Merge pull request #216 from Cuyler36/ac_go_home_npc

Implement & link ac_go_home_npc
This commit is contained in:
Cuyler36
2024-01-10 03:38:58 -05:00
committed by GitHub
3 changed files with 128 additions and 0 deletions
+4
View File
@@ -582,6 +582,10 @@ ac_ev_soncho.c:
.text: [0x8052400C, 0x8052475C]
.rodata: [0x80649270, 0x80649278]
.data: [0x806A0D38, 0x806A0D88]
ac_go_home_npc.c:
.text: [0x80526F48, 0x805272D8]
.rodata: [0x806492B8, 0x806492C0]
.data: [0x806A0FB8, 0x806A0FF8]
ac_npc_curator.c:
.text: [0x8054B06C, 0x8054CF28]
.rodata: [0x806495B0, 0x806495B8]
+7
View File
@@ -3,11 +3,18 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct go_home_npc_s GO_HOME_NPC_ACTOR;
struct go_home_npc_s {
NPC_ACTOR npc_class;
};
extern ACTOR_PROFILE Go_Home_Npc_Profile;
#ifdef __cplusplus
+117
View File
@@ -0,0 +1,117 @@
#include "ac_go_home_npc.h"
#include "m_common_data.h"
#include "m_font.h"
#include "m_msg.h"
static void aGHN_actor_ct(ACTOR* actorx, GAME* game);
static void aGHN_actor_dt(ACTOR* actorx, GAME* game);
static void aGHN_actor_init(ACTOR* actorx, GAME* game);
static void aGHN_actor_move(ACTOR* actorx, GAME* game);
static void aGHN_actor_draw(ACTOR* actorx, GAME* game);
static void aGHN_actor_save(ACTOR* actorx, GAME* game);
ACTOR_PROFILE Go_Home_Npc_Profile = {
mAc_PROFILE_GO_HOME_NPC,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(GO_HOME_NPC_ACTOR),
&aGHN_actor_ct,
&aGHN_actor_dt,
&aGHN_actor_init,
mActor_NONE_PROC1,
&aGHN_actor_save
};
static void aGHN_talk_request(ACTOR* actorx, GAME* game);
static int aGHN_talk_init(ACTOR* actorx, GAME* game);
static int aGHN_talk_end_chk(ACTOR* actorx, GAME* game);
static void aGHN_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
&aGHN_actor_move,
&aGHN_actor_draw,
3,
&aGHN_talk_request,
&aGHN_talk_init,
&aGHN_talk_end_chk,
0
};
if ((*Common_Get(clip).npc_clip->birth_check_proc)(actorx, game) == TRUE) {
(*Common_Get(clip).npc_clip->ct_proc)(actorx, game, &ct_data);
/* If the player has already spoken to the NPC, despawn them */
if ((Common_Get(spnpc_first_talk_flags) & (1 << aNPC_SPNPC_BIT_GOHOME_NPC)) != 0) {
Actor_delete(actorx);
}
}
}
static void aGHN_actor_dt(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->dt_proc)(actorx, game);
mEv_actor_dying_message(mEv_EVENT_MASK_NPC, actorx);
}
static void aGHN_actor_save(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->save_proc)(actorx, game);
}
static void aGHN_actor_init(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->init_proc)(actorx, game);
}
static void aGHN_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
static void aGHN_set_free_str() {
u8 str[2];
int fig_start = 2;
int num = lbRTC_GetIntervalDays(&Save_Get(return_animal).renew_time, Common_GetPointer(time.rtc_time)); // days since animal left
if (num < 10) {
fig_start = 1;
}
mFont_UnintToString(str, sizeof(str), num, fig_start, TRUE, FALSE, FALSE);
mMsg_Set_free_str(mMsg_Get_base_window_p(), mMsg_FREE_STR0, str, fig_start);
}
static void aGHN_set_talk_info(ACTOR* actorx) {
int msg_no = 0x321B + mNpc_GetNpcLooks(actorx) * 4;
if ((Common_Get(spnpc_first_talk_flags) & (1 << aNPC_SPNPC_BIT_GOHOME_NPC)) != 0) {
msg_no += 1 + RANDOM(3);
}
mDemo_Set_msg_num(msg_no);
}
static void aGHN_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_TALK, actorx, &aGHN_set_talk_info);
}
static int aGHN_talk_init(ACTOR* actorx, GAME* game) {
aNPC_SPNPC_BIT_SET(Common_Get(spnpc_first_talk_flags), aNPC_SPNPC_BIT_GOHOME_NPC); // record that the npc has been spoken to before
Save_Get(return_animal).talk_bit |= (1 << Common_Get(player_no)); // record this player has spoken to the npc
aGHN_set_free_str();
mDemo_Set_ListenAble();
return TRUE;
}
static int aGHN_talk_end_chk(ACTOR* actorx, GAME* game) {
int res = FALSE;
if (mDemo_Check(mDemo_TYPE_TALK, actorx) == FALSE) {
res = TRUE;
}
return res;
}
static void aGHN_actor_move(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->move_proc)(actorx, game);
}