From 9abe5384ea9684cae0942c53f2a981038bdcac31 Mon Sep 17 00:00:00 2001 From: Cuyler36 Date: Sat, 7 Jun 2025 20:10:51 -0400 Subject: [PATCH] Implement & link ac_hanami_npc0 --- configure.py | 2 +- include/ac_hanami_npc0.h | 14 +- src/actor/npc/ac_hanami_npc0.c | 84 ++++++++++ src/actor/npc/ac_hanami_npc0_anime.c_inc | 11 ++ src/actor/npc/ac_hanami_npc0_talk.c_inc | 193 +++++++++++++++++++++++ 5 files changed, 302 insertions(+), 2 deletions(-) create mode 100644 src/actor/npc/ac_hanami_npc0.c create mode 100644 src/actor/npc/ac_hanami_npc0_anime.c_inc create mode 100644 src/actor/npc/ac_hanami_npc0_talk.c_inc diff --git a/configure.py b/configure.py index 0a710bcb..cacd85fb 100644 --- a/configure.py +++ b/configure.py @@ -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"), diff --git a/include/ac_hanami_npc0.h b/include/ac_hanami_npc0.h index e5732437..9a9a6077 100644 --- a/include/ac_hanami_npc0.h +++ b/include/ac_hanami_npc0.h @@ -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 - diff --git a/src/actor/npc/ac_hanami_npc0.c b/src/actor/npc/ac_hanami_npc0.c new file mode 100644 index 00000000..2c420bf3 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0.c @@ -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" diff --git a/src/actor/npc/ac_hanami_npc0_anime.c_inc b/src/actor/npc/ac_hanami_npc0_anime.c_inc new file mode 100644 index 00000000..b72b7364 --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0_anime.c_inc @@ -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); +} diff --git a/src/actor/npc/ac_hanami_npc0_talk.c_inc b/src/actor/npc/ac_hanami_npc0_talk.c_inc new file mode 100644 index 00000000..375a406c --- /dev/null +++ b/src/actor/npc/ac_hanami_npc0_talk.c_inc @@ -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; +}