Implement & link ac_hanami_npc0

This commit is contained in:
Cuyler36
2025-06-07 20:10:51 -04:00
parent 3f711648da
commit 9abe5384ea
5 changed files with 302 additions and 2 deletions
+1 -1
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@@ -1101,7 +1101,7 @@ config.libs = [
Object(Matching, "actor/npc/ac_halloween_npc.c"),
Object(Matching, "actor/npc/ac_hanabi_npc0.c"),
Object(Matching, "actor/npc/ac_hanabi_npc1.c"),
Object(NonMatching, "actor/npc/ac_hanami_npc0.c"),
Object(Matching, "actor/npc/ac_hanami_npc0.c"),
Object(NonMatching, "actor/npc/ac_hanami_npc1.c"),
Object(NonMatching, "actor/npc/ac_harvest_npc0.c"),
Object(NonMatching, "actor/npc/ac_harvest_npc1.c"),
+13 -1
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@@ -3,11 +3,24 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct hanami_npc0_actor_s HANAMI_NPC0_ACTOR;
typedef void (*aHM0_ACT_PROC)(HANAMI_NPC0_ACTOR* actor);
struct hanami_npc0_actor_s {
NPC_ACTOR npc_class;
int action;
aHM0_ACT_PROC act_proc;
int event_idx;
u8 clap_se_no;
};
extern ACTOR_PROFILE Hanami_Npc0_Profile;
#ifdef __cplusplus
@@ -15,4 +28,3 @@ extern ACTOR_PROFILE Hanami_Npc0_Profile;
#endif
#endif
+84
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@@ -0,0 +1,84 @@
#include "ac_hanami_npc0.h"
#include "m_common_data.h"
enum {
aHM0_ACT_WAIT,
aHM0_ACT_MERRY,
aHM0_ACT_DRINK,
aHM0_ACT_NUM
};
static void aHM0_actor_ct(ACTOR* actorx, GAME* game);
static void aHM0_actor_dt(ACTOR* actorx, GAME* game);
static void aHM0_actor_move(ACTOR* actorx, GAME* game);
static void aHM0_actor_draw(ACTOR* actorx, GAME* game);
static void aHM0_actor_save(ACTOR* actorx, GAME* game);
static void aHM0_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Hanami_Npc0_Profile = {
mAc_PROFILE_HANAMI_NPC0,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(HANAMI_NPC0_ACTOR),
aHM0_actor_ct,
aHM0_actor_dt,
aHM0_actor_init,
mActor_NONE_PROC1,
aHM0_actor_save,
};
// clang-format on
static void aHM0_talk_request(ACTOR* actorx, GAME* game);
static int aHM0_talk_init(ACTOR* actorx, GAME* game);
static int aHM0_talk_end_chk(ACTOR* actorx, GAME* game);
static void aHM0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aHM0_setupAction(HANAMI_NPC0_ACTOR* actor, int action);
static void aHM0_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aHM0_actor_move,
aHM0_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
aHM0_talk_request,
aHM0_talk_init,
aHM0_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aHM0_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aHM0_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aHM0_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aHM0_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aHM0_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
}
static void aHM0_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_hanami_npc0_anime.c_inc"
#include "../src/actor/npc/ac_hanami_npc0_talk.c_inc"
+11
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@@ -0,0 +1,11 @@
static void aHM0_set_animation(HANAMI_NPC0_ACTOR* actor, int action) {
// clang-format off
static int animeSeqNo[] = {
aNPC_ANIM_SITDOWN_WAIT1,
aNPC_ANIM_SITDOWN_CLAP1,
aNPC_ANIM_SITDOWN_DRINK1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[action], FALSE);
}
+193
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@@ -0,0 +1,193 @@
static void aHM0_set_request_act(HANAMI_NPC0_ACTOR* actor) {
actor->npc_class.request.act_priority = 4;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aHM0_make_tumbler(ACTOR* actorx, GAME* game) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
if ((actor->event_idx & 1) == 1 && actor->npc_class.right_hand.item_actor_p == NULL) {
ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_TUMBLER, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
if (utiwa_p != NULL) {
actor->npc_class.right_hand.item_actor_p = utiwa_p;
}
}
}
static void aHM0_wait(HANAMI_NPC0_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 aHM0_merry(HANAMI_NPC0_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--;
}
}
sAdo_OngenPos((u32)actor, actor->clap_se_no, &actor->npc_class.actor_class.world.position);
}
static void aHM0_drink(HANAMI_NPC0_ACTOR* actor) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
actor->npc_class.action.step = aNPC_ACTION_END_STEP;
}
}
static void aHM0_setupAction(HANAMI_NPC0_ACTOR* actor, int action) {
// clang-format off
static aHM0_ACT_PROC process[] = {
aHM0_wait,
aHM0_merry,
aHM0_drink,
};
// clang-format on
static int anm_loop_base[] = { 1, 2, 1 };
static f32 anm_loop_rnd[] = { 2.0f, 3.0f, 1.0f };
static u8 clap_se_no[] = { NA_SE_2F, NA_SE_31, NA_SE_32, NA_SE_33 };
actor->npc_class.action.step = 0;
actor->action = action;
actor->act_proc = process[action];
actor->npc_class.draw.loop_flag = anm_loop_base[action] + RANDOM(anm_loop_rnd[action]);
aHM0_set_animation(actor, action);
if (action == aHM0_ACT_MERRY) {
actor->clap_se_no = clap_se_no[RANDOM(ARRAY_COUNT(clap_se_no))];
}
}
static void aHM0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
}
static void aHM0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
aHM0_setupAction(actor, aHM0_ACT_WAIT);
}
static void aHM0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
actor->act_proc(actor);
}
static void aHM0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aHM0_act_init_proc, aHM0_act_chg_data_proc, aHM0_act_main_proc };
(*act_proc[type])(nactorx, play);
}
static void aHM0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static int action[] = { aHM0_ACT_WAIT, aHM0_ACT_MERRY, aHM0_ACT_DRINK };
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
if (actor->npc_class.action.step == aNPC_ACTION_END_STEP) {
if (actor->npc_class.action.idx == aNPC_ACT_SPECIAL) {
int idx;
idx = RANDOM(2);
idx <<= (actor->event_idx & 1);
aHM0_setupAction(actor, action[idx]);
}
nactorx->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;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
aHM0_set_request_act(actor);
}
}
static void aHM0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
nactorx->think.interrupt_flags = 0;
nactorx->action.act_proc = aHM0_act_proc;
aHM0_set_request_act(actor);
}
static void aHM0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aHM0_think_init_proc, aHM0_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aHM0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static s16 def_angle[4] = {DEG2SHORT_ANGLE2(45.0f), DEG2SHORT_ANGLE2(-90.0f), DEG2SHORT_ANGLE2(-45.0f), DEG2SHORT_ANGLE2(90.0f)};
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
int event_idx = actorx->npc_id - SP_NPC_EV_HANAMI_0;
nactorx->think.think_proc = aHM0_think_proc;
nactorx->condition_info.hide_request = FALSE;
nactorx->palActorIgnoreTimer = -1;
nactorx->talk_info.turn = aNPC_TALK_TURN_HEAD;
nactorx->talk_info.default_animation = aNPC_ANIM_SITDOWN_WAIT1;
actor->event_idx = event_idx;
nactorx->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;
nactorx->collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
actorx->status_data.weight = MASSTYPE_HEAVY;
{
s16 angle = def_angle[event_idx];
actorx->shape_info.rotation.y = angle;
actorx->world.angle.y = angle;
nactorx->movement.mv_angl = angle;
}
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aHM0_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);
}
aHM0_make_tumbler((ACTOR*)nactorx, (GAME*)play);
}
static void aHM0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC schedule_proc[] = { aHM0_schedule_init_proc, aHM0_schedule_main_proc };
(*schedule_proc[type])(nactorx, play);
}
static void aHM0_set_talk_info(ACTOR* actorx) {
static int msg_base[mNpc_LOOKS_NUM] = { 0x192D, 0x193C, 0x191E, 0x194B, 0x195A, 0x1969 };
HANAMI_NPC0_ACTOR* actor = (HANAMI_NPC0_ACTOR*)actorx;
int looks = mNpc_GetNpcLooks(actorx);
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3) + actor->event_idx * 3);
}
static void aHM0_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aHM0_set_talk_info);
}
static int aHM0_talk_init(ACTOR* actorx, GAME* game) {
mDemo_Set_ListenAble();
return TRUE;
}
static int aHM0_talk_end_chk(ACTOR* actorx, GAME* game) {
int ret = FALSE;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
ret = TRUE;
}
return ret;
}