Implement & link ac_countdown_npc0

This commit is contained in:
Cuyler36
2025-06-08 00:24:28 -04:00
parent 15f3c323d6
commit 4d67ba518f
5 changed files with 468 additions and 2 deletions
+1 -1
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@@ -1094,7 +1094,7 @@ config.libs = [
Rel(
"actor_npc",
[
Object(NonMatching, "actor/npc/ac_countdown_npc0.c"),
Object(Matching, "actor/npc/ac_countdown_npc0.c"),
Object(NonMatching, "actor/npc/ac_countdown_npc1.c"),
Object(Matching, "actor/npc/ac_go_home_npc.c"),
Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"),
+12 -1
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@@ -3,11 +3,23 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct countdown_npc0_actor_s COUNTDOWN_NPC0_ACTOR;
typedef void (*aCD0_ACT_PROC)(COUNTDOWN_NPC0_ACTOR *actor);
struct countdown_npc0_actor_s {
NPC_ACTOR npc_class;
int action;
aCD0_ACT_PROC act_proc;
int term;
};
extern ACTOR_PROFILE Countdown_Npc0_Profile;
#ifdef __cplusplus
@@ -15,4 +27,3 @@ extern ACTOR_PROFILE Countdown_Npc0_Profile;
#endif
#endif
+110
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@@ -0,0 +1,110 @@
#include "ac_countdown_npc0.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_font.h"
#include "m_msg.h"
enum {
aCD0_ACT_BEFORE_WAIT,
aCD0_ACT_FREEZE_PL_WAIT,
aCD0_ACT_AFTER_WAIT,
aCD0_ACT_TALK_AFTER_TURN,
aCD0_ACT_NUM
};
enum {
aCD0_TERM_1_HOUR,
aCD0_TERM_30_MIN,
aCD0_TERM_10_MIN,
aCD0_TERM_5_MIN,
aCD0_TERM_1_MIN,
aCD0_TERM_NEW_YEAR,
aCD0_TERM_AFTER_10_SEC,
aCD0_TERM_NUM
};
static void aCD0_actor_ct(ACTOR* actorx, GAME* game);
static void aCD0_actor_dt(ACTOR* actorx, GAME* game);
static void aCD0_actor_move(ACTOR* actorx, GAME* game);
static void aCD0_actor_draw(ACTOR* actorx, GAME* game);
static void aCD0_actor_save(ACTOR* actorx, GAME* game);
static void aCD0_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Countdown_Npc0_Profile = {
mAc_PROFILE_COUNTDOWN_NPC0,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(COUNTDOWN_NPC0_ACTOR),
aCD0_actor_ct,
aCD0_actor_dt,
aCD0_actor_init,
mActor_NONE_PROC1,
aCD0_actor_save,
};
// clang-format on
// clang-format off
static int aCD0_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,
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,
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,
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,
};
// clang-format on
static void aCD0_force_talk_request(ACTOR* actorx, GAME* game);
static void aCD0_norm_talk_request(ACTOR* actorx, GAME* game);
static int aCD0_talk_init(ACTOR* actorx, GAME* game);
static int aCD0_talk_end_chk(ACTOR* actorx, GAME* game);
static void aCD0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aCD0_setupAction(COUNTDOWN_NPC0_ACTOR* actor, int action);
static void aCD0_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aCD0_actor_move,
aCD0_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aCD0_norm_talk_request,
aCD0_talk_init,
aCD0_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aCD0_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aCD0_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aCD0_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aCD0_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aCD0_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aCD0_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_countdown_npc0_anime.c_inc"
#include "../src/actor/npc/ac_countdown_npc0_talk.c_inc"
@@ -0,0 +1,12 @@
static void aCD0_set_animation(COUNTDOWN_NPC0_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_WAIT1,
aNPC_ANIM_WAIT_KI1,
aNPC_ANIM_WAIT_KI1,
aNPC_ANIM_WALK1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
+333
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@@ -0,0 +1,333 @@
static void aCD0_set_request_act(COUNTDOWN_NPC0_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_DEFAULT;
}
static void aCD0_before_wait(COUNTDOWN_NPC0_ACTOR* actor) {
if (actor->term == aCD0_TERM_NEW_YEAR) {
aCD0_setupAction(actor, aCD0_ACT_FREEZE_PL_WAIT);
}
}
static void aCD0_freeze_pl_wait(COUNTDOWN_NPC0_ACTOR* actor) {
if (actor->term == aCD0_TERM_AFTER_10_SEC) {
actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_KI1;
aCD0_setupAction(actor, aCD0_ACT_AFTER_WAIT);
}
}
static void aCD0_talk_after_turn(COUNTDOWN_NPC0_ACTOR* actor) {
actor->npc_class.movement.mv_angl = 0;
actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
if (actor->npc_class.actor_class.shape_info.rotation.y == 0) {
int next_act;
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
next_act = aCD0_ACT_FREEZE_PL_WAIT;
break;
case aCD0_TERM_AFTER_10_SEC:
next_act = aCD0_ACT_AFTER_WAIT;
break;
default:
next_act = aCD0_ACT_BEFORE_WAIT;
break;
}
actor->npc_class.condition_info.demo_flg = aCD0_demo_flg[next_act];
aCD0_setupAction(actor, next_act);
}
}
static void aCD0_setupAction(COUNTDOWN_NPC0_ACTOR* actor, int action) {
// clang-format off
static aCD0_ACT_PROC process[] = {
aCD0_before_wait,
aCD0_freeze_pl_wait,
(aCD0_ACT_PROC)none_proc1,
aCD0_talk_after_turn,
};
// clang-format on
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
aCD0_set_animation(actor, action);
}
static void aCD0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aCD0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
int next_act;
if (nactorx->actor_class.shape_info.rotation.y != 0) {
next_act = aCD0_ACT_TALK_AFTER_TURN;
} else {
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
next_act = aCD0_ACT_FREEZE_PL_WAIT;
break;
case aCD0_TERM_AFTER_10_SEC:
next_act = aCD0_ACT_AFTER_WAIT;
break;
default:
next_act = aCD0_ACT_BEFORE_WAIT;
break;
}
}
actor->npc_class.condition_info.demo_flg = aCD0_demo_flg[next_act];
aCD0_setupAction(actor, next_act);
}
static void aCD0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aCD0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aCD0_act_init_proc, aCD0_act_chg_data_proc, aCD0_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static int aCD0_get_now_term(void) {
int now_sec = Common_Get(time.now_sec);
int term;
if (now_sec > mTM_TIME2SEC(23, 59, 0)) {
term = aCD0_TERM_1_MIN; // 1 min before
} else if (now_sec > mTM_TIME2SEC(23, 55, 0)) {
term = aCD0_TERM_5_MIN; // 5 min before
} else if (now_sec > mTM_TIME2SEC(23, 50, 0)) {
term = aCD0_TERM_10_MIN; // 10 min before
} else if (now_sec > mTM_TIME2SEC(23, 30, 0)) {
term = aCD0_TERM_30_MIN; // 30 min before
} else if (now_sec > mTM_TIME2SEC(23, 0, 0)) {
term = aCD0_TERM_1_HOUR; // 1 hour before
} else if (now_sec < mTM_TIME2SEC(0, 0, 10)) {
term = aCD0_TERM_NEW_YEAR; // new years
} else {
term = aCD0_TERM_AFTER_10_SEC; // more 10 seconds after
}
return term;
}
static void aCD0_set_term(COUNTDOWN_NPC0_ACTOR* actor, GAME_PLAY* play) {
int now_term = aCD0_get_now_term();
if (now_term != actor->term) {
aNPC_TALK_REQUEST_PROC talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
int in_same_block = TRUE;
int bx;
int bz;
mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_POOL);
if (bx != play->block_table.block_x || bz != play->block_table.block_z) {
in_same_block = FALSE;
}
if (now_term == aCD0_TERM_NEW_YEAR) {
eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABI_SWITCH, actor->npc_class.actor_class.world.position, 3, 0, (GAME*)play, RSV_NO, 0, 0);
if (in_same_block == TRUE) {
mPlib_request_main_demo_wait_type1((GAME*)play, FALSE, NULL);
}
} else if (mDemo_Get_talk_actor() == NULL) {
if (in_same_block == TRUE) {
talk_request_proc = aCD0_force_talk_request;
}
} else if (now_term == aCD0_TERM_1_MIN) {
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
} else if (now_term == aCD0_TERM_AFTER_10_SEC) {
talk_request_proc = aCD0_norm_talk_request;
}
actor->npc_class.talk_info.talk_request_proc = talk_request_proc;
actor->term = now_term;
}
}
static void aCD0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
if (nactorx->action.step == aNPC_ACTION_END_STEP) {
aCD0_set_request_act(actor);
} else {
aCD0_set_term(actor, play);
}
}
static void aCD0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aCD0_act_proc;
aCD0_set_request_act(actor);
}
static void aCD0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aCD0_think_init_proc, aCD0_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aCD0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
s16 angle;
nactorx->think.think_proc = aCD0_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->palActorIgnoreTimer = -1;
actor->term = aCD0_get_now_term();
nactorx->talk_info.default_animation = aNPC_ANIM_WAIT1;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
actorx->status_data.weight = MASSTYPE_HEAVY;
actorx->shape_info.rotation.y = 0;
actorx->world.angle.y = 0;
nactorx->movement.mv_angl = 0;
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABI_SWITCH, actor->npc_class.actor_class.world.position, 3, 0, (GAME*)play, RSV_NO, 0, 0);
break;
case aCD0_TERM_1_MIN:
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
nactorx->talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
break;
}
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aCD0_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);
}
}
static void aCD0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aCD0_schedule_init_proc, aCD0_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
static void aCD0_set_free_str_year(u32 year) {
u8 year_str[4];
mFont_UnintToString(year_str, sizeof(year_str), year, sizeof(year_str), TRUE, FALSE, FALSE);
mMsg_SET_FREE_STR(mMsg_FREE_STR1, year_str, sizeof(year_str));
}
static void aCD0_set_free_str_min(u32 min) {
u8 min_str[4];
int len;
if (min < 10) {
len = 1;
} else {
len = 2;
}
mFont_UnintToString(min_str, sizeof(min_str), min, len, TRUE, FALSE, FALSE);
mMsg_SET_FREE_STR(mMsg_FREE_STR2, min_str, len);
}
static void aCD0_set_free_str(void) {
aCD0_set_free_str_year(Common_Get(time.rtc_time.year) + 1);
aCD0_set_free_str_min((mTM_MINUTES_IN_HOUR - 1) - Common_Get(time.rtc_time.min));
}
static void aCD0_set_force_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1D6B, 0x1D80, 0x1D56, 0x1D95, 0x1DAA, 0x1DBF };
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
int msg_no = msg_base[looks];
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
case aCD0_TERM_AFTER_10_SEC:
msg_no += 13;
break;
default:
msg_no += (actor->term - 1) * 4;
break;
}
mDemo_Set_msg_num(msg_no);
mDemo_Set_camera(CAMERA2_PROCESS_STOP);
aCD0_set_free_str();
}
static void aCD0_force_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aCD0_set_force_talk_info);
}
static void aCD0_set_norm_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x1D68, 0x1D7D, 0x1D53, 0x1D92, 0x1DA7, 0x1DBC };
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
int msg_no = msg_base[looks] + RANDOM(3);
switch (actor->term) {
case aCD0_TERM_NEW_YEAR:
case aCD0_TERM_AFTER_10_SEC:
msg_no += 17;
break;
default:
msg_no += actor->term * 4;
break;
}
mDemo_Set_msg_num(msg_no);
aCD0_set_free_str();
}
static void aCD0_norm_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aCD0_set_norm_talk_info);
}
static int aCD0_talk_init(ACTOR* actorx, GAME* game) {
COUNTDOWN_NPC0_ACTOR* actor = (COUNTDOWN_NPC0_ACTOR*)actorx;
int ret = FALSE;
if (mDemo_Check_SpeakerAble() == TRUE) {
if (actor->term == aCD0_TERM_1_MIN) {
if (actor->npc_class.talk_info.talk_request_proc == aCD0_force_talk_request) {
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
} else {
actor->npc_class.talk_info.talk_request_proc = aCD0_norm_talk_request;
}
} else {
actor->npc_class.talk_info.talk_request_proc = aCD0_norm_talk_request;
}
mDemo_Set_ListenAble();
ret = TRUE;
}
return ret;
}
static int aCD0_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (mDemo_CAN_ACTOR_TALK(actorx)) {
if (mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 7) != 0) {
mEv_set_status(mEv_EVENT_NEW_YEARS_EVE_COUNTDOWN, mEv_STATUS_PLAYSOUND);
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 7, 0);
}
ret = TRUE;
}
return ret;
}