mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
Implement & link ac_ev_broker2
This commit is contained in:
+1
-1
@@ -1163,7 +1163,7 @@ config.libs = [
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Object(Matching, "actor/npc/event/ac_ev_angler.c"),
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Object(Matching, "actor/npc/event/ac_ev_artist.c"),
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Object(Matching, "actor/npc/event/ac_ev_broker.c"),
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Object(NonMatching, "actor/npc/event/ac_ev_broker2.c"),
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Object(Matching, "actor/npc/event/ac_ev_broker2.c"),
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Object(Matching, "actor/npc/event/ac_ev_carpetPeddler.c"),
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Object(Matching, "actor/npc/event/ac_ev_castaway.c"),
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Object(Matching, "actor/npc/event/ac_ev_designer.c"),
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+22
-1
@@ -3,11 +3,33 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_npc.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define aEBR2_PRICE_MULT 4
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typedef struct ev_broker2_actor_s EV_BROKER2_ACTOR;
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typedef void (*aEBR2_PROC)(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play);
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struct ev_broker2_actor_s {
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NPC_ACTOR npc_class;
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int action;
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aEBR2_PROC action_proc;
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s16 talk_angle;
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u8 cur_zone;
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u8 next_zone;
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u8 player_zone;
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u8 state;
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s16 player_angle;
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s8 item_idx;
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u8 explain_flag;
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u8 sell_flag;
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};
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extern ACTOR_PROFILE Ev_Broker2_Profile;
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#ifdef __cplusplus
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@@ -15,4 +37,3 @@ extern ACTOR_PROFILE Ev_Broker2_Profile;
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#endif
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#endif
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@@ -0,0 +1,117 @@
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#include "ac_ev_broker2.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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#include "m_msg.h"
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#include "m_font.h"
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#include "m_melody.h"
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#include "m_bgm.h"
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enum {
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aEBR2_ACTION_WAIT,
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aEBR2_ACTION_WALK_PL_SAME_ZONE,
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aEBR2_ACTION_WALK_PL_OTHER_ZONE,
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aEBR2_ACTION_RUN_PL_SAME_ZONE,
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aEBR2_ACTION_RUN_PL_OTHER_ZONE,
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aEBR2_ACTION_TURN,
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aEBR2_ACTION_TALK_END_WAIT,
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aEBR2_ACTION_SAY_HELLO,
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aEBR2_ACTION_SELL_CHECK,
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aEBR2_ACTION_SELL_AFTER,
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aEBR2_ACTION_GOODBYE_WAIT,
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aEBR2_ACTION_SAY_GOODBYE,
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aEBR2_ACTION_EXIT_WAIT,
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aEBR2_ACTION_NUM
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};
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enum {
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aEBR2_ZONE0,
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aEBR2_ZONE_NUM
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};
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enum {
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aEBR2_STATE_UNSOLD = (0 << 0),
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aEBR2_STATE_SOLD_CURRENT = (1 << 0),
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aEBR2_STATE_SOLD_OTHER = (1 << 1),
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aEBR2_STATE_NUM
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};
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static void aEBR2_actor_ct(ACTOR* actorx, GAME* game);
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static void aEBR2_actor_dt(ACTOR* actorx, GAME* game);
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static void aEBR2_actor_init(ACTOR* actorx, GAME* game);
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static void aEBR2_actor_move(ACTOR* actorx, GAME* game);
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static void aEBR2_actor_draw(ACTOR* actorx, GAME* game);
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static void aEBR2_actor_save(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Ev_Broker2_Profile = {
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mAc_PROFILE_EV_BROKER2,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_EV_BROKER2,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(EV_BROKER2_ACTOR),
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&aEBR2_actor_ct,
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&aEBR2_actor_dt,
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&aEBR2_actor_init,
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mActor_NONE_PROC1,
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&aEBR2_actor_save,
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};
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// clang-format on
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static void aEBR2_setupAction(EV_BROKER2_ACTOR* broker2, int action);
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static void aEBR2_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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&aEBR2_actor_move,
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&aEBR2_actor_draw,
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aNPC_CT_SCHED_TYPE_NONE,
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NULL,
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NULL,
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NULL,
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0
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};
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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EV_BROKER2_ACTOR* broker2 = (EV_BROKER2_ACTOR*)actorx;
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int action;
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NPC_CLIP->ct_proc(actorx, game, &ct_data);
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broker2->npc_class.condition_info.hide_flg = FALSE;
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broker2->item_idx = -1;
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actorx->shape_info.draw_shadow = TRUE;
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broker2->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f;
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broker2->npc_class.actor_class.status_data.weight = 50;
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if (Common_Get(door_data).door_actor_name == RSV_NO) {
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action = aEBR2_ACTION_WAIT;
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broker2->npc_class.talk_info.melody_inst = 0;
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} else {
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action = aEBR2_ACTION_SAY_HELLO;
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}
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aEBR2_setupAction(broker2, action);
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}
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}
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static void aEBR2_actor_save(ACTOR* actorx, GAME* game) {
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NPC_CLIP->save_proc(actorx, game);
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}
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static void aEBR2_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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Common_Get(special_event_common).broker.hide_npc = TRUE;
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}
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static void aEBR2_actor_init(ACTOR* actorx, GAME* game) {
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NPC_CLIP->init_proc(actorx, game);
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}
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static void aEBR2_actor_draw(ACTOR* actorx, GAME* game) {
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NPC_CLIP->draw_proc(actorx, game);
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}
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#include "../src/actor/npc/event/ac_ev_broker2_move.c_inc"
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@@ -0,0 +1,591 @@
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static void aEBR2_BGcheck(ACTOR* actorx) {
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mCoBG_BgCheckControll(NULL, actorx, 8.0f, 0.0f, TRUE, mCoBG_REVERSE_TYPE_REVERSE, mCoBG_CHECK_TYPE_NORMAL);
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}
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static void aEBR2_set_animation(EV_BROKER2_ACTOR* broker2, int action) {
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static int animeSeqNo[] = {
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WALK1,
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aNPC_ANIM_WALK1,
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aNPC_ANIM_RUN1,
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aNPC_ANIM_RUN1,
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aNPC_ANIM_WALK1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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aNPC_ANIM_WAIT1,
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};
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NPC_CLIP->animation_init_proc(&broker2->npc_class.actor_class, animeSeqNo[action], FALSE);
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}
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static void aEBR2_Set_ListenAble(EV_BROKER2_ACTOR* broker2) {
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mMld_ActorMakeMelody((ACTOR*)broker2);
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mDemo_Set_ListenAble();
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}
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static void aEBR2_talk_demo_proc(ACTOR* actorx) {
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if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE || mDemo_Check(mDemo_TYPE_TALK, actorx) == TRUE) {
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NPC_CLIP->talk_demo_proc(actorx);
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}
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}
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static void aEBR2_set_msg_data_price(mActor_name_t item) {
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u32 price = mSP_ItemNo2ItemPrice(item) * aEBR2_PRICE_MULT;
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u8 str[7];
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mFont_UnintToString(str, sizeof(str), price, sizeof(str) - 1, TRUE, FALSE, TRUE);
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mMsg_SET_FREE_STR(mMsg_FREE_STR0, str, sizeof(str));
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}
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static void aEBR2_set_msg_data_item_name(mActor_name_t item, int str_no) {
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u8 str[mIN_ITEM_NAME_LEN];
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mIN_copy_name_str(str, item);
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mMsg_SET_ITEM_STR_ART(str_no, str, sizeof(str), item);
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}
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static void aEBR2_set_msg_data_sub(mEv_broker_c* save_p, PersonalID_c* pID, int idx) {
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aEBR2_set_msg_data_item_name(save_p->sold_items[idx], mMsg_ITEM_STR1);
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mMsg_SET_FREE_STR(mMsg_FREE_STR1, pID->player_name, sizeof(pID->player_name));
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}
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static void aEBR2_set_msg_data(EV_BROKER2_ACTOR* broker2) {
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mEv_broker_c* save_p = &Save_Get(event_save_data).special.event.broker;
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PersonalID_c* pID = save_p->pid;
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int state = aEBR2_STATE_UNSOLD;
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int i;
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for (i = 0; i < mEv_BROKER_ITEM_NUM - 1; i++) {
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if (mPr_NullCheckPersonalID(pID) == FALSE) {
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if (mPr_CheckCmpPersonalID(pID, &Now_Private->player_ID) == TRUE) {
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state |= aEBR2_STATE_SOLD_CURRENT;
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aEBR2_set_msg_data_item_name(save_p->sold_items[i], mMsg_ITEM_STR2);
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} else {
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state |= aEBR2_STATE_SOLD_OTHER;
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aEBR2_set_msg_data_sub(save_p, pID, i);
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}
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}
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pID++;
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}
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broker2->state = state;
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}
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static int aEBR2_get_item_idx(mActor_name_t item) {
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mEv_broker_c* save_p = &Save_Get(event_save_data).special.event.broker;
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mActor_name_t* item_p = save_p->items;
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int i;
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for (i = 0; i < mEv_BROKER_ITEM_NUM; i++) {
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if (*item_p == item) {
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return i;
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}
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item_p++;
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}
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return 0;
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}
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static void aEBR2_set_stop_spd(EV_BROKER2_ACTOR* broker2) {
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broker2->npc_class.actor_class.speed = 0.0f;
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broker2->npc_class.movement.speed.max_speed = 0.0f;
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broker2->npc_class.movement.speed.acceleration = 0.0f;
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broker2->npc_class.movement.speed.deceleration = 0.0f;
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}
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static void aEBR2_set_walk_spd(EV_BROKER2_ACTOR* broker2) {
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broker2->npc_class.movement.speed.max_speed = 1.0f;
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broker2->npc_class.movement.speed.acceleration = 0.1f;
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broker2->npc_class.movement.speed.deceleration = 0.2f;
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}
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static void aEBR2_set_run_spd(EV_BROKER2_ACTOR* broker2) {
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broker2->npc_class.movement.speed.max_speed = 4.0f;
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broker2->npc_class.movement.speed.acceleration = 0.4f;
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broker2->npc_class.movement.speed.deceleration = 0.8f;
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}
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static u8 aEBR2_get_zone(xyz_t pos) {
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return aEBR2_ZONE0;
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}
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static u8 aEBR2_get_next_zone(u8 target, u8 start) {
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return aEBR2_ZONE0;
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}
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static int aEBR2_decide_next_move_act(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
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if (ClObj_DID_COLLIDE(broker2->npc_class.collision.pipe.collision_obj)) {
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return aEBR2_ACTION_WAIT;
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} else {
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ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
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if (playerx == NULL) {
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return broker2->action;
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} else {
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f32 dist = broker2->npc_class.actor_class.player_distance_xz;
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if (dist < 60.0f) {
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return aEBR2_ACTION_WAIT;
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}
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if (broker2->player_zone != broker2->cur_zone) {
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if (broker2->action != aEBR2_ACTION_WALK_PL_OTHER_ZONE && broker2->action != aEBR2_ACTION_RUN_PL_OTHER_ZONE) {
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broker2->next_zone = aEBR2_get_next_zone(broker2->player_zone, broker2->cur_zone);
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}
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if (dist < 90.0f) {
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return aEBR2_ACTION_WALK_PL_OTHER_ZONE;
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} else {
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return aEBR2_ACTION_RUN_PL_OTHER_ZONE;
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}
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} else {
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broker2->next_zone = broker2->cur_zone;
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if (dist < 90.0f) {
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return aEBR2_ACTION_WALK_PL_SAME_ZONE;
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} else {
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return aEBR2_ACTION_RUN_PL_SAME_ZONE;
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}
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}
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}
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}
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}
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static void aEBR2_search_player(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
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ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
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if (playerx != NULL) {
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s16 angle = broker2->npc_class.actor_class.shape_info.rotation.y - broker2->player_angle;
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if (ABS(angle) > DEG2SHORT_ANGLE2(90.0f)) {
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aEBR2_setupAction(broker2, aEBR2_ACTION_TURN);
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} else {
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chase_angle(&broker2->npc_class.actor_class.shape_info.rotation.y, broker2->player_angle, DEG2SHORT_ANGLE2(11.25f));
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broker2->npc_class.actor_class.world.angle.y = broker2->npc_class.actor_class.shape_info.rotation.y;
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}
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}
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}
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static void aEBR2_search_player2(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
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static f32 posX[] = { 60.0f };
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static f32 posZ[] = { 100.0f };
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ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
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if (playerx != NULL) {
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int next_zone = broker2->next_zone;
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f32 dx = posX[aEBR2_ZONE0] - broker2->npc_class.actor_class.world.position.x;
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f32 dz = posZ[next_zone] - broker2->npc_class.actor_class.world.position.z;
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f32 dist;
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s16 angle = atans_table(dz, dx);
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chase_angle(&broker2->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE2(11.25f));
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broker2->npc_class.actor_class.world.angle.y = broker2->npc_class.actor_class.shape_info.rotation.y;
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dist = SQ(dx) + SQ(dz);
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if (dist < 200.0f) {
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broker2->next_zone = aEBR2_get_next_zone(broker2->player_zone, broker2->cur_zone);
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}
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}
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}
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static void aEBR2_set_zone_data(EV_BROKER2_ACTOR* broker2, ACTOR* playerx) {
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broker2->cur_zone = aEBR2_get_zone(broker2->npc_class.actor_class.world.position);
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if (playerx != NULL) {
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broker2->player_zone = aEBR2_get_zone(playerx->world.position);
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}
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}
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static void aEBR2_set_player_angl(EV_BROKER2_ACTOR* broker2) {
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broker2->player_angle = broker2->npc_class.actor_class.player_angle_y;
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}
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static void aEBR2_set_talk_info_sell_item(ACTOR* actorx) {
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EV_BROKER2_ACTOR* broker2 = (EV_BROKER2_ACTOR*)actorx;
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int idx = broker2->item_idx;
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mActor_name_t item = Save_Get(event_save_data).special.event.broker.items[idx];
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aEBR2_set_msg_data_item_name(item, mMsg_ITEM_STR0);
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aEBR2_set_msg_data_price(item);
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{
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int b = 1 << idx;
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int msg_no;
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if (broker2->explain_flag & b) {
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msg_no = 0x07A1;
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} else {
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msg_no = 0x793 + RANDOM(5);
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broker2->explain_flag |= b;
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}
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||||
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mDemo_Set_msg_num(msg_no);
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}
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}
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static void aEBR2_set_talk_info_message_ctrl(ACTOR* actorx) {
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EV_BROKER2_ACTOR* broker2 = (EV_BROKER2_ACTOR*)actorx;
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mEv_broker_c* save_p = &Save_Get(event_save_data).special.event.broker;
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||||
int rnd = RANDOM(2);
|
||||
int msg_no;
|
||||
|
||||
if (save_p->used == mEv_BROKER_ITEM_NUM) {
|
||||
msg_no = 0x07A2;
|
||||
} else if ((broker2->state & aEBR2_STATE_SOLD_CURRENT) && rnd == 0) {
|
||||
msg_no = 0x078C;
|
||||
} else if ((broker2->state & aEBR2_STATE_SOLD_OTHER) && rnd == 0) {
|
||||
msg_no = 0x0790;
|
||||
} else {
|
||||
msg_no = 0x78D + RANDOM(3);
|
||||
}
|
||||
|
||||
mDemo_Set_msg_num(msg_no);
|
||||
}
|
||||
|
||||
static int aEBR2_message_ctrl(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
int ret = FALSE;
|
||||
|
||||
if (playerx != NULL) {
|
||||
PLAYER_ACTOR* player = (PLAYER_ACTOR*)playerx;
|
||||
|
||||
if (player->item_in_front == EXIT_DOOR1) {
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_GOODBYE_WAIT);
|
||||
ret = TRUE;
|
||||
} else {
|
||||
ACTOR* actorx = (ACTOR*)broker2;
|
||||
|
||||
if (player->a_btn_pressed == TRUE) {
|
||||
mActor_name_t item;
|
||||
int ux;
|
||||
int uz;
|
||||
|
||||
mFI_Wpos2UtNum(&ux, &uz, player->forward_ut_pos);
|
||||
item = CLIP(broker_design_clip)->get_no_proc(ux, uz);
|
||||
if (item != EMPTY_NO && item != RSV_NO) {
|
||||
int idx = aEBR2_get_item_idx(item);
|
||||
|
||||
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aEBR2_set_talk_info_sell_item);
|
||||
broker2->item_idx = idx;
|
||||
}
|
||||
}
|
||||
|
||||
if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE) {
|
||||
if (mDemo_Check_ListenAble() == FALSE) {
|
||||
if (chase_angle(&actorx->shape_info.rotation.y, broker2->player_angle, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_SELL_CHECK);
|
||||
aEBR2_Set_ListenAble(broker2);
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
actorx->world.angle.y = actorx->shape_info.rotation.y;
|
||||
}
|
||||
} else if (mDemo_Check(mDemo_TYPE_TALK, actorx) == TRUE) {
|
||||
if (mDemo_Check_ListenAble() == FALSE) {
|
||||
if (chase_angle(&actorx->shape_info.rotation.y, broker2->player_angle, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_TALK_END_WAIT);
|
||||
aEBR2_Set_ListenAble(broker2);
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
actorx->world.angle.y = actorx->shape_info.rotation.y;
|
||||
}
|
||||
} else {
|
||||
mDemo_Request(mDemo_TYPE_TALK, actorx, aEBR2_set_talk_info_message_ctrl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static void aEBR2_wait(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
int action = aEBR2_decide_next_move_act(broker2, play);
|
||||
|
||||
if (action != broker2->action) {
|
||||
aEBR2_setupAction(broker2, action);
|
||||
} else {
|
||||
aEBR2_search_player(broker2, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_walk_pl_same_zone(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
int action = aEBR2_decide_next_move_act(broker2, play);
|
||||
|
||||
if (action != broker2->action) {
|
||||
aEBR2_setupAction(broker2, action);
|
||||
} else {
|
||||
aEBR2_search_player(broker2, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_walk_pl_other_zone(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
int action = aEBR2_decide_next_move_act(broker2, play);
|
||||
|
||||
if (action != broker2->action) {
|
||||
aEBR2_setupAction(broker2, action);
|
||||
} else {
|
||||
aEBR2_search_player2(broker2, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_run_pl_same_zone(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
int action = aEBR2_decide_next_move_act(broker2, play);
|
||||
|
||||
if (action != broker2->action) {
|
||||
aEBR2_setupAction(broker2, action);
|
||||
} else {
|
||||
aEBR2_search_player(broker2, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_run_pl_other_zone(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
int action = aEBR2_decide_next_move_act(broker2, play);
|
||||
|
||||
if (action != broker2->action) {
|
||||
aEBR2_setupAction(broker2, action);
|
||||
} else {
|
||||
aEBR2_search_player2(broker2, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_turn(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (aEBR2_message_ctrl(broker2, play) != TRUE) {
|
||||
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
|
||||
if (playerx != NULL) {
|
||||
s16 player_angle = broker2->player_angle;
|
||||
|
||||
chase_angle(&broker2->npc_class.actor_class.shape_info.rotation.y, player_angle, DEG2SHORT_ANGLE2(11.25f));
|
||||
broker2->npc_class.actor_class.world.angle.y = broker2->npc_class.actor_class.shape_info.rotation.y;
|
||||
|
||||
if (ABS(player_angle - broker2->npc_class.actor_class.shape_info.rotation.y) <= DEG2SHORT_ANGLE2(90.0f)) {
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_talk_end_wait(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)broker2;
|
||||
|
||||
if (mDemo_CAN_ACTOR_TALK(actorx)) {
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_set_talk_info_say_hello(ACTOR* actorx) {
|
||||
mDemo_Set_msg_num(0x078B);
|
||||
}
|
||||
|
||||
static void aEBR2_say_hello(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)broker2;
|
||||
|
||||
if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE) {
|
||||
if (mDemo_Check_ListenAble() == FALSE) {
|
||||
aEBR2_Set_ListenAble(broker2);
|
||||
broker2->npc_class.talk_info.melody_inst = 0;
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_TALK_END_WAIT);
|
||||
}
|
||||
} else {
|
||||
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aEBR2_set_talk_info_say_hello);
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_sell_check(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
|
||||
switch (mChoice_GET_CHOSENUM()) {
|
||||
case mChoice_CHOICE0:
|
||||
mMsg_Set_continue_msg_num(msg_p, 0x0798 + RANDOM(5));
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_SELL_AFTER);
|
||||
break;
|
||||
case mChoice_CHOICE1:
|
||||
mMsg_Set_continue_msg_num(msg_p, 0x079D);
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_TALK_END_WAIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_sell_after(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
static int item_ux[] = {2, 4, 2};
|
||||
static int item_uz[] = {2, 2, 4};
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
|
||||
mEv_broker_c* save_p = &Save_Get(event_save_data).special.event.broker;
|
||||
int item_idx = broker2->item_idx;
|
||||
mActor_name_t item = save_p->items[item_idx];
|
||||
u32 sell_price = mSP_ItemNo2ItemPrice(item) * aEBR2_PRICE_MULT;
|
||||
int idx;
|
||||
|
||||
if (!mSP_money_check(sell_price)) {
|
||||
mMsg_Set_continue_msg_num(msg_p, 0x07A0);
|
||||
} else {
|
||||
idx = mPr_GetPossessionItemIdx(Now_Private, EMPTY_NO);
|
||||
|
||||
if (idx == -1) {
|
||||
mMsg_Set_continue_msg_num(msg_p, 0x079F);
|
||||
} else {
|
||||
mPr_SetPossessionItem(Now_Private, idx, item, mPr_ITEM_COND_NORMAL);
|
||||
mSP_get_sell_price(sell_price);
|
||||
CLIP(broker_design_clip)->report_sales_proc(item_ux[item_idx], item_uz[item_idx]);
|
||||
|
||||
if (save_p->used < mEv_BROKER_ITEM_NUM - 1) {
|
||||
save_p->sold_items[save_p->used] = item;
|
||||
mPr_CopyPersonalID(&save_p->pid[save_p->used], &Now_Private->player_ID);
|
||||
save_p->used++;
|
||||
} else {
|
||||
lbRTC_TimeCopy(&save_p->end_time, Common_GetPointer(time.rtc_time));
|
||||
save_p->used = mEv_BROKER_ITEM_NUM;
|
||||
}
|
||||
|
||||
mMsg_Set_continue_msg_num(msg_p, 0x079E);
|
||||
broker2->sell_flag = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_TALK_END_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_set_talk_info_goodbye_wait(ACTOR* actorx) {
|
||||
EV_BROKER2_ACTOR* broker2 = (EV_BROKER2_ACTOR*)actorx;
|
||||
int msg_no;
|
||||
|
||||
if (broker2->sell_flag == TRUE) {
|
||||
msg_no = 0x0792;
|
||||
} else {
|
||||
msg_no = 0x0791;
|
||||
}
|
||||
|
||||
mDemo_Set_msg_num(msg_no);
|
||||
mDemo_Set_camera(CAMERA2_PROCESS_NORMAL);
|
||||
}
|
||||
|
||||
static void aEBR2_goodbye_wait(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)broker2;
|
||||
|
||||
if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE) {
|
||||
if (mDemo_Check_ListenAble() == FALSE) {
|
||||
aEBR2_Set_ListenAble(broker2);
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_SAY_GOODBYE);
|
||||
}
|
||||
} else {
|
||||
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aEBR2_set_talk_info_goodbye_wait);
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_say_goodbye(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
if (mMsg_Check_idling_now(msg_p) == TRUE) {
|
||||
mMsg_request_main_disappear_wait_type1(msg_p);
|
||||
aEBR2_setupAction(broker2, aEBR2_ACTION_EXIT_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_exit_wait(EV_BROKER2_ACTOR* broker2, GAME_PLAY* play) {
|
||||
if (mMsg_CHECK_MAIN_WAIT() == TRUE) {
|
||||
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
|
||||
if (play->fb_wipe_mode == 0) {
|
||||
mBGMPsComp_scene_mode(14);
|
||||
mBGMPsComp_make_ps_wipe(0x195);
|
||||
mBGMPsComp_volume_talk_end();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aEBR2_say_hello_init(EV_BROKER2_ACTOR* broker2) {
|
||||
mEv_broker_common_c* common_p = &Common_Get(special_event_common).broker;
|
||||
|
||||
mPr_CopyPersonalID(&common_p->entered_pid, &Now_Private->player_ID);
|
||||
aEBR2_set_msg_data(broker2);
|
||||
aEBR2_set_stop_spd(broker2);
|
||||
}
|
||||
|
||||
static void aEBR2_say_goodbye_init(EV_BROKER2_ACTOR* broker2) {
|
||||
mMsg_SET_IDLING_REQ();
|
||||
aEBR2_set_stop_spd(broker2);
|
||||
}
|
||||
|
||||
typedef void (*aEBR2_INIT_PROC)(EV_BROKER2_ACTOR* broker2);
|
||||
|
||||
static void aEBR2_init_proc(EV_BROKER2_ACTOR* broker2, int action) {
|
||||
static aEBR2_INIT_PROC init_proc[] = {
|
||||
// clang-format off
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_set_walk_spd,
|
||||
aEBR2_set_walk_spd,
|
||||
aEBR2_set_run_spd,
|
||||
aEBR2_set_run_spd,
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_say_hello_init,
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_set_stop_spd,
|
||||
aEBR2_say_goodbye_init,
|
||||
aEBR2_set_stop_spd,
|
||||
// clang-format on
|
||||
};
|
||||
|
||||
(*init_proc[action])(broker2);
|
||||
}
|
||||
|
||||
static void aEBR2_setupAction(EV_BROKER2_ACTOR* broker2, int action) {
|
||||
static aEBR2_PROC process[] = {
|
||||
// clang-format off
|
||||
aEBR2_wait,
|
||||
aEBR2_walk_pl_same_zone,
|
||||
aEBR2_walk_pl_other_zone,
|
||||
aEBR2_run_pl_same_zone,
|
||||
aEBR2_run_pl_other_zone,
|
||||
aEBR2_turn,
|
||||
aEBR2_talk_end_wait,
|
||||
aEBR2_say_hello,
|
||||
aEBR2_sell_check,
|
||||
aEBR2_sell_after,
|
||||
aEBR2_goodbye_wait,
|
||||
aEBR2_say_goodbye,
|
||||
aEBR2_exit_wait,
|
||||
// clang-format on
|
||||
};
|
||||
|
||||
broker2->action = action;
|
||||
broker2->action_proc = process[action];
|
||||
aEBR2_init_proc(broker2, action);
|
||||
aEBR2_set_animation(broker2, action);
|
||||
}
|
||||
|
||||
static void aEBR2_actor_move(ACTOR* actorx, GAME* game) {
|
||||
EV_BROKER2_ACTOR* broker2 = (EV_BROKER2_ACTOR*)actorx;
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
|
||||
NPC_CLIP->move_before_proc(actorx, game);
|
||||
aEBR2_BGcheck(actorx);
|
||||
aEBR2_set_zone_data(broker2, playerx);
|
||||
aEBR2_set_player_angl(broker2);
|
||||
aEBR2_talk_demo_proc(actorx);
|
||||
(*broker2->action_proc)(broker2, play);
|
||||
NPC_CLIP->move_after_proc(actorx, game);
|
||||
}
|
||||
Reference in New Issue
Block a user