mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-07-10 12:54:52 -04:00
Implement & link ac_turi_npc0
This commit is contained in:
+1
-1
@@ -1155,7 +1155,7 @@ config.libs = [
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Object(NonMatching, "actor/npc/ac_tukimi_npc1.c"),
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Object(NonMatching, "actor/npc/ac_tunahiki_npc0.c"),
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Object(NonMatching, "actor/npc/ac_tunahiki_npc1.c"),
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Object(NonMatching, "actor/npc/ac_turi_npc0.c"),
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Object(Matching, "actor/npc/ac_turi_npc0.c"),
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],
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),
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Rel(
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+13
-1
@@ -3,11 +3,24 @@
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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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#define aTR0_NPC_MAX 5
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typedef struct turi_npc0_actor_s TURI_NPC0_ACTOR;
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typedef void (*aTR0_PROC)(TURI_NPC0_ACTOR *actor);
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struct turi_npc0_actor_s {
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NPC_ACTOR npc_class;
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int action;
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aTR0_PROC act_proc;
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};
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extern ACTOR_PROFILE Turi_Npc0_Profile;
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#ifdef __cplusplus
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@@ -15,4 +28,3 @@ extern ACTOR_PROFILE Turi_Npc0_Profile;
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#endif
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#endif
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@@ -0,0 +1,112 @@
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#include "ac_turi_npc0.h"
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#include "ac_npc.h"
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#include "m_actor.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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enum {
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aTR0_ACT_WAIT,
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aTR0_ACT_NUM
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};
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static void aTR0_actor_ct(ACTOR* actorx, GAME* game);
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static void aTR0_actor_dt(ACTOR* actorx, GAME* game);
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static void aTR0_actor_init(ACTOR* actorx, GAME* game);
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static void aTR0_actor_save(ACTOR* actorx, GAME* game);
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static void aTR0_actor_move(ACTOR* actorx, GAME* game);
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static void aTR0_actor_draw(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Turi_Npc0_Profile = {
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mAc_PROFILE_TURI_NPC0,
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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(TURI_NPC0_ACTOR),
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aTR0_actor_ct,
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aTR0_actor_dt,
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aTR0_actor_init,
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mActor_NONE_PROC1,
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aTR0_actor_save,
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};
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// clang-format on
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static int regist_cnt = 0;
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static ACTOR* turiActorx[aTR0_NPC_MAX];
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static void aTR0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aTR0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aTR0_setupAction(TURI_NPC0_ACTOR* actor, int action);
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static void aTR0_talk_request(ACTOR* actorx, GAME* game);
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static int aTR0_talk_init(ACTOR* actorx, GAME* game);
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static int aTR0_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aTR0_actor_ct(ACTOR* actorx, GAME* game) {
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// clang-format off
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static aNPC_ct_data_c ct_data = {
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aTR0_actor_move,
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aTR0_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aTR0_talk_request,
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aTR0_talk_init,
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aTR0_talk_end_chk,
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0,
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};
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// clang-format on
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if (regist_cnt == 0) {
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int i;
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for (i = 0; i < aTR0_NPC_MAX; i++) {
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turiActorx[i] = NULL;
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}
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}
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aTR0_schedule_proc;
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NPC_CLIP->ct_proc(actorx, game, &ct_data);
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{
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int idx = actorx->npc_id - SP_NPC_EV_TURI_0;
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turiActorx[idx] = actorx;
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regist_cnt++;
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}
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}
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}
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static void aTR0_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 aTR0_actor_dt(ACTOR* actorx, GAME* game) {
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int idx;
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idx = actorx->npc_id - SP_NPC_EV_TURI_0;
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turiActorx[idx] = NULL;
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if (regist_cnt > 0) {
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regist_cnt--;
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}
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NPC_CLIP->dt_proc(actorx, game);
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}
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static void aTR0_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 aTR0_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 aTR0_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_turi_npc0_anime.c_inc"
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#include "../src/actor/npc/ac_turi_npc0_move.c_inc"
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@@ -0,0 +1,8 @@
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static void aTR0_set_animation(TURI_NPC0_ACTOR* actor, int action) {
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static int animeSeqNo[] = { aNPC_ANIM_TURI_WAIT1 };
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static f32 frame_spd[] = { 0.5f, 0.525f, 0.5f, 0.55f, 0.6f, 0.45f };
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NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
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actor->npc_class.draw.anim_speed_type = aNPC_ANIM_SPEED_TYPE_FREE;
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actor->npc_class.draw.frame_speed = frame_spd[mNpc_GetNpcLooks((ACTOR*)actor)];
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}
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@@ -0,0 +1,201 @@
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#include "ac_npc.h"
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#include "ac_npc_anim_def.h"
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#include "ac_tools.h"
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#include "ac_turi_npc0.h"
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#include "c_keyframe.h"
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#include "m_collision_obj.h"
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#include "m_common_data.h"
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#include "m_demo.h"
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#include "m_field_info.h"
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#include "m_msg.h"
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#include "m_name_table.h"
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#include "m_npc.h"
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static void aTR0_set_request_act(TURI_NPC0_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_SEARCH;
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}
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static void aTR0_make_npc_sao(ACTOR* actorx, GAME* game) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)actorx;
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if (actor->npc_class.right_hand.item_actor_p == NULL) {
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ACTOR* sao_actor = CLIP(tools_clip)->aTOL_birth_proc(TOOL_NPC_SAO, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
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if (sao_actor != NULL) {
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actor->npc_class.right_hand.item_actor_p = sao_actor;
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}
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}
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}
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static void aTR0_wait(TURI_NPC0_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 aTR0_setupAction(TURI_NPC0_ACTOR* actor, int action) {
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static aTR0_PROC process[] = { aTR0_wait };
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static int anm_loop_base[] = { 1 };
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static f32 anm_loop_rnd[] = { 2.0f };
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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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actor->npc_class.draw.loop_flag = anm_loop_base[action] + RANDOM(anm_loop_rnd[action]);
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aTR0_set_animation(actor, action);
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}
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static void aTR0_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 aTR0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)nactorx;
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aTR0_setupAction(actor, aTR0_ACT_WAIT);
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}
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static void aTR0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)nactorx;
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actor->act_proc(actor);
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}
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static void aTR0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC act_proc[] = { aTR0_act_init_proc, aTR0_act_chg_data_proc, aTR0_act_main_proc };
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(*act_proc[type])(nactorx, play);
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}
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static void aTR0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)nactorx;
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if (nactorx->action.step == aNPC_ACTION_END_STEP) {
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if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
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aTR0_setupAction(actor, aTR0_ACT_WAIT);
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}
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nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK |
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aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV |
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aNPC_COND_DEMO_SKIP_MOVE_Y |
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aNPC_COND_DEMO_SKIP_BGCHECK |
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aNPC_COND_DEMO_SKIP_FORWARD_CHECK |
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aNPC_COND_DEMO_SKIP_HEAD_LOOKAT;
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aTR0_set_request_act(actor);
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}
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}
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static void aTR0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)nactorx;
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nactorx->think.interrupt_flags = 0;
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nactorx->action.act_proc = aTR0_act_proc;
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aTR0_set_request_act(actor);
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}
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static void aTR0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC think_proc[] = { aTR0_think_init_proc, aTR0_think_main_proc };
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(*think_proc[type])(nactorx, play);
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}
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static void aTR0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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// clang-format off
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static s16 def_angle[aTR0_NPC_MAX][7] = {
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{ DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(135.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(225.0f) },
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{ DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(270.0f) },
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{ DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(270.0f) },
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{ DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(315.0f), DEG2SHORT_ANGLE(180.0f), DEG2SHORT_ANGLE( 0.0f), DEG2SHORT_ANGLE( 45.0f), DEG2SHORT_ANGLE( 90.0f), DEG2SHORT_ANGLE(315.0f) },
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{ DEG2SHORT_ANGLE( 90.0f), DEG2SHORT_ANGLE( 0.0f), DEG2SHORT_ANGLE( 0.0f), DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE(225.0f), DEG2SHORT_ANGLE(135.0f), DEG2SHORT_ANGLE(135.0f) },
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};
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// clang-format on
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TURI_NPC0_ACTOR* actor = (TURI_NPC0_ACTOR*)nactorx;
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ACTOR* actorx = (ACTOR*)nactorx;
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nactorx->think.think_proc = aTR0_think_proc;
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nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK |
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aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV |
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aNPC_COND_DEMO_SKIP_MOVE_Y |
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aNPC_COND_DEMO_SKIP_BGCHECK |
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aNPC_COND_DEMO_SKIP_FORWARD_CHECK |
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aNPC_COND_DEMO_SKIP_HEAD_LOOKAT;
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nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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nactorx->condition_info.hide_request = FALSE;
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nactorx->palActorIgnoreTimer = -1;
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nactorx->talk_info.turn = aNPC_TALK_TURN_HEAD;
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nactorx->talk_info.default_animation = aNPC_ANIM_TURI_WAIT1;
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actorx->status_data.weight = MASSTYPE_HEAVY;
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if (actorx->npc_id == SP_NPC_EV_TURI_0) {
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actorx->world.position.x += 20.0f;
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actorx->world.position.z += 20.0f;
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}
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{
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int pool_idx = mFI_GetPuleIdx();
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int idx = actorx->npc_id - SP_NPC_EV_TURI_0;
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s16 angle = def_angle[idx][pool_idx];
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actorx->shape_info.rotation.y = angle;
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actorx->world.angle.y = angle;
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nactorx->movement.mv_angl = angle;
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}
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NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
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}
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static void aTR0_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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if (NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT) == FALSE) {
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NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
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}
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aTR0_make_npc_sao((ACTOR*)nactorx, (GAME*)play);
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}
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static void aTR0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC sche_proc[] = { aTR0_schedule_init_proc, aTR0_schedule_main_proc };
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(*sche_proc[type])(nactorx, play);
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}
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static void aTR0_set_talk_info(ACTOR* actorx) {
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static int msg_base[mNpc_LOOKS_NUM] = { 0x1F0A, 0x1F19, 0x1EFB, 0x1F28, 0x1F37, 0x1F46 };
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mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
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u8 str[ANIMAL_NAME_LEN];
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int looks = mNpc_GetNpcLooks(actorx);
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int idx = actorx->npc_id - SP_NPC_EV_TURI_0;
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int i;
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for (i = 0; i < aTR0_NPC_MAX; i++) {
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if (turiActorx[i] != NULL) {
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mNpc_GetNpcWorldName(str, turiActorx[i]);
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mMsg_Set_free_str(msg_p, mMsg_FREE_STR1 + i, str, sizeof(str));
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}
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}
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mDemo_Set_msg_num(msg_base[looks] + RANDOM(3) + idx * 3);
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}
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static void aTR0_talk_request(ACTOR* actorx, GAME* game) {
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mDemo_Request(mDemo_TYPE_TALK, actorx, aTR0_set_talk_info);
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}
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static int aTR0_talk_init(ACTOR* actorx, GAME* game) {
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mDemo_Set_ListenAble();
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return TRUE;
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}
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static int aTR0_talk_end_chk(ACTOR* actorx, GAME* game) {
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int ret = FALSE;
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if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
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ret = TRUE;
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}
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return ret;
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}
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