Implement & link ac_countdown_npc1

This commit is contained in:
Cuyler36
2025-06-09 17:04:24 -04:00
parent 4ee870e891
commit 623abef0c3
6 changed files with 650 additions and 4 deletions
+1 -1
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@@ -1095,7 +1095,7 @@ config.libs = [
"actor_npc",
[
Object(Matching, "actor/npc/ac_countdown_npc0.c"),
Object(NonMatching, "actor/npc/ac_countdown_npc1.c"),
Object(Matching, "actor/npc/ac_countdown_npc1.c"),
Object(Matching, "actor/npc/ac_go_home_npc.c"),
Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"),
Object(Matching, "actor/npc/ac_halloween_npc.c"),
+16 -1
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@@ -3,11 +3,27 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct countdown_npc1_actor_s COUNTDOWN_NPC1_ACTOR;
typedef void (*aCD1_ACT_PROC)(COUNTDOWN_NPC1_ACTOR* actor);
struct countdown_npc1_actor_s {
NPC_ACTOR npc_class;
int action;
int next_action;
aCD1_ACT_PROC act_proc;
int term;
int fire_delay;
int event_idx;
s16 base_angle;
};
extern ACTOR_PROFILE Countdown_Npc1_Profile;
#ifdef __cplusplus
@@ -15,4 +31,3 @@ extern ACTOR_PROFILE Countdown_Npc1_Profile;
#endif
#endif
+114
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@@ -0,0 +1,114 @@
#include "ac_countdown_npc1.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_font.h"
#include "m_msg.h"
enum {
aCD1_ACT_BEFORE_WAIT,
aCD1_ACT_BEFORE_RUN,
aCD1_ACT_BEFORE_TURN,
aCD1_ACT_FRONT_TURN,
aCD1_ACT_FRONT_WAIT,
aCD1_ACT_COUNT_WAIT,
aCD1_ACT_FIRE,
aCD1_ACT_CLAP,
aCD1_ACT_AFTER_WAIT,
aCD1_ACT_AFTER_RUN,
aCD1_ACT_AFTER_TURN,
aCD1_ACT_NUM
};
enum {
aCD1_TERM_1_HOUR,
aCD1_TERM_30_MIN,
aCD1_TERM_10_MIN,
aCD1_TERM_5_MIN,
aCD1_TERM_1_MIN,
aCD1_TERM_NEW_YEAR,
aCD1_TERM_NUM
};
enum {
aCD1_ACT_TYPE_WAIT,
aCD1_ACT_TYPE_RUN,
aCD1_ACT_TYPE_TURN,
aCD1_ACT_TYPE_NUM
};
static void aCD1_actor_ct(ACTOR* actorx, GAME* game);
static void aCD1_actor_dt(ACTOR* actorx, GAME* game);
static void aCD1_actor_move(ACTOR* actorx, GAME* game);
static void aCD1_actor_draw(ACTOR* actorx, GAME* game);
static void aCD1_actor_save(ACTOR* actorx, GAME* game);
static void aCD1_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Countdown_Npc1_Profile = {
mAc_PROFILE_COUNTDOWN_NPC1,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(COUNTDOWN_NPC1_ACTOR),
aCD1_actor_ct,
aCD1_actor_dt,
aCD1_actor_init,
mActor_NONE_PROC1,
aCD1_actor_save,
};
// clang-format on
static void aCD1_talk_request(ACTOR* actorx, GAME* game);
static int aCD1_talk_init(ACTOR* actorx, GAME* game);
static int aCD1_talk_end_chk(ACTOR* actorx, GAME* game);
static void aCD1_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aCD1_setupAction(COUNTDOWN_NPC1_ACTOR* actor, int action);
static void aCD1_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aCD1_actor_move,
aCD1_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aCD1_talk_request,
aCD1_talk_init,
aCD1_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aCD1_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aCD1_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aCD1_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aCD1_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aCD1_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aCD1_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_countdown_npc1_anime.c_inc"
#include "../src/actor/npc/ac_countdown_npc1_talk.c_inc"
@@ -0,0 +1,19 @@
static void aCD1_set_animation(COUNTDOWN_NPC1_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_CRACKER_WAIT1,
aNPC_ANIM_CRACKER_RUN1,
aNPC_ANIM_CRACKER_RUN1,
aNPC_ANIM_CRACKER_RUN1,
aNPC_ANIM_CRACKER_WAIT1,
aNPC_ANIM_CRACKER_COUNT1,
aNPC_ANIM_CRACKER_FIRE1,
aNPC_ANIM_CLAP1,
aNPC_ANIM_WAIT_KI1,
aNPC_ANIM_WALK_KI1,
aNPC_ANIM_WALK_KI1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
+497
View File
@@ -0,0 +1,497 @@
static void aCD1_set_request_act(COUNTDOWN_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_DEFAULT;
}
static void aCD1_make_cracker(ACTOR* actorx, GAME* game) {
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)actorx;
if (actor->npc_class.right_hand.item_actor_p == NULL) {
ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_CRACKER, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
if (utiwa_p != NULL) {
actor->npc_class.right_hand.item_actor_p = utiwa_p;
}
}
}
static int aCD1_check_moveRange(ACTOR* actorx, xyz_t* pos) {
f32 max_dist = 60.0f;
f32 dx = actorx->home.position.x - pos->x;
f32 dz = actorx->home.position.z - pos->z;
int ret = FALSE;
if (SQ(dx) + SQ(dz) > SQ(max_dist)) {
ret = TRUE;
}
return ret;
}
static int aCD1_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) {
int ret = FALSE;
mFI_Wpos2BlockNum(bx, bz, *pos);
if (*bx != actorx->block_x || *bz != actorx->block_z) {
ret = TRUE;
}
return ret;
}
static void aCD1_revise_moveRange(ACTOR* actorx) {
static f32 offset[] = { 0.0f, 319.0f };
int col_flags = 0;
if (aCD1_check_moveRange(actorx, &actorx->world.position) == TRUE) {
s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position);
actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 60.0f;
actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 60.0f;
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
} else {
int bx;
int bz;
if (aCD1_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) {
f32 x;
f32 z;
mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z);
if (bx != actorx->block_x) {
int idx = actorx->block_x < bx;
actorx->world.position.x = x + offset[idx];
}
if (bz != actorx->block_z) {
int idx = actorx->block_z < bz;
actorx->world.position.z = z + offset[idx];
}
col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
}
}
((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags;
}
static void aCD1_before_wait(COUNTDOWN_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 aCD1_before_run(COUNTDOWN_NPC1_ACTOR* actor) {
ACTOR* actorx = (ACTOR*)actor;
aCD1_revise_moveRange(actorx);
if (actor->npc_class.collision.collision_flag != 0) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else if (actor->npc_class.movement.move_timer > 60) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f));
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static void aCD1_before_turn(COUNTDOWN_NPC1_ACTOR* actor) {
ACTOR* actorx = (ACTOR*)actor;
if (chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
actor->next_action = actor->action - 1;
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static void aCD1_front_turn(COUNTDOWN_NPC1_ACTOR* actor) {
ACTOR* actorx = (ACTOR*)actor;
if (chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
aCD1_setupAction(actor, aCD1_ACT_FRONT_WAIT);
}
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
static void aCD1_front_wait(COUNTDOWN_NPC1_ACTOR* actor) {
if (Common_Get(time.now_sec) > mTM_TIME2SEC(23, 59, 50)) {
actor->npc_class.draw.loop_flag = 2;
actor->fire_delay = RANDOM(10);
aCD1_setupAction(actor, aCD1_ACT_COUNT_WAIT);
}
}
static void aCD1_count_wait(COUNTDOWN_NPC1_ACTOR* actor) {
if (actor->term == aCD1_TERM_NEW_YEAR) {
if (actor->fire_delay <= 0) {
actor->next_action = aCD1_ACT_FIRE;
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->fire_delay--;
}
}
}
static void aCD1_fire(COUNTDOWN_NPC1_ACTOR* actor) {
if (cKF_FrameControl_passCheck_now(&actor->npc_class.draw.main_animation.keyframe.frame_control, 3.0f) == TRUE && actor->npc_class.actor_class.drawn) {
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);
}
if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
if (actor->npc_class.draw.loop_flag == 0) {
actor->next_action = aCD1_ACT_CLAP;
actor->npc_class.draw.loop_flag = 43;
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
} else {
actor->npc_class.draw.loop_flag--;
}
}
}
static void aCD1_clap(COUNTDOWN_NPC1_ACTOR* actor) {
static u8 se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
int idx = actor->npc_class.actor_class.npc_id - SP_NPC_EV_COUNTDOWN_1;
aCD1_before_wait(actor);
sAdo_OngenPos((u32)actor, se_no[idx], &actor->npc_class.actor_class.world.position);
}
static void aCD1_set_spd_info(COUNTDOWN_NPC1_ACTOR* actor, int action) {
switch (action) {
case aCD1_ACT_BEFORE_RUN:
actor->npc_class.movement.speed.max_speed = 3.0f;
actor->npc_class.movement.speed.acceleration = 0.3f;
actor->npc_class.movement.speed.deceleration = 0.3f;
break;
case aCD1_ACT_AFTER_RUN:
actor->npc_class.movement.speed.max_speed = 1.0f;
actor->npc_class.movement.speed.acceleration = 0.1f;
actor->npc_class.movement.speed.deceleration = 0.1f;
break;
default:
actor->npc_class.actor_class.speed = 0.0f;
actor->npc_class.movement.speed.max_speed = 0.0f;
actor->npc_class.movement.speed.acceleration = 0.0f;
actor->npc_class.movement.speed.deceleration = 0.0f;
break;
}
}
static void aCD1_setupAction(COUNTDOWN_NPC1_ACTOR* actor, int action) {
// clang-format off
static aCD1_ACT_PROC process[] = {
aCD1_before_wait,
aCD1_before_run,
aCD1_before_turn,
aCD1_front_turn,
aCD1_front_wait,
aCD1_count_wait,
aCD1_fire,
aCD1_clap,
aCD1_before_wait,
aCD1_before_run,
aCD1_before_turn,
};
// clang-format on
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
aCD1_set_animation(actor, action);
aCD1_set_spd_info(actor, action);
}
static void aCD1_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aCD1_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
COUNTDOWN_NPC1_ACTOR* actor = (COUNTDOWN_NPC1_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aCD1_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { (aNPC_SUB_PROC)none_proc1, aCD1_act_chg_data_proc, aCD1_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static int aCD1_get_now_term(void) {
int now_sec = Common_Get(time.now_sec);
int term;
if (now_sec > mTM_TIME2SEC(23, 59, 0)) {
term = aCD1_TERM_1_MIN; // 1 min before
} else if (now_sec > mTM_TIME2SEC(23, 55, 0)) {
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;
}
+3 -2
View File
@@ -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;
}