mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-07-08 20:24:49 -04:00
Implement & link ac_countdown_npc1
This commit is contained in:
+1
-1
@@ -1095,7 +1095,7 @@ config.libs = [
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"actor_npc",
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[
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Object(Matching, "actor/npc/ac_countdown_npc0.c"),
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Object(NonMatching, "actor/npc/ac_countdown_npc1.c"),
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Object(Matching, "actor/npc/ac_countdown_npc1.c"),
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Object(Matching, "actor/npc/ac_go_home_npc.c"),
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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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@@ -3,11 +3,27 @@
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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 countdown_npc1_actor_s COUNTDOWN_NPC1_ACTOR;
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typedef void (*aCD1_ACT_PROC)(COUNTDOWN_NPC1_ACTOR* actor);
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struct countdown_npc1_actor_s {
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NPC_ACTOR npc_class;
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int action;
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int next_action;
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aCD1_ACT_PROC act_proc;
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int term;
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int fire_delay;
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int event_idx;
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s16 base_angle;
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};
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extern ACTOR_PROFILE Countdown_Npc1_Profile;
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#ifdef __cplusplus
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@@ -15,4 +31,3 @@ extern ACTOR_PROFILE Countdown_Npc1_Profile;
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#endif
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#endif
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@@ -0,0 +1,114 @@
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#include "ac_countdown_npc1.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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#include "m_font.h"
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#include "m_msg.h"
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enum {
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aCD1_ACT_BEFORE_WAIT,
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aCD1_ACT_BEFORE_RUN,
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aCD1_ACT_BEFORE_TURN,
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aCD1_ACT_FRONT_TURN,
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aCD1_ACT_FRONT_WAIT,
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aCD1_ACT_COUNT_WAIT,
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aCD1_ACT_FIRE,
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aCD1_ACT_CLAP,
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aCD1_ACT_AFTER_WAIT,
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aCD1_ACT_AFTER_RUN,
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aCD1_ACT_AFTER_TURN,
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aCD1_ACT_NUM
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};
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enum {
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aCD1_TERM_1_HOUR,
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aCD1_TERM_30_MIN,
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aCD1_TERM_10_MIN,
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aCD1_TERM_5_MIN,
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aCD1_TERM_1_MIN,
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aCD1_TERM_NEW_YEAR,
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aCD1_TERM_NUM
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};
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enum {
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aCD1_ACT_TYPE_WAIT,
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aCD1_ACT_TYPE_RUN,
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aCD1_ACT_TYPE_TURN,
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aCD1_ACT_TYPE_NUM
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};
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static void aCD1_actor_ct(ACTOR* actorx, GAME* game);
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static void aCD1_actor_dt(ACTOR* actorx, GAME* game);
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static void aCD1_actor_move(ACTOR* actorx, GAME* game);
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static void aCD1_actor_draw(ACTOR* actorx, GAME* game);
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static void aCD1_actor_save(ACTOR* actorx, GAME* game);
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static void aCD1_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Countdown_Npc1_Profile = {
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mAc_PROFILE_COUNTDOWN_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(COUNTDOWN_NPC1_ACTOR),
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aCD1_actor_ct,
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aCD1_actor_dt,
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aCD1_actor_init,
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mActor_NONE_PROC1,
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aCD1_actor_save,
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};
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// clang-format on
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static void aCD1_talk_request(ACTOR* actorx, GAME* game);
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static int aCD1_talk_init(ACTOR* actorx, GAME* game);
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static int aCD1_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aCD1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aCD1_setupAction(COUNTDOWN_NPC1_ACTOR* actor, int action);
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static void aCD1_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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aCD1_actor_move,
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aCD1_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aCD1_talk_request,
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aCD1_talk_init,
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aCD1_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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COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aCD1_schedule_proc;
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NPC_CLIP->ct_proc(actorx, game, &ct_data);
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}
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}
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static void aCD1_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 aCD1_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 aCD1_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 aCD1_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 aCD1_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_countdown_npc1_anime.c_inc"
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#include "../src/actor/npc/ac_countdown_npc1_talk.c_inc"
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@@ -0,0 +1,19 @@
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static void aCD1_set_animation(COUNTDOWN_NPC1_ACTOR* actor, int action) {
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// clang-format off
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static int animeSeqNo[] = {
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aNPC_ANIM_CRACKER_WAIT1,
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aNPC_ANIM_CRACKER_RUN1,
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aNPC_ANIM_CRACKER_RUN1,
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aNPC_ANIM_CRACKER_RUN1,
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aNPC_ANIM_CRACKER_WAIT1,
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aNPC_ANIM_CRACKER_COUNT1,
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aNPC_ANIM_CRACKER_FIRE1,
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aNPC_ANIM_CLAP1,
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aNPC_ANIM_WAIT_KI1,
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aNPC_ANIM_WALK_KI1,
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aNPC_ANIM_WALK_KI1,
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};
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// clang-format on
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NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
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}
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@@ -0,0 +1,497 @@
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static void aCD1_set_request_act(COUNTDOWN_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_DEFAULT;
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}
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static void aCD1_make_cracker(ACTOR* actorx, GAME* game) {
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COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_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_CRACKER, 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 int aCD1_check_moveRange(ACTOR* actorx, xyz_t* pos) {
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f32 max_dist = 60.0f;
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f32 dx = actorx->home.position.x - pos->x;
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f32 dz = actorx->home.position.z - pos->z;
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int ret = FALSE;
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if (SQ(dx) + SQ(dz) > SQ(max_dist)) {
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ret = TRUE;
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}
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return ret;
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}
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static int aCD1_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) {
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int ret = FALSE;
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mFI_Wpos2BlockNum(bx, bz, *pos);
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if (*bx != actorx->block_x || *bz != actorx->block_z) {
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ret = TRUE;
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}
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return ret;
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}
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static void aCD1_revise_moveRange(ACTOR* actorx) {
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static f32 offset[] = { 0.0f, 319.0f };
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int col_flags = 0;
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if (aCD1_check_moveRange(actorx, &actorx->world.position) == TRUE) {
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s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position);
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actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 60.0f;
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actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 60.0f;
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col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
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} else {
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int bx;
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int bz;
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if (aCD1_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) {
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f32 x;
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f32 z;
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mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z);
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if (bx != actorx->block_x) {
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int idx = actorx->block_x < bx;
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actorx->world.position.x = x + offset[idx];
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}
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if (bz != actorx->block_z) {
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int idx = actorx->block_z < bz;
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actorx->world.position.z = z + offset[idx];
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}
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col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
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}
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}
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((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags;
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}
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static void aCD1_before_wait(COUNTDOWN_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 aCD1_before_run(COUNTDOWN_NPC1_ACTOR* actor) {
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ACTOR* actorx = (ACTOR*)actor;
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aCD1_revise_moveRange(actorx);
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if (actor->npc_class.collision.collision_flag != 0) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else if (actor->npc_class.movement.move_timer > 60) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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}
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chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f));
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actorx->world.angle.y = actorx->shape_info.rotation.y;
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}
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static void aCD1_before_turn(COUNTDOWN_NPC1_ACTOR* actor) {
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ACTOR* actorx = (ACTOR*)actor;
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if (chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
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actor->next_action = actor->action - 1;
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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}
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actorx->world.angle.y = actorx->shape_info.rotation.y;
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}
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static void aCD1_front_turn(COUNTDOWN_NPC1_ACTOR* actor) {
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ACTOR* actorx = (ACTOR*)actor;
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if (chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
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aCD1_setupAction(actor, aCD1_ACT_FRONT_WAIT);
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}
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actorx->world.angle.y = actorx->shape_info.rotation.y;
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}
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static void aCD1_front_wait(COUNTDOWN_NPC1_ACTOR* actor) {
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if (Common_Get(time.now_sec) > mTM_TIME2SEC(23, 59, 50)) {
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actor->npc_class.draw.loop_flag = 2;
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actor->fire_delay = RANDOM(10);
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aCD1_setupAction(actor, aCD1_ACT_COUNT_WAIT);
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}
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}
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static void aCD1_count_wait(COUNTDOWN_NPC1_ACTOR* actor) {
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if (actor->term == aCD1_TERM_NEW_YEAR) {
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if (actor->fire_delay <= 0) {
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actor->next_action = aCD1_ACT_FIRE;
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else {
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actor->fire_delay--;
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}
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}
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}
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static void aCD1_fire(COUNTDOWN_NPC1_ACTOR* actor) {
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if (cKF_FrameControl_passCheck_now(&actor->npc_class.draw.main_animation.keyframe.frame_control, 3.0f) == TRUE && actor->npc_class.actor_class.drawn) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_CLACKER, actor->npc_class.right_hand.pos, 1, 0, gamePT, actor->npc_class.actor_class.npc_id, 0, 0);
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}
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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->next_action = aCD1_ACT_CLAP;
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actor->npc_class.draw.loop_flag = 43;
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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 aCD1_clap(COUNTDOWN_NPC1_ACTOR* actor) {
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static u8 se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
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int idx = actor->npc_class.actor_class.npc_id - SP_NPC_EV_COUNTDOWN_1;
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aCD1_before_wait(actor);
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sAdo_OngenPos((u32)actor, se_no[idx], &actor->npc_class.actor_class.world.position);
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}
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static void aCD1_set_spd_info(COUNTDOWN_NPC1_ACTOR* actor, int action) {
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switch (action) {
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case aCD1_ACT_BEFORE_RUN:
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actor->npc_class.movement.speed.max_speed = 3.0f;
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actor->npc_class.movement.speed.acceleration = 0.3f;
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actor->npc_class.movement.speed.deceleration = 0.3f;
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break;
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case aCD1_ACT_AFTER_RUN:
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actor->npc_class.movement.speed.max_speed = 1.0f;
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actor->npc_class.movement.speed.acceleration = 0.1f;
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actor->npc_class.movement.speed.deceleration = 0.1f;
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break;
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default:
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actor->npc_class.actor_class.speed = 0.0f;
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actor->npc_class.movement.speed.max_speed = 0.0f;
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actor->npc_class.movement.speed.acceleration = 0.0f;
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actor->npc_class.movement.speed.deceleration = 0.0f;
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break;
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}
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}
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static void aCD1_setupAction(COUNTDOWN_NPC1_ACTOR* actor, int action) {
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// clang-format off
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static aCD1_ACT_PROC process[] = {
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aCD1_before_wait,
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aCD1_before_run,
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aCD1_before_turn,
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aCD1_front_turn,
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aCD1_front_wait,
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aCD1_count_wait,
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aCD1_fire,
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aCD1_clap,
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aCD1_before_wait,
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aCD1_before_run,
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aCD1_before_turn,
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};
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// clang-format on
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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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aCD1_set_animation(actor, action);
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aCD1_set_spd_info(actor, action);
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}
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static void aCD1_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 aCD1_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)nactorx;
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actor->act_proc(actor);
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}
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static void aCD1_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC act_proc[] = { (aNPC_SUB_PROC)none_proc1, aCD1_act_chg_data_proc, aCD1_act_main_proc };
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(*act_proc[type])(nactorx, play);
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}
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static int aCD1_get_now_term(void) {
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int now_sec = Common_Get(time.now_sec);
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int term;
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if (now_sec > mTM_TIME2SEC(23, 59, 0)) {
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term = aCD1_TERM_1_MIN; // 1 min before
|
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} else if (now_sec > mTM_TIME2SEC(23, 55, 0)) {
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term = aCD1_TERM_5_MIN; // 5 min before
|
||||
} else if (now_sec > mTM_TIME2SEC(23, 50, 0)) {
|
||||
term = aCD1_TERM_10_MIN; // 10 min before
|
||||
} else if (now_sec > mTM_TIME2SEC(23, 30, 0)) {
|
||||
term = aCD1_TERM_30_MIN; // 30 min before
|
||||
} else if (now_sec > mTM_TIME2SEC(23, 0, 0)) {
|
||||
term = aCD1_TERM_1_HOUR; // 1 hour before
|
||||
} else {
|
||||
term = aCD1_TERM_NEW_YEAR; // new years
|
||||
}
|
||||
|
||||
return term;
|
||||
}
|
||||
|
||||
static int aCD1_get_next_move_act(COUNTDOWN_NPC1_ACTOR* actor) {
|
||||
int act_type = aCD1_ACT_TYPE_WAIT;
|
||||
|
||||
if ((actor->event_idx & 1) == 1) {
|
||||
actor->npc_class.movement.mv_angl = actor->base_angle;
|
||||
actor->npc_class.draw.loop_flag = RANDOM_F(2.0f) + 2.0f;
|
||||
} else if (RANDOM_F(1.0f) < 0.5f) {
|
||||
actor->npc_class.draw.loop_flag = RANDOM_F(2.0f) + 2.0f;
|
||||
} else {
|
||||
s16 move_angle = RANDOM_CENTER_F(65536.0f);
|
||||
s16 dAngle;
|
||||
|
||||
actor->npc_class.movement.mv_angl = move_angle;
|
||||
dAngle = DIFF_SHORT_ANGLE(move_angle, actor->npc_class.actor_class.shape_info.rotation.y);
|
||||
if (ABS(dAngle) > DEG2SHORT_ANGLE2(135.0f)) {
|
||||
act_type = aCD1_ACT_TYPE_TURN;
|
||||
} else if ((actor->npc_class.collision.collision_flag & (mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT)) == 0) {
|
||||
act_type = aCD1_ACT_TYPE_RUN;
|
||||
} else {
|
||||
act_type = aCD1_ACT_TYPE_TURN;
|
||||
}
|
||||
}
|
||||
|
||||
return act_type;
|
||||
}
|
||||
|
||||
static void aCD1_decide_demo_flg(COUNTDOWN_NPC1_ACTOR* actor) {
|
||||
int now_term = aCD1_get_now_term();
|
||||
|
||||
if (now_term != actor->term) {
|
||||
if (now_term == aCD1_TERM_1_MIN) {
|
||||
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;
|
||||
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
|
||||
} else {
|
||||
if ((actor->event_idx & 1) == 1) {
|
||||
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;
|
||||
} else {
|
||||
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
|
||||
}
|
||||
|
||||
actor->npc_class.talk_info.talk_request_proc = aCD1_talk_request;
|
||||
}
|
||||
|
||||
actor->term = now_term;
|
||||
}
|
||||
}
|
||||
|
||||
static void aCD1_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)nactorx;
|
||||
|
||||
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
|
||||
if (actor->term == aCD1_TERM_1_MIN) {
|
||||
if (actor->action != aCD1_ACT_FRONT_TURN && actor->action != aCD1_ACT_FRONT_WAIT && actor->action != aCD1_ACT_COUNT_WAIT) {
|
||||
aCD1_setupAction(actor, aCD1_ACT_FRONT_TURN);
|
||||
} else {
|
||||
aCD1_setupAction(actor, actor->action);
|
||||
}
|
||||
|
||||
nactorx->movement.mv_angl = 0;
|
||||
} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
|
||||
int next_action;
|
||||
|
||||
if (actor->next_action != -1) {
|
||||
next_action = actor->next_action;
|
||||
} else {
|
||||
next_action = aCD1_get_next_move_act(actor);
|
||||
|
||||
switch (actor->term) {
|
||||
case aCD1_TERM_NEW_YEAR:
|
||||
next_action += aCD1_ACT_AFTER_WAIT;
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
nactorx->movement.move_timer = 0;
|
||||
aCD1_setupAction(actor, next_action);
|
||||
}
|
||||
|
||||
actor->next_action = -1;
|
||||
aCD1_set_request_act(actor);
|
||||
aCD1_decide_demo_flg(actor);
|
||||
} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
|
||||
if (actor->term == aCD1_TERM_1_MIN) {
|
||||
if (actor->action != aCD1_ACT_FRONT_TURN && actor->action != aCD1_ACT_FRONT_WAIT && actor->action != aCD1_ACT_COUNT_WAIT) {
|
||||
aCD1_setupAction(actor, aCD1_ACT_FRONT_TURN);
|
||||
} else {
|
||||
aCD1_setupAction(actor, actor->action);
|
||||
}
|
||||
|
||||
nactorx->movement.mv_angl = 0;
|
||||
} else {
|
||||
int next_action = next_action = aCD1_get_next_move_act(actor);
|
||||
|
||||
switch (actor->term) {
|
||||
case aCD1_TERM_NEW_YEAR:
|
||||
next_action += aCD1_ACT_AFTER_WAIT;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
nactorx->movement.move_timer = 0;
|
||||
aCD1_setupAction(actor, next_action);
|
||||
}
|
||||
|
||||
actor->next_action = -1;
|
||||
aCD1_set_request_act(actor);
|
||||
aCD1_decide_demo_flg(actor);
|
||||
}
|
||||
}
|
||||
|
||||
static void aCD1_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)nactorx;
|
||||
|
||||
nactorx->think.interrupt_flags = 0;
|
||||
nactorx->action.act_proc = aCD1_act_proc;
|
||||
aCD1_set_request_act(actor);
|
||||
aCD1_setupAction(actor, aCD1_ACT_BEFORE_WAIT);
|
||||
}
|
||||
|
||||
static void aCD1_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC think_proc[] = { aCD1_think_init_proc, aCD1_think_main_proc };
|
||||
|
||||
(*think_proc[type])(nactorx, play);
|
||||
}
|
||||
|
||||
static void aCD1_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
// clang-format off
|
||||
static s16 def_angle[2][7] = {
|
||||
{0xE000, 0xE000, 0x2000, 0xE000, 0x2000, 0xE000, 0xE000},
|
||||
{0x0000, 0xA000, 0x0000, 0x2000, 0xA000, 0x6000, 0x6000},
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)nactorx;
|
||||
ACTOR* actorx = (ACTOR*)nactorx;
|
||||
int event_idx;
|
||||
|
||||
nactorx->think.think_proc = aCD1_think_proc;
|
||||
nactorx->condition_info.hide_request = FALSE;
|
||||
nactorx->palActorIgnoreTimer = -1;
|
||||
actorx->status_data.weight = MASSTYPE_HEAVY;
|
||||
event_idx = actorx->npc_id - SP_NPC_EV_COUNTDOWN_1;
|
||||
actor->event_idx = event_idx;
|
||||
actor->term = -1;
|
||||
aCD1_decide_demo_flg(actor);
|
||||
|
||||
{
|
||||
s16 angle;
|
||||
|
||||
if ((event_idx & 1) == 0) {
|
||||
angle = RANDOM_F(65536.0f);
|
||||
} else {
|
||||
int pool_idx = mFI_GetPuleIdx();
|
||||
|
||||
angle = def_angle[(event_idx >> 1) & 1][pool_idx];
|
||||
}
|
||||
|
||||
actorx->shape_info.rotation.y = angle;
|
||||
actorx->world.angle.y = angle;
|
||||
nactorx->movement.mv_angl = angle;
|
||||
actor->base_angle = angle;
|
||||
}
|
||||
|
||||
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
|
||||
}
|
||||
|
||||
static void aCD1_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);
|
||||
}
|
||||
|
||||
aCD1_make_cracker((ACTOR*)nactorx, (GAME*)play);
|
||||
}
|
||||
|
||||
static void aCD1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC sche_proc[] = { aCD1_schedule_init_proc, aCD1_schedule_main_proc };
|
||||
|
||||
(*sche_proc[type])(nactorx, play);
|
||||
}
|
||||
|
||||
static void aCD1_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 aCD1_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 aCD1_set_free_str(void) {
|
||||
aCD1_set_free_str_year(Common_Get(time.rtc_time.year) + 1);
|
||||
aCD1_set_free_str_min((mTM_MINUTES_IN_HOUR - 1) - Common_Get(time.rtc_time.min));
|
||||
}
|
||||
|
||||
static void aCD1_set_talk_info(ACTOR* actorx) {
|
||||
static int msg_base[mNpc_LOOKS_NUM] = { 0x1D68, 0x1D7D, 0x1D53, 0x1D92, 0x1DA7, 0x1DBC };
|
||||
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)actorx;
|
||||
int looks = mNpc_GetNpcLooks(actorx);
|
||||
int msg_no = msg_base[looks] + RANDOM(3);
|
||||
|
||||
if (actor->term == aCD1_TERM_NEW_YEAR) {
|
||||
msg_no += 17;
|
||||
} else {
|
||||
msg_no += actor->term * 4;
|
||||
}
|
||||
|
||||
mDemo_Set_msg_num(msg_no);
|
||||
aCD1_set_free_str();
|
||||
}
|
||||
|
||||
static void aCD1_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_TALK, actorx, aCD1_set_talk_info);
|
||||
}
|
||||
|
||||
static int aCD1_talk_init(ACTOR* actorx, GAME* game) {
|
||||
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)actorx;
|
||||
|
||||
if (actor->term == aCD1_TERM_1_MIN) {
|
||||
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
|
||||
}
|
||||
|
||||
mDemo_Set_ListenAble();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static int aCD1_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
int ret = FALSE;
|
||||
|
||||
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
@@ -145,9 +145,10 @@ static int aTM0_talk_init(ACTOR* actorx, GAME* game) {
|
||||
|
||||
static int aTM0_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
BOOL res = FALSE;
|
||||
int demoCheck = mDemo_Check(mDemo_TYPE_TALK, actorx);
|
||||
if (demoCheck == FALSE) {
|
||||
|
||||
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
|
||||
res = TRUE;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user