From 9577610833054e1be706f314e9b37706f8e66068 Mon Sep 17 00:00:00 2001 From: Cuyler36 Date: Wed, 11 Jun 2025 02:10:01 -0400 Subject: [PATCH] Implement & link ac_npc_majin --- configure.py | 2 +- include/ac_npc_majin.h | 16 +- src/actor/npc/ac_npc_majin.c | 113 ++++++++++++++ src/actor/npc/ac_npc_majin_schedule.c_inc | 177 ++++++++++++++++++++++ src/actor/npc/ac_npc_majin_talk.c_inc | 119 +++++++++++++++ 5 files changed, 425 insertions(+), 2 deletions(-) create mode 100644 src/actor/npc/ac_npc_majin.c create mode 100644 src/actor/npc/ac_npc_majin_schedule.c_inc create mode 100644 src/actor/npc/ac_npc_majin_talk.c_inc diff --git a/configure.py b/configure.py index d9c9caf9..15582c0f 100644 --- a/configure.py +++ b/configure.py @@ -1117,7 +1117,7 @@ config.libs = [ Object(Matching, "actor/npc/ac_npc_guide.c"), Object(Matching, "actor/npc/ac_npc_guide2.c"), Object(NonMatching, "actor/npc/ac_npc_hem.c"), - Object(NonMatching, "actor/npc/ac_npc_majin.c"), + Object(Matching, "actor/npc/ac_npc_majin.c"), Object(NonMatching, "actor/npc/ac_npc_majin2.c"), Object(NonMatching, "actor/npc/ac_npc_majin3.c"), Object(NonMatching, "actor/npc/ac_npc_majin4.c"), diff --git a/include/ac_npc_majin.h b/include/ac_npc_majin.h index 6a1844cb..75bc663a 100644 --- a/include/ac_npc_majin.h +++ b/include/ac_npc_majin.h @@ -3,11 +3,26 @@ #include "types.h" #include "m_actor.h" +#include "ac_npc.h" #ifdef __cplusplus extern "C" { #endif +typedef struct npc_majin_actor_s NPC_MAJIN_ACTOR; + +typedef void (*aMJN_THINK_PROC)(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play); + +struct npc_majin_actor_s { + NPC_ACTOR npc_class; + int think_idx; + int next_think_idx; + aMJN_THINK_PROC think_proc; + int talk_idx; + int camera_zoomup; + int set_head_request; +}; + extern ACTOR_PROFILE Npc_Majin_Profile; #ifdef __cplusplus @@ -15,4 +30,3 @@ extern ACTOR_PROFILE Npc_Majin_Profile; #endif #endif - diff --git a/src/actor/npc/ac_npc_majin.c b/src/actor/npc/ac_npc_majin.c new file mode 100644 index 00000000..2541793f --- /dev/null +++ b/src/actor/npc/ac_npc_majin.c @@ -0,0 +1,113 @@ +#include "ac_npc_majin.h" + +#include "m_common_data.h" +#include "m_player_lib.h" +#include "m_font.h" +#include "m_msg.h" +#include "ac_reset_demo.h" +#include "m_bgm.h" +#include "m_house.h" + +enum { + aMJN_THINK_START_WAIT, + aMJN_THINK_START_WAIT_ST, + aMJN_THINK_CALL, + aMJN_THINK_CALL_2, + aMJN_THINK_CALL_3, + aMJN_THINK_CALL_4, + aMJN_THINK_CALL_5, + aMJN_THINK_EXIT, + + aMJN_THINK_NUM +}; + +static void aMJN_actor_ct(ACTOR* actorx, GAME* game); +static void aMJN_actor_dt(ACTOR* actorx, GAME* game); +static void aMJN_actor_move(ACTOR* actorx, GAME* game); +static void aMJN_actor_draw(ACTOR* actorx, GAME* game); +static void aMJN_actor_save(ACTOR* actorx, GAME* game); +static void aMJN_actor_init(ACTOR* actorx, GAME* game); + +// clang-format off +ACTOR_PROFILE Npc_Majin_Profile = { + mAc_PROFILE_NPC_MAJIN, + ACTOR_PART_NPC, + ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED, + SP_NPC_MAJIN, + ACTOR_OBJ_BANK_KEEP, + sizeof(NPC_MAJIN_ACTOR), + aMJN_actor_ct, + aMJN_actor_dt, + aMJN_actor_init, + mActor_NONE_PROC1, + aMJN_actor_save, +}; +// clang-format on + +static void aMJN_force_talk_request(ACTOR* actorx, GAME* game); +static void aMJN_norm_talk_request(ACTOR* actorx, GAME* game); +static int aMJN_talk_init(ACTOR* actorx, GAME* game); +static int aMJN_talk_end_chk(ACTOR* actorx, GAME* game); + +static void aMJN_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type); +static void aMJN_setup_think_proc(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play, int think_idx); + +static void aMJN_actor_ct(ACTOR* actorx, GAME* game) { + static aNPC_ct_data_c ct_data = { + aMJN_actor_move, + aMJN_actor_draw, + aNPC_CT_SCHED_TYPE_SPECIAL, + (aNPC_TALK_REQUEST_PROC)none_proc1, + aMJN_talk_init, + aMJN_talk_end_chk, + 0, + }; + + if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) { + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)actorx; + + actor->npc_class.schedule.schedule_proc = aMJN_schedule_proc; + NPC_CLIP->ct_proc(actorx, game, &ct_data); + } +} + +static void aMJN_actor_save(ACTOR* actorx, GAME* game) { + NPC_CLIP->save_proc(actorx, game); +} + +static void aMJN_actor_dt(ACTOR* actorx, GAME* game) { + NPC_CLIP->dt_proc(actorx, game); + eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO); + if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) { + ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class; + + if (demox != NULL) { + RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox; + + reset_demo->reset_actor = NULL; + reset_demo->request_light = FALSE; + } + } +} + +static void aMJN_actor_init(ACTOR* actorx, GAME* game) { + NPC_CLIP->init_proc(actorx, game); +} + +static void aMJN_actor_move(ACTOR* actorx, GAME* game) { + NPC_CLIP->move_proc(actorx, game); + actorx->shape_info.draw_shadow = FALSE; +} + +static void aMJN_set_animation(NPC_MAJIN_ACTOR* actor, int think_idx) { + static s16 animeSeqNo[] = { aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_APPEAR1, aNPC_ANIM_APPEAR1, aNPC_ANIM_APPEAR1, aNPC_ANIM_APPEAR1, aNPC_ANIM_APPEAR1, aNPC_ANIM_GO_UG1}; + + NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[think_idx], FALSE); +} + +static void aMJN_actor_draw(ACTOR* actorx, GAME* game) { + NPC_CLIP->draw_proc(actorx, game); +} + +#include "../src/actor/npc/ac_npc_majin_talk.c_inc" +#include "../src/actor/npc/ac_npc_majin_schedule.c_inc" diff --git a/src/actor/npc/ac_npc_majin_schedule.c_inc b/src/actor/npc/ac_npc_majin_schedule.c_inc new file mode 100644 index 00000000..f9b92318 --- /dev/null +++ b/src/actor/npc/ac_npc_majin_schedule.c_inc @@ -0,0 +1,177 @@ +static void aMJN_set_request_act(NPC_MAJIN_ACTOR* actor) { + actor->npc_class.request.act_priority = 1; + actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL; + actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH; +} + +static void aMJN_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + nactorx->action.step = 0; +} + +static void aMJN_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) { + static aNPC_SUB_PROC act_proc[] = { aMJN_act_init_proc, (aNPC_SUB_PROC)none_proc1, (aNPC_SUB_PROC)none_proc1 }; + + (*act_proc[type])(nactorx, play); +} + +static void aMJN_setup_start_think(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + ACTOR* actorx = (ACTOR*)actor; + int think_idx; + s16 arg = 0; + + switch (actorx->npc_id) { + case SP_NPC_MAJIN: + think_idx = aMJN_THINK_CALL; + break; + case SP_NPC_MAJIN_D07C: + think_idx = aMJN_THINK_CALL_2; + break; + case SP_NPC_MAJIN_D07D: + think_idx = aMJN_THINK_CALL_3; + break; + case SP_NPC_MAJIN_BROTHER: + arg = 1; + think_idx = aMJN_THINK_CALL_4; + break; + case SP_NPC_MAJIN_D080: + think_idx = aMJN_THINK_CALL_5; + break; + default: + think_idx = aMJN_THINK_CALL_4; + break; + } + + eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, actorx->world.position, 3, actorx->shape_info.rotation.y, (GAME*)play, RSV_NO, 0, arg); + if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) { + ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class; + + if (demox != NULL) { + RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox; + + reset_demo->request_light = TRUE; + } + } + + aMJN_setup_think_proc(actor, play, think_idx); +} + +static void aMJN_start_wait(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + if (!mPlib_check_player_actor_main_index_OutDoorMove2((GAME*)play)) { + aMJN_setup_start_think(actor, play); + } +} + +static void aMJN_start_wait_st(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play); + + if (playerx != NULL && playerx->world.position.z > 970.0f) { + aMJN_setup_start_think(actor, play); + } +} + +static void aMJN_exit(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) { + Actor_delete((ACTOR*)actor); + } +} + +static void aMJN_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)nactorx; + + if (nactorx->action.idx == aNPC_ACT_SPECIAL) { + actor->think_proc(actor, play); + } else if (nactorx->action.step == aNPC_ACTION_END_STEP) { + aMJN_set_request_act(actor); + } +} + +static void aMJN_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + static f32 def_posX[] = { 2180.0f, 2300.0f, 2180.0f, 2300.0f, 2220.0f }; + static f32 def_posZ[] = { 1460.0f, 1460.0f, 1740.0f, 1740.0f, 1020.0f }; + static s16 def_angl[] = { 0xD41D, 0x2BE3, 0xD41D, 0x2BE3, 0x4000 }; + static int def_think_idx[] = { aMJN_THINK_START_WAIT, aMJN_THINK_START_WAIT, aMJN_THINK_START_WAIT, aMJN_THINK_START_WAIT, aMJN_THINK_START_WAIT_ST }; + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)nactorx; + ACTOR* actorx = (ACTOR*)nactorx; + int pos_idx; + + actor->npc_class.action.act_proc = aMJN_act_proc; + aMJN_set_request_act(actor); + actorx->status_data.weight = MASSTYPE_HEAVY; + Common_Set(reset_type, 0); + + if (play->block_table.block_z == 1) { + pos_idx = 4; + } else { + pos_idx = mHS_get_arrange_idx(Common_Get(player_no)); + } + + actorx->world.position.x = def_posX[pos_idx]; + actorx->world.position.z = def_posZ[pos_idx]; + actorx->shape_info.rotation.y = def_angl[pos_idx]; + actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, 0.0f); + aMJN_setup_think_proc(actor, play, def_think_idx[pos_idx]); +} + +static void aMJN_call_init(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + actor->npc_class.condition_info.hide_request = FALSE; + actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_APPEAR1; + actor->npc_class.talk_info.default_animation = aNPC_ANIM_APPEAR1; +} + +typedef void (*aMJN_THINK_INIT_PROC)(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play); + +typedef struct { + aMJN_THINK_PROC think_proc; + aMJN_THINK_INIT_PROC think_init_proc; + aNPC_TALK_REQUEST_PROC talk_request_proc; + u8 talk_idx; + u8 think_idx_when_talk_done; +} aMJN_think_data_c; + +static void aMJN_setup_think_proc(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play, int think_idx) { + // clang-format off + static aMJN_think_data_c dt_tbl[] = { + { aMJN_start_wait, (aMJN_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN_THINK_START_WAIT}, + { aMJN_start_wait_st, (aMJN_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN_THINK_START_WAIT_ST}, + {(aMJN_THINK_PROC)none_proc1, aMJN_call_init, aMJN_force_talk_request, 0, aMJN_THINK_EXIT}, + {(aMJN_THINK_PROC)none_proc1, aMJN_call_init, aMJN_force_talk_request, 1, aMJN_THINK_EXIT}, + {(aMJN_THINK_PROC)none_proc1, aMJN_call_init, aMJN_force_talk_request, 2, aMJN_THINK_EXIT}, + {(aMJN_THINK_PROC)none_proc1, aMJN_call_init, aMJN_force_talk_request, 3, aMJN_THINK_EXIT}, + {(aMJN_THINK_PROC)none_proc1, aMJN_call_init, aMJN_force_talk_request, 4, aMJN_THINK_EXIT}, + { aMJN_exit, (aMJN_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN_THINK_EXIT}, + }; + // clang-format on + + aMJN_think_data_c* data_p = &dt_tbl[think_idx]; + + actor->think_idx = think_idx; + actor->think_proc = data_p->think_proc; + actor->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc; + actor->talk_idx = data_p->talk_idx; + actor->next_think_idx = data_p->think_idx_when_talk_done; + aMJN_set_animation(actor, think_idx); + (*data_p->think_init_proc)(actor, play); +} + +static void aMJN_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) { + static aNPC_SUB_PROC think_proc[] = { aMJN_think_init_proc, aMJN_think_main_proc }; + + (*think_proc[type])(nactorx, play); +} + +static void aMJN_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + nactorx->think.think_proc = aMJN_think_proc; + NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT); +} + +static void aMJN_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 aMJN_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) { + static aNPC_SUB_PROC sche_proc[] = { aMJN_schedule_init_proc, aMJN_schedule_main_proc }; + + (*sche_proc[type])(nactorx, play); +} diff --git a/src/actor/npc/ac_npc_majin_talk.c_inc b/src/actor/npc/ac_npc_majin_talk.c_inc new file mode 100644 index 00000000..37988a91 --- /dev/null +++ b/src/actor/npc/ac_npc_majin_talk.c_inc @@ -0,0 +1,119 @@ +static void aMJN_set_zoomup_camera(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + ACTOR* actorx = (ACTOR*)actor; + xyz_t pos; + s_xyz angle; + + pos.x = actorx->world.position.x; + pos.y = actorx->world.position.y + actor->npc_class.eye_y - 23.0f; + pos.z = actorx->world.position.z; + + angle.x = DEG2SHORT_ANGLE2(-157.5f); + angle.y = actorx->player_angle_y + DEG2SHORT_ANGLE(180.0f); + angle.z = DEG2SHORT_ANGLE2(0.0f); + + Camera2_change_priority(play, 0); + Camera2_request_main_demo_fromNowPos(play, &pos, &angle, 182.0f, 28.0f, 10.0f, 10.0f, 9); +} + +static void aMJN_set_default_camera(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + ACTOR* playerx; + + Camera2_change_priority(play, 0); + playerx = GET_PLAYER_ACTOR_ACTOR(play); + if (playerx != NULL) { + Camera2_request_main_talk(play, playerx, (ACTOR*)actor, 9); + } +} + +static void aMJN_chk_talk_demo_code(NPC_MAJIN_ACTOR* actor, GAME_PLAY* play) { + int demo_order3 = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 3); + int demo_order4 = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 4); + + switch (demo_order3) { + case 1: + if (!actor->set_head_request) { + actor->set_head_request = TRUE; + } + break; + case 0xFF: + if (actor->set_head_request == TRUE) { + actor->set_head_request = FALSE; + } + break; + default: + if (actor->set_head_request == TRUE) { + xyz_t pos = *Camera2_getEyePos_p(); + + pos.y += -150.0f; + NPC_CLIP->set_head_request_act_proc((NPC_ACTOR*)actor, 4, aNPC_HEAD_TARGET_POS, NULL, &pos); + actor->npc_class.movement.mv_angl = 0; + actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f); + } else { + actor->npc_class.movement.mv_angl = actor->npc_class.actor_class.player_angle_y; + actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f); + } + break; + } + + mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 3, 0); + + switch (demo_order4) { + case 1: + if (!actor->camera_zoomup) { + aMJN_set_zoomup_camera(actor, play); + actor->camera_zoomup = TRUE; + } + break; + case 0xFF: + if (actor->camera_zoomup == TRUE) { + aMJN_set_default_camera(actor, play); + actor->camera_zoomup = FALSE; + } + break; + } + + mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 4, 0); +} + +static void aMJN_set_force_talk_info(ACTOR* actorx) { + static int msg_no[] = { 0x1B3B, 0x3A38, 0x3A42, 0x3A4C, 0x3B05 }; + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)actorx; + + mDemo_Set_msg_num(msg_no[actor->talk_idx]); + mDemo_Set_talk_turn(TRUE); + mPlib_Set_able_hand_all_item_in_demo(TRUE); + mBGMPsComp_make_ps_quiet(0); +} + +static void aMJN_force_talk_request(ACTOR* actorx, GAME* game) { + mDemo_Request(mDemo_TYPE_SPEAK, actorx, aMJN_set_force_talk_info); +} + +static int aMJN_talk_init(ACTOR* actorx, GAME* game) { + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)actorx; + int ret = FALSE; + + if (actor->npc_class.draw.animation_id == aNPC_ANIM_APPEAR1 && actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) { + actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1; + actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1; + actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1; + mDemo_Set_ListenAble(); + ret = TRUE; + } + + return ret; +} + +static int aMJN_talk_end_chk(ACTOR* actorx, GAME* game) { + NPC_MAJIN_ACTOR* actor = (NPC_MAJIN_ACTOR*)actorx; + GAME_PLAY* play = (GAME_PLAY*)game; + int ret = FALSE; + + aMJN_chk_talk_demo_code(actor, play); + if (!mDemo_Check(mDemo_TYPE_SPEAK, actorx)) { + aMJN_setup_think_proc(actor, play, actor->next_think_idx); + ret = TRUE; + } + + return ret; +}