mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_npc_depart_master
This commit is contained in:
+1
-1
@@ -1103,7 +1103,7 @@ config.libs = [
|
||||
Object(NonMatching, "actor/npc/ac_npc2.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_conv_master.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_curator.c"),
|
||||
Object(NonMatching, "actor/npc/ac_npc_depart_master.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_depart_master.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_engineer.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_guide.c"),
|
||||
Object(Matching, "actor/npc/ac_npc_guide2.c"),
|
||||
|
||||
@@ -3,11 +3,17 @@
|
||||
|
||||
#include "types.h"
|
||||
#include "m_actor.h"
|
||||
#include "ac_npc.h"
|
||||
#include "m_mail_password_check.h"
|
||||
#include "m_private.h"
|
||||
#include "ac_npc_shop_common.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef NPC_SHOP_COMMON_ACTOR NPC_DEPART_MASTER_ACTOR;
|
||||
|
||||
extern ACTOR_PROFILE Npc_Depart_Master_Profile;
|
||||
|
||||
#ifdef __cplusplus
|
||||
@@ -15,4 +21,3 @@ extern ACTOR_PROFILE Npc_Depart_Master_Profile;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -92,9 +92,9 @@ static void aNCM_search_player2(NPC_CONV_MASTER_ACTOR* conv_master, GAME_PLAY* p
|
||||
}
|
||||
}
|
||||
|
||||
static int aNCM_check_safe_zone(NPC_CONV_MASTER_ACTOR* conv_master, PLAYER_ACTOR* player) {
|
||||
static int aNCM_check_safe_zone(NPC_CONV_MASTER_ACTOR* conv_master, ACTOR* player) {
|
||||
int res = FALSE;
|
||||
if (player->actor_class.world.position.z > 280.0f && conv_master->zone == 8) {
|
||||
if (player->world.position.z > 280.0f && conv_master->zone == 8) {
|
||||
res = TRUE;
|
||||
}
|
||||
return res;
|
||||
@@ -106,6 +106,7 @@ static int aNCM_check_safe_zone(NPC_CONV_MASTER_ACTOR* conv_master, PLAYER_ACTOR
|
||||
#define aNSC_search_player aNCM_search_player
|
||||
#define aNSC_search_player2 aNCM_search_player2
|
||||
#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_conv_master_anime.c"
|
||||
#define aNSC_POS_Z_MAX 260.0f
|
||||
|
||||
#include "../src/actor/npc/ac_npc_shop_common.c"
|
||||
|
||||
@@ -115,6 +116,7 @@ static int aNCM_check_safe_zone(NPC_CONV_MASTER_ACTOR* conv_master, PLAYER_ACTOR
|
||||
#undef aNSC_search_player
|
||||
#undef aNSC_search_player2
|
||||
#undef aNSC_ANIME_FILE
|
||||
#undef aNSC_POS_Z_MAX
|
||||
|
||||
void aNCM_actor_move(ACTOR* actorx, GAME* game) {
|
||||
NPC_CONV_MASTER_ACTOR* conv_master = (NPC_CONV_MASTER_ACTOR*)actorx;
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
#include "ac_npc_depart_master.h"
|
||||
|
||||
#include "m_shop.h"
|
||||
#include "m_common_data.h"
|
||||
#include "m_font.h"
|
||||
#include "m_msg.h"
|
||||
#include "m_private.h"
|
||||
#include "m_string.h"
|
||||
#include "m_actor_type.h"
|
||||
#include "m_player_lib.h"
|
||||
#include "m_mail_password_check.h"
|
||||
#include "m_actor.h"
|
||||
#include "m_actor_type.h"
|
||||
#include "m_camera2.h"
|
||||
#include "m_house.h"
|
||||
#include "m_melody.h"
|
||||
#include "m_scene.h"
|
||||
#include "m_collision_bg.h"
|
||||
#include "m_demo.h"
|
||||
#include "m_player.h"
|
||||
#include "m_bgm.h"
|
||||
#include "ac_npc.h"
|
||||
#include "ac_uki.h"
|
||||
#include "ac_npc_anim_def.h"
|
||||
|
||||
void aNDM_actor_ct(ACTOR* depart_master, GAME* game);
|
||||
void aNDM_actor_dt(ACTOR* actorx, GAME* game);
|
||||
void aNDM_actor_move(ACTOR* actorx, GAME* game);
|
||||
void aNDM_actor_draw(ACTOR* actorx, GAME* game);
|
||||
void aNDM_actor_init(ACTOR* actorx, GAME* game);
|
||||
void aNDM_actor_save(ACTOR* actorx, GAME* game);
|
||||
|
||||
// clang-format off
|
||||
ACTOR_PROFILE Npc_Depart_Master_Profile = {
|
||||
mAc_PROFILE_NPC_DEPART_MASTER,
|
||||
ACTOR_PART_NPC,
|
||||
ACTOR_STATE_NONE,
|
||||
SP_NPC_DEPART_MASTER,
|
||||
ACTOR_OBJ_BANK_KEEP,
|
||||
sizeof(NPC_DEPART_MASTER_ACTOR),
|
||||
&aNDM_actor_ct,
|
||||
&aNDM_actor_dt,
|
||||
&aNDM_actor_init,
|
||||
mActor_NONE_PROC1,
|
||||
&aNDM_actor_save,
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
// TODO: are these declared in every file? DnM+ says they're static yet they seemingly must be defined after their usage...
|
||||
static void aNSC_setupAction(NPC_DEPART_MASTER_ACTOR *depart_master, GAME_PLAY* play, int p3);
|
||||
static int aNSC_check_buy_item_sub(u32 *p1, mActor_name_t itm_name);
|
||||
static int aNSC_check_buy_paper(u32 *p1, mActor_name_t itm_name);
|
||||
static void aNSC_init_proc(NPC_DEPART_MASTER_ACTOR *depart_master, GAME_PLAY * play, int p3);
|
||||
static void aNSC_BGcheck(ACTOR* actorx);
|
||||
static void aNSC_set_zone_data(NPC_DEPART_MASTER_ACTOR* depart_master, ACTOR* actor);
|
||||
static void aNSC_set_player_angl(NPC_DEPART_MASTER_ACTOR* depart_master);
|
||||
static void aNSC_talk_demo_proc(ACTOR* actorx);
|
||||
static void aNSC_sell_camera(NPC_DEPART_MASTER_ACTOR* depart_master, GAME_PLAY* play);
|
||||
|
||||
void aNDM_actor_ct(ACTOR* actorx, GAME* game) {
|
||||
static aNPC_ct_data_c ct_data = {
|
||||
&aNDM_actor_move, &aNDM_actor_draw, 0, NULL, NULL, NULL, 1,
|
||||
};
|
||||
|
||||
NPC_DEPART_MASTER_ACTOR* depart_master = (NPC_DEPART_MASTER_ACTOR*)actorx;
|
||||
int action;
|
||||
|
||||
CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
|
||||
|
||||
depart_master->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f;
|
||||
depart_master->sell_item = EMPTY_NO;
|
||||
depart_master->npc_class.condition_info.hide_flg = FALSE;
|
||||
depart_master->talk_start_tim = -1;
|
||||
actorx->shape_info.draw_shadow = TRUE;
|
||||
|
||||
action = 0;
|
||||
if (Common_Get(door_data).door_actor_name == RSV_NO) {
|
||||
depart_master->npc_class.talk_info.melody_inst = 0;
|
||||
action = 61;
|
||||
} else if (Common_Get(last_scene_no) == SCENE_DEPART_2) {
|
||||
depart_master->npc_class.talk_info.melody_inst = 0;
|
||||
action = 61;
|
||||
|
||||
actorx->world.position.x = 320.0f;
|
||||
actorx->world.position.z = 200.0f;
|
||||
actorx->shape_info.rotation.y = DEG2SHORT_ANGLE2(180.0f);
|
||||
actorx->world.angle.y = DEG2SHORT_ANGLE2(180.0f);
|
||||
}
|
||||
|
||||
depart_master->_9B9 = Common_Get(tanuki_shop_status) == mSP_TANUKI_SHOP_STATUS_EVENT;
|
||||
aNSC_setupAction(depart_master, (GAME_PLAY*)game, action);
|
||||
}
|
||||
|
||||
void aNDM_actor_save(ACTOR* actorx, GAME* game) {
|
||||
(CLIP(npc_clip)->save_proc)(actorx, game);
|
||||
}
|
||||
|
||||
void aNDM_actor_dt(ACTOR* actorx, GAME* game) {
|
||||
(CLIP(npc_clip)->dt_proc)(actorx, game);
|
||||
}
|
||||
|
||||
void aNDM_actor_init(ACTOR* actorx, GAME* game) {
|
||||
(CLIP(npc_clip)->init_proc)(actorx, game);
|
||||
}
|
||||
|
||||
void aNDM_actor_draw(ACTOR* actorx, GAME* game) {
|
||||
(CLIP(npc_clip)->draw_proc)(actorx, game);
|
||||
}
|
||||
|
||||
#include "../src/actor/npc/ac_npc_depart_master_move.c_inc"
|
||||
@@ -0,0 +1,70 @@
|
||||
{ aNPC_ANIM_WAIT1, FALSE },
|
||||
{ aNPC_ANIM_WALK1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WALK1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WALK1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WALK1, TRUE },
|
||||
{ aNPC_ANIM_TRANSFER1, TRUE },
|
||||
{ aNPC_ANIM_TRANS_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_TRANSFER1, TRUE },
|
||||
{ aNPC_ANIM_TRANS_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, FALSE },
|
||||
{ aNPC_ANIM_WALK1, FALSE },
|
||||
{ aNPC_ANIM_WALK1, FALSE },
|
||||
{ aNPC_ANIM_RUN1, FALSE },
|
||||
{ aNPC_ANIM_RUN1, FALSE },
|
||||
{ aNPC_ANIM_WALK1, FALSE },
|
||||
{ aNPC_ANIM_WAIT1, FALSE },
|
||||
{ aNPC_ANIM_WAIT1, TRUE },
|
||||
{ aNPC_ANIM_WAIT1, FALSE }
|
||||
@@ -0,0 +1,138 @@
|
||||
static u8 aNDM_get_zone_sub(f32 pos, f32* chk_p, int count) {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < count; i++) {
|
||||
if (pos < *chk_p) {
|
||||
break;
|
||||
}
|
||||
|
||||
chk_p++;
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
static u8 aNDM_get_zone(xyz_t wpos) {
|
||||
static f32 chk0[] = { 200.0f, 320.0f, 440.0f };
|
||||
static f32 chk1[] = { 280.0f, 400.0f, 440.0f };
|
||||
|
||||
u8 zone;
|
||||
|
||||
if (wpos.x < 220.0f) {
|
||||
zone = aNDM_get_zone_sub(wpos.z, chk0, ARRAY_COUNT(chk0));
|
||||
} else {
|
||||
zone = aNDM_get_zone_sub(wpos.z, chk1, ARRAY_COUNT(chk1));
|
||||
|
||||
if (zone == 2) {
|
||||
if (wpos.x >= 360.0f) {
|
||||
zone = 4;
|
||||
}
|
||||
}
|
||||
|
||||
zone += 4;
|
||||
}
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
static u8 aNDM_get_next_zone(u8 p1, u8 p2) {
|
||||
static u8 next_zone[9][9] = {
|
||||
{ 0x00, 0x01, 0x01, 0x01, 0x04, 0x04, 0x04, 0x04, 0x04 },
|
||||
{ 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x02, 0x02, 0x02 },
|
||||
{ 0x01, 0x01, 0x02, 0x03, 0x01, 0x01, 0x03, 0x03, 0x03 },
|
||||
{ 0x02, 0x02, 0x02, 0x03, 0x07, 0x07, 0x07, 0x07, 0x07 },
|
||||
{ 0x00, 0x00, 0x00, 0x00, 0x04, 0x05, 0x05, 0x05, 0x05 },
|
||||
{ 0x04, 0x04, 0x06, 0x06, 0x04, 0x05, 0x06, 0x06, 0x06 },
|
||||
{ 0x05, 0x05, 0x07, 0x07, 0x05, 0x05, 0x06, 0x07, 0x08 },
|
||||
{ 0x03, 0x03, 0x03, 0x03, 0x06, 0x06, 0x06, 0x07, 0x06 },
|
||||
{ 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x08 },
|
||||
};
|
||||
|
||||
return next_zone[p2][p1];
|
||||
}
|
||||
|
||||
static void aNDM_search_player(NPC_DEPART_MASTER_ACTOR* depart_master, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)depart_master;
|
||||
ACTOR* player = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
|
||||
if (player != NULL) {
|
||||
s16 angle = actorx->shape_info.rotation.y - depart_master->player_angle;
|
||||
if (ABS(angle) > DEG2SHORT_ANGLE(90.0f)) {
|
||||
aNSC_setupAction(depart_master, play, 66);
|
||||
} else {
|
||||
chase_angle(&actorx->shape_info.rotation.y, depart_master->player_angle, DEG2SHORT_ANGLE(11.25f));
|
||||
actorx->world.angle.y = actorx->shape_info.rotation.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aNDM_search_player2(NPC_DEPART_MASTER_ACTOR* depart_master, GAME_PLAY* play) {
|
||||
static float posX[9] = {
|
||||
140.0f, 140.0f, 140.0f, 140.0f, 300.0f, 300.0f, 300.0f, 300.0f, 400.0f,
|
||||
};
|
||||
|
||||
static float posZ[9] = {
|
||||
180.0f, 260.0f, 380.0f, 480.0f, 180.0f, 340.0f, 420.0f, 480.0f, 420.0f,
|
||||
};
|
||||
|
||||
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
|
||||
if (player != NULL) {
|
||||
f32 dx = posX[depart_master->next_zone] - depart_master->npc_class.actor_class.world.position.x;
|
||||
f32 dz = posZ[depart_master->next_zone] - depart_master->npc_class.actor_class.world.position.z;
|
||||
|
||||
s16 angle = atans_table(dz, dx);
|
||||
chase_angle(&depart_master->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE(11.25f));
|
||||
|
||||
depart_master->npc_class.actor_class.world.angle.y = depart_master->npc_class.actor_class.shape_info.rotation.y;
|
||||
|
||||
if (SQ(dx) + SQ(dz) < 200.0f) {
|
||||
depart_master->next_zone = aNDM_get_next_zone(depart_master->player_zone, depart_master->zone);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static int aNDM_check_safe_zone(NPC_DEPART_MASTER_ACTOR* depart_master, ACTOR* player) {
|
||||
int res = FALSE;
|
||||
if ((player->world.position.z > 520.0f && depart_master->zone == 7) ||
|
||||
(player->world.position.z < 120.0f && depart_master->zone == 4)) {
|
||||
res = TRUE;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
#define aNSC_get_zone aNDM_get_zone
|
||||
#define aNSC_get_next_zone aNDM_get_next_zone
|
||||
#define aNSC_check_safe_zone aNDM_check_safe_zone
|
||||
#define aNSC_search_player aNDM_search_player
|
||||
#define aNSC_search_player2 aNDM_search_player2
|
||||
#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_depart_master_anime.c"
|
||||
#define aNSC_POS_Z_MAX 500.0f
|
||||
|
||||
#include "../src/actor/npc/ac_npc_shop_common.c"
|
||||
|
||||
#undef aNSC_get_zone
|
||||
#undef aNSC_get_next_zone
|
||||
#undef aNSC_check_safe_zone
|
||||
#undef aNSC_search_player
|
||||
#undef aNSC_search_player2
|
||||
#undef aNSC_ANIME_FILE
|
||||
#undef aNSC_POS_Z_MAX
|
||||
|
||||
void aNDM_actor_move(ACTOR* actorx, GAME* game) {
|
||||
NPC_DEPART_MASTER_ACTOR* depart_master = (NPC_DEPART_MASTER_ACTOR*)actorx;
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
|
||||
CLIP(npc_clip)->move_before_proc(actorx, game);
|
||||
aNSC_BGcheck(actorx);
|
||||
|
||||
if (actorx->world.position.z < 138.0f) {
|
||||
actorx->world.position.z = 138.0f;
|
||||
}
|
||||
|
||||
aNSC_set_zone_data(depart_master, (ACTOR*)player);
|
||||
aNSC_set_player_angl(depart_master);
|
||||
(*depart_master->proc)(depart_master, play);
|
||||
aNSC_talk_demo_proc(actorx);
|
||||
CLIP(npc_clip)->move_after_proc(actorx, game);
|
||||
aNSC_sell_camera(depart_master, play);
|
||||
}
|
||||
@@ -1065,6 +1065,8 @@ static void aNMD_weight_ctrl(ACTOR* actorx) {
|
||||
#define aNSC_search_player aNMD_search_player
|
||||
#define aNSC_search_player2 aNMD_search_player2
|
||||
#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_mamedanuki_anime.c"
|
||||
#define aNSC_POS_Z_MAX 500.0f
|
||||
|
||||
|
||||
#include "../src/actor/npc/ac_npc_shop_common.c"
|
||||
|
||||
@@ -1074,6 +1076,7 @@ static void aNMD_weight_ctrl(ACTOR* actorx) {
|
||||
#undef aNSC_search_player2
|
||||
#undef aNSC_MAMEDANUKI
|
||||
#undef aNSC_ANIME_FILE
|
||||
#undef aNSC_POS_Z_MAX
|
||||
|
||||
void aNMD_actor_move(ACTOR* actorx, GAME* game) {
|
||||
NPC_MAMEDANUKI_ACTOR* mamedanuki = (NPC_MAMEDANUKI_ACTOR*)actorx;
|
||||
|
||||
@@ -690,11 +690,11 @@ static void aNSC_set_buy_sum_str(mActor_name_t item, u32 p2) {
|
||||
#ifndef aNSC_MAMEDANUKI
|
||||
static int aNSC_decide_next_move_act(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play) {
|
||||
int res;
|
||||
PLAYER_ACTOR* player;
|
||||
ACTOR* player;
|
||||
if ((shop_common->npc_class.collision.pipe.collision_obj.collision_flags0 & 0x2) != 0) {
|
||||
return aNSC_ACTION_WAIT;
|
||||
} else {
|
||||
player = GET_PLAYER_ACTOR(play);
|
||||
player = GET_PLAYER_ACTOR_ACTOR(play);
|
||||
if (player == NULL) {
|
||||
return shop_common->action;
|
||||
}
|
||||
@@ -1836,7 +1836,7 @@ static void aNSC_say_hello_approach(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLA
|
||||
|
||||
static void aNSC_say_hello_approach(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)shop_common;
|
||||
f32 z = 260.0;
|
||||
f32 z = aNSC_POS_Z_MAX;
|
||||
if (actorx->world.position.z > z) {
|
||||
actorx->world.position.z = z;
|
||||
aNSC_setupAction(shop_common, play, aNSC_ACTION_SAY_HELLO_END_WAIT);
|
||||
@@ -1860,7 +1860,7 @@ static void aNSC_say_hello_end_wait(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLA
|
||||
#ifndef aNSC_MAMEDANUKI
|
||||
|
||||
static void aNSC_check_col_chg_or_make_basement(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play) {
|
||||
f32 z = 260.0;
|
||||
f32 z = aNSC_POS_Z_MAX;
|
||||
if (((ACTOR*)shop_common)->world.position.z > z) {
|
||||
((ACTOR*)shop_common)->world.position.z = z;
|
||||
aNSC_set_stop_spd(shop_common);
|
||||
@@ -1882,7 +1882,7 @@ static void aNSC_check_col_chg_or_make_basement(NPC_SHOP_COMMON_ACTOR* shop_comm
|
||||
}
|
||||
|
||||
static void aNSC_check_roof_col_order(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play) {
|
||||
f32 z = 260.0;
|
||||
f32 z = aNSC_POS_Z_MAX;
|
||||
int unk = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
|
||||
if (((ACTOR*)shop_common)->world.position.z > z) {
|
||||
((ACTOR*)shop_common)->world.position.z = z;
|
||||
@@ -1945,8 +1945,8 @@ static void aNSC_present_balloon_start_wait(NPC_SHOP_COMMON_ACTOR* shop_common,
|
||||
|
||||
static void aNSC_present_balloon_trans_move(NPC_SHOP_COMMON_ACTOR* shop_common, GAME_PLAY* play) {
|
||||
ACTOR* actorx = (ACTOR*)shop_common;
|
||||
if (actorx->world.position.z > 260.0f) {
|
||||
actorx->world.position.z = 260.0f;
|
||||
if (actorx->world.position.z > aNSC_POS_Z_MAX) {
|
||||
actorx->world.position.z = aNSC_POS_Z_MAX;
|
||||
aNSC_setupAction(shop_common, play, aNSC_ACTION_PRESENT_BALLOON_TRANS_TAKEOUT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,9 +58,9 @@ static void aNSM_search_player2(NPC_SHOP_MASTER_ACTOR* shop_master, GAME_PLAY* p
|
||||
}
|
||||
}
|
||||
|
||||
static int aNSM_check_safe_zone(NPC_SHOP_MASTER_ACTOR* shop_master, PLAYER_ACTOR* player) {
|
||||
static int aNSM_check_safe_zone(NPC_SHOP_MASTER_ACTOR* shop_master, ACTOR* player) {
|
||||
int res = FALSE;
|
||||
if (player->actor_class.world.position.z > 280.0f && shop_master->zone == aNSM_ZONE_3) {
|
||||
if (player->world.position.z > 280.0f && shop_master->zone == aNSM_ZONE_3) {
|
||||
res = TRUE;
|
||||
}
|
||||
return res;
|
||||
@@ -72,6 +72,7 @@ static int aNSM_check_safe_zone(NPC_SHOP_MASTER_ACTOR* shop_master, PLAYER_ACTOR
|
||||
#define aNSC_search_player aNSM_search_player
|
||||
#define aNSC_search_player2 aNSM_search_player2
|
||||
#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_shop_master_anime.c"
|
||||
#define aNSC_POS_Z_MAX 260.0f
|
||||
|
||||
#include "../src/actor/npc/ac_npc_shop_common.c"
|
||||
|
||||
@@ -81,6 +82,7 @@ static int aNSM_check_safe_zone(NPC_SHOP_MASTER_ACTOR* shop_master, PLAYER_ACTOR
|
||||
#undef aNSC_search_player
|
||||
#undef aNSC_search_player2
|
||||
#undef aNSC_ANIME_FILE
|
||||
#undef aNSC_POS_Z_MAX
|
||||
|
||||
void aNSM_actor_move(ACTOR* actorx, GAME* game) {
|
||||
NPC_SHOP_MASTER_ACTOR* shop_master = (NPC_SHOP_MASTER_ACTOR*)actorx;
|
||||
|
||||
Reference in New Issue
Block a user