mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_npc_majin3
This commit is contained in:
+1
-1
@@ -1119,7 +1119,7 @@ config.libs = [
|
||||
Object(NonMatching, "actor/npc/ac_npc_hem.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_majin.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_majin2.c"),
|
||||
Object(NonMatching, "actor/npc/ac_npc_majin3.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_majin3.c"),
|
||||
Object(NonMatching, "actor/npc/ac_npc_majin4.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_majin5.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_mamedanuki.c"),
|
||||
|
||||
+18
-1
@@ -3,11 +3,29 @@
|
||||
|
||||
#include "types.h"
|
||||
#include "m_actor.h"
|
||||
#include "ac_npc.h"
|
||||
#include "m_string.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct npc_majin3_actor_s NPC_MAJIN3_ACTOR;
|
||||
|
||||
typedef void (*aMJN3_THINK_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
|
||||
typedef void (*aMJN3_TALK_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
|
||||
|
||||
struct npc_majin3_actor_s {
|
||||
NPC_ACTOR npc_class;
|
||||
int think_idx;
|
||||
int next_think_idx;
|
||||
aMJN3_THINK_PROC think_proc;
|
||||
int talk_idx;
|
||||
aMJN3_TALK_PROC talk_proc;
|
||||
u8 reply[mString_DEFAULT_STR_SIZE];
|
||||
u8 reply_idx;
|
||||
};
|
||||
|
||||
extern ACTOR_PROFILE Npc_Majin3_Profile;
|
||||
|
||||
#ifdef __cplusplus
|
||||
@@ -15,4 +33,3 @@ extern ACTOR_PROFILE Npc_Majin3_Profile;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -10,6 +10,10 @@ extern "C" {
|
||||
#define mString_AM 0x001
|
||||
#define mString_PM 0x002
|
||||
#define mString_WEEKDAY_START 0x009
|
||||
#define mString_RESETTI_GOOD_WORD_START 0x484
|
||||
#define mString_RESETTI_GOOD_WORD_END 0x493
|
||||
#define mString_RESETTI_NG_WORD_START 0x4C0
|
||||
#define mString_RESETTI_NG_WORD_END 0x4DF
|
||||
#define mString_DAY_START 0x64E
|
||||
#define mString_MONTH_START 0x66D
|
||||
#define mString_SONCHO_EVENT_NAME_START 0x6F8
|
||||
@@ -20,6 +24,8 @@ extern "C" {
|
||||
#define mString_HANIWA_MSG3 0x76D
|
||||
#define mString_MIKANBOX_START 0x77B
|
||||
#define mString_MIKANBOX_END 0x7FE
|
||||
|
||||
// TODO: these should be in m_msg_data.h
|
||||
#define mString_CARPETPEDDLER_START 0x48a
|
||||
#define mString_TOTAKEKE_START 0x1b93
|
||||
#define mString_SPEECH_SONCHO_START 0x3db5
|
||||
|
||||
@@ -0,0 +1,130 @@
|
||||
#include "ac_npc_majin3.h"
|
||||
|
||||
#include "m_common_data.h"
|
||||
#include "m_player_lib.h"
|
||||
#include "m_font.h"
|
||||
#include "m_msg.h"
|
||||
#include "ac_reset_demo.h"
|
||||
#include "m_bgm.h"
|
||||
#include "m_house.h"
|
||||
#include "m_ledit_ovl.h"
|
||||
|
||||
enum {
|
||||
aMJN3_THINK_START_WAIT,
|
||||
aMJN3_THINK_START_WAIT_ST,
|
||||
aMJN3_THINK_START_WAIT_ST2,
|
||||
aMJN3_THINK_CALL,
|
||||
aMJN3_THINK_EXIT,
|
||||
|
||||
aMJN3_THINK_NUM
|
||||
};
|
||||
|
||||
enum {
|
||||
aMJN3_TALK_MSG_WIN_CLOSE_WAIT,
|
||||
aMJN3_TALK_MENU_OPEN_WAIT,
|
||||
aMJN3_TALK_MENU_CLOSE_WAIT,
|
||||
aMJN3_TALK_MSG_WIN_OPEN_WAIT,
|
||||
aMJN3_TALK_END_WAIT,
|
||||
|
||||
aMJN3_TALK_NUM
|
||||
};
|
||||
|
||||
enum {
|
||||
aMJN3_WORD_GOOD, // user input the correct phrase
|
||||
aMJN3_WORD_NG, // user input a 'ng' word, special response
|
||||
aMJN3_WORD_WRONG, // user input the wrong phrase
|
||||
|
||||
aMJN3_WORD_NUM
|
||||
};
|
||||
|
||||
static void aMJN3_actor_ct(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_actor_dt(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_actor_move(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_actor_draw(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_actor_save(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_actor_init(ACTOR* actorx, GAME* game);
|
||||
|
||||
// clang-format off
|
||||
ACTOR_PROFILE Npc_Majin3_Profile = {
|
||||
mAc_PROFILE_NPC_MAJIN3,
|
||||
ACTOR_PART_NPC,
|
||||
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
|
||||
SP_NPC_MAJIN3,
|
||||
ACTOR_OBJ_BANK_KEEP,
|
||||
sizeof(NPC_MAJIN3_ACTOR),
|
||||
aMJN3_actor_ct,
|
||||
aMJN3_actor_dt,
|
||||
aMJN3_actor_init,
|
||||
mActor_NONE_PROC1,
|
||||
aMJN3_actor_save,
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
static void aMJN3_force_talk_request(ACTOR* actorx, GAME* game);
|
||||
static void aMJN3_norm_talk_request(ACTOR* actorx, GAME* game);
|
||||
static int aMJN3_talk_init(ACTOR* actorx, GAME* game);
|
||||
static int aMJN3_talk_end_chk(ACTOR* actorx, GAME* game);
|
||||
|
||||
static void aMJN3_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
|
||||
static void aMJN3_setup_think_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play, int think_idx);
|
||||
static void aMJN3_change_talk_proc(NPC_MAJIN3_ACTOR* actor, int talk_idx);
|
||||
|
||||
static void aMJN3_actor_ct(ACTOR* actorx, GAME* game) {
|
||||
static aNPC_ct_data_c ct_data = {
|
||||
aMJN3_actor_move,
|
||||
aMJN3_actor_draw,
|
||||
aNPC_CT_SCHED_TYPE_SPECIAL,
|
||||
(aNPC_TALK_REQUEST_PROC)none_proc1,
|
||||
aMJN3_talk_init,
|
||||
aMJN3_talk_end_chk,
|
||||
0,
|
||||
};
|
||||
|
||||
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
|
||||
|
||||
actor->npc_class.schedule.schedule_proc = aMJN3_schedule_proc;
|
||||
NPC_CLIP->ct_proc(actorx, game, &ct_data);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_actor_save(ACTOR* actorx, GAME* game) {
|
||||
NPC_CLIP->save_proc(actorx, game);
|
||||
}
|
||||
|
||||
static void aMJN3_actor_dt(ACTOR* actorx, GAME* game) {
|
||||
NPC_CLIP->dt_proc(actorx, game);
|
||||
eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
|
||||
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
|
||||
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
|
||||
|
||||
if (demox != NULL) {
|
||||
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
|
||||
|
||||
reset_demo->reset_actor = NULL;
|
||||
reset_demo->request_light = FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_actor_init(ACTOR* actorx, GAME* game) {
|
||||
NPC_CLIP->init_proc(actorx, game);
|
||||
}
|
||||
|
||||
static void aMJN3_actor_move(ACTOR* actorx, GAME* game) {
|
||||
NPC_CLIP->move_proc(actorx, game);
|
||||
actorx->shape_info.draw_shadow = FALSE;
|
||||
}
|
||||
|
||||
static void aMJN3_set_animation(NPC_MAJIN3_ACTOR* actor, int think_idx) {
|
||||
static s16 animeSeqNo[] = { aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_APPEAR1, aNPC_ANIM_GO_UG1 };
|
||||
|
||||
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[think_idx], FALSE);
|
||||
}
|
||||
|
||||
static void aMJN3_actor_draw(ACTOR* actorx, GAME* game) {
|
||||
NPC_CLIP->draw_proc(actorx, game);
|
||||
}
|
||||
|
||||
#include "../src/actor/npc/ac_npc_majin3_talk.c_inc"
|
||||
#include "../src/actor/npc/ac_npc_majin3_schedule.c_inc"
|
||||
@@ -0,0 +1,178 @@
|
||||
static void aMJN3_set_request_act(NPC_MAJIN3_ACTOR* actor) {
|
||||
actor->npc_class.request.act_priority = 1;
|
||||
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
|
||||
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
|
||||
}
|
||||
|
||||
static void aMJN3_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
nactorx->action.step = 0;
|
||||
}
|
||||
|
||||
static void aMJN3_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC act_proc[] = { aMJN3_act_init_proc, (aNPC_SUB_PROC)none_proc1, (aNPC_SUB_PROC)none_proc1 };
|
||||
|
||||
(*act_proc[type])(nactorx, play);
|
||||
}
|
||||
|
||||
static void aMJN3_start_wait(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
int reset_type = Common_Get(reset_type);
|
||||
|
||||
if (reset_type == 0) {
|
||||
if (actor->npc_class.actor_class.player_distance_xz >= 120.0f) {
|
||||
reset_type = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (reset_type != 0) {
|
||||
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.player_angle_y;
|
||||
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_CALL);
|
||||
Common_Set(reset_type, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_start_wait_st(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
|
||||
if (playerx != NULL && playerx->world.position.z > 970.0f) {
|
||||
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_START_WAIT_ST2);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_start_wait_st2(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
int reset_type = Common_Get(reset_type);
|
||||
|
||||
if (reset_type == 0) {
|
||||
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
|
||||
if (actor->npc_class.actor_class.player_distance_xz > 120.0f) {
|
||||
reset_type = 2;
|
||||
}
|
||||
|
||||
if (playerx != NULL) {
|
||||
if (playerx->world.position.x >= 2280.0f && playerx->world.position.x < 2360.0f && playerx->world.position.z <= 970.0f) {
|
||||
reset_type = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (reset_type != 0) {
|
||||
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.player_angle_y;
|
||||
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_CALL);
|
||||
Common_Set(reset_type, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_exit(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
|
||||
Actor_delete((ACTOR*)actor);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)nactorx;
|
||||
|
||||
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
|
||||
actor->think_proc(actor, play);
|
||||
} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
|
||||
aMJN3_set_request_act(actor);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
static f32 def_posX[] = { 2180.0f, 2300.0f, 2180.0f, 2300.0f, 2300.0f };
|
||||
static f32 def_posZ[] = { 1460.0f, 1460.0f, 1740.0f, 1740.0f, 1020.0f };
|
||||
static s16 def_angl[] = { 0, 0, 0, 0, 0x8000 };
|
||||
static int def_think_idx[] = { aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT_ST };
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)nactorx;
|
||||
ACTOR* actorx = (ACTOR*)nactorx;
|
||||
int pos_idx;
|
||||
|
||||
actor->npc_class.action.act_proc = aMJN3_act_proc;
|
||||
aMJN3_set_request_act(actor);
|
||||
actorx->status_data.weight = MASSTYPE_HEAVY;
|
||||
Common_Set(reset_type, 0);
|
||||
|
||||
if (play->block_table.block_z == 1) {
|
||||
pos_idx = 4;
|
||||
} else {
|
||||
pos_idx = mHS_get_arrange_idx(Common_Get(player_no));
|
||||
}
|
||||
|
||||
actorx->world.position.x = def_posX[pos_idx];
|
||||
actorx->world.position.z = def_posZ[pos_idx];
|
||||
actorx->shape_info.rotation.y = def_angl[pos_idx];
|
||||
actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, 0.0f);
|
||||
aMJN3_setup_think_proc(actor, play, def_think_idx[pos_idx]);
|
||||
}
|
||||
|
||||
static void aMJN3_call_init(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
actor->npc_class.condition_info.hide_request = FALSE;
|
||||
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_APPEAR1;
|
||||
actor->npc_class.talk_info.default_animation = aNPC_ANIM_APPEAR1;
|
||||
|
||||
eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, ((ACTOR*)actor)->world.position, 3, ((ACTOR*)actor)->shape_info.rotation.y, (GAME*)play, RSV_NO, 0, 0);
|
||||
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
|
||||
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
|
||||
|
||||
if (demox != NULL) {
|
||||
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
|
||||
|
||||
reset_demo->request_light = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
typedef void (*aMJN3_THINK_INIT_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
|
||||
|
||||
typedef struct {
|
||||
aMJN3_THINK_PROC think_proc;
|
||||
aMJN3_THINK_INIT_PROC think_init_proc;
|
||||
aNPC_TALK_REQUEST_PROC talk_request_proc;
|
||||
u8 talk_idx;
|
||||
u8 think_idx_when_talk_done;
|
||||
} aMJN3_think_data_c;
|
||||
|
||||
static void aMJN3_setup_think_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play, int think_idx) {
|
||||
// clang-format off
|
||||
static aMJN3_think_data_c dt_tbl[] = {
|
||||
{aMJN3_start_wait, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT},
|
||||
{aMJN3_start_wait_st, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT_ST},
|
||||
{aMJN3_start_wait_st2, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT_ST2},
|
||||
{(aMJN3_THINK_PROC)none_proc1, aMJN3_call_init, aMJN3_force_talk_request, 0, aMJN3_THINK_EXIT},
|
||||
{aMJN3_exit, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_EXIT},
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
aMJN3_think_data_c* data_p = &dt_tbl[think_idx];
|
||||
|
||||
actor->think_idx = think_idx;
|
||||
actor->think_proc = data_p->think_proc;
|
||||
actor->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc;
|
||||
actor->talk_idx = data_p->talk_idx;
|
||||
actor->next_think_idx = data_p->think_idx_when_talk_done;
|
||||
aMJN3_set_animation(actor, think_idx);
|
||||
(*data_p->think_init_proc)(actor, play);
|
||||
}
|
||||
|
||||
static void aMJN3_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC think_proc[] = { aMJN3_think_init_proc, aMJN3_think_main_proc };
|
||||
|
||||
(*think_proc[type])(nactorx, play);
|
||||
}
|
||||
|
||||
static void aMJN3_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
nactorx->think.think_proc = aMJN3_think_proc;
|
||||
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
|
||||
}
|
||||
|
||||
static void aMJN3_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
if (!NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT)) {
|
||||
NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC sche_proc[] = { aMJN3_schedule_init_proc, aMJN3_schedule_main_proc };
|
||||
|
||||
(*sche_proc[type])(nactorx, play);
|
||||
}
|
||||
@@ -0,0 +1,175 @@
|
||||
static int aMJN3_check_good_word(NPC_MAJIN3_ACTOR* actor) {
|
||||
u8 word[mString_DEFAULT_STR_SIZE];
|
||||
int ret = FALSE;
|
||||
|
||||
mString_Load_StringFromRom(word, sizeof(word), mString_RESETTI_GOOD_WORD_START + actor->reply_idx);
|
||||
if (mem_cmp(actor->reply, word, sizeof(word)) == TRUE) {
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static int aMJN3_check_ng_word(NPC_MAJIN3_ACTOR* actor) {
|
||||
static int chg_length[] = { 1, 2, 4, 8, 10, 17, 24, 28, -1 };
|
||||
u8 word[mString_DEFAULT_STR_SIZE];
|
||||
u32 len = 2;
|
||||
u8* reply_p;
|
||||
int* chg_length_p = chg_length;
|
||||
int i;
|
||||
int j;
|
||||
int ng_word_idx = mString_RESETTI_NG_WORD_START;
|
||||
|
||||
// Loop through every "ng" (no good?) word
|
||||
for (i = 0; i < (mString_RESETTI_NG_WORD_END - mString_RESETTI_NG_WORD_START) + 1; i++) {
|
||||
// check if this index crosses the boundary into the next length of ng strings
|
||||
// ng strings are grouped in data by length
|
||||
if (i == *chg_length_p) {
|
||||
len++;
|
||||
chg_length_p++;
|
||||
}
|
||||
|
||||
mString_Load_StringFromRom(word, sizeof(word), ng_word_idx);
|
||||
reply_p = actor->reply;
|
||||
// check the entire reply string for occurrences of the ng string
|
||||
for (j = (mString_DEFAULT_STR_SIZE + 1) - len; j != 0; j--) {
|
||||
if (mem_cmp(reply_p, word, len) == TRUE) {
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
reply_p++;
|
||||
}
|
||||
|
||||
ng_word_idx++;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static int aMJN3_check_word(NPC_MAJIN3_ACTOR* actor) {
|
||||
int ret = aMJN3_WORD_WRONG;
|
||||
|
||||
if (aMJN3_check_good_word(actor) == TRUE) {
|
||||
ret = aMJN3_WORD_GOOD;
|
||||
} else if (aMJN3_check_ng_word(actor) == TRUE) {
|
||||
ret = aMJN3_WORD_NG;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static void aMJN3_msg_win_close_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
|
||||
|
||||
if (order != 0) {
|
||||
mMsg_REQUEST_MAIN_DISAPPEAR_WAIT_TYPE1();
|
||||
aMJN3_change_talk_proc(actor, aMJN3_TALK_MENU_OPEN_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_menu_open_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
if (mMsg_CHECK_MAIN_WAIT() == TRUE) {
|
||||
Submenu* submenu = &play->submenu;
|
||||
|
||||
submenu->start_refuse = FALSE;
|
||||
mSM_open_submenu_new(submenu, mSM_OVL_LEDIT, mLE_TYPE_RESET, 0, actor->reply);
|
||||
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
|
||||
aMJN3_change_talk_proc(actor, aMJN3_TALK_MENU_CLOSE_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_menu_close_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
Submenu* submenu = &play->submenu;
|
||||
|
||||
if (!submenu->open_flag) {
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
submenu->start_refuse = TRUE;
|
||||
mMsg_request_main_appear_wait_type1(msg_p);
|
||||
aMJN3_change_talk_proc(actor, aMJN3_TALK_MSG_WIN_OPEN_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_msg_win_open_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
|
||||
static int msg_no[] = { 0x23EC, 0x23EF, 0x23EE };
|
||||
static int next_talk_idx[] = { aMJN3_TALK_END_WAIT, aMJN3_TALK_MSG_WIN_CLOSE_WAIT, aMJN3_TALK_MSG_WIN_CLOSE_WAIT };
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
if (mMsg_Check_not_series_main_wait(msg_p) == TRUE) {
|
||||
int idx = aMJN3_check_word(actor);
|
||||
|
||||
mMsg_ChangeMsgData(msg_p, msg_no[idx]);
|
||||
aMJN3_change_talk_proc(actor, next_talk_idx[idx]);
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN3_change_talk_proc(NPC_MAJIN3_ACTOR* actor, int talk_idx) {
|
||||
// clang-format off
|
||||
static aMJN3_TALK_PROC talk_proc[] = {
|
||||
aMJN3_msg_win_close_wait_talk_proc,
|
||||
aMJN3_menu_open_wait_talk_proc,
|
||||
aMJN3_menu_close_wait_talk_proc,
|
||||
aMJN3_msg_win_open_wait_talk_proc,
|
||||
(aMJN3_TALK_PROC)none_proc1,
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
actor->talk_proc = talk_proc[talk_idx];
|
||||
}
|
||||
|
||||
typedef struct {
|
||||
int msg_no;
|
||||
aMJN3_TALK_PROC talk_proc;
|
||||
} aMJN3_talk_data_c;
|
||||
|
||||
static void aMJN3_set_force_talk_info(ACTOR* actorx) {
|
||||
static aMJN3_talk_data_c dt_tbl[] = {
|
||||
{ 0x23E6, aMJN3_msg_win_close_wait_talk_proc },
|
||||
};
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
|
||||
aMJN3_talk_data_c* data_p = &dt_tbl[actor->talk_idx];
|
||||
|
||||
mDemo_Set_msg_num(data_p->msg_no);
|
||||
mDemo_Set_talk_turn(TRUE);
|
||||
actor->talk_proc = data_p->talk_proc;
|
||||
mPlib_Set_able_hand_all_item_in_demo(TRUE);
|
||||
mBGMPsComp_make_ps_quiet(0);
|
||||
}
|
||||
|
||||
static void aMJN3_force_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aMJN3_set_force_talk_info);
|
||||
}
|
||||
|
||||
static int aMJN3_talk_init(ACTOR* actorx, GAME* game) {
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
|
||||
int ret = FALSE;
|
||||
|
||||
if (actor->npc_class.draw.animation_id == aNPC_ANIM_APPEAR1 && actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
|
||||
u8 str[mString_DEFAULT_STR_SIZE];
|
||||
|
||||
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1;
|
||||
actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1;
|
||||
actor->reply_idx = RANDOM((mString_RESETTI_GOOD_WORD_END - mString_RESETTI_GOOD_WORD_START) + 1);
|
||||
mString_Load_StringFromRom(str, sizeof(str), mString_RESETTI_GOOD_WORD_START + actor->reply_idx);
|
||||
mMsg_SET_ITEM_STR(mMsg_FREE_STR0, str, sizeof(str));
|
||||
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
|
||||
mDemo_Set_ListenAble();
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static int aMJN3_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
int ret = FALSE;
|
||||
|
||||
actor->talk_proc(actor, play);
|
||||
if (!mDemo_Check(mDemo_TYPE_SPEAK, actorx)) {
|
||||
aMJN3_setup_think_proc(actor, play, actor->next_think_idx);
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
Reference in New Issue
Block a user