Implement & link ac_npc_sendo

This commit is contained in:
Cuyler36
2024-01-09 07:39:51 -05:00
parent 40c4f2db0d
commit 407f2a1bb0
15 changed files with 1643 additions and 14 deletions
+5
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@@ -584,6 +584,11 @@ ac_npc_rtc.c:
.text: [0x80573044, 0x80574134]
.rodata: [0x80649A08, 0x80649A40]
.data: [0x806BF648,0x806BF788]
ac_npc_sendo.c:
.text: [0x80574134, 0x80576468]
.rodata: [0x80649A40, 0x80649A58]
.data: [0x806BF788, 0x806BFA80]
.bss: [0x8131B258, 0x8131B298]
ac_ev_majin.c:
.text: [0x80592A40, 0x80593158]
.rodata: [0x80649D98,0x80649DA0]
+3
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@@ -13,6 +13,9 @@
extern "C" {
#endif
#define aBTD_LOADER_SIZE 0xC83C
#define aBTD_PROGRAM_SIZE 0x15244
enum {
aBTD_ACTION_SENDO_BIRTH_WAIT,
aBTD_ACTION_PL_RIDE_ON_START_WAIT,
+6 -3
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@@ -159,7 +159,11 @@ typedef struct npc_draw_info_s {
/* 0x548 */ u8 _548[0x580 - 0x548];
/* 0x580 */ int animation_id;
/* 0x584 */ int texture_bank_idx;
/* 0x588 */ u8 _588[0x5BD - 0x588];
/* 0x588 */ u8 _588[0x5B9 - 0x588];
/* 0x5B9 */ u8 _5B9;
/* 0x5BA */ u8 _5BA;
/* 0x5BB */ u8 _5BB;
/* 0x5BC */ u8 _5BC;
/* 0x5BD */ u8 _5BD;
/* 0x5BE */ u8 _5BE;
/* 0x5BE */ u8 _5BF[0x630 - 0x5BF];
@@ -386,8 +390,7 @@ typedef void (*aNPC_SUB_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play);
struct npc_actor_s {
ACTOR actor_class;
int _174;
int _178;
s_xyz _174;
NpcActorInfo_c npc_info;
aNPC_draw_info_c draw;
aNPC_think_info_c think;
+12 -1
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@@ -11,9 +11,20 @@ extern "C" {
typedef struct npc_sendo_s NPC_SENDO_ACTOR;
typedef void (*aSEN_PROC)(NPC_SENDO_ACTOR*, GAME_PLAY*);
struct npc_sendo_s {
NPC_ACTOR npc_class;
// TODO
u8 action;
u8 next_action;
u8 use_island_data_in_ram;
u8 agb_trans_se;
aSEN_PROC action_proc;
int talk_action;
aSEN_PROC talk_proc;
u16 kappa_counter;
f32 anime_progress; // only loaded, never set?
int gba_comm_tries;
};
extern ACTOR_PROFILE Npc_Sendo_Profile;
+34 -1
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@@ -31,6 +31,39 @@ enum {
mISL_ISLAND_BLOCK_NUM
};
#define mISL_PLAYER_ACTION_DIG_SCOOP (1 << 0)
#define mISL_PLAYER_ACTION_PLANT_FLOWER (1 << 1)
#define mISL_PLAYER_ACTION_CHANGE_FLAG (1 << 2)
#define mISL_PLAYER_ACTION_SHAKE_TREE (1 << 3)
#define mISL_PLAYER_ACTION_TRAMPLE_FLOWER (1 << 4)
#define mISL_PLAYER_ACTION_TRAMPLE_ALL_FLOWERS (1 << 5) // seems to be incorrectly? set when only a single flower was trampled
#define mISL_PLAYER_ACTION_CHOP_PALM_TREE (1 << 6)
#define mISL_PLAYER_ACTION_CHOP_TREE (1 << 7)
#define mISL_PLAYER_ACTION_PLANT_TREE (1 << 8)
#define mISL_PLAYER_ACTION_UZAI_PUSHED (1 << 9)
#define mISL_PLAYER_ACTION_UZAI_HIT (1 << 10)
#define mISL_PLAYER_ACTION_BEST_FRIEND (1 << 11) // seemingly unused but based on intention from dialogue
#define mISL_PLAYER_ACTION_UZAI_HIT_NET (1 << 12) // set at the same time as "UZAI_HIT"
#define mISL_PLAYER_ACTION_FALL_PITFALL (1 << 13)
#define mISL_PLAYER_ACTION_PLANT_APPLE_TREE (1 << 14)
#define mISL_PLAYER_ACTION_PLANT_PEACH_TREE (1 << 15)
#define mISL_PLAYER_ACTION_PLANT_CHERRY_TREE (1 << 16)
#define mISL_PLAYER_ACTION_PLANT_PEAR_TREE (1 << 17)
#define mISL_PLAYER_ACTION_PLANT_ORANGE_TREE (1 << 18)
#define mISL_PLAYER_ACTION_PLANT_COCONUT_TREE (1 << 19)
#define mISL_PLAYER_ACTION_PICKUP_COCONUT (1 << 20)
#define mISL_PLAYER_ACTION_EAT_COCONUT (1 << 21)
#define mISL_PLAYER_ACTION_TUMBLE (1 << 22)
#define mISL_PLAYER_ACTION_DESTINY_POPULAR (1 << 23)
#define mISL_PLAYER_ACTION_DESTINY_UNPOPULAR (1 << 24)
#define mISL_PLAYER_ACTION_DESTINY_BAD_LUCK (1 << 25)
#define mISL_PLAYER_ACTION_DESTINY_MONEY_LUCK (1 << 26)
#define mISL_PLAYER_ACTION_DESTINY_GOODS_LUCK (1 << 27)
#define mISL_PLAYER_ACTION_SEX_MALE (1 << 28)
#define mISL_PLAYER_ACTION_SEX_FEMALE (1 << 29)
#define mISL_PLAYER_ACTION_TRADE_CLOTH (1 << 30)
#define mISL_PLAYER_ACTION_NOTICE_FISHING_ROD (1 << 31)
/* sizeof(Island_c) == 0x1900 */
typedef struct island_s {
/* 0x0000 */ u8 name[mISL_ISLAND_NAME_LEN]; /* island name */
@@ -162,7 +195,7 @@ typedef struct island_agb_s {
/* 0x0008 */ u8 name[mISL_ISLAND_NAME_LEN]; /* island name */
/* 0x0010 */ u8 grass_tex_type; /* grass type */
/* 0x0011 */ u8 _0011[2];
/* 0x0013 */ u8 _0013;
/* 0x0013 */ u8 in_use; /* Set on the GBA when the island has been transferred already */
/* 0x0014 */ mISL_landinfo_agb_c landinfo; /* land info for town */
/* 0x0020 */ u8 _0020[4];
/* 0x0024 */ mFM_fg_c fgblock[mISL_FG_BLOCK_Z_NUM][mISL_FG_BLOCK_X_NUM]; /* island item actor data */
+26
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@@ -0,0 +1,26 @@
#ifndef M_LEDIT_OVL_H
#define M_LEDIT_OVL_H
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
enum {
mLE_TYPE_PLAYER_NAME,
mLE_TYPE_COUNTRY_NAME,
mLE_TYPE_EPHRASE,
mLE_TYPE_RESET,
mLE_TYPE_REQUEST,
mLE_TYPE_MYORIGINAL_NAME,
mLE_TYPE_ISLAND_NAME,
mLE_TYPE_NUM
};
#ifdef __cplusplus
}
#endif
#endif
+1 -1
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@@ -150,7 +150,7 @@ struct submenu_s {
/* 0x034 */ SUBMENU_GAME_PROC draw_proc;
/* 0x038 */ Mail_c mail; /* selected mail */
/* 0x162 */ u8 flag; // only set to 0 or 1, checked at least once in aQMgr_actor_move_talk_sub_hand_item_wait
/* 0x162 */ u8 open_flag; // only set to 0 or 1, checked at least once in aQMgr_actor_move_talk_sub_hand_item_wait
/* 0x163 */ u8 after_mode; /* relates to code which runs after the submenu process */
/* 0x164 */ u8 unk_164; // only set to 0 in mSM_move_LINKWait in AC
/* 0x165 */ u8 disable_start_btn_flag; /* when set to TRUE, the START button input will be ignored */
+2 -2
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@@ -384,7 +384,7 @@ static void aHNW_menu_end_wait(ACTOR* actor, GAME* game) {
Submenu* submenu = &play->submenu;
Submenu_Item_c* item;
if (submenu->flag == FALSE) {
if (submenu->open_flag == FALSE) {
if (mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == TRUE) {
aHNW_setupAction(actor, game, aHNW_ACTION_TALK_WITH_MASTER);
switch (haniwa->submenu_type) {
@@ -458,7 +458,7 @@ static void aHNW_menu_end_wait_for_guest(ACTOR* actor, GAME* game) {
HANIWA_ACTOR* haniwa = (HANIWA_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
if (play->submenu.flag == FALSE && mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == TRUE) {
if (play->submenu.open_flag == FALSE && mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == TRUE) {
aHNW_setupAction(actor, game, aHNW_ACTION_TALK_END_WAIT);
}
}
+1 -1
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@@ -660,7 +660,7 @@ static void aCR_msg_win_close_wait(NPC_CURATOR_ACTOR* curator, GAME_PLAY* play)
static void aCR_menu_close_wait(NPC_CURATOR_ACTOR* curator, GAME_PLAY* play) {
int talk_act;
if (play->submenu.flag == FALSE) {
if (play->submenu.open_flag == FALSE) {
talk_act = aCR_TALK_GET_DEMO_START_WAIT;
if (play->submenu.item_p->item == EMPTY_NO) {
+1 -1
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@@ -48,7 +48,7 @@ void aNRTC_timer_open_wait(NPCRTC_ACTOR* rtc, GAME_PLAY* play){
void aNRTC_timer_close_wait(NPCRTC_ACTOR* rtc, GAME_PLAY* play) {
if (play->submenu.flag == 0) {
if (play->submenu.open_flag == FALSE) {
if (mMsg_Check_not_series_main_wait(mMsg_Get_base_window_p()) == 1) {
mMsg_Set_ForceNext(mMsg_Get_base_window_p());
rtc->unk9A8 = 2;
+85
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@@ -0,0 +1,85 @@
#include "ac_npc_sendo.h"
#include "m_common_data.h"
#include "ac_boat_demo.h"
#include "sys_matrix.h"
#include "m_msg.h"
#include "libultra/libultra.h"
#include "GBA2/gba2.h"
#include "m_ledit_ovl.h"
static void aSEN_actor_ct(ACTOR* actorx, GAME* game);
static void aSEN_actor_dt(ACTOR* actorx, GAME* game);
static void aSEN_actor_init(ACTOR* actorx, GAME* game);
static void aSEN_actor_move(ACTOR* actorx, GAME* game);
static void aSEN_actor_draw(ACTOR* actorx, GAME* game);
static void aSEN_actor_save(ACTOR* actorx, GAME* game);
ACTOR_PROFILE Npc_Sendo_Profile = {
mAc_PROFILE_NPC_SENDO,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
SP_NPC_SENDO,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_SENDO_ACTOR),
&aSEN_actor_ct,
&aSEN_actor_dt,
&aSEN_actor_init,
mActor_NONE_PROC1,
&aSEN_actor_save
};
static int aSEN_talk_init(ACTOR*, GAME*);
static int aSEN_talk_end_chk(ACTOR*, GAME*);
static void aSEN_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
static void aSEN_setup_think_proc(NPC_SENDO_ACTOR*, GAME_PLAY*, u8);
static MtxF aSEN_matrix;
static void aSEN_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
&aSEN_actor_move,
&aSEN_actor_draw,
5,
(aNPC_TALK_REQUEST_PROC)&none_proc1,
&aSEN_talk_init,
&aSEN_talk_end_chk,
0
};
if ((*Common_Get(clip).npc_clip->birth_check_proc)(actorx, game) == TRUE) {
NPC_ACTOR* npc_actor = (NPC_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
npc_actor->schedule.schedule_proc = &aSEN_schedule_proc;
(*Common_Get(clip).npc_clip->ct_proc)(actorx, game, &ct_data);
}
}
static void aSEN_actor_save(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->save_proc)(actorx, game);
}
static void aSEN_actor_dt(ACTOR* actorx, GAME* game) {
NPC_SENDO_ACTOR* sendo = (NPC_SENDO_ACTOR*)actorx;
BOAT_DEMO_ACTOR* boat_demo;
(*Common_Get(clip).npc_clip->dt_proc)(actorx, game);
boat_demo = (BOAT_DEMO_ACTOR*)actorx->parent_actor;
if (boat_demo != NULL && boat_demo->npc_sendo_actor == sendo) {
boat_demo->npc_sendo_actor = NULL;
}
}
static void aSEN_actor_init(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->init_proc)(actorx, game);
}
static void aSEN_actor_draw(ACTOR* actorx, GAME* game) {
Matrix_put(&aSEN_matrix);
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_npc_sendo_move.c_inc"
File diff suppressed because it is too large Load Diff
+1 -1
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@@ -275,7 +275,7 @@ static void aSHR_talk_gomen(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
{
u8 item_name[mIN_ITEM_NAME_LEN];
Submenu_Item_c* sm_item;
if (submenu->flag) {
if (submenu->open_flag) {
return;
}
+1 -1
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@@ -741,7 +741,7 @@ extern void mISL_gc_to_agb(Island_agb_c* agb, Island_c* gc) {
if (agb != NULL) {
bcopy(gc->name, agb->name, mISL_ISLAND_NAME_LEN);
agb->_0013 = 0;
agb->in_use = FALSE;
mISL_gc_to_agb_iandinfo(&agb->landinfo, &gc->landinfo);
mISL_gc_to_agb_fgblock(agb->fgblock[0], gc->fgblock[0]);
mISL_gc_to_agb_cottage(&agb->cottage, &gc->cottage);
+2 -2
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@@ -353,7 +353,7 @@ static void mSM_move_LINKWait(Submenu* submenu) {
submenu->move_proc = (SUBMENU_PROC)mSM_ovlptr_dllcnv(&mSM_menu_ovl_init, submenu, mSM_DLF_SUBMENU_OVL);
submenu->draw_proc = (SUBMENU_GAME_PROC)&none_proc1;
submenu->process_status = mSM_PROCESS_PLAY;
submenu->flag = TRUE;
submenu->open_flag = TRUE;
submenu->after_mode = 7;
submenu->unk_164 = 0;
mMl_clear_mail(&submenu->mail);
@@ -395,7 +395,7 @@ static void mSM_move_End(Submenu* submenu) {
submenu->process_status = mSM_PROCESS_WAIT;
submenu->menu_type = mSM_OVL_NONE;
submenu->wait_timer = 2;
submenu->flag = FALSE;
submenu->open_flag = FALSE;
SetGameFrame(1);
if (submenu->mode != 4) {