Implement & link ac_npc_police2

This commit is contained in:
Cuyler36
2025-06-14 02:23:59 -04:00
parent ea36b2db24
commit b1b3e187d8
5 changed files with 660 additions and 2 deletions
+1 -1
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@@ -1129,7 +1129,7 @@ config.libs = [
Object(Matching, "actor/npc/ac_npc_p_sel.c"),
Object(Matching, "actor/npc/ac_npc_p_sel2.c"),
Object(Matching, "actor/npc/ac_npc_police.c"),
Object(NonMatching, "actor/npc/ac_npc_police2.c"),
Object(Matching, "actor/npc/ac_npc_police2.c"),
Object(Matching, "actor/npc/ac_npc_post_girl.c"),
Object(Matching, "actor/npc/ac_npc_post_man.c"),
Object(Matching, "actor/npc/ac_npc_rcn_guide.c"),
+17 -1
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@@ -3,11 +3,28 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct npc_police2_actor_s NPC_POLICE2_ACTOR;
typedef void (*aPOL2_ACT_PROC)(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play);
struct npc_police2_actor_s {
NPC_ACTOR npc_class;
int action;
aPOL2_ACT_PROC act_proc;
u8 _99C;
u8 now_zone;
u8 next_zone;
u8 pl_zone;
s16 player_angl;
s16 item_idx;
};
extern ACTOR_PROFILE Npc_Police2_Profile;
#ifdef __cplusplus
@@ -15,4 +32,3 @@ extern ACTOR_PROFILE Npc_Police2_Profile;
#endif
#endif
+2
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@@ -227,6 +227,8 @@ extern int mNT_check_unknown(mActor_name_t item_no);
#define ITEM_IS_RSVCPORG(n) ((n) >= RSV_CPORIGINAL_FLD0_00 && (n) <= RSV_CPORIGINAL_FLD7_11)
#define ITEM_IS_RSVGBAORG(n) ((n) >= RSV_GBAORIGINAL0 && (n) <= RSV_GBAORIGINAL7)
#define ITEM_IS_RSVPOLICE(n) ((n) >= RSV_POLICE_ITEM_0 && (n) < RSV_POLICE_ITEM_END)
#define ITEM_IS_MYMANNIQUIN(n) ((n) >= FTR_CLOTH_MANNIQUIN_MY_ORIGINAL0 && (n) <= FTR_CLOTH_MYMANNIQUIN_END)
#define ITEM_IS_MYUMBRELLA(n) ((n) >= FTR_MYUMBRELLA_START && (n) <= FTR_MYUMBRELLA_END)
+98
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@@ -0,0 +1,98 @@
#include "ac_npc_police2.h"
#include "m_common_data.h"
#include "libultra/libultra.h"
#include "m_msg.h"
#include "m_font.h"
#include "m_string.h"
#include "m_player_lib.h"
#include "m_bgm.h"
#include "m_melody.h"
enum {
aPOL2_ACT_GREET,
aPOL2_ACT_WAIT,
aPOL2_ACT_WALK_PL_SAME_ZONE,
aPOL2_ACT_WALK_PL_OTHER_ZONE,
aPOL2_ACT_RUN_PL_SAME_ZONE,
aPOL2_ACT_RUN_PL_OTHER_ZONE,
aPOL2_ACT_TURN,
aPOL2_ACT_CHECK_ANSWER,
aPOL2_ACT_TALK_END_WAIT,
aPOL2_ACT_NUM
};
static void aPOL2_actor_ct(ACTOR* actorx, GAME* game);
static void aPOL2_actor_dt(ACTOR* actorx, GAME* game);
static void aPOL2_actor_move(ACTOR* actorx, GAME* game);
static void aPOL2_actor_draw(ACTOR* actorx, GAME* game);
static void aPOL2_actor_save(ACTOR* actorx, GAME* game);
static void aPOL2_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Police2_Profile = {
mAc_PROFILE_NPC_POLICE2,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
SP_NPC_POLICE2,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_POLICE2_ACTOR),
aPOL2_actor_ct,
aPOL2_actor_dt,
aPOL2_actor_init,
mActor_NONE_PROC1,
aPOL2_actor_save,
};
// clang-format on
static void aPOL2_setupAction(NPC_POLICE2_ACTOR* actor, int action);
static void aPOL2_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aPOL2_actor_move,
aPOL2_actor_draw,
aNPC_CT_SCHED_TYPE_NONE,
NULL,
NULL,
NULL,
0,
};
NPC_POLICE2_ACTOR* actor = (NPC_POLICE2_ACTOR*)actorx;
int action;
CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
actor->npc_class.condition_info.hide_flg = FALSE;
actor->item_idx = -1;
actorx->shape_info.draw_shadow = TRUE;
actor->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f;
actorx->status_data.weight = 50;
if (Common_Get(door_data).door_actor_name == RSV_NO) {
action = aPOL2_ACT_WAIT;
actor->npc_class.talk_info.melody_inst = 0;
} else {
action = aPOL2_ACT_GREET;
}
aPOL2_setupAction(actor, action);
}
static void aPOL2_actor_save(ACTOR* actorx, GAME* game) {
CLIP(npc_clip)->save_proc(actorx, game);
}
static void aPOL2_actor_dt(ACTOR* actorx, GAME* game) {
CLIP(npc_clip)->dt_proc(actorx, game);
}
static void aPOL2_actor_init(ACTOR* actorx, GAME* game) {
CLIP(npc_clip)->init_proc(actorx, game);
}
static void aPOL2_actor_draw(ACTOR* actorx, GAME* game) {
CLIP(npc_clip)->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_npc_police2_move.c_inc"
+542
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@@ -0,0 +1,542 @@
static void aPOL2_BGcheck(ACTOR* actorx) {
mCoBG_BgCheckControll(NULL, actorx, 8.0f, 0.0f, mCoBG_WALL_TYPE1, mCoBG_REVERSE_TYPE_REVERSE, mCoBG_CHECK_TYPE_NORMAL);
}
static void aPOL2_set_animation(NPC_POLICE2_ACTOR* actor, int action) {
// clang-format off
static animeSeqNoTable[] = {
aNPC_ANIM_WAIT1,
aNPC_ANIM_WAIT1,
aNPC_ANIM_WALK1,
aNPC_ANIM_WALK1,
aNPC_ANIM_RUN1,
aNPC_ANIM_RUN1,
aNPC_ANIM_WALK1,
aNPC_ANIM_WAIT1,
aNPC_ANIM_WAIT1,
};
// clang-format on
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNoTable[action], FALSE);
}
static void aPOL2_set_stop_spd(NPC_POLICE2_ACTOR* actor) {
actor->npc_class.actor_class.speed = 0.0f;
actor->npc_class.movement.speed.max_speed = 0.0f;
actor->npc_class.movement.speed.acceleration = 0.0f;
actor->npc_class.movement.speed.deceleration = 0.0f;
}
static void aPOL2_set_walk_spd(NPC_POLICE2_ACTOR* actor) {
actor->npc_class.movement.speed.max_speed = 1.0f;
actor->npc_class.movement.speed.acceleration = 0.1f;
actor->npc_class.movement.speed.deceleration = 0.2f;
}
static void aPOL2_set_run_spd(NPC_POLICE2_ACTOR* actor) {
actor->npc_class.movement.speed.max_speed = 4.0f;
actor->npc_class.movement.speed.acceleration = 0.4f;
actor->npc_class.movement.speed.deceleration = 0.8f;
}
static u8 aPOL2_get_zone(xyz_t pos) {
int ux;
int uz;
int zone;
mFI_Wpos2UtNum(&ux, &uz, pos);
if (uz < 2) {
uz = 2;
} else if (uz > 6) {
uz = 6;
}
zone = (uz - 2) * 4;
if (ux > 7) {
zone += 3;
} else if (ux > 4) {
zone += 2;
} else if (ux > 1) {
zone += 1;
}
return zone;
}
static u8 aPOL2_get_next_zone_move_z(int dst_zoneX, int dst_zoneZ, int src_zoneX, int src_zoneZ) {
u8 ret;
if (src_zoneX == 0 || src_zoneX == 3) {
if (src_zoneZ < dst_zoneZ) {
ret = src_zoneX + (src_zoneZ + 1) * 4;
} else {
ret = src_zoneX + (src_zoneZ - 1) * 4;
}
} else if (src_zoneX == dst_zoneX) {
if (src_zoneX == 1) {
src_zoneX += (src_zoneZ * 4);
ret = src_zoneX - 1;
} else {
src_zoneX += (src_zoneZ * 4);
ret = src_zoneX + 1;
}
} else {
if (src_zoneX < dst_zoneX) {
src_zoneX += (src_zoneZ * 4);
ret = src_zoneX + 1;
} else {
src_zoneX += (src_zoneZ * 4);
ret = src_zoneX - 1;
}
}
return ret;
}
static u8 aPOL2_get_next_zone_sub0(u8 dst_zone, u8 src_zone) {
u8 ret;
int src_zoneX;
int src_zoneZ;
int dst_zoneX;
int dst_zoneZ;
src_zoneX = src_zone % 4;
src_zoneZ = src_zone / 4;
dst_zoneX = dst_zone % 4;
dst_zoneZ = dst_zone / 4;
if (src_zoneZ != dst_zoneZ) {
ret = aPOL2_get_next_zone_move_z(dst_zoneX, dst_zoneZ, src_zoneX, src_zoneZ);
} else if (src_zoneX == dst_zoneX) {
ret = dst_zone;
} else {
ret = src_zoneX + (src_zoneZ + RANDOM(2)) * 4;
}
return ret;
}
static u8 aPOL2_get_next_zone_sub1(u8 dst_zone, u8 src_zone) {
u8 ret;
int src_zoneX;
int src_zoneZ;
int dst_zoneX;
int dst_zoneZ;
src_zoneX = src_zone % 4;
src_zoneZ = src_zone / 4;
dst_zoneX = dst_zone % 4;
dst_zoneZ = dst_zone / 4;
if (ABS(dst_zoneZ - src_zoneZ) > 1) {
ret = aPOL2_get_next_zone_move_z(dst_zoneX, dst_zoneZ, src_zoneX, src_zoneZ);
} else if (src_zoneX == dst_zoneX) {
ret = dst_zone;
} else if (src_zoneX < dst_zoneX) {
src_zoneZ = src_zoneX + src_zoneZ * 4;
ret = src_zoneZ + 1;
} else {
src_zoneZ = src_zoneX + src_zoneZ * 4;
ret = src_zoneZ - 1;
}
return ret;
}
static u8 aPOL2_get_next_zone(u8 dst_zone, u8 src_zone) {
u8 ret;
int src_zoneZ = src_zone / 4;
if (src_zoneZ == 1 || src_zoneZ == 3) {
ret = aPOL2_get_next_zone_sub0(dst_zone, src_zone);
} else {
ret = aPOL2_get_next_zone_sub1(dst_zone, src_zone);
}
return ret;
}
static int aPOL2_decide_next_move_act(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
if (ClObj_DID_COLLIDE(actor->npc_class.collision.pipe.collision_obj)) {
return aPOL2_ACT_WAIT;
} else {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx == NULL) {
return actor->action;
} else {
f32 dX = playerx->world.position.x - actor->npc_class.actor_class.world.position.x;
f32 dZ = playerx->world.position.z - actor->npc_class.actor_class.world.position.z;
f32 dist = SQ(dX) + SQ(dZ);
if (dist < (SQ(50.0f)-50.0f)) {
return aPOL2_ACT_WAIT;
} else if (actor->pl_zone != actor->now_zone) {
if (actor->action != aPOL2_ACT_WALK_PL_OTHER_ZONE && actor->action != aPOL2_ACT_RUN_PL_OTHER_ZONE) {
actor->next_zone = aPOL2_get_next_zone(actor->pl_zone, actor->now_zone);
}
if (dist < (SQ(70.0f)+100.0f)) {
return aPOL2_ACT_WALK_PL_OTHER_ZONE;
} else {
return aPOL2_ACT_RUN_PL_OTHER_ZONE;
}
} else {
actor->next_zone = actor->now_zone;
if (dist < (SQ(70.0f)+100.0f)) {
return aPOL2_ACT_WALK_PL_SAME_ZONE;
} else {
return aPOL2_ACT_RUN_PL_SAME_ZONE;
}
}
}
}
}
static void aPOL2_search_player(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL) {
s16 player_angle = actor->npc_class.actor_class.shape_info.rotation.y;
s16 diff_angle = DIFF_SHORT_ANGLE(player_angle, actor->player_angl);
if (ABS(diff_angle) > DEG2SHORT_ANGLE2(90.0f)) {
aPOL2_setupAction(actor, aPOL2_ACT_TURN);
} else {
chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, actor->player_angl, DEG2SHORT_ANGLE2(11.25f));
actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
}
}
}
static void aPOL2_search_player2(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
static f32 posX[] = { 60.0f, 140.0f, 260.0f, 340.0f };
static f32 posZ[] = { 100.0f, 140.0f, 180.0f, 220.0f, 300.0f };
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL) {
int next_zone = actor->next_zone;
int zoneX = next_zone % 4;
int zoneZ = next_zone / 4;
f32 dX = posX[zoneX] - actor->npc_class.actor_class.world.position.x;
f32 dZ = posZ[zoneZ] - actor->npc_class.actor_class.world.position.z;
f32 dist = SQ(dX) + SQ(dZ);
s16 angle = atans_table(dZ, dX);
chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE2(11.25f));
actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
if (dist < (SQ(14.0f)+4.0f)) {
actor->next_zone = aPOL2_get_next_zone(actor->pl_zone, actor->now_zone);
}
}
}
static void aPOL2_set_zone_data(NPC_POLICE2_ACTOR* actor, ACTOR* playerx) {
actor->now_zone = aPOL2_get_zone(actor->npc_class.actor_class.world.position);
if (playerx != NULL) {
actor->pl_zone = aPOL2_get_zone(playerx->world.position);
}
}
static void aPOL2_set_player_angl(NPC_POLICE2_ACTOR* actor) {
actor->player_angl = actor->npc_class.actor_class.player_angle_y;
}
static void aPOL2_set_force_talk_info_message_ctrl(ACTOR* actorx) {
NPC_POLICE2_ACTOR* actor = (NPC_POLICE2_ACTOR*)actorx;
mActor_name_t item = Save_Get(police_box).keep_items[actor->item_idx];
u8 str[mIN_ITEM_NAME_LEN];
mIN_copy_name_str(str, item);
mMsg_SET_ITEM_STR_ART(mMsg_ITEM_STR0, str, sizeof(str), item);
mDemo_Set_msg_num(0x077E);
}
static void aPOL2_set_force_talk_info_message_ctrl2(ACTOR* actorx) {
NPC_POLICE2_ACTOR* actor = (NPC_POLICE2_ACTOR*)actorx;
int msg_no;
if (mPB_get_keep_item_sum() == 0) {
msg_no = 0x0784;
} else {
msg_no = 0x0785;
actor->_99C = TRUE;
}
mDemo_Set_msg_num(msg_no);
}
static void aPOL2_set_norm_talk_info_message_ctrl(ACTOR* actorx) {
NPC_POLICE2_ACTOR* actor = (NPC_POLICE2_ACTOR*)actorx;
int msg_no;
if (CLIP(aprilfool_control_clip) != NULL && !CLIP(aprilfool_control_clip)->talk_chk_proc(SP_NPC_POLICE2)) {
msg_no = CLIP(aprilfool_control_clip)->get_msg_num_proc(SP_NPC_POLICE2, TRUE);
} else if (mPB_get_keep_item_sum() == 0) {
if (!actor->_99C) {
msg_no = 0x0786;
} else {
msg_no = 0x0787;
}
} else {
msg_no = 0x077D;
}
mDemo_Set_msg_num(msg_no);
}
static void aPOL2_message_ctrl(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL) {
ACTOR* actorx = (ACTOR*)actor;
if (actor->action == aPOL2_ACT_GREET) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aPOL2_set_force_talk_info_message_ctrl2);
} else {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)playerx;
mActor_name_t rsv_item = player->item_in_front;
if (player->a_btn_pressed == TRUE && ITEM_IS_RSVPOLICE(rsv_item)) {
int idx = rsv_item - RSV_POLICE_ITEM_0;
mActor_name_t item = Save_Get(police_box).keep_items[idx];
if (item != EMPTY_NO) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aPOL2_set_force_talk_info_message_ctrl);
actor->item_idx = idx;
return;
}
}
if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE && !mDemo_Check_ListenAble() && actor->action != aPOL2_ACT_WAIT && mPlib_get_player_actor_main_index((GAME*)play) != mPlayer_INDEX_DEMO_WAIT) {
mPlib_request_main_demo_wait_type1((GAME*)play, FALSE, actorx);
}
mDemo_Request(mDemo_TYPE_TALK, actorx, aPOL2_set_norm_talk_info_message_ctrl);
}
}
}
static void aPOL2_player_getout_check(GAME_PLAY* play, ACTOR* playerx) {
if (playerx != NULL) {
PLAYER_ACTOR* player = (PLAYER_ACTOR*)playerx;
mActor_name_t item = player->item_in_front;
if (item == EXIT_DOOR1) {
mBGMPsComp_scene_mode(14);
mBGMPsComp_make_ps_wipe(0x195);
mPB_copy_itemBuf(Save_Get(police_box).keep_items);
goto_other_scene(play, Common_GetPointer(structure_exit_door_data), TRUE);
}
}
}
static void aPOL2_wait(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
ACTOR* actorx = (ACTOR*)actor;
aPOL2_message_ctrl(actor, play);
if (mDemo_Check(mDemo_TYPE_SPEAK, actorx) == TRUE) {
if (!mDemo_Check_ListenAble()) {
if (chase_angle(&actorx->shape_info.rotation.y, actor->player_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
int action;
mMld_ActorMakeMelody(actorx);
actor->npc_class.talk_info.melody_inst = 0;
mDemo_Set_ListenAble();
if (actor->action == aPOL2_ACT_GREET) {
action = aPOL2_ACT_TALK_END_WAIT;
} else {
action = aPOL2_ACT_CHECK_ANSWER;
}
aPOL2_setupAction(actor, action);
}
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
} else if (mDemo_Check(mDemo_TYPE_TALK, actorx) == TRUE) {
if (!mDemo_Check_ListenAble()) {
if (chase_angle(&actorx->shape_info.rotation.y, actor->player_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
mMld_ActorMakeMelody(actorx);
mDemo_Set_ListenAble();
aPOL2_setupAction(actor, aPOL2_ACT_TALK_END_WAIT);
}
actorx->world.angle.y = actorx->shape_info.rotation.y;
}
} else {
if (actor->action != aPOL2_ACT_GREET) {
int action = aPOL2_decide_next_move_act(actor, play);
if (action != actor->action) {
aPOL2_setupAction(actor, action);
} else {
aPOL2_search_player(actor, play);
}
}
}
}
static void aPOL2_walk_pl_same_zone(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
int action = aPOL2_decide_next_move_act(actor, play);
aPOL2_message_ctrl(actor, play);
if (action != actor->action) {
aPOL2_setupAction(actor, action);
} else {
aPOL2_search_player(actor, play);
}
}
static void aPOL2_walk_pl_other_zone(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
int action = aPOL2_decide_next_move_act(actor, play);
aPOL2_message_ctrl(actor, play);
if (action != actor->action) {
aPOL2_setupAction(actor, action);
} else {
aPOL2_search_player2(actor, play);
}
}
static void aPOL2_run_pl_same_zone(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
int action = aPOL2_decide_next_move_act(actor, play);
aPOL2_message_ctrl(actor, play);
if (action != actor->action) {
aPOL2_setupAction(actor, action);
} else {
aPOL2_search_player(actor, play);
}
}
static void aPOL2_run_pl_other_zone(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
int action = aPOL2_decide_next_move_act(actor, play);
aPOL2_message_ctrl(actor, play);
if (action != actor->action) {
aPOL2_setupAction(actor, action);
} else {
aPOL2_search_player2(actor, play);
}
}
static void aPOL2_turn(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
aPOL2_message_ctrl(actor, play);
if (playerx != NULL) {
s16 angle = actor->player_angl;
chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE2(11.25f));
actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
if (ABS(angle - actor->npc_class.actor_class.shape_info.rotation.y) <= DEG2SHORT_ANGLE2(90.0f)) {
aPOL2_setupAction(actor, aPOL2_ACT_WAIT);
}
}
}
static void aPOL2_check_answer(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
switch (mChoice_GET_CHOSENUM()) {
case mChoice_CHOICE0: {
mActor_name_t* item_p = &Save_Get(police_box).keep_items[actor->item_idx];
int idx;
if (ITEM_NAME_GET_TYPE(*item_p) == NAME_TYPE_ITEM1 && ITEM_NAME_GET_CAT(*item_p) == ITEM1_CAT_TICKET) {
idx = mPlib_Get_space_putin_item_forTICKET(item_p);
} else {
idx = mPlib_Get_space_putin_item();
}
if (idx == -1) {
mMsg_Set_continue_msg_num(msg_p, 0x0781);
} else {
static xyz_t dummy_pos = { 20.0f, 0.0f, 20.0f };
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
mFI_SetFG_common(RSV_NO, dummy_pos, TRUE);
mPr_SetPossessionItem(Now_Private, idx, *item_p, mPr_ITEM_COND_NORMAL);
Save_Get(police_box).keep_items[actor->item_idx] = EMPTY_NO;
sAdo_OngenTrgStart(NA_SE_ITEM_GET, &playerx->world.position);
}
}
// fallthrough 0 -> 1/default
case mChoice_CHOICE1:
default:
actor->item_idx = -1;
aPOL2_setupAction(actor, aPOL2_ACT_TALK_END_WAIT);
break;
}
}
}
static void aPOL2_talk_end_wait(NPC_POLICE2_ACTOR* actor, GAME_PLAY* play) {
if (mDemo_CAN_ACTOR_TALK((ACTOR*)actor)) {
aPOL2_setupAction(actor, aPOL2_ACT_WAIT);
}
}
typedef void (*aPOL2_INIT_PROC)(NPC_POLICE2_ACTOR* actor);
static void aPOL2_init_proc(NPC_POLICE2_ACTOR* actor, int action) {
// clang-format off
static aPOL2_INIT_PROC init_proc[] = {
aPOL2_set_stop_spd,
aPOL2_set_stop_spd,
aPOL2_set_walk_spd,
aPOL2_set_walk_spd,
aPOL2_set_run_spd,
aPOL2_set_run_spd,
aPOL2_set_stop_spd,
aPOL2_set_stop_spd,
aPOL2_set_stop_spd,
};
// clang-format on
(*init_proc[action])(actor);
}
static void aPOL2_setupAction(NPC_POLICE2_ACTOR* actor, int action) {
// clang-format off
static aPOL2_ACT_PROC process[] = {
aPOL2_wait,
aPOL2_wait,
aPOL2_walk_pl_same_zone,
aPOL2_walk_pl_other_zone,
aPOL2_run_pl_same_zone,
aPOL2_run_pl_other_zone,
aPOL2_turn,
aPOL2_check_answer,
aPOL2_talk_end_wait,
};
// clang-format on
actor->action = action;
actor->act_proc = process[action];
aPOL2_init_proc(actor, action);
aPOL2_set_animation(actor, action);
}
static void aPOL2_actor_move(ACTOR* actorx, GAME* game) {
NPC_POLICE2_ACTOR* actor = (NPC_POLICE2_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
NPC_CLIP->move_before_proc(actorx, game);
aPOL2_BGcheck(actorx);
aPOL2_set_zone_data(actor, playerx);
aPOL2_set_player_angl(actor);
actor->act_proc(actor, play);
aPOL2_player_getout_check(play, playerx);
NPC_CLIP->move_after_proc(actorx, game);
}