Merge pull request #198 from Cuyler36/npc_actor

Implement most of NPC_ACTOR class
This commit is contained in:
Cuyler36
2023-12-20 16:08:34 -05:00
committed by GitHub
5 changed files with 249 additions and 22 deletions
+242 -15
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@@ -100,6 +100,210 @@ typedef struct npc_info_s {
mActor_name_t npc_name;
} NpcActorInfo_c;
/* TODO: draw data */
typedef struct npc_draw_info_s {
/* 0x000 */ u8 _000[0x584 - 0x000];
/* 0x584 */ int texture_bank_idx;
/* 0x588 */ u8 _588[0x5BD - 0x588];
/* 0x5BD */ u8 _5BD;
/* 0x5BE */ u8 _5BE[0x630 - 0x5BE];
} aNPC_draw_info_c;
typedef void (*aNPC_THINK_PROC)(NPC_ACTOR*, GAME_PLAY*, int);
#define aNPC_THINK_INTERRUPT_FRIENDSHIP (1 << 0)
#define aNPC_THINK_INTERRUPT_FATIGUE (1 << 1)
#define aNPC_THINK_INTERRUPT_OBSTANCE (1 << 2)
#define aNPC_THINK_INTERRUPT_ENTRANCE (1 << 3)
typedef struct npc_think_info_s {
int idx;
u8 end_flag;
u8 force_call_flag;
u16 force_call_timer;
int force_call_msg_no;
u8 force_call_camera_type;
aNPC_THINK_PROC think_proc;
u32 interrupt_flags;
} aNPC_think_info_c;
typedef void (*aNPC_SCHEDULE_PROC)(NPC_ACTOR*, GAME_PLAY*, int);
typedef struct npc_schedule_info_s {
u8 type;
u8 state;
mNPS_schedule_c schedule;
aNPC_SCHEDULE_PROC schedule_proc;
} aNPC_schedule_info_c;
enum {
aNPC_ACT_OBJ_NONE,
aNPC_ACT_OBJ_PLAYER,
aNPC_ACT_OBJ_ANY_NPC,
aNPC_ACT_OBJ_TARGET_NPC,
aNPC_ACT_OBJ_4,
aNPC_ACT_OBJ_5,
aNPC_ACT_OBJ_INSECT,
aNPC_ACT_OBJ_FISH,
aNPC_ACT_OBJ_NUM
};
typedef void (*aNPC_ACTION_PROC)(NPC_ACTOR*, GAME_PLAY*, int);
typedef struct npc_action_s {
u8 priority;
u8 idx;
u8 step;
u8 type;
u8 prev_priority;
u8 prev_step;
s16 act_timer;
u8 feel;
u8 act_obj;
u16 act_obj_id;
s16 move_x;
s16 move_z;
aNPC_ACTION_PROC act_proc;
} aNPC_action_c;
typedef struct npc_request_s {
u8 act_priority;
u8 act_idx;
u8 act_type;
u16 act_args[6];
u8 umb_flag;
u8 _11;
u8 head_priority;
u8 head_type;
ACTOR* head_target;
xyz_t head_pos;
} aNPC_request_c;
typedef struct npc_condition_s {
u8 hide_flg;
u8 hide_request;
u8 action;
u8 talk_condition;
u8 greeting_flag;
u8 entrance_flag;
u16 fatigue;
int feel_tim;
int _0C;
u32 demo_flg;
u32 talk_demo_flg_save;
u32 trans_demo_flg_save;
u8 appear_flag;
u8 appear_rotation;
u8 pitfall_flag;
u32 actor_state_save;
int _24;
int _28;
int _2C;
s8* friendship;
int over_friendship;
mActor_name_t* under_fg_p;
int ut_x;
int ut_z;
} aNPC_condition_info_c;
typedef struct npc_uzai_s {
int step;
u8 tool;
u8 flag;
u8 cross;
} aNPC_uzai_c;
typedef struct npc_hand_s {
u8 item_type;
u8 requested_item_type;
mActor_name_t item;
u8 after_mode;
u8 present_flag;
u8 umbrella_disabled_flag;
u8 umbrella_type;
ACTOR* item_actor_p;
ACTOR* prev_item_actor_p;
xyz_t pos;
} aNPC_hand_c;
typedef struct npc_head_s {
s16 angle_x;
s16 angle_y;
s16 angle_add_x;
s16 angle_add_y;
s16 _08;
u8 lock_flag;
u8 target_type;
ACTOR* target;
xyz_t pos;
} aNPC_head_c;
enum {
aNPC_FOOT_LEFT,
aNPC_FOOT_RIGHT,
aNPC_FOOT_NUM
};
typedef struct npc_movement_s {
f32 max_speed;
f32 acceleration;
f32 deceleration;
f32 target_pos_x;
f32 target_pos_z;
f32 avoid_pos_x;
f32 avoid_pos_z;
s16 move_timer;
u8 avoid_direction;
u8 range_type;
f32 range_center_x;
f32 range_center_z;
f32 range_radius;
s16 mv_angl;
s16 mv_add_angl;
f32 arrival_area_radius;
ACTOR* target;
s8 movement_ut_x;
s8 movement_ut_z;
s16 body_angle;
u8 override_body_angle_flag;
u8 demo_move_timer;
} aNPC_movement_c;
typedef struct npc_collision_s {
ClObjPipe_c pipe;
f32 BGcheck_radius;
u8 collision_flag;
u8 priority;
u8 turn_flag;
u16 _24;
s16 turn_angle;
f32 bg_rev_add;
} aNPC_collision_c;
typedef struct npc_actor_talk_info_s {
aNPC_TALK_REQUEST_PROC talk_request_proc;
aNPC_TALK_INIT_PROC talk_init_proc;
aNPC_TALK_END_CHECK_PROC talk_end_check_proc;
u8 type;
u8 default_act;
u8 demo_code;
u8 turn;
s16 default_animation;
s16 default_turn_animation;
s16 melody_inst;
s16 npc_voice_id;
u8 feel;
u8 memory;
} aNPC_talk_info_c;
typedef struct npc_accessory_s {
s16 type;
s16 pos_joint_idx; // might be better suited as base_joint_idx?
ACTOR* accessory;
} aNPC_accessory_c;
/* Used for think, schedule, action, & talk */
typedef void (*aNPC_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play, int schedule_idx);
typedef void (*aNPC_SUB_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play);
@@ -109,23 +313,46 @@ struct npc_actor_s {
int _174;
int _178;
NpcActorInfo_c npc_info;
u8 _194[0x718 - 0x194];
int texture_bank_idx; // TEMP: this is part of draw struct
u8 _71C[0x751 - 0x71C];
u8 _751;
u8 _752[0x8F4 - 0x752];
int _8F4;
u8 _8F8[0x974 - 0x8F8];
s16 talk_base_anim_id;
s16 _976;
s16 melody_inst;
u8 _97A[0x994 - 0x97A]; /* TODO: 0x994 may be too big. Verify size. Seen in ac_normal_npc, ac_npc_engineer */
aNPC_draw_info_c draw;
aNPC_think_info_c think;
aNPC_schedule_info_c schedule;
aNPC_action_c action;
aNPC_request_c request;
f32 eye_y;
aNPC_condition_info_c condition_info;
aNPC_uzai_c uzai;
aNPC_hand_c left_hand;
aNPC_hand_c right_hand;
aNPC_head_c head;
xyz_t feet[aNPC_FOOT_NUM];
mActor_proc move_proc;
mActor_proc draw_proc;
ACTOR* palActor;
int palActorIgnoreTimer;
aNPC_movement_c movement;
aNPC_collision_c collision;
aNPC_talk_info_c talk_info;
aNPC_accessory_c accessory;
int act_react_tool_timer;
int _98C;
int _990;
};
typedef struct animal_npc_actor_s {
NPC_ACTOR npc_actor_class;
u8 _994[0x9D8 - 0x994];
} ANIMAL_NPC_ACTOR;
typedef struct npc_control_cloth_s {
u8 dma_flag;
u8 init_flag;
s16 _02;
mActor_name_t cloth_item;
u8 in_use_count;
Object_Bank_c texture_bank;
Object_Bank_c palette_bank;
} aNPC_cloth_c;
typedef struct npc_control_actor_s {
ACTOR* actor_class;
aNPC_cloth_c cloth[10];
u8 _8F4[0x9D8 - 0x8F4]; // TODO
} NPC_CONTROL_ACTOR;
extern ACTOR_PROFILE Npc_Profile;
+2 -2
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@@ -48,8 +48,8 @@ static void aESC_actor_ct(ACTOR* actorx, GAME* game) {
if ((*Common_Get(clip).npc_clip->birth_check_proc)(actorx, game) == TRUE) {
(*Common_Get(clip).npc_clip->ct_proc)(actorx, game, &ct_data);
soncho_actor->npc_class._8F4 = -1;
soncho_actor->npc_class._751 = 3;
soncho_actor->npc_class.palActorIgnoreTimer = -1;
soncho_actor->npc_class.draw._5BD = 3;
if (soncho_event == NULL) {
soncho_event = (aESC_event_save_c*)mEv_reserve_save_area(mEv_EVENT_SONCHO_BRIDGE_MAKE, 34);
+1 -1
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@@ -136,7 +136,7 @@ static void Actor_ct(ACTOR* actor, GAME* game) {
(*Common_Get(clip).npc_clip->dma_draw_data_proc)(&draw_data, actor->npc_id);
tex_bank_id = mSc_bank_regist_check(exchange, draw_data.texture_bank);
npc_actor->texture_bank_idx = tex_bank_id;
npc_actor->draw.texture_bank_idx = tex_bank_id;
bank = &exchange->banks[tex_bank_id];
bank->num_exist++;
+2 -2
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@@ -49,7 +49,7 @@ extern void mMld_MakeMelody(u16 inst) {
extern void mMld_ActorMakeThisMelody(u8* melody, ACTOR* actor) {
if (actor != NULL && actor->part == ACTOR_PART_NPC) {
NPC_ACTOR* npc_actor = (NPC_ACTOR*)actor;
int melody_inst = npc_actor->melody_inst;
int melody_inst = npc_actor->talk_info.melody_inst;
if (melody_inst != 0) {
sAdo_Inst(melody_inst, melody);
@@ -60,7 +60,7 @@ extern void mMld_ActorMakeThisMelody(u8* melody, ACTOR* actor) {
extern void mMld_ActorMakeMelody(ACTOR* actor) {
if (actor != NULL && actor->part == ACTOR_PART_NPC) {
NPC_ACTOR* npc_actor = (NPC_ACTOR*)actor;
int melody_inst = npc_actor->melody_inst;
int melody_inst = npc_actor->talk_info.melody_inst;
if (melody_inst != 0) {
mMld_MakeMelody(melody_inst);
+2 -2
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@@ -787,7 +787,7 @@ static void mSCR_talk_inspection(TAISOU_NPC0_ACTOR* taisou_actor, GAME_PLAY* pla
Common_Get(clip).handOverItem_clip->player_after_mode = 8;
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 3);
mMsg_Unset_LockContinue(msg_win);
taisou_actor->npc_actor_class.talk_base_anim_id = 30;
taisou_actor->npc_actor_class.talk_info.default_animation = 30;
}
break;
}
@@ -805,7 +805,7 @@ static void mSCR_talk_inspection(TAISOU_NPC0_ACTOR* taisou_actor, GAME_PLAY* pla
case 4:
{
if (Common_Get(clip).handOverItem_clip->master_actor == NULL) {
taisou_actor->npc_actor_class.talk_base_anim_id = -1;
taisou_actor->npc_actor_class.talk_info.default_animation = -1;
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
if (radiocard->days >= mSC_RADIO_DAYS) {