Merge branch 'ACreTeam:master' into master

This commit is contained in:
Vi
2025-06-08 14:28:38 -05:00
committed by GitHub
23 changed files with 2010 additions and 20 deletions
+7 -7
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@@ -1094,15 +1094,15 @@ config.libs = [
Rel(
"actor_npc",
[
Object(NonMatching, "actor/npc/ac_countdown_npc0.c"),
Object(Matching, "actor/npc/ac_countdown_npc0.c"),
Object(NonMatching, "actor/npc/ac_countdown_npc1.c"),
Object(Matching, "actor/npc/ac_go_home_npc.c"),
Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"),
Object(Matching, "actor/npc/ac_halloween_npc.c"),
Object(NonMatching, "actor/npc/ac_hanabi_npc0.c"),
Object(NonMatching, "actor/npc/ac_hanabi_npc1.c"),
Object(NonMatching, "actor/npc/ac_hanami_npc0.c"),
Object(NonMatching, "actor/npc/ac_hanami_npc1.c"),
Object(Matching, "actor/npc/ac_hanabi_npc0.c"),
Object(Matching, "actor/npc/ac_hanabi_npc1.c"),
Object(Matching, "actor/npc/ac_hanami_npc0.c"),
Object(Matching, "actor/npc/ac_hanami_npc1.c"),
Object(NonMatching, "actor/npc/ac_harvest_npc0.c"),
Object(NonMatching, "actor/npc/ac_harvest_npc1.c"),
Object(Matching, "actor/npc/ac_hatumode_npc0.c"),
@@ -1281,8 +1281,8 @@ config.libs = [
Object(NonMatching, "effect/ef_kaze.c"),
Object(NonMatching, "effect/ef_kaze_happa.c"),
Object(Matching, "effect/ef_kigae.c"),
Object(NonMatching, "effect/ef_kigae_light.c"),
Object(NonMatching, "effect/ef_kikuzu.c"),
Object(Matching, "effect/ef_kigae_light.c"),
Object(Matching, "effect/ef_kikuzu.c"),
Object(Matching, "effect/ef_killer.c"),
Object(NonMatching, "effect/ef_kisha_kemuri.c"),
Object(NonMatching, "effect/ef_konpu.c"),
+12 -1
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@@ -3,11 +3,23 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct countdown_npc0_actor_s COUNTDOWN_NPC0_ACTOR;
typedef void (*aCD0_ACT_PROC)(COUNTDOWN_NPC0_ACTOR *actor);
struct countdown_npc0_actor_s {
NPC_ACTOR npc_class;
int action;
aCD0_ACT_PROC act_proc;
int term;
};
extern ACTOR_PROFILE Countdown_Npc0_Profile;
#ifdef __cplusplus
@@ -15,4 +27,3 @@ extern ACTOR_PROFILE Countdown_Npc0_Profile;
#endif
#endif
+13 -1
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@@ -3,11 +3,24 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct hanabi_npc0_actor_s HANABI_NPC0_ACTOR;
typedef void (*aHN0_ACT_PROC)(HANABI_NPC0_ACTOR* actor);
struct hanabi_npc0_actor_s {
NPC_ACTOR npc_class;
int action;
int next_action;
aHN0_ACT_PROC act_proc;
s16 base_angle;
};
extern ACTOR_PROFILE Hanabi_Npc0_Profile;
#ifdef __cplusplus
@@ -15,4 +28,3 @@ extern ACTOR_PROFILE Hanabi_Npc0_Profile;
#endif
#endif
+15 -1
View File
@@ -3,11 +3,26 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct hanabi_npc1_actor_s HANABI_NPC1_ACTOR;
typedef void (*aHN1_ACT_PROC)(HANABI_NPC1_ACTOR* actor);
struct hanabi_npc1_actor_s {
NPC_ACTOR npc_class;
int action;
aHN1_ACT_PROC act_proc;
s16 dst_pos_x;
s16 dst_pos_z;
int npc_idx;
u8 clap_se_no;
};
extern ACTOR_PROFILE Hanabi_Npc1_Profile;
#ifdef __cplusplus
@@ -15,4 +30,3 @@ extern ACTOR_PROFILE Hanabi_Npc1_Profile;
#endif
#endif
+13 -1
View File
@@ -3,11 +3,24 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct hanami_npc0_actor_s HANAMI_NPC0_ACTOR;
typedef void (*aHM0_ACT_PROC)(HANAMI_NPC0_ACTOR* actor);
struct hanami_npc0_actor_s {
NPC_ACTOR npc_class;
int action;
aHM0_ACT_PROC act_proc;
int event_idx;
u8 clap_se_no;
};
extern ACTOR_PROFILE Hanami_Npc0_Profile;
#ifdef __cplusplus
@@ -15,4 +28,3 @@ extern ACTOR_PROFILE Hanami_Npc0_Profile;
#endif
#endif
+12 -1
View File
@@ -3,11 +3,23 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct hanami_npc1_actor_s HANAMI_NPC1_ACTOR;
typedef void (*aHM1_ACT_PROC)(HANAMI_NPC1_ACTOR* actor);
struct hanami_npc1_actor_s {
NPC_ACTOR npc_class;
int action;
int next_action;
aHM1_ACT_PROC act_proc;
};
extern ACTOR_PROFILE Hanami_Npc1_Profile;
#ifdef __cplusplus
@@ -15,4 +27,3 @@ extern ACTOR_PROFILE Hanami_Npc1_Profile;
#endif
#endif
+110
View File
@@ -0,0 +1,110 @@
#include "ac_countdown_npc0.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_font.h"
#include "m_msg.h"
enum {
aCD0_ACT_BEFORE_WAIT,
aCD0_ACT_FREEZE_PL_WAIT,
aCD0_ACT_AFTER_WAIT,
aCD0_ACT_TALK_AFTER_TURN,
aCD0_ACT_NUM
};
enum {
aCD0_TERM_1_HOUR,
aCD0_TERM_30_MIN,
aCD0_TERM_10_MIN,
aCD0_TERM_5_MIN,
aCD0_TERM_1_MIN,
aCD0_TERM_NEW_YEAR,
aCD0_TERM_AFTER_10_SEC,
aCD0_TERM_NUM
};
static void aCD0_actor_ct(ACTOR* actorx, GAME* game);
static void aCD0_actor_dt(ACTOR* actorx, GAME* game);
static void aCD0_actor_move(ACTOR* actorx, GAME* game);
static void aCD0_actor_draw(ACTOR* actorx, GAME* game);
static void aCD0_actor_save(ACTOR* actorx, GAME* game);
static void aCD0_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Countdown_Npc0_Profile = {
mAc_PROFILE_COUNTDOWN_NPC0,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(COUNTDOWN_NPC0_ACTOR),
aCD0_actor_ct,
aCD0_actor_dt,
aCD0_actor_init,
mActor_NONE_PROC1,
aCD0_actor_save,
};
// clang-format on
// clang-format off
static int aCD0_demo_flg[] = {
aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK,
aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK,
aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK,
aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK,
};
// clang-format on
static void aCD0_force_talk_request(ACTOR* actorx, GAME* game);
static void aCD0_norm_talk_request(ACTOR* actorx, GAME* game);
static int aCD0_talk_init(ACTOR* actorx, GAME* game);
static int aCD0_talk_end_chk(ACTOR* actorx, GAME* game);
static void aCD0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aCD0_setupAction(COUNTDOWN_NPC0_ACTOR* actor, int action);
static void aCD0_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aCD0_actor_move,
aCD0_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aCD0_norm_talk_request,
aCD0_talk_init,
aCD0_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aCD0_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aCD0_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aCD0_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aCD0_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aCD0_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aCD0_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_countdown_npc0_anime.c_inc"
#include "../src/actor/npc/ac_countdown_npc0_talk.c_inc"
@@ -0,0 +1,12 @@
static void aCD0_set_animation(COUNTDOWN_NPC0_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_WAIT1,
aNPC_ANIM_WAIT_KI1,
aNPC_ANIM_WAIT_KI1,
aNPC_ANIM_WALK1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
+333
View File
@@ -0,0 +1,333 @@
static void aCD0_set_request_act(COUNTDOWN_NPC0_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_DEFAULT;
}
static void aCD0_before_wait(COUNTDOWN_NPC0_ACTOR* actor) {
if (actor->term == aCD0_TERM_NEW_YEAR) {
aCD0_setupAction(actor, aCD0_ACT_FREEZE_PL_WAIT);
}
}
static void aCD0_freeze_pl_wait(COUNTDOWN_NPC0_ACTOR* actor) {
if (actor->term == aCD0_TERM_AFTER_10_SEC) {
actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_KI1;
aCD0_setupAction(actor, aCD0_ACT_AFTER_WAIT);
}
}
static void aCD0_talk_after_turn(COUNTDOWN_NPC0_ACTOR* actor) {
actor->npc_class.movement.mv_angl = 0;
actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
if (actor->npc_class.actor_class.shape_info.rotation.y == 0) {
int next_act;
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
next_act = aCD0_ACT_FREEZE_PL_WAIT;
break;
case aCD0_TERM_AFTER_10_SEC:
next_act = aCD0_ACT_AFTER_WAIT;
break;
default:
next_act = aCD0_ACT_BEFORE_WAIT;
break;
}
actor->npc_class.condition_info.demo_flg = aCD0_demo_flg[next_act];
aCD0_setupAction(actor, next_act);
}
}
static void aCD0_setupAction(COUNTDOWN_NPC0_ACTOR* actor, int action) {
// clang-format off
static aCD0_ACT_PROC process[] = {
aCD0_before_wait,
aCD0_freeze_pl_wait,
(aCD0_ACT_PROC)none_proc1,
aCD0_talk_after_turn,
};
// clang-format on
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
aCD0_set_animation(actor, action);
}
static void aCD0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aCD0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
int next_act;
if (nactorx->actor_class.shape_info.rotation.y != 0) {
next_act = aCD0_ACT_TALK_AFTER_TURN;
} else {
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
next_act = aCD0_ACT_FREEZE_PL_WAIT;
break;
case aCD0_TERM_AFTER_10_SEC:
next_act = aCD0_ACT_AFTER_WAIT;
break;
default:
next_act = aCD0_ACT_BEFORE_WAIT;
break;
}
}
actor->npc_class.condition_info.demo_flg = aCD0_demo_flg[next_act];
aCD0_setupAction(actor, next_act);
}
static void aCD0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aCD0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aCD0_act_init_proc, aCD0_act_chg_data_proc, aCD0_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static int aCD0_get_now_term(void) {
int now_sec = Common_Get(time.now_sec);
int term;
if (now_sec > mTM_TIME2SEC(23, 59, 0)) {
term = aCD0_TERM_1_MIN; // 1 min before
} else if (now_sec > mTM_TIME2SEC(23, 55, 0)) {
term = aCD0_TERM_5_MIN; // 5 min before
} else if (now_sec > mTM_TIME2SEC(23, 50, 0)) {
term = aCD0_TERM_10_MIN; // 10 min before
} else if (now_sec > mTM_TIME2SEC(23, 30, 0)) {
term = aCD0_TERM_30_MIN; // 30 min before
} else if (now_sec > mTM_TIME2SEC(23, 0, 0)) {
term = aCD0_TERM_1_HOUR; // 1 hour before
} else if (now_sec < mTM_TIME2SEC(0, 0, 10)) {
term = aCD0_TERM_NEW_YEAR; // new years
} else {
term = aCD0_TERM_AFTER_10_SEC; // more 10 seconds after
}
return term;
}
static void aCD0_set_term(COUNTDOWN_NPC0_ACTOR* actor, GAME_PLAY* play) {
int now_term = aCD0_get_now_term();
if (now_term != actor->term) {
aNPC_TALK_REQUEST_PROC talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
int in_same_block = TRUE;
int bx;
int bz;
mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_POOL);
if (bx != play->block_table.block_x || bz != play->block_table.block_z) {
in_same_block = FALSE;
}
if (now_term == aCD0_TERM_NEW_YEAR) {
eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABI_SWITCH, actor->npc_class.actor_class.world.position, 3, 0, (GAME*)play, RSV_NO, 0, 0);
if (in_same_block == TRUE) {
mPlib_request_main_demo_wait_type1((GAME*)play, FALSE, NULL);
}
} else if (mDemo_Get_talk_actor() == NULL) {
if (in_same_block == TRUE) {
talk_request_proc = aCD0_force_talk_request;
}
} else if (now_term == aCD0_TERM_1_MIN) {
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
} else if (now_term == aCD0_TERM_AFTER_10_SEC) {
talk_request_proc = aCD0_norm_talk_request;
}
actor->npc_class.talk_info.talk_request_proc = talk_request_proc;
actor->term = now_term;
}
}
static void aCD0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
if (nactorx->action.step == aNPC_ACTION_END_STEP) {
aCD0_set_request_act(actor);
} else {
aCD0_set_term(actor, play);
}
}
static void aCD0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aCD0_act_proc;
aCD0_set_request_act(actor);
}
static void aCD0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aCD0_think_init_proc, aCD0_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aCD0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
s16 angle;
nactorx->think.think_proc = aCD0_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->palActorIgnoreTimer = -1;
actor->term = aCD0_get_now_term();
nactorx->talk_info.default_animation = aNPC_ANIM_WAIT1;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
actorx->status_data.weight = MASSTYPE_HEAVY;
actorx->shape_info.rotation.y = 0;
actorx->world.angle.y = 0;
nactorx->movement.mv_angl = 0;
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABI_SWITCH, actor->npc_class.actor_class.world.position, 3, 0, (GAME*)play, RSV_NO, 0, 0);
break;
case aCD0_TERM_1_MIN:
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
nactorx->talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
break;
}
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aCD0_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 aCD0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aCD0_schedule_init_proc, aCD0_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
static void aCD0_set_free_str_year(u32 year) {
u8 year_str[4];
mFont_UnintToString(year_str, sizeof(year_str), year, sizeof(year_str), TRUE, FALSE, FALSE);
mMsg_SET_FREE_STR(mMsg_FREE_STR1, year_str, sizeof(year_str));
}
static void aCD0_set_free_str_min(u32 min) {
u8 min_str[4];
int len;
if (min < 10) {
len = 1;
} else {
len = 2;
}
mFont_UnintToString(min_str, sizeof(min_str), min, len, TRUE, FALSE, FALSE);
mMsg_SET_FREE_STR(mMsg_FREE_STR2, min_str, len);
}
static void aCD0_set_free_str(void) {
aCD0_set_free_str_year(Common_Get(time.rtc_time.year) + 1);
aCD0_set_free_str_min((mTM_MINUTES_IN_HOUR - 1) - Common_Get(time.rtc_time.min));
}
static void aCD0_set_force_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1D6B, 0x1D80, 0x1D56, 0x1D95, 0x1DAA, 0x1DBF };
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
int msg_no = msg_base[looks];
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
case aCD0_TERM_AFTER_10_SEC:
msg_no += 13;
break;
default:
msg_no += (actor->term - 1) * 4;
break;
}
mDemo_Set_msg_num(msg_no);
mDemo_Set_camera(CAMERA2_PROCESS_STOP);
aCD0_set_free_str();
}
static void aCD0_force_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aCD0_set_force_talk_info);
}
static void aCD0_set_norm_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1D68, 0x1D7D, 0x1D53, 0x1D92, 0x1DA7, 0x1DBC };
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
int msg_no = msg_base[looks] + RANDOM(3);
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
case aCD0_TERM_AFTER_10_SEC:
msg_no += 17;
break;
default:
msg_no += actor->term * 4;
break;
}
mDemo_Set_msg_num(msg_no);
aCD0_set_free_str();
}
static void aCD0_norm_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aCD0_set_norm_talk_info);
}
static int aCD0_talk_init(ACTOR* actorx, GAME* game) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int ret = FALSE;
if (mDemo_Check_SpeakerAble() == TRUE) {
if (actor->term == aCD0_TERM_1_MIN) {
if (actor->npc_class.talk_info.talk_request_proc == aCD0_force_talk_request) {
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
} else {
actor->npc_class.talk_info.talk_request_proc = aCD0_norm_talk_request;
}
} else {
actor->npc_class.talk_info.talk_request_proc = aCD0_norm_talk_request;
}
mDemo_Set_ListenAble();
ret = TRUE;
}
return ret;
}
static int aCD0_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (mDemo_CAN_ACTOR_TALK(actorx)) {
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 7) != 0) {
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 7, 0);
}
ret = TRUE;
}
return ret;
}
+84
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#include "ac_hanabi_npc0.h"
#include "m_common_data.h"
enum {
aHN0_ACT_TURN,
aHN0_ACT_WALK,
aHN0_ACT_HURRAHS,
aHN0_ACT_NUM
};
static void aHN0_actor_ct(ACTOR* actorx, GAME* game);
static void aHN0_actor_dt(ACTOR* actorx, GAME* game);
static void aHN0_actor_move(ACTOR* actorx, GAME* game);
static void aHN0_actor_draw(ACTOR* actorx, GAME* game);
static void aHN0_actor_save(ACTOR* actorx, GAME* game);
static void aHN0_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Hanabi_Npc0_Profile = {
mAc_PROFILE_HANABI_NPC0,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(HANABI_NPC0_ACTOR),
aHN0_actor_ct,
aHN0_actor_dt,
aHN0_actor_init,
mActor_NONE_PROC1,
aHN0_actor_save,
};
// clang-format on
static void aHN0_talk_request(ACTOR* actorx, GAME* game);
static int aHN0_talk_init(ACTOR* actorx, GAME* game);
static int aHN0_talk_end_chk(ACTOR* actorx, GAME* game);
static void aHN0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action);
static void aHN0_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aHN0_actor_move,
aHN0_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aHN0_talk_request,
aHN0_talk_init,
aHN0_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aHN0_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aHN0_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aHN0_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aHN0_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aHN0_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aHN0_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_hanabi_npc0_anime.c_inc"
#include "../src/actor/npc/ac_hanabi_npc0_talk.c_inc"
+19
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typedef struct {
int seq_idx;
u8 sub_anim_type;
} aHN0_anime_info_c;
static void aHN0_set_animation(HANABI_NPC0_ACTOR* actor, int action) {
// clang-format off
static aHN0_anime_info_c anime[] = {
{aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA},
{aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA},
{aNPC_ANIM_BANZAI1, aNPC_SUB_ANIM_NONE},
};
// clang-format on
aHN0_anime_info_c* info_p = &anime[action];
actor->npc_class.draw.sub_anim_type = info_p->sub_anim_type;
NPC_CLIP->animation_init_proc((ACTOR*)actor, info_p->seq_idx, FALSE);
}
+293
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static void aHN0_set_request_act(HANABI_NPC0_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aHN0_make_utiwa(ACTOR* actorx, GAME* game) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx;
if (actor->npc_class.right_hand.item_actor_p == NULL) {
ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_UTIWA, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
if (utiwa_p != NULL) {
actor->npc_class.right_hand.item_actor_p = utiwa_p;
}
}
}
static int aHN0_check_moveRange(ACTOR* actorx, xyz_t* pos) {
f32 max_dist = 100.0f;
f32 dx = actorx->home.position.x - pos->x;
f32 dz = actorx->home.position.z - pos->z;
int ret = FALSE;
if (SQ(dx) + SQ(dz) > SQ(max_dist)) {
ret = TRUE;
}
return ret;
}
static int aHN0_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) {
int ret = FALSE;
mFI_Wpos2BlockNum(bx, bz, *pos);
if (*bx != actorx->block_x || *bz != actorx->block_z) {
ret = TRUE;
}
return ret;
}
static void aHN0_revise_moveRange(ACTOR* actorx) {
static f32 offset[] = { 0.0f, 319.0f };
int col_flags = 0;
if (aHN0_check_moveRange(actorx, &actorx->world.position) == TRUE) {
s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position);
actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 100.0f;
actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 100.0f;
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
} else {
int bx;
int bz;
if (aHN0_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) {
f32 x;
f32 z;
mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z);
if (bx != actorx->block_x) {
int idx = actorx->block_x < bx;
actorx->world.position.x = x + offset[idx];
}
if (bz != actorx->block_z) {
int idx = actorx->block_z < bz;
actorx->world.position.z = z + offset[idx];
}
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
}
}
((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags;
}
static void aHN0_turn(HANABI_NPC0_ACTOR* actor) {
if (chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
actor->next_action = aHN0_ACT_WALK;
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
}
static void aHN0_walk(HANABI_NPC0_ACTOR* actor) {
ACTOR* actorx = (ACTOR*)actor;
aHN0_revise_moveRange(actorx);
if (actor->npc_class.collision.collision_flag != 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else if (actor->npc_class.movement.move_timer > 60) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f));
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static void aHN0_hurrahs(HANABI_NPC0_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
}
static void aHN0_set_spd_info(HANABI_NPC0_ACTOR* actor, int action) {
if (action == aHN0_ACT_WALK) {
actor->npc_class.movement.speed.max_speed = 1.0f;
actor->npc_class.movement.speed.acceleration = 0.1f;
actor->npc_class.movement.speed.deceleration = 0.1f;
} else {
actor->npc_class.actor_class.speed = 0.0f;
actor->npc_class.movement.speed.max_speed = 0.0f;
actor->npc_class.movement.speed.acceleration = 0.0f;
actor->npc_class.movement.speed.deceleration = 0.0f;
}
}
static void aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action) {
// clang-format off
static aHN0_ACT_PROC process[] = {
aHN0_turn,
aHN0_walk,
aHN0_hurrahs,
};
// clang-format on
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
aHN0_set_animation(actor, action);
aHN0_set_spd_info(actor, action);
if (action == aHN0_ACT_HURRAHS) {
actor->npc_class.movement.mv_angl = actor->base_angle;
actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
} else {
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
}
}
static void aHN0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aHN0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
aHN0_setupAction(actor, aHN0_ACT_WALK);
}
static void aHN0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aHN0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aHN0_act_init_proc, aHN0_act_chg_data_proc, aHN0_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static void aHN0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static f32 chk_val[] = { 0.05f, 0.3f };
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
if (nactorx->action.step == aNPC_ACTION_END_STEP) {
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
int next_act;
if (actor->next_action != -1) {
next_act = actor->next_action;
} else {
aNPC_attention_c* attention_p = &NPC_CLIP->attention;
int idx;
if (attention_p->type != aNPC_ATT_TYPE_NONE) {
idx = 1;
} else {
idx = 0;
}
if (RANDOM_F(1.0f) < chk_val[idx]) {
nactorx->draw.loop_flag = 2;
next_act = aHN0_ACT_HURRAHS;
} else {
s16 move_angle = (s16)((RANDOM_F(1.0f) - 0.5f) * 65536.0f);
s16 diff_angle;
nactorx->movement.mv_angl = move_angle;
diff_angle = DIFF_SHORT_ANGLE(move_angle, actor->npc_class.actor_class.shape_info.rotation.y);
if (ABS(diff_angle) > DEG2SHORT_ANGLE2(135.0f)) {
next_act = aHN0_ACT_TURN;
} else if ((nactorx->collision.collision_flag & (mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT)) == 0) {
next_act = aHN0_ACT_WALK;
} else {
next_act = aHN0_ACT_TURN;
}
}
}
nactorx->movement.move_timer = 0;
aHN0_setupAction(actor, next_act);
}
actor->next_action = -1;
aHN0_set_request_act(actor);
}
}
static void aHN0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aHN0_act_proc;
aHN0_set_request_act(actor);
}
static void aHN0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aHN0_think_init_proc, aHN0_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aHN0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
s16 angle;
nactorx->think.think_proc = aHN0_think_proc;
nactorx->palActorIgnoreTimer = -1;
actor->next_action = -1;
nactorx->condition_info.hide_request = FALSE;
actorx->status_data.weight = MASSTYPE_HEAVY;
angle = RANDOM_F(65536.0f);
actorx->shape_info.rotation.y = angle;
actorx->world.angle.y = angle;
actor->base_angle = angle;
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aHN0_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);
}
aHN0_make_utiwa((ACTOR*)nactorx, (GAME*)play);
}
static void aHN0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC schedule_proc[] = { aHN0_schedule_init_proc, aHN0_schedule_main_proc };
(*schedule_proc[type])(nactorx, play);
}
static void aHN0_set_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x164F, 0x165E, 0x1640, 0x166D, 0x167C, 0x168B };
int looks = mNpc_GetNpcLooks(actorx);
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3));
}
static void aHN0_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aHN0_set_talk_info);
}
static int aHN0_talk_init(ACTOR* actorx, GAME* game) {
mDemo_Set_ListenAble();
return TRUE;
}
static int aHN0_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
ret = TRUE;
}
return ret;
}
+86
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#include "ac_hanabi_npc1.h"
#include "m_common_data.h"
enum {
aHN1_ACT_TURN,
aHN1_ACT_FAN,
aHN1_ACT_CLAPPING,
aHN1_ACT_HURRAHS,
aHN1_ACT_NUM
};
static void aHN1_actor_ct(ACTOR* actorx, GAME* game);
static void aHN1_actor_dt(ACTOR* actorx, GAME* game);
static void aHN1_actor_move(ACTOR* actorx, GAME* game);
static void aHN1_actor_draw(ACTOR* actorx, GAME* game);
static void aHN1_actor_save(ACTOR* actorx, GAME* game);
static void aHN1_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Hanabi_Npc1_Profile = {
mAc_PROFILE_HANABI_NPC1,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(HANABI_NPC1_ACTOR),
aHN1_actor_ct,
aHN1_actor_dt,
aHN1_actor_init,
mActor_NONE_PROC1,
aHN1_actor_save,
};
// clang-format on
static void aHN1_talk_request(ACTOR* actorx, GAME* game);
static int aHN1_talk_init(ACTOR* actorx, GAME* game);
static int aHN1_talk_end_chk(ACTOR* actorx, GAME* game);
static void aHN1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aHN1_setupAction(HANABI_NPC1_ACTOR* actor, int action);
static void aHN1_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aHN1_actor_move,
aHN1_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aHN1_talk_request,
aHN1_talk_init,
aHN1_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aHN1_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
actor->npc_class.palActorIgnoreTimer = -1;
}
}
static void aHN1_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aHN1_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aHN1_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aHN1_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aHN1_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_hanabi_npc1_anime.c_inc"
#include "../src/actor/npc/ac_hanabi_npc1_talk.c_inc"
+20
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typedef struct {
int seq_idx;
u8 sub_anim_type;
} aHN1_anime_info_c;
static void aHN1_set_animation(HANABI_NPC1_ACTOR* actor, int action) {
// clang-format off
static aHN1_anime_info_c anime[] = {
{aNPC_ANIM_WALK1, aNPC_SUB_ANIM_UTIWA},
{aNPC_ANIM_WAIT1, aNPC_SUB_ANIM_UTIWA},
{aNPC_ANIM_CLAP1, aNPC_SUB_ANIM_NONE},
{aNPC_ANIM_BANZAI1, aNPC_SUB_ANIM_NONE},
};
// clang-format on
aHN1_anime_info_c* info_p = &anime[action];
actor->npc_class.draw.sub_anim_type = info_p->sub_anim_type;
NPC_CLIP->animation_init_proc((ACTOR*)actor, info_p->seq_idx, FALSE);
}
+228
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static void aHN1_set_request_act(HANABI_NPC1_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aHN1_make_utiwa(ACTOR* actorx, GAME* game) {
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
if (actor->npc_class.right_hand.item_actor_p == NULL) {
ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_UTIWA, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
if (utiwa_p != NULL) {
actor->npc_class.right_hand.item_actor_p = utiwa_p;
}
}
}
static void aHN1_turn(HANABI_NPC1_ACTOR* actor) {
if (actor->npc_class.actor_class.shape_info.rotation.y == actor->npc_class.movement.mv_angl) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
}
static void aHN1_fan(HANABI_NPC1_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
}
static void aHN1_hurrahs(HANABI_NPC1_ACTOR* actor) {
aNPC_attention_c* attention_p = &NPC_CLIP->attention;
if (attention_p->type == aNPC_ATT_TYPE_NONE) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
}
static void aHN1_clapping(HANABI_NPC1_ACTOR* actor) {
aHN1_hurrahs(actor);
sAdo_OngenPos((u32)actor, actor->clap_se_no, &actor->npc_class.actor_class.world.position);
}
static void aHN1_setupAction(HANABI_NPC1_ACTOR* actor, int action) {
// clang-format off
static aHN1_ACT_PROC process[] = {
aHN1_turn,
aHN1_fan,
aHN1_clapping,
aHN1_hurrahs,
};
// clang-format on
static int anm_loop_base[] = { 0, 1, 3, 3 };
static f32 anm_loop_rnd[] = { 0.0f, 2.0f, 4.0f, 4.0f };
static u8 clap_se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
actor->npc_class.draw.loop_flag = anm_loop_base[action] + RANDOM(anm_loop_rnd[action]);
aHN1_set_animation(actor, action);
switch (action) {
case aHN1_ACT_HURRAHS:
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
break;
case aHN1_ACT_CLAPPING:
actor->clap_se_no = clap_se_no[RANDOM(ARRAY_COUNT(clap_se_no))];
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
break;
default:
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
break;
}
}
static void aHN1_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aHN1_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
NPC_CLIP->set_dst_pos_proc(nactorx, actor->dst_pos_x, actor->dst_pos_z);
nactorx->movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
aHN1_setupAction(actor, aHN1_ACT_TURN);
}
static void aHN1_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aHN1_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aHN1_act_init_proc, aHN1_act_chg_data_proc, aHN1_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static void aHN1_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static int action[] = { aHN1_ACT_FAN, aHN1_ACT_CLAPPING, aHN1_ACT_HURRAHS };
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
if (actor->npc_class.action.step == aNPC_ACTION_END_STEP) {
if (actor->npc_class.action.idx == aNPC_ACT_SPECIAL) {
aNPC_attention_c* attention_p = &NPC_CLIP->attention;
int next_act;
if (attention_p->type == aNPC_ATT_TYPE_NONE) {
next_act = aHN1_ACT_FAN;
} else {
int idx;
if (actor->action == aHN1_ACT_FAN) {
idx = 1;
} else {
idx = 0;
}
idx += (actor->npc_idx & 1);
next_act = action[idx];
}
aHN1_setupAction(actor, next_act);
}
aHN1_set_request_act(actor);
}
}
static void aHN1_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aHN1_act_proc;
aHN1_set_request_act(actor);
}
static void aHN1_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aHN1_think_init_proc, aHN1_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aHN1_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
// clang-format off
static s16 def_angle[4][7] = {
{DEG2SHORT_ANGLE(0.0f), DEG2SHORT_ANGLE(45.0f), DEG2SHORT_ANGLE(45.0f), DEG2SHORT_ANGLE(45.0f), DEG2SHORT_ANGLE(90.0f), DEG2SHORT_ANGLE(90.0f), DEG2SHORT_ANGLE(315.0f)},
{DEG2SHORT_ANGLE(135.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(0.0f), DEG2SHORT_ANGLE(0.0f), DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE(0.0f), DEG2SHORT_ANGLE(135.0f)},
{DEG2SHORT_ANGLE(270.0f), DEG2SHORT_ANGLE(90.0f), DEG2SHORT_ANGLE(270.0f), DEG2SHORT_ANGLE(90.0f), DEG2SHORT_ANGLE(45.0f), DEG2SHORT_ANGLE(180.0f), DEG2SHORT_ANGLE(90.0f)},
{DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(270.0f), DEG2SHORT_ANGLE(180.0f), DEG2SHORT_ANGLE(180.0f), DEG2SHORT_ANGLE(90.0f), DEG2SHORT_ANGLE(180.0f), DEG2SHORT_ANGLE(0.0f)},
};
// clang-format on
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
nactorx->think.think_proc = aHN1_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
actorx->status_data.weight = MASSTYPE_HEAVY;
{
int pool_idx = mFI_GetPuleIdx();
int npc_idx = actorx->npc_id - SP_NPC_EV_HANABI_1;
s16 angle = def_angle[npc_idx][pool_idx];
actorx->shape_info.rotation.y = angle;
actorx->world.angle.y = angle;
actor->dst_pos_x = actorx->home.position.x + sin_s(angle) * mFI_UNIT_BASE_SIZE_F;
actor->dst_pos_z = actorx->home.position.z + cos_s(angle) * mFI_UNIT_BASE_SIZE_F;
actor->npc_idx = npc_idx;
}
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aHN1_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);
}
aHN1_make_utiwa((ACTOR*)nactorx, (GAME*)play);
}
static void aHN1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC schedule_proc[] = { aHN1_schedule_init_proc, aHN1_schedule_main_proc };
(*schedule_proc[type])(nactorx, play);
}
static void aHN1_set_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1652, 0x1661, 0x1643, 0x1670, 0x167F, 0x168E };
HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3) + actor->npc_idx * 3);
}
static void aHN1_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aHN1_set_talk_info);
}
static int aHN1_talk_init(ACTOR* actorx, GAME* game) {
mDemo_Set_ListenAble();
return TRUE;
}
static int aHN1_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
ret = TRUE;
}
return ret;
}
+84
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#include "ac_hanami_npc0.h"
#include "m_common_data.h"
enum {
aHM0_ACT_WAIT,
aHM0_ACT_MERRY,
aHM0_ACT_DRINK,
aHM0_ACT_NUM
};
static void aHM0_actor_ct(ACTOR* actorx, GAME* game);
static void aHM0_actor_dt(ACTOR* actorx, GAME* game);
static void aHM0_actor_move(ACTOR* actorx, GAME* game);
static void aHM0_actor_draw(ACTOR* actorx, GAME* game);
static void aHM0_actor_save(ACTOR* actorx, GAME* game);
static void aHM0_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Hanami_Npc0_Profile = {
mAc_PROFILE_HANAMI_NPC0,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(HANAMI_NPC0_ACTOR),
aHM0_actor_ct,
aHM0_actor_dt,
aHM0_actor_init,
mActor_NONE_PROC1,
aHM0_actor_save,
};
// clang-format on
static void aHM0_talk_request(ACTOR* actorx, GAME* game);
static int aHM0_talk_init(ACTOR* actorx, GAME* game);
static int aHM0_talk_end_chk(ACTOR* actorx, GAME* game);
static void aHM0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aHM0_setupAction(HANAMI_NPC0_ACTOR* actor, int action);
static void aHM0_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aHM0_actor_move,
aHM0_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aHM0_talk_request,
aHM0_talk_init,
aHM0_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aHM0_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aHM0_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aHM0_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aHM0_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aHM0_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aHM0_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_hanami_npc0_anime.c_inc"
#include "../src/actor/npc/ac_hanami_npc0_talk.c_inc"
+11
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static void aHM0_set_animation(HANAMI_NPC0_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_SITDOWN_WAIT1,
aNPC_ANIM_SITDOWN_CLAP1,
aNPC_ANIM_SITDOWN_DRINK1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
+193
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static void aHM0_set_request_act(HANAMI_NPC0_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aHM0_make_tumbler(ACTOR* actorx, GAME* game) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
if ((actor->event_idx & 1) == 1 && actor->npc_class.right_hand.item_actor_p == NULL) {
ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_TUMBLER, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
if (utiwa_p != NULL) {
actor->npc_class.right_hand.item_actor_p = utiwa_p;
}
}
}
static void aHM0_wait(HANAMI_NPC0_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
}
static void aHM0_merry(HANAMI_NPC0_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
sAdo_OngenPos((u32)actor, actor->clap_se_no, &actor->npc_class.actor_class.world.position);
}
static void aHM0_drink(HANAMI_NPC0_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
}
static void aHM0_setupAction(HANAMI_NPC0_ACTOR* actor, int action) {
// clang-format off
static aHM0_ACT_PROC process[] = {
aHM0_wait,
aHM0_merry,
aHM0_drink,
};
// clang-format on
static int anm_loop_base[] = { 1, 2, 1 };
static f32 anm_loop_rnd[] = { 2.0f, 3.0f, 1.0f };
static u8 clap_se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
actor->npc_class.draw.loop_flag = anm_loop_base[action] + RANDOM(anm_loop_rnd[action]);
aHM0_set_animation(actor, action);
if (action == aHM0_ACT_MERRY) {
actor->clap_se_no = clap_se_no[RANDOM(ARRAY_COUNT(clap_se_no))];
}
}
static void aHM0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aHM0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
aHM0_setupAction(actor, aHM0_ACT_WAIT);
}
static void aHM0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aHM0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aHM0_act_init_proc, aHM0_act_chg_data_proc, aHM0_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static void aHM0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static int action[] = { aHM0_ACT_WAIT, aHM0_ACT_MERRY, aHM0_ACT_DRINK };
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
if (actor->npc_class.action.step == aNPC_ACTION_END_STEP) {
if (actor->npc_class.action.idx == aNPC_ACT_SPECIAL) {
int idx;
idx = RANDOM(2);
idx <<= (actor->event_idx & 1);
aHM0_setupAction(actor, action[idx]);
}
nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
aHM0_set_request_act(actor);
}
}
static void aHM0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aHM0_act_proc;
aHM0_set_request_act(actor);
}
static void aHM0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aHM0_think_init_proc, aHM0_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aHM0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static s16 def_angle[4] = {DEG2SHORT_ANGLE2(45.0f), DEG2SHORT_ANGLE2(-90.0f), DEG2SHORT_ANGLE2(-45.0f), DEG2SHORT_ANGLE2(90.0f)};
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
int event_idx = actorx->npc_id - SP_NPC_EV_HANAMI_0;
nactorx->think.think_proc = aHM0_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->palActorIgnoreTimer = -1;
nactorx->talk_info.turn = aNPC_TALK_TURN_HEAD;
nactorx->talk_info.default_animation = aNPC_ANIM_SITDOWN_WAIT1;
actor->event_idx = event_idx;
nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
actorx->status_data.weight = MASSTYPE_HEAVY;
{
s16 angle = def_angle[event_idx];
actorx->shape_info.rotation.y = angle;
actorx->world.angle.y = angle;
nactorx->movement.mv_angl = angle;
}
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aHM0_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);
}
aHM0_make_tumbler((ACTOR*)nactorx, (GAME*)play);
}
static void aHM0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC schedule_proc[] = { aHM0_schedule_init_proc, aHM0_schedule_main_proc };
(*schedule_proc[type])(nactorx, play);
}
static void aHM0_set_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x192D, 0x193C, 0x191E, 0x194B, 0x195A, 0x1969 };
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3) + actor->event_idx * 3);
}
static void aHM0_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aHM0_set_talk_info);
}
static int aHM0_talk_init(ACTOR* actorx, GAME* game) {
mDemo_Set_ListenAble();
return TRUE;
}
static int aHM0_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
ret = TRUE;
}
return ret;
}
+83
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#include "ac_hanami_npc1.h"
#include "m_common_data.h"
enum {
aHM1_ACT_TURN,
aHM1_ACT_WALK,
aHM1_ACT_NUM
};
static void aHM1_actor_ct(ACTOR* actorx, GAME* game);
static void aHM1_actor_dt(ACTOR* actorx, GAME* game);
static void aHM1_actor_move(ACTOR* actorx, GAME* game);
static void aHM1_actor_draw(ACTOR* actorx, GAME* game);
static void aHM1_actor_save(ACTOR* actorx, GAME* game);
static void aHM1_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Hanami_Npc1_Profile = {
mAc_PROFILE_HANAMI_NPC1,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(HANAMI_NPC1_ACTOR),
aHM1_actor_ct,
aHM1_actor_dt,
aHM1_actor_init,
mActor_NONE_PROC1,
aHM1_actor_save,
};
// clang-format on
static void aHM1_talk_request(ACTOR* actorx, GAME* game);
static int aHM1_talk_init(ACTOR* actorx, GAME* game);
static int aHM1_talk_end_chk(ACTOR* actorx, GAME* game);
static void aHM1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aHM1_setupAction(HANAMI_NPC1_ACTOR* actor, int action);
static void aHM1_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aHM1_actor_move,
aHM1_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aHM1_talk_request,
aHM1_talk_init,
aHM1_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aHM1_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aHM1_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aHM1_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aHM1_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aHM1_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aHM1_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_hanami_npc1_anime.c_inc"
#include "../src/actor/npc/ac_hanami_npc1_talk.c_inc"
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static void aHM1_set_animation(HANAMI_NPC1_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_DANCE1,
aNPC_ANIM_DANCE1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
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static void aHM1_set_request_act(HANAMI_NPC1_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static int aHM1_check_moveRange(ACTOR* actorx, xyz_t* pos) {
f32 max_dist = 100.0f;
f32 dx = actorx->home.position.x - pos->x;
f32 dz = actorx->home.position.z - pos->z;
int ret = FALSE;
if (SQ(dx) + SQ(dz) > SQ(max_dist)) {
ret = TRUE;
}
return ret;
}
static int aHM1_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) {
int ret = FALSE;
mFI_Wpos2BlockNum(bx, bz, *pos);
if (*bx != actorx->block_x || *bz != actorx->block_z) {
ret = TRUE;
}
return ret;
}
static void aHM1_revise_moveRange(ACTOR* actorx) {
static f32 offset[] = { 0.0f, 319.0f };
int col_flags = 0;
if (aHM1_check_moveRange(actorx, &actorx->world.position) == TRUE) {
s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position);
actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 100.0f;
actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 100.0f;
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
} else {
int bx;
int bz;
if (aHM1_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) {
f32 x;
f32 z;
mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z);
if (bx != actorx->block_x) {
int idx = actorx->block_x < bx;
actorx->world.position.x = x + offset[idx];
}
if (bz != actorx->block_z) {
int idx = actorx->block_z < bz;
actorx->world.position.z = z + offset[idx];
}
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
}
}
((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags;
}
static void aHM1_turn(HANAMI_NPC1_ACTOR* actor) {
if (chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
actor->next_action = aHM1_ACT_WALK;
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
}
static void aHM1_walk(HANAMI_NPC1_ACTOR* actor) {
ACTOR* actorx = (ACTOR*)actor;
aHM1_revise_moveRange(actorx);
if (actor->npc_class.collision.collision_flag != 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else if (actor->npc_class.movement.move_timer > 60) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f));
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static void aHM1_set_spd_info(HANAMI_NPC1_ACTOR* actor, int action) {
if (action == aHM1_ACT_WALK) {
actor->npc_class.movement.speed.max_speed = 1.0f;
actor->npc_class.movement.speed.acceleration = 0.1f;
actor->npc_class.movement.speed.deceleration = 0.1f;
} else {
actor->npc_class.actor_class.speed = 0.0f;
actor->npc_class.movement.speed.max_speed = 0.0f;
actor->npc_class.movement.speed.acceleration = 0.0f;
actor->npc_class.movement.speed.deceleration = 0.0f;
}
}
static void aHM1_setupAction(HANAMI_NPC1_ACTOR* actor, int action) {
// clang-format off
static aHM1_ACT_PROC process[] = {
aHM1_turn,
aHM1_walk,
};
// clang-format on
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
aHM1_set_animation(actor, action);
aHM1_set_spd_info(actor, action);
}
static void aHM1_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aHM1_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)nactorx;
aHM1_setupAction(actor, aHM1_ACT_WALK);
}
static void aHM1_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aHM1_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aHM1_act_init_proc, aHM1_act_chg_data_proc, aHM1_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static void aHM1_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)nactorx;
if (nactorx->action.step == aNPC_ACTION_END_STEP) {
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
int next_act;
if (actor->next_action != -1) {
next_act = actor->next_action;
} else {
s16 move_angle = (s16)((RANDOM_F(1.0f) - 0.5f) * 65536.0f);
s16 diff_angle;
nactorx->movement.mv_angl = move_angle;
diff_angle = DIFF_SHORT_ANGLE(move_angle, actor->npc_class.actor_class.shape_info.rotation.y);
if (ABS(diff_angle) > DEG2SHORT_ANGLE2(135.0f)) {
next_act = aHM1_ACT_TURN;
} else if ((nactorx->collision.collision_flag & (mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT)) == 0) {
next_act = aHM1_ACT_WALK;
} else {
next_act = aHM1_ACT_TURN;
}
}
nactorx->movement.move_timer = 0;
aHM1_setupAction(actor, next_act);
}
actor->next_action = -1;
nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
aHM1_set_request_act(actor);
}
}
static void aHM1_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aHM1_act_proc;
aHM1_set_request_act(actor);
}
static void aHM1_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aHM1_think_init_proc, aHM1_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aHM1_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
// clang-format off
static s16 def_angle[] = {
DEG2SHORT_ANGLE2(45.0f),
DEG2SHORT_ANGLE2(45.0f),
DEG2SHORT_ANGLE2(315.0f),
DEG2SHORT_ANGLE2(270.0f),
DEG2SHORT_ANGLE2(0.0f),
DEG2SHORT_ANGLE2(315.0f),
DEG2SHORT_ANGLE2(315.0f),
};
// clang-format on
HANAMI_NPC1_ACTOR* actor = (HANAMI_NPC1_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
s16 angle;
nactorx->think.think_proc = aHM1_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->palActorIgnoreTimer = -1;
actor->next_action = -1;
nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
actorx->status_data.weight = MASSTYPE_HEAVY;
angle = def_angle[mFI_GetPuleIdx()];
actorx->shape_info.rotation.y = angle;
actorx->world.angle.y = angle;
nactorx->movement.mv_angl = angle;
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aHM1_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 aHM1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aHM1_schedule_init_proc, aHM1_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
static void aHM1_set_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1939, 0x1948, 0x192A, 0x1957, 0x1966, 0x1975 };
int looks = mNpc_GetNpcLooks(actorx);
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3));
}
static void aHM1_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aHM1_set_talk_info);
}
static int aHM1_talk_init(ACTOR* actorx, GAME* game) {
mDemo_Set_ListenAble();
return TRUE;
}
static int aHM1_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
ret = TRUE;
}
return ret;
}
+48 -4
View File
@@ -1,5 +1,7 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
static void eKigae_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eKigae_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eKigae_Light_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +20,59 @@ eEC_PROFILE_c iam_ef_kigae_light = {
};
static void eKigae_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
if (arg0 == 1) {
pos.x += sin_s(angle) * 20.0f - cos_s(angle) * 20.0f;
pos.y += 35.0f;
pos.z += cos_s(angle) * 20.0f + sin_s(angle) * 20.0f;
} else if (arg0 == 2) {
pos.x += sin_s(angle) * 20.0f - cos_s(angle) * 20.0f;
pos.y += 35.0f;
pos.z += cos_s(angle) * 20.0f + sin_s(angle) * 20.0f;
}
eEC_CLIP->make_effect_proc(eEC_EFFECT_KIGAE_LIGHT, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eKigae_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 30;
effect->scale = ZeroVec;
effect->velocity = ZeroVec;
effect->acceleration = ZeroVec;
if (effect->arg0 == 0) {
effect->acceleration.y = -0.025f;
}
}
static void eKigae_Light_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
f32 scale;
if (effect->timer > 20) {
scale = eEC_CLIP->calc_adjust_proc(effect->timer, 20, 30, 0.009f, 0.0f);
effect->scale.x = scale;
effect->scale.y = scale;
effect->scale.z = scale;
} else {
scale = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 20, 0.0f, 0.009f);
effect->scale.x = scale;
effect->scale.y = scale;
effect->scale.z = scale;
}
xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
xyz_t_add(&effect->position, &effect->velocity, &effect->position);
}
extern Gfx ef_takurami01_normal_render_mode[];
extern Gfx ef_takurami01_kira_modelT[];
static void eKigae_Light_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
OPEN_DISP(game->graph);
eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
gSPSegment(NEXT_POLY_XLU_DISP, ANIME_1_TXT_SEG, ef_takurami01_normal_render_mode);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, 255);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_takurami01_kira_modelT);
CLOSE_DISP(game->graph);
}
+67 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "sys_matrix.h"
#include "m_rcp.h"
static void eKikuzu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eKikuzu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eKikuzu_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,76 @@ eEC_PROFILE_c iam_ef_kikuzu = {
};
static void eKikuzu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
eEC_CLIP->make_effect_proc(eEC_EFFECT_KIKUZU, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
}
static void eKikuzu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
f32 z = RANDOM_F(1.75f) + 0.5f;
f32 y = RANDOM_F(4.0f) + 1.5f;
s16* angle_p = (s16*)ct_arg;
s16 angle = *angle_p + DEG2SHORT_ANGLE(180.0f) + RANDOM(DEG2SHORT_ANGLE2(80.0f));
effect->timer = RANDOM(10) * 2 + 60;
effect->scale.x = effect->scale.y = effect->scale.z = RANDOM2_F(0.002f) + 0.004f;
effect->position.x += RANDOM2_F(10.0f);
effect->position.y += RANDOM2_F(10.0f);
effect->position.z += RANDOM2_F(10.0f);
effect->offset.x = effect->position.y;
effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
effect->offset.y += 3.0f;
effect->velocity.x = sin_s(angle) * z;
effect->velocity.z = cos_s(angle) * z;
effect->velocity.y = y;
effect->acceleration.y = -0.25f;
effect->effect_specific[0] = qrand();
effect->effect_specific[2] = qrand();
effect->effect_specific[1] = qrand() & 0x1FFF;
effect->effect_specific[3] = qrand() & 0x1FFF;
}
static void eKikuzu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
effect->offset.x = effect->position.y;
effect->offset.z = effect->offset.y;
effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
xyz_t_add(&effect->position, &effect->velocity, &effect->position);
effect->effect_specific[0] += effect->effect_specific[1];
effect->effect_specific[2] += effect->effect_specific[3];
if (effect->position.y < effect->offset.y && effect->offset.x >= effect->offset.y && effect->velocity.y < 0.0f) {
effect->position.y = effect->offset.y;
effect->velocity.x *= 0.6f;
effect->velocity.y *= -0.6f;
effect->velocity.z *= 0.6f;
effect->effect_specific[1] >>= 1;
effect->effect_specific[3] >>= 1;
}
if (effect->position.y < effect->offset.y && effect->position.y >= effect->offset.z) {
effect->position.x -= effect->velocity.x;
effect->position.y -= effect->velocity.y;
effect->position.z -= effect->velocity.z;
effect->velocity.x *= -0.6f;
effect->velocity.z *= -0.6f;
}
}
extern Gfx ef_kikuzu01_00_modelT[];
static void eKikuzu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
u8 a = (int)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 16, 0.0f, 255.0f);
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_RotateX(effect->effect_specific[0], 1);
Matrix_RotateZ(effect->effect_specific[2], 1);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 200, a);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_kikuzu01_00_modelT);
CLOSE_DISP(game->graph);
}