diff --git a/configure.py b/configure.py index 5fd02682..0a710bcb 100644 --- a/configure.py +++ b/configure.py @@ -1100,7 +1100,7 @@ config.libs = [ Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"), Object(Matching, "actor/npc/ac_halloween_npc.c"), Object(Matching, "actor/npc/ac_hanabi_npc0.c"), - Object(NonMatching, "actor/npc/ac_hanabi_npc1.c"), + Object(Matching, "actor/npc/ac_hanabi_npc1.c"), Object(NonMatching, "actor/npc/ac_hanami_npc0.c"), Object(NonMatching, "actor/npc/ac_hanami_npc1.c"), Object(NonMatching, "actor/npc/ac_harvest_npc0.c"), 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/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; +}