mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
+1
-1
@@ -1116,7 +1116,7 @@ config.libs = [
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Object(Matching, "actor/npc/ac_npc_engineer.c"),
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Object(Matching, "actor/npc/ac_npc_guide.c"),
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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_hem.c"),
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Object(Matching, "actor/npc/ac_npc_majin.c"),
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Object(Matching, "actor/npc/ac_npc_majin2.c"),
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Object(Matching, "actor/npc/ac_npc_majin3.c"),
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@@ -0,0 +1,87 @@
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#include "ac_npc_hem.h"
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#include "m_name_table.h"
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#include "ac_npc.h"
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#include "ac_npc_h.h"
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#include "m_common_data.h"
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#include "m_msg.h"
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#include "m_soncho.h"
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#include "ac_shrine.h"
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struct _NPC_HEM_ACTOR;
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typedef (*NPC_HEM_PROC)(struct _NPC_HEM_ACTOR*);
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typedef struct _NPC_HEM_ACTOR {
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NPC_ACTOR actor;
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int processIndex;
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aNPC_SUB_PROC processFunction;
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aNPC_SUB_PROC talkProcess;
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u8 _9A0;
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u8 _9A1;
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s16 _9A2;
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} NPC_HEM_ACTOR;
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void aNHM_actor_ct(ACTOR* actorx, GAME* game);
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void aNHM_actor_dt(ACTOR* actorx, GAME* game);
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void aNHM_actor_init(ACTOR* actorx, GAME* game);
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void aNHM_actor_save(ACTOR* actorx, GAME* game);
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void aNHM_actor_move(ACTOR* actorx, GAME* game);
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void aNHM_actor_draw(ACTOR* actorx, GAME* game);
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BOOL aNHM_talk_init(ACTOR* actorx, GAME* game);
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BOOL aNHM_talk_end_chk(ACTOR* actorx, GAME* game);
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void aNHM_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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void aNHM_talk_request(ACTOR* actorx, GAME* game);
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void aNHM_change_talk_proc(NPC_ACTOR* actorx, int);
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// clang-format off
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ACTOR_PROFILE Npc_Hem_Profile = {
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mAc_PROFILE_NPC_HEM,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_HEM,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_HEM_ACTOR),
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aNHM_actor_ct,
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aNHM_actor_dt,
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aNHM_actor_init,
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(mActor_proc)none_proc1,
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aNHM_actor_save
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};
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// clang-format on
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void aNHM_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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aNHM_actor_move,
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aNHM_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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aNHM_talk_init,
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aNHM_talk_end_chk,
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0
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};
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// clang-format on
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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((NPC_HEM_ACTOR*)actorx)->actor.schedule.schedule_proc = aNHM_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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void aNHM_actor_save(ACTOR* actorx, GAME* game) {
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NPC_CLIP->save_proc(actorx, game);
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}
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void aNHM_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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}
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void aNHM_actor_init(ACTOR* actorx, GAME* game) {
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NPC_CLIP->init_proc(actorx, game);
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}
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void aNHM_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 "../../actor/npc/ac_npc_hem.c_inc"
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@@ -0,0 +1,175 @@
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void aNHM_set_request_act(NPC_ACTOR* actorx) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->actor.request.act_priority = 4;
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hem->actor.request.act_idx = aNPC_ACT_SPECIAL;
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hem->actor.request.act_type = aNPC_ACT_TYPE_DEFAULT;
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}
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void aNHM_appear_wait(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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if (Common_Get(hem_visible) == TRUE) {
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hem->actor.condition_info.hide_request = FALSE;
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hem->actor.talk_info.talk_request_proc = aNHM_talk_request;
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}
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}
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void aNHM_disappear_wait(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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if (Common_Get(hem_visible) == FALSE) {
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hem->_9A0 = TRUE;
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}
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}
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void aNHM_setupAction(NPC_HEM_ACTOR* hem, int processInd) {
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static aNPC_SUB_PROC process[] = { aNHM_appear_wait, aNHM_disappear_wait };
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hem->actor.action.step = 0;
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hem->processIndex = processInd;
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hem->processFunction = process[processInd];
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NPC_CLIP->animation_init_proc(&hem->actor.actor_class, aNPC_ANIM_WAIT1, FALSE);
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}
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void aNHM_act_chg_data_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->actor.action.act_obj = aNPC_ACT_OBJ_PLAYER;
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}
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void aNHM_act_init_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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int x = 0;
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if (hem->_9A1 == TRUE) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_MAKE_HEM, hem->actor.actor_class.world.position, 2, 0, &play->game, -1, 0,
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0);
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x = 1;
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}
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aNHM_setupAction(hem, x);
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}
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void aNHM_act_main_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->processFunction(actorx, play);
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}
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void aNHM_act_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int action) {
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static aNPC_SUB_PROC act_proc[] = { aNHM_act_init_proc, aNHM_act_chg_data_proc, aNHM_act_main_proc };
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act_proc[action](actorx, play);
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}
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void aNHM_think_main_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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if (hem->actor.action.step == (u8)-1) {
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hem->actor.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK |
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aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK |
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aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_Y;
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hem->actor.collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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aNHM_set_request_act(actorx);
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}
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}
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void aNHM_think_init_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->actor.action.act_proc = aNHM_act_proc;
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aNHM_set_request_act(actorx);
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}
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void aNHM_think_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int action) {
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static aNPC_SUB_PROC think_proc[] = { aNHM_think_init_proc, aNHM_think_main_proc };
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think_proc[action](actorx, play);
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}
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void aNHM_schedule_init_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->actor.think.think_proc = aNHM_think_proc;
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hem->actor.palActorIgnoreTimer = -1;
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hem->actor.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_FORWARD_CHECK |
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aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK |
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aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_Y;
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hem->actor.collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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hem->_9A2 = 90;
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hem->actor.actor_class.status_data.weight = MASSTYPE_HEAVY;
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hem->actor.actor_class.world.position.x += 20.f;
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hem->actor.actor_class.world.position.z -= 20.f;
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NPC_CLIP->think_proc(&hem->actor, play, 9, 0);
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}
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void aNHM_schedule_main_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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if (NPC_CLIP->think_proc(actorx, play, -1, 1) == FALSE) {
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NPC_CLIP->think_proc(actorx, play, -1, 2);
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}
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}
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void aNHM_schedule_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int proc) {
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static aNPC_SUB_PROC sche_proc[] = { aNHM_schedule_init_proc, aNHM_schedule_main_proc };
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sche_proc[proc](actorx, play);
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}
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void aNHM_trans_demo_start_wait_talk_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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if ((int)mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 1) == 2) {
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mDemo_Set_OrderValue(mDemo_ORDER_NPC1, 0, ITM_GOLDEN_AXE);
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mDemo_Set_OrderValue(mDemo_ORDER_NPC1, 1, 7);
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mDemo_Set_OrderValue(mDemo_ORDER_NPC1, 2, 2);
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hem->_9A1 = 1;
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mMsg_SET_LOCKCONTINUE();
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aNHM_change_talk_proc(actorx, 1);
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}
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}
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void aNHM_trans_demo_end_wait_talk_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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if (Common_Get(clip).handOverItem_clip->master_actor == NULL) {
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mMsg_UNSET_LOCKCONTINUE();
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aNHM_change_talk_proc(actorx, 2);
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}
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}
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void aNHM_change_talk_proc(NPC_ACTOR* actorx, int ind) {
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static aNPC_SUB_PROC process[] = { aNHM_trans_demo_start_wait_talk_proc, aNHM_trans_demo_end_wait_talk_proc,
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(aNPC_SUB_PROC)none_proc1 };
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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hem->talkProcess = process[ind];
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}
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void aNHM_set_force_talk_info_talk_request() {
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mDemo_Set_msg_num(0x2c51);
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mPr_SetFreePossessionItem(Now_Private, ITM_GOLDEN_AXE, 0);
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mSC_trophy_set(0x1d);
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mFAs_ClearGoodField();
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mDemo_Set_talk_return_get_golden_axe_demo(1);
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}
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void aNHM_talk_request(ACTOR* actorx, GAME* game) {
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mDemo_Request(8, actorx, aNHM_set_force_talk_info_talk_request);
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}
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BOOL aNHM_talk_init(ACTOR* actorx, GAME* game) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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BOOL x = FALSE;
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hem->_9A2--;
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if (hem->_9A2 <= 0) {
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hem->actor.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
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aNHM_change_talk_proc(&hem->actor, 0);
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mDemo_Set_ListenAble();
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x = TRUE;
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}
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return x;
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}
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BOOL aNHM_talk_end_chk(ACTOR* actorx, GAME* game) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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BOOL x = FALSE;
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hem->talkProcess(&hem->actor, (GAME_PLAY*)game);
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if (mDemo_Check(8, actorx) == FALSE) {
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x = TRUE;
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}
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return x;
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}
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void aNHM_actor_move(ACTOR* actorx, GAME* game) {
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NPC_HEM_ACTOR* hem = (NPC_HEM_ACTOR*)actorx;
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NPC_CLIP->move_proc(actorx, game);
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if (hem->_9A0 == TRUE) {
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aSHR_GET_CLIP()->hem_flag = FALSE;
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Actor_delete(actorx);
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}
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}
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