mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_npc_majin2
This commit is contained in:
+1
-1
@@ -1118,7 +1118,7 @@ config.libs = [
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Object(Matching, "actor/npc/ac_npc_guide2.c"),
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Object(NonMatching, "actor/npc/ac_npc_hem.c"),
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Object(Matching, "actor/npc/ac_npc_majin.c"),
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Object(NonMatching, "actor/npc/ac_npc_majin2.c"),
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Object(Matching, "actor/npc/ac_npc_majin2.c"),
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Object(NonMatching, "actor/npc/ac_npc_majin3.c"),
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Object(NonMatching, "actor/npc/ac_npc_majin4.c"),
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Object(Matching, "actor/npc/ac_npc_majin5.c"),
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+16
-1
@@ -3,11 +3,27 @@
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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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typedef struct npc_majin2_actor_s NPC_MAJIN2_ACTOR;
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typedef void (*aMJN2_THINK_PROC)(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play);
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typedef void (*aMJN2_TALK_PROC)(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play);
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struct npc_majin2_actor_s {
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NPC_ACTOR npc_class;
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int think_idx;
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int next_think_idx;
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aMJN2_THINK_PROC think_proc;
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int norm_talk_idx;
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int force_talk_idx;
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aMJN2_TALK_PROC talk_proc;
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};
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extern ACTOR_PROFILE Npc_Majin2_Profile;
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#ifdef __cplusplus
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@@ -15,4 +31,3 @@ extern ACTOR_PROFILE Npc_Majin2_Profile;
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#endif
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#endif
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@@ -135,6 +135,8 @@ enum {
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mSM_BD_OPEN_NUM
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};
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#define mSM_CHECK_OPEN_MAP() (chkTrigger(mSM_MAP_BUTTON) && Common_Get(map_flag) == TRUE)
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typedef struct submenu_item_s {
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mActor_name_t item;
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u8 slot_no;
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@@ -0,0 +1,120 @@
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#include "ac_npc_majin2.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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#include "m_font.h"
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#include "m_msg.h"
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#include "ac_reset_demo.h"
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#include "m_bgm.h"
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#include "m_house.h"
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enum {
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aMJN2_THINK_START_WAIT,
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aMJN2_THINK_START_WAIT_ST,
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aMJN2_THINK_CALL,
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aMJN2_THINK_WAIT,
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aMJN2_THINK_FORCE_CALL,
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aMJN2_THINK_FORCE_CALL_2,
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aMJN2_THINK_EXIT,
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aMJN2_THINK_NUM
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};
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enum {
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aMJN2_TALK_WAIT,
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aMJN2_TALK_END_WAIT,
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aMJN2_TALK_NUM
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};
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static void aMJN2_actor_ct(ACTOR* actorx, GAME* game);
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static void aMJN2_actor_dt(ACTOR* actorx, GAME* game);
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static void aMJN2_actor_move(ACTOR* actorx, GAME* game);
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static void aMJN2_actor_draw(ACTOR* actorx, GAME* game);
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static void aMJN2_actor_save(ACTOR* actorx, GAME* game);
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static void aMJN2_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Npc_Majin2_Profile = {
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mAc_PROFILE_NPC_MAJIN2,
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ACTOR_PART_NPC,
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ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
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SP_NPC_MAJIN2,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_MAJIN2_ACTOR),
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aMJN2_actor_ct,
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aMJN2_actor_dt,
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aMJN2_actor_init,
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mActor_NONE_PROC1,
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aMJN2_actor_save,
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};
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// clang-format on
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static void aMJN2_force_talk_request(ACTOR* actorx, GAME* game);
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static void aMJN2_norm_talk_request(ACTOR* actorx, GAME* game);
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static int aMJN2_talk_init(ACTOR* actorx, GAME* game);
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static int aMJN2_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aMJN2_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aMJN2_setup_think_proc(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play, int think_idx);
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static void aMJN2_change_talk_proc(NPC_MAJIN2_ACTOR* actor, int talk_idx);
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static void aMJN2_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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aMJN2_actor_move,
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aMJN2_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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(aNPC_TALK_REQUEST_PROC)none_proc1,
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aMJN2_talk_init,
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aMJN2_talk_end_chk,
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0,
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};
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aMJN2_schedule_proc;
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NPC_CLIP->ct_proc(actorx, game, &ct_data);
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}
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}
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static void aMJN2_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 aMJN2_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
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if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
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ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
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if (demox != NULL) {
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RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
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reset_demo->reset_actor = NULL;
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reset_demo->request_light = FALSE;
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}
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}
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}
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static void aMJN2_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 aMJN2_actor_move(ACTOR* actorx, GAME* game) {
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NPC_CLIP->move_proc(actorx, game);
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actorx->shape_info.draw_shadow = FALSE;
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}
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static void aMJN2_set_animation(NPC_MAJIN2_ACTOR* actor, int think_idx) {
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static s16 animeSeqNo[] = { aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_GO_UG1};
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NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[think_idx], FALSE);
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}
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static void aMJN2_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_npc_majin2_talk.c_inc"
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#include "../src/actor/npc/ac_npc_majin2_schedule.c_inc"
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@@ -0,0 +1,202 @@
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static void aMJN2_set_request_act(NPC_MAJIN2_ACTOR* actor) {
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actor->npc_class.request.act_priority = 1;
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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 aMJN2_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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nactorx->action.step = 0;
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}
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static void aMJN2_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC act_proc[] = { aMJN2_act_init_proc, (aNPC_SUB_PROC)none_proc1, (aNPC_SUB_PROC)none_proc1 };
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(*act_proc[type])(nactorx, play);
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}
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static int aMJN2_check_submenu(GAME_PLAY* play) {
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int ret = FALSE;
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if (chkTrigger(BUTTON_START) || mSM_CHECK_OPEN_MAP() == TRUE) {
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ret = TRUE;
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} else {
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ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
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if (playerx != NULL) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)playerx;
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if (player->a_btn_pressed == TRUE &&
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ABS(DIFF_SHORT_ANGLE(playerx->shape_info.rotation.y, DEG2SHORT_ANGLE(-180.0f))) < DEG2SHORT_ANGLE2(45.0f)) {
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switch (player->item_in_front) {
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case MESSAGE_BOARD0:
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case MESSAGE_BOARD1:
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case MAP_BOARD0:
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case MAP_BOARD1:
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ret = TRUE;
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break;
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default:
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break;
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}
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}
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}
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}
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return ret;
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}
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static void aMJN2_start_wait(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
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if (!mPlib_check_player_actor_main_index_OutDoorMove2((GAME*)play)) {
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aMJN2_setup_think_proc(actor, play, aMJN2_THINK_CALL);
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}
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}
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static void aMJN2_start_wait_st(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
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ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
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if (playerx != NULL && playerx->world.position.z > 970.0f) {
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aMJN2_setup_think_proc(actor, play, aMJN2_THINK_CALL);
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}
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}
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static void aMJN2_wait(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
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static int next_act_idx[] = { -1, aMJN2_THINK_FORCE_CALL, aMJN2_THINK_FORCE_CALL, aMJN2_THINK_FORCE_CALL_2, aMJN2_THINK_FORCE_CALL_2, aMJN2_THINK_FORCE_CALL_2 };
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int reset_type = Common_Get(reset_type);
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if (reset_type == 0) {
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if (aMJN2_check_submenu(play) == TRUE) {
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reset_type = 3;
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} else if (GET_PLAYER_ACTOR_NOW()->excute_cancel_wade) {
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reset_type = 2;
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}
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}
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if (reset_type != 0 && mDemo_CAN_ACTOR_TALK((ACTOR*)actor)) {
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aMJN2_setup_think_proc(actor, play, next_act_idx[reset_type]);
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}
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}
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static void aMJN2_exit(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
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if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
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Actor_delete((ACTOR*)actor);
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}
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}
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static void aMJN2_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)nactorx;
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if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
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actor->think_proc(actor, play);
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} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
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aMJN2_set_request_act(actor);
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}
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}
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static void aMJN2_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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static f32 def_posX[] = { 2220.0f, 2260.0f, 2220.0f, 2260.0f, 2220.0f };
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static f32 def_posZ[] = { 1460.0f, 1460.0f, 1740.0f, 1740.0f, 1020.0f };
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static s16 def_angl[] = { 0xD9F0, 0x2610, 0xD9F0, 0x2610, 0x4000 };
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static int def_think_idx[] = { aMJN2_THINK_START_WAIT, aMJN2_THINK_START_WAIT, aMJN2_THINK_START_WAIT, aMJN2_THINK_START_WAIT, aMJN2_THINK_START_WAIT_ST };
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NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)nactorx;
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ACTOR* actorx = (ACTOR*)nactorx;
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int pos_idx;
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actor->npc_class.action.act_proc = aMJN2_act_proc;
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aMJN2_set_request_act(actor);
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actorx->status_data.weight = MASSTYPE_HEAVY;
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Common_Set(reset_type, 0);
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if (play->block_table.block_z == 1) {
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pos_idx = 4;
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} else {
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pos_idx = mHS_get_arrange_idx(Common_Get(player_no));
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}
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actorx->world.position.x = def_posX[pos_idx];
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actorx->world.position.z = def_posZ[pos_idx];
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actorx->shape_info.rotation.y = def_angl[pos_idx];
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actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, 0.0f);
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aMJN2_setup_think_proc(actor, play, def_think_idx[pos_idx]);
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}
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static void aMJN2_start_wait_init(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
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actor->npc_class.condition_info.hide_request = FALSE;
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actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1;
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actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, ((ACTOR*)actor)->world.position, 3, ((ACTOR*)actor)->shape_info.rotation.y, (GAME*)play, RSV_NO, 1, 0);
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if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
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ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
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if (demox != NULL) {
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RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
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reset_demo->request_light = TRUE;
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}
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}
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}
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typedef void (*aMJN2_THINK_INIT_PROC)(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play);
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typedef struct {
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aMJN2_THINK_PROC think_proc;
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aMJN2_THINK_INIT_PROC think_init_proc;
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aNPC_TALK_REQUEST_PROC talk_request_proc;
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s8 norm_talk_idx;
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s8 force_talk_idx;
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u8 think_idx_when_talk_done;
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} aMJN2_think_data_c;
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static void aMJN2_setup_think_proc(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play, int think_idx) {
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// clang-format off
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static aMJN2_think_data_c dt_tbl[] = {
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{aMJN2_start_wait, aMJN2_start_wait_init, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, 0, aMJN2_THINK_START_WAIT},
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{aMJN2_start_wait_st, aMJN2_start_wait_init, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, 0, aMJN2_THINK_START_WAIT_ST},
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{(aMJN2_THINK_PROC)none_proc1, (aMJN2_THINK_INIT_PROC)none_proc1, aMJN2_force_talk_request, -1, 0, aMJN2_THINK_WAIT},
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{aMJN2_wait, (aMJN2_THINK_INIT_PROC)none_proc1, aMJN2_norm_talk_request, 0, -1, aMJN2_THINK_EXIT},
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{(aMJN2_THINK_PROC)none_proc1, (aMJN2_THINK_INIT_PROC)none_proc1, aMJN2_force_talk_request, -1, 1, aMJN2_THINK_WAIT},
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{(aMJN2_THINK_PROC)none_proc1, (aMJN2_THINK_INIT_PROC)none_proc1, aMJN2_force_talk_request, -1, 2, aMJN2_THINK_WAIT},
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{aMJN2_exit, (aMJN2_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, 0, aMJN2_THINK_EXIT},
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};
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// clang-format on
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aMJN2_think_data_c* data_p = &dt_tbl[think_idx];
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actor->think_idx = think_idx;
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actor->think_proc = data_p->think_proc;
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actor->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc;
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if (data_p->norm_talk_idx >= 0) {
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actor->norm_talk_idx = data_p->norm_talk_idx;
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}
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if (data_p->force_talk_idx >= 0) {
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actor->force_talk_idx = data_p->force_talk_idx;
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}
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actor->next_think_idx = data_p->think_idx_when_talk_done;
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aMJN2_set_animation(actor, think_idx);
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(*data_p->think_init_proc)(actor, play);
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}
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static void aMJN2_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC think_proc[] = { aMJN2_think_init_proc, aMJN2_think_main_proc };
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||||
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(*think_proc[type])(nactorx, play);
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}
|
||||
|
||||
static void aMJN2_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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nactorx->think.think_proc = aMJN2_think_proc;
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NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
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||||
}
|
||||
|
||||
static void aMJN2_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 aMJN2_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC sche_proc[] = { aMJN2_schedule_init_proc, aMJN2_schedule_main_proc };
|
||||
|
||||
(*sche_proc[type])(nactorx, play);
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
static void aMJN2_wait_talk_proc(NPC_MAJIN2_ACTOR* actor, GAME_PLAY* play) {
|
||||
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
|
||||
|
||||
if (mMsg_Get_msg_num(msg_p) == 0x2364 && mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
|
||||
switch (mChoice_GET_CHOSENUM()) {
|
||||
case mChoice_CHOICE0:
|
||||
aMJN2_change_talk_proc(actor, aMJN2_TALK_END_WAIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aMJN2_change_talk_proc(NPC_MAJIN2_ACTOR* actor, int talk_idx) {
|
||||
static aMJN2_TALK_PROC talk_proc[] = { aMJN2_wait_talk_proc, (aMJN2_TALK_PROC)none_proc1 };
|
||||
|
||||
actor->talk_proc = talk_proc[talk_idx];
|
||||
}
|
||||
|
||||
typedef struct {
|
||||
int msg_no;
|
||||
aMJN2_TALK_PROC talk_proc;
|
||||
} aMJN2_talk_data_c;
|
||||
|
||||
static void aMJN2_set_force_talk_info(ACTOR* actorx) {
|
||||
static aMJN2_talk_data_c dt_tbl[] = {
|
||||
{ 0x235D, (aMJN2_TALK_PROC)none_proc1 },
|
||||
{ 0x235E, (aMJN2_TALK_PROC)none_proc1 },
|
||||
{ 0x235F, (aMJN2_TALK_PROC)none_proc1 },
|
||||
};
|
||||
NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)actorx;
|
||||
aMJN2_talk_data_c* data_p = &dt_tbl[actor->force_talk_idx];
|
||||
|
||||
mDemo_Set_msg_num(data_p->msg_no);
|
||||
mDemo_Set_talk_turn(TRUE);
|
||||
actor->talk_proc = data_p->talk_proc;
|
||||
if (actorx->player_distance_xz > 140.0f) {
|
||||
mDemo_Set_camera(CAMERA2_PROCESS_NORMAL);
|
||||
}
|
||||
mPlib_Set_able_hand_all_item_in_demo(TRUE);
|
||||
mBGMPsComp_make_ps_quietField(0);
|
||||
actor->next_think_idx = 3;
|
||||
}
|
||||
|
||||
static void aMJN2_force_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aMJN2_set_force_talk_info);
|
||||
}
|
||||
|
||||
static void aMJN2_set_norm_talk_info(ACTOR* actorx) {
|
||||
static aMJN2_talk_data_c dt_tbl[] = {
|
||||
{ 0x2360, aMJN2_wait_talk_proc },
|
||||
};
|
||||
NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)actorx;
|
||||
aMJN2_talk_data_c* data_p = &dt_tbl[actor->norm_talk_idx];
|
||||
|
||||
mDemo_Set_msg_num(data_p->msg_no);
|
||||
mDemo_Set_talk_turn(TRUE);
|
||||
actor->talk_proc = data_p->talk_proc;
|
||||
mPlib_Set_able_hand_all_item_in_demo(TRUE);
|
||||
mBGMPsComp_make_ps_quiet(0);
|
||||
actor->next_think_idx = 6;
|
||||
}
|
||||
|
||||
static void aMJN2_norm_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_TALK, actorx, aMJN2_set_norm_talk_info);
|
||||
}
|
||||
|
||||
static int aMJN2_talk_init(ACTOR* actorx, GAME* game) {
|
||||
NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)actorx;
|
||||
|
||||
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
|
||||
mDemo_Set_ListenAble();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static int aMJN2_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
NPC_MAJIN2_ACTOR* actor = (NPC_MAJIN2_ACTOR*)actorx;
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
int ret = FALSE;
|
||||
|
||||
actor->talk_proc(actor, play);
|
||||
if (mDemo_CAN_ACTOR_TALK(actorx)) {
|
||||
switch (actor->next_think_idx) {
|
||||
case 3:
|
||||
mBGMPsComp_delete_ps_quietField();
|
||||
break;
|
||||
}
|
||||
|
||||
Common_Set(reset_type, 0);
|
||||
aMJN2_setup_think_proc(actor, play, actor->next_think_idx);
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
@@ -226,7 +226,7 @@ static int mSM_check_open_map_new(GAME_PLAY* play) {
|
||||
int bx;
|
||||
int bz;
|
||||
|
||||
if (chkTrigger(mSM_MAP_BUTTON) && Common_Get(map_flag) == TRUE) {
|
||||
if (mSM_CHECK_OPEN_MAP()) {
|
||||
open_map = TRUE;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user