "entity.h"
#include "message.h"
#include "npc.h"
#include "script.h"
static const SpriteLoadData gUnk_08113140[] = {
{ 0xf7, 0x48, 0x4 }, { 0x40f7, 0x48, 0x4 }, { 0, 0, 0 }, { 0xf8, 0x49, 0x4 }, { 0x40f8, 0x49, 0x4 }, { 0, 0, 0 },
};
void sub_0806BC58(Entity* this);
void Farmers(Entity* this) {
if (this->action == 0) {
if (!LoadExtraSpriteData(this, &gUnk_08113140[this->type * 3])) {
return;
}
this->action++;
this->spriteSettings.flipX = this->timer;
if (this->spriteSettings.flipX == 0) {
this->animationState = 6;
} else {
this->animationState = 2;
}
this->timer = this->animationState;
sub_0806BC58(this);
sub_0807DD64(this);
}
ExecuteScriptForEntity(this, 0);
HandleEntity0x82Actions(this);
GetNextFrame(this);
}
void sub_0806BC58(Entity* this) {
SetEntityPriority(this, PRIO_MESSAGE);
}
void Farmers_Head(Entity* this) {
SetExtraSpriteFrame(this, 0, this->frame & 0x7f);
SetExtraSpriteFrame(this, 1, this->frameIndex);
SetSpriteSubEntryOffsetData1(this, 1, 0);
sub_0807000C(this);
}
void sub_0806BC94(Entity* this, ScriptExecutionContext* context) {
u32 offset = 0;
if (this->spriteSettings.flipX) {
offset = 8;
}
InitializeAnimation(this, context->intVariable + offset + (this->animationState >> 1));
}
void sub_0806BCB8(Entity* this) {
this->animationState = this->timer;
}
void Farmers_MarkEenieFuserDoner(Entity* this) {
if (this->type == 0) {
MarkFuserDone(this);
}
}
void Farmers_MakeInteractable(Entity* this) {
AddInteractableWhenBigFuser(this, GetFusionToOffer(this));
}
void sub_0806BCE8(Entity* this) {
static const Dialog gUnk_08113158[] = {
{ 0x29,
DIALOG_KINSTONE,
DIALOG_CHECK_FLAG,
1,
{ TEXT_INDEX(TEXT_FARMERS, 0x7), TEXT_INDEX(TEXT_FARMERS, 0x2) } },
{ 0x29,
DIALOG_KINSTONE,
DIALOG_CHECK_FLAG,
1,
{ TEXT_INDEX(TEXT_FARMERS, 0x11), TEXT_INDEX(TEXT_FARMERS, 0xd) } },
};
ShowNPCDialogue(this, &gUnk_08113158[this->type]);
}
void Farmers_Fusion(Entity* this) {
if (this->action == 0) {
if (LoadExtraSpriteData(this, &gUnk_08113140[this->type * 3])) {
this->action++;
this->spriteSettings.draw = 1;
this->spriteSettings.flipX = 0;
sub_0806BC58(this);
InitAnimationForceUpdate(this, 3);
}
} else {
UpdateAnimationSingleFrame(this);
}
}
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