mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-27 15:42:46 -04:00
Implement & link ac_hanabi_npc1
This commit is contained in:
+1
-1
@@ -1100,7 +1100,7 @@ config.libs = [
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Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"),
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Object(Matching, "actor/npc/ac_halloween_npc.c"),
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Object(Matching, "actor/npc/ac_hanabi_npc0.c"),
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Object(NonMatching, "actor/npc/ac_hanabi_npc1.c"),
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Object(Matching, "actor/npc/ac_hanabi_npc1.c"),
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Object(NonMatching, "actor/npc/ac_hanami_npc0.c"),
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Object(NonMatching, "actor/npc/ac_hanami_npc1.c"),
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Object(NonMatching, "actor/npc/ac_harvest_npc0.c"),
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@@ -3,11 +3,26 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_npc.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct hanabi_npc1_actor_s HANABI_NPC1_ACTOR;
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typedef void (*aHN1_ACT_PROC)(HANABI_NPC1_ACTOR* actor);
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struct hanabi_npc1_actor_s {
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NPC_ACTOR npc_class;
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int action;
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aHN1_ACT_PROC act_proc;
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s16 dst_pos_x;
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s16 dst_pos_z;
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int npc_idx;
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u8 clap_se_no;
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};
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extern ACTOR_PROFILE Hanabi_Npc1_Profile;
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#ifdef __cplusplus
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@@ -15,4 +30,3 @@ extern ACTOR_PROFILE Hanabi_Npc1_Profile;
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#endif
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#endif
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@@ -0,0 +1,86 @@
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#include "ac_hanabi_npc1.h"
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#include "m_common_data.h"
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enum {
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aHN1_ACT_TURN,
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aHN1_ACT_FAN,
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aHN1_ACT_CLAPPING,
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aHN1_ACT_HURRAHS,
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aHN1_ACT_NUM
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};
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static void aHN1_actor_ct(ACTOR* actorx, GAME* game);
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static void aHN1_actor_dt(ACTOR* actorx, GAME* game);
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static void aHN1_actor_move(ACTOR* actorx, GAME* game);
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static void aHN1_actor_draw(ACTOR* actorx, GAME* game);
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static void aHN1_actor_save(ACTOR* actorx, GAME* game);
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static void aHN1_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Hanabi_Npc1_Profile = {
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mAc_PROFILE_HANABI_NPC1,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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EMPTY_NO,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(HANABI_NPC1_ACTOR),
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aHN1_actor_ct,
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aHN1_actor_dt,
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aHN1_actor_init,
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mActor_NONE_PROC1,
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aHN1_actor_save,
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};
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// clang-format on
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static void aHN1_talk_request(ACTOR* actorx, GAME* game);
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static int aHN1_talk_init(ACTOR* actorx, GAME* game);
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static int aHN1_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aHN1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aHN1_setupAction(HANABI_NPC1_ACTOR* actor, int action);
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static void aHN1_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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aHN1_actor_move,
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aHN1_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aHN1_talk_request,
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aHN1_talk_init,
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aHN1_talk_end_chk,
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0,
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};
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aHN1_schedule_proc;
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NPC_CLIP->ct_proc(actorx, game, &ct_data);
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actor->npc_class.palActorIgnoreTimer = -1;
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}
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}
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static void aHN1_actor_save(ACTOR* actorx, GAME* game) {
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NPC_CLIP->save_proc(actorx, game);
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}
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static void aHN1_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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}
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static void aHN1_actor_init(ACTOR* actorx, GAME* game) {
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NPC_CLIP->init_proc(actorx, game);
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}
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static void aHN1_actor_move(ACTOR* actorx, GAME* game) {
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NPC_CLIP->move_proc(actorx, game);
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}
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static void aHN1_actor_draw(ACTOR* actorx, GAME* game) {
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NPC_CLIP->draw_proc(actorx, game);
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}
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#include "../src/actor/npc/ac_hanabi_npc1_anime.c_inc"
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#include "../src/actor/npc/ac_hanabi_npc1_talk.c_inc"
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@@ -0,0 +1,20 @@
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typedef struct {
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int seq_idx;
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u8 sub_anim_type;
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} aHN1_anime_info_c;
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static void aHN1_set_animation(HANABI_NPC1_ACTOR* actor, int action) {
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// clang-format off
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static aHN1_anime_info_c anime[] = {
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{aNPC_ANIM_WALK1, aNPC_SUB_ANIM_UTIWA},
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{aNPC_ANIM_WAIT1, aNPC_SUB_ANIM_UTIWA},
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{aNPC_ANIM_CLAP1, aNPC_SUB_ANIM_NONE},
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{aNPC_ANIM_BANZAI1, aNPC_SUB_ANIM_NONE},
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};
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// clang-format on
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aHN1_anime_info_c* info_p = &anime[action];
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actor->npc_class.draw.sub_anim_type = info_p->sub_anim_type;
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NPC_CLIP->animation_init_proc((ACTOR*)actor, info_p->seq_idx, FALSE);
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}
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@@ -0,0 +1,228 @@
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static void aHN1_set_request_act(HANABI_NPC1_ACTOR* actor) {
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actor->npc_class.request.act_priority = 4;
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actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
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actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
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}
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static void aHN1_make_utiwa(ACTOR* actorx, GAME* game) {
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
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if (actor->npc_class.right_hand.item_actor_p == NULL) {
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ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_UTIWA, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
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if (utiwa_p != NULL) {
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actor->npc_class.right_hand.item_actor_p = utiwa_p;
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}
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}
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}
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static void aHN1_turn(HANABI_NPC1_ACTOR* actor) {
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if (actor->npc_class.actor_class.shape_info.rotation.y == actor->npc_class.movement.mv_angl) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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}
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}
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static void aHN1_fan(HANABI_NPC1_ACTOR* actor) {
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if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
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if (actor->npc_class.draw.loop_flag == 0) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else {
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actor->npc_class.draw.loop_flag--;
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}
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}
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}
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static void aHN1_hurrahs(HANABI_NPC1_ACTOR* actor) {
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aNPC_attention_c* attention_p = &NPC_CLIP->attention;
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if (attention_p->type == aNPC_ATT_TYPE_NONE) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
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if (actor->npc_class.draw.loop_flag == 0) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else {
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actor->npc_class.draw.loop_flag--;
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}
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}
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}
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static void aHN1_clapping(HANABI_NPC1_ACTOR* actor) {
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aHN1_hurrahs(actor);
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sAdo_OngenPos((u32)actor, actor->clap_se_no, &actor->npc_class.actor_class.world.position);
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}
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static void aHN1_setupAction(HANABI_NPC1_ACTOR* actor, int action) {
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// clang-format off
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static aHN1_ACT_PROC process[] = {
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aHN1_turn,
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aHN1_fan,
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aHN1_clapping,
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aHN1_hurrahs,
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};
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// clang-format on
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static int anm_loop_base[] = { 0, 1, 3, 3 };
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static f32 anm_loop_rnd[] = { 0.0f, 2.0f, 4.0f, 4.0f };
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static u8 clap_se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
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actor->npc_class.action.step = 0;
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actor->action = action;
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actor->act_proc = process[action];
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actor->npc_class.draw.loop_flag = anm_loop_base[action] + RANDOM(anm_loop_rnd[action]);
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aHN1_set_animation(actor, action);
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switch (action) {
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case aHN1_ACT_HURRAHS:
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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;
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break;
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case aHN1_ACT_CLAPPING:
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actor->clap_se_no = clap_se_no[RANDOM(ARRAY_COUNT(clap_se_no))];
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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;
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break;
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default:
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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;
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break;
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}
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}
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static void aHN1_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
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}
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static void aHN1_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
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NPC_CLIP->set_dst_pos_proc(nactorx, actor->dst_pos_x, actor->dst_pos_z);
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nactorx->movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
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aHN1_setupAction(actor, aHN1_ACT_TURN);
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}
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static void aHN1_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
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actor->act_proc(actor);
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}
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static void aHN1_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC act_proc[] = { aHN1_act_init_proc, aHN1_act_chg_data_proc, aHN1_act_main_proc };
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(*act_proc[type])(nactorx, play);
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}
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static void aHN1_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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static int action[] = { aHN1_ACT_FAN, aHN1_ACT_CLAPPING, aHN1_ACT_HURRAHS };
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
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if (actor->npc_class.action.step == aNPC_ACTION_END_STEP) {
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if (actor->npc_class.action.idx == aNPC_ACT_SPECIAL) {
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aNPC_attention_c* attention_p = &NPC_CLIP->attention;
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int next_act;
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if (attention_p->type == aNPC_ATT_TYPE_NONE) {
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next_act = aHN1_ACT_FAN;
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} else {
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int idx;
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if (actor->action == aHN1_ACT_FAN) {
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idx = 1;
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} else {
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idx = 0;
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}
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idx += (actor->npc_idx & 1);
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next_act = action[idx];
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}
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aHN1_setupAction(actor, next_act);
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}
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aHN1_set_request_act(actor);
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}
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}
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static void aHN1_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
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nactorx->think.interrupt_flags = 0;
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nactorx->action.act_proc = aHN1_act_proc;
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aHN1_set_request_act(actor);
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}
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static void aHN1_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC think_proc[] = { aHN1_think_init_proc, aHN1_think_main_proc };
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(*think_proc[type])(nactorx, play);
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}
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static void aHN1_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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// clang-format off
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static s16 def_angle[4][7] = {
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{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)},
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{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)},
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{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)},
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{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)},
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};
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// clang-format on
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)nactorx;
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ACTOR* actorx = (ACTOR*)nactorx;
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nactorx->think.think_proc = aHN1_think_proc;
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nactorx->condition_info.hide_request = FALSE;
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nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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actorx->status_data.weight = MASSTYPE_HEAVY;
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{
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int pool_idx = mFI_GetPuleIdx();
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int npc_idx = actorx->npc_id - SP_NPC_EV_HANABI_1;
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s16 angle = def_angle[npc_idx][pool_idx];
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actorx->shape_info.rotation.y = angle;
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actorx->world.angle.y = angle;
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actor->dst_pos_x = actorx->home.position.x + sin_s(angle) * mFI_UNIT_BASE_SIZE_F;
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actor->dst_pos_z = actorx->home.position.z + cos_s(angle) * mFI_UNIT_BASE_SIZE_F;
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actor->npc_idx = npc_idx;
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}
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NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
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}
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static void aHN1_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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if (!NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT)) {
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NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
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}
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aHN1_make_utiwa((ACTOR*)nactorx, (GAME*)play);
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}
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static void aHN1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC schedule_proc[] = { aHN1_schedule_init_proc, aHN1_schedule_main_proc };
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(*schedule_proc[type])(nactorx, play);
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}
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static void aHN1_set_talk_info(ACTOR* actorx) {
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static int msg_base[mNpc_LOOKS_NUM] = { 0x1652, 0x1661, 0x1643, 0x1670, 0x167F, 0x168E };
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HANABI_NPC1_ACTOR* actor = (HANABI_NPC1_ACTOR*)actorx;
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int looks = mNpc_GetNpcLooks(actorx);
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mDemo_Set_msg_num(msg_base[looks] + RANDOM(3) + actor->npc_idx * 3);
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}
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||||
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static void aHN1_talk_request(ACTOR* actorx, GAME* game) {
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mDemo_Request(mDemo_TYPE_TALK, actorx, aHN1_set_talk_info);
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}
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||||
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static int aHN1_talk_init(ACTOR* actorx, GAME* game) {
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mDemo_Set_ListenAble();
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return TRUE;
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||||
}
|
||||
|
||||
static int aHN1_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
int ret = FALSE;
|
||||
|
||||
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
Reference in New Issue
Block a user