diff --git a/configure.py b/configure.py index 88c930f3..09647d85 100644 --- a/configure.py +++ b/configure.py @@ -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"), diff --git a/include/ac_countdown_npc0.h b/include/ac_countdown_npc0.h index 9cd1bee9..b3c77765 100644 --- a/include/ac_countdown_npc0.h +++ b/include/ac_countdown_npc0.h @@ -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 - diff --git a/include/ac_hanabi_npc0.h b/include/ac_hanabi_npc0.h index 1f8e97f1..c8301b1d 100644 --- a/include/ac_hanabi_npc0.h +++ b/include/ac_hanabi_npc0.h @@ -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 - diff --git a/include/ac_hanabi_npc1.h b/include/ac_hanabi_npc1.h index b168063e..5e13865e 100644 --- a/include/ac_hanabi_npc1.h +++ b/include/ac_hanabi_npc1.h @@ -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 - diff --git a/include/ac_hanami_npc0.h b/include/ac_hanami_npc0.h index e5732437..9a9a6077 100644 --- a/include/ac_hanami_npc0.h +++ b/include/ac_hanami_npc0.h @@ -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 - diff --git a/include/ac_hanami_npc1.h b/include/ac_hanami_npc1.h index bebb4987..601db317 100644 --- a/include/ac_hanami_npc1.h +++ b/include/ac_hanami_npc1.h @@ -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 - diff --git a/src/actor/npc/ac_countdown_npc0.c b/src/actor/npc/ac_countdown_npc0.c new file mode 100644 index 00000000..32939efb --- /dev/null +++ b/src/actor/npc/ac_countdown_npc0.c @@ -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" diff --git a/src/actor/npc/ac_countdown_npc0_anime.c_inc b/src/actor/npc/ac_countdown_npc0_anime.c_inc new file mode 100644 index 00000000..b848edad --- /dev/null +++ b/src/actor/npc/ac_countdown_npc0_anime.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); +} diff --git a/src/actor/npc/ac_countdown_npc0_talk.c_inc b/src/actor/npc/ac_countdown_npc0_talk.c_inc new file mode 100644 index 00000000..c935f78e --- /dev/null +++ b/src/actor/npc/ac_countdown_npc0_talk.c_inc @@ -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; +} diff --git a/src/actor/npc/ac_hanabi_npc0.c b/src/actor/npc/ac_hanabi_npc0.c new file mode 100644 index 00000000..623130d4 --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0.c @@ -0,0 +1,84 @@ +#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" diff --git a/src/actor/npc/ac_hanabi_npc0_anime.c_inc b/src/actor/npc/ac_hanabi_npc0_anime.c_inc new file mode 100644 index 00000000..9cf1f22e --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0_anime.c_inc @@ -0,0 +1,19 @@ +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); +} diff --git a/src/actor/npc/ac_hanabi_npc0_talk.c_inc b/src/actor/npc/ac_hanabi_npc0_talk.c_inc new file mode 100644 index 00000000..b79fcdad --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0_talk.c_inc @@ -0,0 +1,293 @@ +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; +} diff --git a/src/actor/npc/ac_hanabi_npc1.c b/src/actor/npc/ac_hanabi_npc1.c new file mode 100644 index 00000000..b0b293d6 --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc1.c @@ -0,0 +1,86 @@ +#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" diff --git a/src/actor/npc/ac_hanabi_npc1_anime.c_inc b/src/actor/npc/ac_hanabi_npc1_anime.c_inc new file mode 100644 index 00000000..4e9b7415 --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc1_anime.c_inc @@ -0,0 +1,20 @@ +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); +} diff --git a/src/actor/npc/ac_hanabi_npc1_talk.c_inc b/src/actor/npc/ac_hanabi_npc1_talk.c_inc new file mode 100644 index 00000000..73e0759d --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc1_talk.c_inc @@ -0,0 +1,228 @@ +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; +} diff --git a/src/actor/npc/ac_hanami_npc0.c b/src/actor/npc/ac_hanami_npc0.c new file mode 100644 index 00000000..2c420bf3 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0.c @@ -0,0 +1,84 @@ +#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" diff --git a/src/actor/npc/ac_hanami_npc0_anime.c_inc b/src/actor/npc/ac_hanami_npc0_anime.c_inc new file mode 100644 index 00000000..b72b7364 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0_anime.c_inc @@ -0,0 +1,11 @@ +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); +} diff --git a/src/actor/npc/ac_hanami_npc0_talk.c_inc b/src/actor/npc/ac_hanami_npc0_talk.c_inc new file mode 100644 index 00000000..375a406c --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0_talk.c_inc @@ -0,0 +1,193 @@ +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; +} diff --git a/src/actor/npc/ac_hanami_npc1.c b/src/actor/npc/ac_hanami_npc1.c new file mode 100644 index 00000000..4b7f3830 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc1.c @@ -0,0 +1,83 @@ +#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" diff --git a/src/actor/npc/ac_hanami_npc1_anime.c_inc b/src/actor/npc/ac_hanami_npc1_anime.c_inc new file mode 100644 index 00000000..73e557c2 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc1_anime.c_inc @@ -0,0 +1,10 @@ +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); +} diff --git a/src/actor/npc/ac_hanami_npc1_talk.c_inc b/src/actor/npc/ac_hanami_npc1_talk.c_inc new file mode 100644 index 00000000..46179568 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc1_talk.c_inc @@ -0,0 +1,257 @@ +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; +} diff --git a/src/effect/ef_kigae_light.c b/src/effect/ef_kigae_light.c index db3f007c..366de229 100644 --- a/src/effect/ef_kigae_light.c +++ b/src/effect/ef_kigae_light.c @@ -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); } diff --git a/src/effect/ef_kikuzu.c b/src/effect/ef_kikuzu.c index 7c4265ea..2e8d341d 100644 --- a/src/effect/ef_kikuzu.c +++ b/src/effect/ef_kikuzu.c @@ -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); }