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ac-decomp/src/ac_haniwa_move.c_inc
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2024-02-27 14:44:08 -05:00

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static void aHNW_setupAction(ACTOR* actor, GAME* game, int action);
static int aHNW_set_save_permission() {
u32 player_no = Common_Get(player_no);
PersonalID_c* pid;
mHm_hs_c* house;
int res = FALSE;
if (player_no < PLAYER_NUM) {
int arrange_idx = mHS_get_arrange_idx(player_no);
house = Save_GetPointer(homes[arrange_idx]);
pid = &Save_Get(private[player_no]).player_ID;
if (mPr_NullCheckPersonalID(pid) != TRUE && mPr_CheckCmpPersonalID(pid, &house->ownerID) == TRUE) {
res = TRUE;
house->flags.has_saved = TRUE;
}
}
return res;
}
static void aHNW_search_player(ACTOR* actor) {
chase_angle(&actor->shape_info.rotation.y, actor->player_angle_y, 0x0600);
}
static void aHNW_search_front(ACTOR* actor, int house_idx) {
s16 target_angle[mHS_HOUSE_NUM] = { 8000, -8000, 8000, -8000 };
chase_angle(&actor->shape_info.rotation.y, target_angle[house_idx], 0x0600);
}
static int aHNW_check_keep_item(ACTOR* actor) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
Haniwa_Item_c* haniwa_item = Save_Get(homes[haniwa->house_idx]).haniwa.items;
int i;
int res = FALSE;
for (i = 0; i < HANIWA_ITEM_HOLD_NUM; i++) {
if (haniwa_item->item != EMPTY_NO) {
res = TRUE;
break;
}
haniwa_item++;
}
return res;
}
static void aHNW_set_proceeds_str(Haniwa_c* haniwa) {
u8 str[7];
mFont_UnintToString(str, 7, haniwa->bells, 6, TRUE, FALSE, TRUE);
mMsg_Set_free_str(mMsg_Get_base_window_p(), 0, str, 7);
}
static int aHNW_check_handOver_proceeds(Haniwa_c* haniwa) {
int handOver = FALSE;
u32 money = Common_Get(now_private)->inventory.wallet + haniwa->bells;
if (money < mPr_WALLET_MAX) {
Common_Get(now_private)->inventory.wallet = money;
handOver = TRUE;
} else {
u32 num_30k_bell_bags = (money - mPr_WALLET_MAX) / 30000 + 1;
if (mPr_GetPossessionItemSumWithCond(Common_Get(now_private), EMPTY_NO, mPr_ITEM_COND_NORMAL) >=
num_30k_bell_bags) {
handOver = TRUE;
for (num_30k_bell_bags; num_30k_bell_bags != 0; num_30k_bell_bags--) {
mPr_SetFreePossessionItem(Common_Get(now_private), ITM_MONEY_30000, mPr_ITEM_COND_NORMAL);
money -= 30000;
}
Common_Get(now_private)->inventory.wallet = money;
} else {
u8 str[5];
mFont_UnintToString(str, 5, num_30k_bell_bags, 5, TRUE, FALSE, TRUE);
mMsg_Set_free_str(mMsg_Get_base_window_p(), 1, str, 5);
}
}
return handOver;
}
static int aHNW_check_house_door(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
int res = FALSE;
GAME_PLAY* play = (GAME_PLAY*)game;
if (Common_Get(reset_flag) == TRUE) {
ACTOR* talk_actor = mDemo_Get_talk_actor();
if (talk_actor == NULL && chkTrigger(BUTTON_A)) {
PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
if (mDemo_Check_DiffAngle_forTalk((actor->player_angle_y - player->actor_class.shape_info.rotation.y) -
-0x8000) == TRUE) {
Common_Set(reset_type, 4);
}
}
res = TRUE;
} else {
mDemo_Clip_c* demo_clip = Common_Get(clip).demo_clip;
if (demo_clip != NULL) {
INTRO_DEMO_ACTOR* demo_class = (INTRO_DEMO_ACTOR*)demo_clip->class;
if (demo_class != NULL && demo_clip->type == mDemo_CLIP_TYPE_INTRO_DEMO && mEv_CheckFirstIntro() &&
demo_class->player_intro_demo_state != 0) {
res = TRUE;
}
}
}
return res;
}
static void aHNW_wait(ACTOR* actor, GAME* game) {
if (actor->player_distance_xz < 80.0f) {
aHNW_setupAction(actor, game, aHNW_ACTION_DANCE);
}
}
static int aHNW_decide_msg_idx_dance(ACTOR* actor) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
Haniwa_c* house_haniwa;
int house_idx = haniwa->house_idx;
int player_is_owner = Common_Get(player_no) == mHS_get_pl_no(haniwa->house_idx);
int res;
if (mPr_NullCheckPersonalID(&Save_Get(homes[house_idx]).ownerID) == TRUE) {
res = aHNW_MSG_NO_OWNER; /* no one owns this house */
} else if (player_is_owner == TRUE) {
Haniwa_c* house_haniwa = &Save_Get(homes[house_idx]).haniwa;
int house_arrange_idx = mHS_get_arrange_idx(Common_Get(player_no));
mHm_hs_c* house = Save_GetPointer(homes[house_arrange_idx]);
if (house->flags.has_saved == FALSE && mEv_CheckFirstJob() == TRUE &&
mNpc_GetFriendAnimalNum(&Common_Get(now_private)->player_ID) == 0) {
res =
aHNW_MSG_NEED_FRIEND; /* player owns this house, but is in intro and has not spoken to any villagers */
} else if (house_haniwa->bells != 0) {
res = aHNW_MSG_PROCEEDS;
} else {
res = aHNW_MSG_NORMAL;
}
/* player owns house but gyroid has bells from other players */
} else {
res = aHNW_MSG_OTHER_OWNER; /* another player owns house */
}
return res;
}
static void aHNW_set_talk_info_dance(ACTOR* actor) {
static int msg_no[aHNW_MSG_NUM] = {
0x0934, /* aHNW_MSG_NO_OWNER */
0x0935, /* aHNW_MSG_PROCEEDS */
0x0925, /* aHNW_MSG_NORMAL */
0x0928, /* aHNW_MSG_OTHER_OWNER */
0x092E /* aHNW_MSG_NEED_FRIEND */
};
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
int house_idx = haniwa->house_idx;
Haniwa_c* house_haniwa = &Save_Get(homes[house_idx]).haniwa;
int msg_idx = aHNW_decide_msg_idx_dance(actor);
switch (msg_idx) {
case aHNW_MSG_PROCEEDS: {
aHNW_set_proceeds_str(house_haniwa);
break;
}
case aHNW_MSG_OTHER_OWNER: {
mMsg_Set_mail_str(mMsg_Get_base_window_p(), 0, house_haniwa->message, HANIWA_MESSAGE_LEN);
break;
}
}
mDemo_Set_msg_num(msg_no[msg_idx]);
}
static void aHNW_dance(ACTOR* actor, GAME* game) {
static int next_act_idx[aHNW_MSG_NUM] = {
aHNW_ACTION_TALK_END_WAIT, /* aHNW_MSG_NO_OWNER */
aHNW_ACTION_CHECK_PROCEEDS, /* aHNW_MSG_PROCEEDS */
aHNW_ACTION_TALK_WITH_MASTER, /* aHNW_MSG_NORMAL */
aHNW_ACTION_TALK_WITH_GUEST, /* aHNW_MSG_OTHER_OWNER */
aHNW_ACTION_TALK_END_WAIT /* aHNW_MSG_NEED_FRIEND */
};
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
if (actor->player_distance_xz > 90.0f) {
aHNW_setupAction(actor, game, aHNW_ACTION_WAIT);
} else {
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)haniwa) == TRUE && mDemo_Check_ListenAble() == FALSE) {
int msg_idx = aHNW_decide_msg_idx_dance(actor);
mDemo_Set_ListenAble();
aHNW_setupAction(actor, game, next_act_idx[msg_idx]);
} else if (aHNW_check_house_door((ACTOR*)haniwa, game) == FALSE) {
mDemo_Request(mDemo_TYPE_TALK, (ACTOR*)haniwa, &aHNW_set_talk_info_dance);
}
}
}
static void aHNW_check_proceeds(ACTOR* actor, GAME* game) {
static int msg_no[aHNW_HANDOVER_NUM] = {
0x0936, /* aHNW_HANDOVER_YES */
0x0937 /* aHNW_HANDOVER_NO */
};
static int next_act_idx[aHNW_HANDOVER_NUM] = {
aHNW_ACTION_TALK_WITH_MASTER, /* aHNW_HANDOVER_YES */
aHNW_ACTION_TALK_END_WAIT /* aHNW_HANDOVER_NO */
};
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9)) {
int house_idx = haniwa->house_idx;
Haniwa_c* house_haniwa = &Save_Get(homes[house_idx]).haniwa;
int handover_state;
if (aHNW_check_handOver_proceeds(house_haniwa) == TRUE) {
house_haniwa->bells = 0;
handover_state = aHNW_HANDOVER_YES;
} else {
handover_state = aHNW_HANDOVER_NO;
}
mMsg_Set_continue_msg_num(mMsg_Get_base_window_p(), msg_no[handover_state]);
aHNW_setupAction(actor, game, next_act_idx[handover_state]);
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
}
}
static void aHNW_talk_with_master(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9) && mMsg_Check_MainNormalContinue(msg_win) == TRUE) {
int action = -1;
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: {
action = aHNW_ACTION_SAVE_CHECK;
break;
}
case mChoice_CHOICE1: {
action = aHNW_ACTION_MENU_OPEN_WAIT;
haniwa->submenu_type = mSM_OVL_INVENTORY;
break;
}
case mChoice_CHOICE2: {
action = aHNW_ACTION_TALK_WITH_MASTER2;
break;
}
case mChoice_CHOICE3: {
action = aHNW_ACTION_TALK_END_WAIT;
break;
}
}
if (action != -1) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
aHNW_setupAction(actor, game, action);
}
}
}
static void aHNW_talk_with_master2(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9) && mMsg_Check_MainNormalContinue(msg_win) == TRUE) {
int action = -1;
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: {
action = aHNW_ACTION_ROOF_CHECK;
break;
}
case mChoice_CHOICE1: {
action = aHNW_ACTION_MENU_OPEN_WAIT;
haniwa->submenu_type = mSM_OVL_HBOARD;
break;
}
case mChoice_CHOICE2: {
action = aHNW_ACTION_TALK_WITH_MASTER;
break;
}
case mChoice_CHOICE3: {
action = aHNW_ACTION_TALK_END_WAIT;
break;
}
}
if (action != -1) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
aHNW_setupAction(actor, game, action);
}
}
}
static void aHNW_talk_end_wait(ACTOR* actor, GAME* game) {
if (mDemo_Check(mDemo_TYPE_TALK, actor) == FALSE) {
aHNW_setupAction(actor, game, aHNW_ACTION_DANCE);
}
}
static void aHNW_menu_open_wait(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
if (mMsg_Check_main_wait(msg_win) == TRUE) {
int submenu_type = haniwa->submenu_type;
Submenu* submenu = &play->submenu;
int arg1 = haniwa->house_idx;
switch (submenu_type) {
case mSM_OVL_HBOARD: {
mSM_open_submenu(submenu, mSM_OVL_HBOARD, 0, arg1);
break;
}
case mSM_OVL_INVENTORY: {
mSM_open_submenu(submenu, mSM_OVL_INVENTORY, 2, arg1);
break;
}
case mSM_OVL_NEEDLEWORK: {
mSM_open_submenu(submenu, mSM_OVL_NEEDLEWORK, 0, arg1);
break;
}
}
mMsg_ChangeMsgData(msg_win, 0x0927);
mMsg_Set_ForceNext(msg_win);
aHNW_setupAction(actor, game, aHNW_ACTION_MENU_END_WAIT);
}
}
static void aHNW_menu_end_wait(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
Submenu* submenu = &play->submenu;
Submenu_Item_c* item;
if (submenu->open_flag == FALSE) {
if (mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == TRUE) {
aHNW_setupAction(actor, game, aHNW_ACTION_TALK_WITH_MASTER);
switch (haniwa->submenu_type) {
case mSM_OVL_NEEDLEWORK: {
Submenu_Item_c* item = submenu->item_p;
if (item->item == RSV_NO) {
Save_Get(homes[haniwa->house_idx]).door_original = mNW_get_image_no(submenu, item->slot_no);
sAdo_SysTrgStart(0x461);
}
break;
}
}
haniwa->submenu_type = mSM_OVL_NONE;
}
}
}
static void aHNW_talk_with_guest(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 0)) {
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
if (mMsg_Check_MainNormalContinue(msg_win) == TRUE) {
int action = -1;
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: {
if (aHNW_check_keep_item(actor) == FALSE) {
mMsg_Set_continue_msg_num(msg_win, 0x092C);
action = aHNW_ACTION_TALK_END_WAIT;
} else {
action = aHNW_ACTION_MENU_OPEN_WAIT_FOR_GUEST;
}
break;
}
case mChoice_CHOICE1: {
mMsg_Set_continue_msg_num(msg_win, 0x092A);
action = aHNW_ACTION_TALK_END_WAIT;
break;
}
}
if (action != -1) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 0, 0);
aHNW_setupAction(actor, game, action);
}
}
}
}
static void aHNW_menu_open_wait_for_guest(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
if (mMsg_Check_main_wait(msg_win) == TRUE) {
mSM_open_submenu(&play->submenu, mSM_OVL_INVENTORY, 3, haniwa->house_idx);
mMsg_ChangeMsgData(msg_win, 0x092B);
aHNW_setupAction(actor, game, aHNW_ACTION_MENU_END_WAIT_FOR_GUEST);
}
}
static void aHNW_menu_end_wait_for_guest(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
if (play->submenu.open_flag == FALSE && mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == TRUE) {
aHNW_setupAction(actor, game, aHNW_ACTION_TALK_END_WAIT);
}
}
static void aHNW_save_check(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
int order_value = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
int action = -1;
if (order_value && mMsg_Check_MainNormalContinue(msg_win) == TRUE) {
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: {
action = aHNW_ACTION_SAVE_END_WAIT;
mBGMPsComp_scene_mode(13);
mDemo_Set_talk_return_demo_wait(1);
mPlib_Set_able_force_speak_label(actor);
break;
}
case mChoice_CHOICE1: {
action = aHNW_ACTION_TALK_WITH_MASTER;
break;
}
}
if (action != -1) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
aHNW_setupAction(actor, game, action);
}
}
}
static void aHNW_roof_check(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
mMsg_Window_c* msg_win = mMsg_Get_base_window_p();
int order_value = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
int action = -1;
if (order_value && mMsg_Check_MainNormalContinue(msg_win) == TRUE) {
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: {
action = aHNW_ACTION_MENU_OPEN_WAIT;
haniwa->submenu_type = mSM_OVL_NEEDLEWORK;
break;
}
case mChoice_CHOICE1: {
Save_Get(homes[haniwa->house_idx]).door_original = 0xFF;
sAdo_SysTrgStart(0x461);
action = aHNW_ACTION_TALK_WITH_MASTER;
break;
}
case mChoice_CHOICE2: {
action = aHNW_ACTION_TALK_WITH_MASTER;
break;
}
}
if (action != -1) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
aHNW_setupAction(actor, game, action);
}
}
}
static void aHNW_save_end_wait(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
if (haniwa->playing_save_bgm == FALSE && mMsg_Check_MainDisappear(mMsg_Get_base_window_p())) {
haniwa->playing_save_bgm = TRUE;
mBGMPsComp_make_ps_demo(0x41, 0x168);
}
if (mDemo_Check(mDemo_TYPE_TALK, actor) == FALSE) {
aHNW_setupAction(actor, game, aHNW_ACTION_PL_APPROACH_DOOR);
aHNW_set_save_permission();
}
}
static void aHNW_pl_approach_door(ACTOR* actor, GAME* game) {
static f32 chk_posX[mHS_HOUSE_NUM] = { 2095.0f, 2385.0f, 2095.0f, 2385.0f };
static f32 chk_val[mHS_HOUSE_NUM] = { 1.0f, -1.0f, 1.0f, -1.0f };
static xyz_t goal_pos[mHS_HOUSE_NUM][2] = { { { 2098.0f, 0.0f, 1540.0f }, { 2110.0f, 0.0f, 1474.0f } },
{ { 2382.0f, 0.0f, 1540.0f }, { 2369.0f, 0.0f, 1474.0f } },
{ { 2098.0f, 0.0f, 1820.0f }, { 2110.0f, 0.0f, 1755.0f } },
{ { 2382.0f, 0.0f, 1820.0f }, { 2369.0f, 0.0f, 1755.0f } } };
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player = get_player_actor_withoutCheck((GAME_PLAY*)game);
haniwa->door_approach_frame++;
if (player != NULL) {
int house_idx = haniwa->house_idx;
int stage = ((chk_posX[house_idx] - player->actor_class.world.position.x) * chk_val[house_idx]) <= 0.0f;
xyz_t* goal = goal_pos[house_idx] + stage;
if (haniwa->player_approach_door_stage != stage &&
mPlib_request_main_demo_walk_type1(game, goal->x, goal->z, 3.0f, FALSE)) {
haniwa->player_approach_door_stage = stage;
}
mPlib_Set_goal_player_demo_walk(goal->x, goal->z, 3.0f);
if (haniwa->door_approach_frame > 160) {
MY_HOUSE_ACTOR* house_actor = (MY_HOUSE_ACTOR*)Actor_info_fgName_search(
&play->actor_info, HOUSE0 + haniwa->house_idx, ACTOR_PART_ITEM);
if (house_actor != NULL) {
house_actor->structure_class.actor_class.world.angle.z = 1;
aHNW_setupAction(actor, game, aHNW_ACTION_WAIT);
}
} else if (stage == 1 && search_position_distanceXZ(goal, &player->actor_class.world.position) < 3.0f) {
aHNW_setupAction(actor, game, aHNW_ACTION_DOOR_OPEN_WAIT);
}
}
}
static void aHNW_door_open_wait(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
MY_HOUSE_ACTOR* house_actor =
(MY_HOUSE_ACTOR*)Actor_info_fgName_search(&play->actor_info, HOUSE0 + haniwa->house_idx, ACTOR_PART_ITEM);
if (house_actor != NULL) {
house_actor->structure_class.request_type = 6; // TODO: this is probably an enum
if (house_actor != get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->get_door_label_proc(gamePT)) {
aHNW_setupAction(actor, game, aHNW_ACTION_DOOR_OPEN_TIMER);
haniwa->door_approach_frame = 0;
} else {
aHNW_setupAction(actor, game, aHNW_ACTION_WAIT);
}
}
}
static void aHNW_door_open_timer(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
MY_HOUSE_ACTOR* house_actor =
(MY_HOUSE_ACTOR*)Actor_info_fgName_search(&play->actor_info, HOUSE0 + haniwa->house_idx, ACTOR_PART_ITEM);
if (house_actor != NULL) {
if (house_actor == get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->get_door_label_proc(gamePT)) {
aHNW_setupAction(actor, game, aHNW_ACTION_WAIT);
} else {
haniwa->door_approach_frame++;
if (haniwa->door_approach_frame > 80) {
house_actor->structure_class.actor_class.world.angle.z = 1;
aHNW_setupAction(actor, game, aHNW_ACTION_WAIT);
}
}
}
}
static void aHNW_menu_open_wait_init(ACTOR* actor, GAME* game) {
mMsg_request_main_disappear_wait_type1(mMsg_Get_base_window_p());
}
static void aHNW_menu_end_wait_init(ACTOR* actor, GAME* game) {
mMsg_request_main_appear_wait_type1(mMsg_Get_base_window_p());
}
static void aHNW_talk_with_guest_init(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
mMsg_Set_free_str(mMsg_Get_base_window_p(), 2, Save_Get(homes[haniwa->house_idx]).ownerID.player_name,
PLAYER_NAME_LEN);
}
static void aHNW_pl_approach_door_init(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
game->pad_initialized = FALSE;
haniwa->player_approach_door_stage = -1;
haniwa->door_approach_frame = 0;
}
typedef void (*HANIWA_PROC)(ACTOR*, GAME*);
static void aHNW_init_proc(ACTOR* actor, GAME* game, int action) {
static HANIWA_PROC init_proc[aHNW_ACTION_NUM] = {
(HANIWA_PROC)&none_proc1, (HANIWA_PROC)&none_proc1, (HANIWA_PROC)&none_proc1, (HANIWA_PROC)&none_proc1,
(HANIWA_PROC)&none_proc1, (HANIWA_PROC)&none_proc1, &aHNW_menu_open_wait_init, &aHNW_menu_end_wait_init,
&aHNW_talk_with_guest_init, &aHNW_menu_open_wait_init, &aHNW_menu_end_wait_init, (HANIWA_PROC)&none_proc1,
(HANIWA_PROC)&none_proc1, (HANIWA_PROC)&none_proc1, &aHNW_pl_approach_door_init, (HANIWA_PROC)&none_proc1,
(HANIWA_PROC)&none_proc1
};
(*init_proc[action])(actor, game);
}
static void aHNW_setupAction(ACTOR* actor, GAME* game, int action) {
static HANIWA_PROC process[aHNW_ACTION_NUM] = { &aHNW_wait,
&aHNW_dance,
&aHNW_check_proceeds,
&aHNW_talk_with_master,
&aHNW_talk_with_master2,
&aHNW_talk_end_wait,
&aHNW_menu_open_wait,
&aHNW_menu_end_wait,
&aHNW_talk_with_guest,
&aHNW_menu_open_wait_for_guest,
&aHNW_menu_end_wait_for_guest,
&aHNW_roof_check,
&aHNW_save_check,
&aHNW_save_end_wait,
&aHNW_pl_approach_door,
&aHNW_door_open_wait,
&aHNW_door_open_timer };
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
int house_idx = haniwa->house_idx;
int animation_state = haniwa->animation_state;
int no_owner = mPr_NullCheckPersonalID(&Save_Get(homes[house_idx]).ownerID);
int owner_is_player = mHS_get_pl_no(house_idx) == Common_Get(player_no);
haniwa->action = action;
haniwa->action_proc = process[action];
if (action >= aHNW_ACTION_CHECK_PROCEEDS) {
haniwa->anim_frame_speed = 0.3f;
} else {
if (no_owner) {
if (haniwa->anim_frame_speed != 0.0f) {
haniwa->anim_frame_speed = 0.075f;
}
} else {
if (owner_is_player) {
if (action == aHNW_ACTION_WAIT || action == aHNW_ACTION_DOOR_OPEN_TIMER) {
haniwa->anim_frame_speed = 0.3f;
} else {
haniwa->anim_frame_speed = 0.45f;
}
} else {
haniwa->anim_frame_speed = 0.1f;
}
}
}
if (animation_state == 2) {
cKF_SkeletonInfo_R_init(&haniwa->keyframe, haniwa->keyframe.skeleton, &cKF_ba_r_hnw_move, 1.0f, 9.0f, 1.0f,
haniwa->anim_frame_speed, 0.0f, cKF_FRAMECONTROL_REPEAT, NULL);
haniwa->saved_current_frame = haniwa->keyframe.frame_control.current_frame;
}
haniwa->animation_state = 0;
aHNW_init_proc(actor, game, action);
if (no_owner && action < aHNW_ACTION_CHECK_PROCEEDS) {
haniwa->keyframe.frame_control.mode = cKF_FRAMECONTROL_STOP;
} else {
haniwa->keyframe.frame_control.mode = cKF_FRAMECONTROL_REPEAT;
}
}
static void aHNW_common_process(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
cKF_SkeletonInfo_R_c* keyframe = &haniwa->keyframe;
int house_idx = haniwa->house_idx;
int no_owner = mPr_NullCheckPersonalID(&Save_Get(homes[house_idx]).ownerID);
f32 target;
if (no_owner == FALSE && keyframe->frame_control.mode == cKF_FRAMECONTROL_STOP) {
aHNW_setupAction((ACTOR*)haniwa, game, haniwa->action);
keyframe->frame_control.mode = cKF_FRAMECONTROL_REPEAT;
} else if (no_owner && haniwa->action < 2 && keyframe->frame_control.speed <= 0.1f) {
keyframe->frame_control.mode = cKF_FRAMECONTROL_STOP;
} else {
keyframe->frame_control.mode = cKF_FRAMECONTROL_REPEAT;
}
if (no_owner == FALSE || haniwa->action >= aHNW_ACTION_CHECK_PROCEEDS) {
aHNW_search_player((ACTOR*)haniwa);
} else {
aHNW_search_front((ACTOR*)haniwa, house_idx);
}
target = haniwa->anim_frame_speed;
{
if (target > keyframe->frame_control.speed) {
chase_f(&keyframe->frame_control.speed, target, 0.05f);
} else {
chase_f(&keyframe->frame_control.speed, target, 0.015f);
}
}
}
static void aHNW_actor_move(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
cKF_SkeletonInfo_R_c* keyframe = &haniwa->keyframe;
haniwa->keyframe_state = cKF_SkeletonInfo_R_play(keyframe);
(*haniwa->action_proc)((ACTOR*)haniwa, game);
aHNW_common_process(actor, game);
CollisionCheck_Uty_ActorWorldPosSetPipeC(actor, &haniwa->col_pipe);
CollisionCheck_setOC(game, &play->collision_check, &haniwa->col_pipe.collision_obj);
Actor_world_to_eye(actor, 50.0f);
}
static void aHNW_actor_init(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
int house_idx = haniwa->house_idx;
mFI_SetFG_common((mActor_name_t)(house_idx + DUMMY_HANIWA0), actor->world.position, FALSE);
actor->mv_proc = &aHNW_actor_move;
actor->dw_proc = &aHNW_actor_draw;
aHNW_setupAction((ACTOR*)haniwa, game,
aHNW_ACTION_WAIT); // weird that we have to re-cast to ACTOR so fequently for matches
haniwa->keyframe.morph_counter = 0.0f;
aHNW_actor_move(actor, game);
}