Implement & link ac_fieldm_draw, ac_arrange_ftr, move NPC TUs

This commit is contained in:
Cuyler36
2024-11-02 10:01:34 -04:00
parent 6f6e80368b
commit 28c32e2fb8
8 changed files with 145 additions and 52 deletions
+40
View File
@@ -0,0 +1,40 @@
#include "ac_arrange_ftr.h"
#include "m_name_table.h"
static void Arrange_Furniture_Actor_ct(ACTOR* actorx, GAME* game);
static void Arrange_Furniture_Actor_dt(ACTOR* actorx, GAME* game);
static void Arrange_Furniture_Actor_move(ACTOR* actorx, GAME* game);
static void Arrange_Furniture_Actor_draw(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Arrange_Furniture_Profile = {
mAc_PROFILE_ARRANGE_FURNITURE,
ACTOR_PART_BG,
ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
ETC_ARRANGE_FURNITURE,
ACTOR_OBJ_BANK_KEEP,
sizeof(ARRANGE_FURNITURE_ACTOR),
&Arrange_Furniture_Actor_ct,
&Arrange_Furniture_Actor_dt,
&Arrange_Furniture_Actor_move,
&Arrange_Furniture_Actor_draw,
NULL,
};
// clang-format on
static void Arrange_Furniture_Actor_ct(ACTOR* actorx, GAME* game) {
// empty
}
static void Arrange_Furniture_Actor_dt(ACTOR* actorx, GAME* game) {
// empty
}
static void Arrange_Furniture_Actor_draw(ACTOR* actorx, GAME* game) {
// empty
}
static void Arrange_Furniture_Actor_move(ACTOR* actorx, GAME* game) {
// empty
}
+40
View File
@@ -0,0 +1,40 @@
#include "ac_fieldm_draw.h"
#include "m_name_table.h"
static void Fieldm_Actor_ct(ACTOR* actorx, GAME* game);
static void Fieldm_Actor_dt(ACTOR* actorx, GAME* game);
static void Fieldm_Actor_move(ACTOR* actorx, GAME* game);
static void Fieldm_Actor_draw(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Fieldm_Draw_Profile = {
mAc_PROFILE_FIELDM_DRAW,
ACTOR_PART_BG,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(FIELDM_ACTOR),
&Fieldm_Actor_ct,
&Fieldm_Actor_dt,
&Fieldm_Actor_move,
&Fieldm_Actor_draw,
NULL,
};
// clang-format on
static void Fieldm_Actor_ct(ACTOR* actorx, GAME* game) {
// empty
}
static void Fieldm_Actor_dt(ACTOR* actorx, GAME* game) {
// empty
}
static void Fieldm_Actor_move(ACTOR* actorx, GAME* game) {
// empty
}
static void Fieldm_Actor_draw(ACTOR* actorx, GAME* game) {
// empty
}