mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
link ac_br_shop
This commit is contained in:
@@ -685,6 +685,10 @@ ac_boat.c:
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.text: [0x805A6CF4, 0x805A856C]
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.rodata: [0x8064A5B0, 0x8064A630]
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.data: [0x806C4440, 0x806C4560]
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ac_br_shop.c:
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.text: [0x805A856C, 0x805A9474]
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.rodata: [0x8064A630, 0x8064A660]
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.data: [0x806C4560, 0x806C4688]
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ac_douzou.c:
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.text: [0x805AD6D8, 0x805AE704]
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.rodata: [0x8064A7C0, 0x8064A7E8]
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@@ -1,13 +1,17 @@
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#ifndef AC_BR_SHOP_H
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#define AC_BR_SHOP_H
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#include "types.h"
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#include "m_actor.h"
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#include "ac_structure.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct actor_broker_shop_s {
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STRUCTURE_ACTOR structure_class;
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} BRSHOP_ACTOR;
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extern ACTOR_PROFILE BrShop_Profile;
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#ifdef __cplusplus
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@@ -2705,6 +2705,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
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#define DUMMY_HANIWA3 (DUMMY_HANIWA2 + 1)
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#define DUMMY_RESERVE 0xF102
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#define DUMMY_SHRINE 0xF103
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#define DUMMY_BROKER_SHOP 0xF104
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#define DUMMY_RADIO 0xF109
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#define DUMMY_YATAI 0xF10A
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#define DUMMY_TUKIMI 0xF10A
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@@ -0,0 +1,113 @@
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#include "ac_br_shop.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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static void aBRS_actor_ct(ACTOR*, GAME*);
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static void aBRS_actor_dt(ACTOR*, GAME*);
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static void aBRS_actor_init(ACTOR*, GAME*);
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static void aBRS_actor_draw(ACTOR*, GAME*);
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ACTOR_PROFILE BrShop_Profile = {
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mAc_PROFILE_BRSHOP,
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ACTOR_PART_ITEM,
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ACTOR_STATE_TA_SET,
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0x5826, // fix name later
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ACTOR_OBJ_BANK_KEEP,
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sizeof(BRSHOP_ACTOR),
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aBRS_actor_ct,
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aBRS_actor_dt,
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aBRS_actor_init,
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aBRS_actor_draw,
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NULL,
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};
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u8 aBRS_shadow_vtx_fix_flg_table[] = {TRUE, FALSE, FALSE, TRUE, TRUE, FALSE, FALSE, TRUE};
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extern Vtx obj_yamishop_shadow_v[];
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extern Gfx obj_yamishop_shadowT_model[];
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bIT_ShadowData_c aBRS_shadow_data = {
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8, aBRS_shadow_vtx_fix_flg_table, 60.0f, obj_yamishop_shadow_v, obj_yamishop_shadowT_model,
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};
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extern cKF_Skeleton_R_c cKF_bs_r_obj_s_yamishop;
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extern cKF_Skeleton_R_c cKF_bs_r_obj_w_yamishop;
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extern cKF_Animation_R_c cKF_ba_r_obj_s_yamishop;
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extern cKF_Animation_R_c cKF_ba_r_obj_w_yamishop;
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extern Gfx obj_s_yamishop_window_model[];
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extern Gfx obj_w_yamishop_window_model[];
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static void aBRS_set_bgOffset(STRUCTURE_ACTOR*, int);
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static void aBRS_setup_action(STRUCTURE_ACTOR* actor, int type);
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static void change_FGUnit(ACTOR*, int);
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static void aBRS_actor_ct(ACTOR* actor, GAME* game) {
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static cKF_Skeleton_R_c* skl[] = {
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&cKF_bs_r_obj_s_yamishop,
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&cKF_bs_r_obj_w_yamishop,
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};
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GAME_PLAY* play = (GAME_PLAY*)game;
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BRSHOP_ACTOR* shop = (BRSHOP_ACTOR*)actor;
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lbRTC_time_c time;
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int action;
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
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int Px;
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int Pz;
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int x;
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int z;
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shop->structure_class.season = Common_Get(time.season);
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cKF_SkeletonInfo_R_ct(&shop->structure_class.keyframe, skl[shop->structure_class.season == mTM_SEASON_WINTER], NULL,
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shop->structure_class.work_area, shop->structure_class.morph_area);
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aBRS_set_bgOffset(&shop->structure_class, 1);
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change_FGUnit(actor, 1);
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action = 0;
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actor->talk_distance = 80.0f;
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shop->structure_class.arg0 = 0;
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Px = player->actor_class.world.position.x;
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x = actor->world.position.x;
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z = (100.0f + actor->world.position.z);
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if (Px == x && (int)player->actor_class.world.position.z == z) {
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action = 1;
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shop->structure_class.arg0 = 1;
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} else {
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time = Save_Get(event_save_data.special.event.broker.end_time);
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if (mEv_CheckEvent(mEv_SPNPC_BROKER) != 0 && lbRTC_IsOverRTC(&time) == 0) {
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action = 1;
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} else {
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shop->structure_class.arg0 = 1;
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}
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}
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aBRS_setup_action(&shop->structure_class, action);
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cKF_SkeletonInfo_R_play(&shop->structure_class.keyframe);
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shop->structure_class.arg0_f = aBRS_ctrl_light(actor) != 0 ? 1.0f : 0.0f;
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}
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Door_data_c aBRS_br_shop_door_data = {
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SCENE_BROKER_SHOP, 4, FALSE, 0, {160, 0, 280}, EMPTY_NO, 1, {0, 0, 0},
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};
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static void aBRS_actor_dt(ACTOR* actor, GAME* game) {
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BRSHOP_ACTOR* shop = (BRSHOP_ACTOR*)actor;
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change_FGUnit(actor, 0);
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cKF_SkeletonInfo_R_dt(&shop->structure_class.keyframe);
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if (Save_Get(event_save_data.special.event.broker.used) >= 3) {
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mEv_special_event_soldout(75);
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}
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}
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#include "../src/ac_br_shop_draw.c_inc"
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#include "../src/ac_br_shop_move.c_inc"
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@@ -0,0 +1,105 @@
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static int aBRS_actor_draw_before(GAME* game, cKF_SkeletonInfo_R_c* keyf, int jointNum, Gfx** joint, u8* jointFlag,
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void* arg, s_xyz* joint1, xyz_t* trans) {
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STRUCTURE_ACTOR* actor = (STRUCTURE_ACTOR*)arg;
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GRAPH* graph = game->graph;
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f32 shop_color;
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Gfx* gfx;
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if (jointNum == 1) {
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OPEN_DISP(graph);
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shop_color = actor->arg0_f;
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gfx = NOW_POLY_OPA_DISP;
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gDPSetPrimColor(gfx++, 0, 0, (int)(0.5f + (255.0f * shop_color)), (int)(0.5f + (255.0f * shop_color)),
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(int)(0.5f + (150.0f * shop_color)), 255);
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SET_POLY_OPA_DISP(gfx);
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CLOSE_DISP(graph);
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} else if (jointNum == 5) {
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*joint = NULL;
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}
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return 1;
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}
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static int aBRS_actor_draw_after(GAME* game, cKF_SkeletonInfo_R_c* keyf, int jointNum, Gfx** joint, u8* jointFlag,
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void* arg, s_xyz* joint1, xyz_t* trans) {
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static Gfx* mdl[] = {
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obj_s_yamishop_window_model,
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obj_w_yamishop_window_model,
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};
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STRUCTURE_ACTOR* actor = (STRUCTURE_ACTOR*)arg;
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GRAPH* graph = game->graph;
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Mtx* mtx;
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int isWinter;
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int l;
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int r;
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int g;
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int b;
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Gfx* gfx;
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if (jointNum == 5) {
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mtx = _Matrix_to_Mtx_new(graph);
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if (mtx != NULL) {
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if (actor->arg0_f > 0.0f) {
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r = 255;
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g = 255;
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b = 150;
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l = (0.5f + (120.0f * actor->arg0_f));
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} else {
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l = 0;
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r = 0;
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g = 0;
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b = 0;
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}
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isWinter = actor->season == mTM_SEASON_WINTER;
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_texture_z_light_fog_prim_shadow(graph);
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OPEN_DISP(graph);
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gfx = NOW_SHADOW_DISP;
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gDPSetPrimColor(gfx++, 0, l, r, g, b, 0);
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gSPMatrix(gfx++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfx++, mdl[isWinter]);
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SET_SHADOW_DISP(gfx);
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CLOSE_DISP(graph);
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}
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}
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return 1;
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}
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static void aBRS_actor_draw(ACTOR* actor, GAME* game) {
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STRUCTURE_ACTOR* structure = (STRUCTURE_ACTOR*)actor;
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GRAPH* graph = game->graph;
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cKF_SkeletonInfo_R_c* keyframe = &structure->keyframe;
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Mtx* mtx;
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Gfx* gfx;
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mtx = GRAPH_ALLOC_TYPE(graph, Mtx, (u32)keyframe->skeleton->num_shown_joints);
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if (mtx != NULL) {
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u16* pal;
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pal = Common_Get(clip).structure_clip->get_pal_segment_proc(aSTR_PAL_BR_SHOP);
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_texture_z_light_fog_prim(graph);
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OPEN_DISP(graph);
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gfx = NOW_POLY_OPA_DISP;
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gSPSegment(gfx++, 8, pal);
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SET_POLY_OPA_DISP(gfx);
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CLOSE_DISP(graph);
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cKF_Si3_draw_R_SV(game, keyframe, mtx, &aBRS_actor_draw_before, &aBRS_actor_draw_after, actor);
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(*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, &aBRS_shadow_data, FALSE);
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}
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}
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@@ -0,0 +1,292 @@
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static void change_FGUnit(ACTOR* actor, int type) {
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xyz_t pos;
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mActor_name_t* name;
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xyz_t_move(&pos, &actor->world.position);
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pos.z += 80.0f;
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if (type == 0) {
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mFI_SetFG_common(0, pos, 1);
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return;
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}
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name = mFI_GetUnitFG(pos);
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if (name != NULL) {
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if (mSN_ClearSnowman(name) == 0) {
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int dug = FALSE;
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if ((((*name >= BURIED_PITFALL_START) && (*name <= BURIED_PITFALL_END)) || (*name == SHINE_SPOT))) {
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dug = TRUE;
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}
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if (dug == TRUE) {
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mPB_keep_item(bg_item_fg_sub_dig2take_conv(*name));
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mFI_SetFG_common(RSV_NO, pos, 1);
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mFI_Wpos2DepositOFF(pos);
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} else {
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mFI_Wpos2DepositOFF(pos);
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mPB_keep_item(*name);
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mFI_SetFG_common(RSV_NO, pos, 1);
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}
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} else {
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mFI_SetFG_common(RSV_NO, pos, 1);
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}
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}
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}
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static void aBRS_set_bgOffset(STRUCTURE_ACTOR* windmill, int idx) {
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static mCoBG_OffsetTable_c height_table_ct[9] = {
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{0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0},
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{0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0},
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{0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0}, {0x64, 9, 9, 9, 9, 9, 0},
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};
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static mCoBG_OffsetTable_c* height_table[2] = {
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height_table_ct,
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height_table_ct,
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};
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static f32 addX[3] = {
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-40.0f,
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0.0f,
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40.0f,
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};
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static f32 addZ[3] = {
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40.0f,
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0.0f,
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-40.0f,
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};
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mCoBG_OffsetTable_c* offset;
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int i;
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xyz_t pos;
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offset = height_table[idx];
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for (i = 0; i < 3; i++) {
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pos.z = windmill->actor_class.home.position.z + addZ[i];
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pos.x = windmill->actor_class.home.position.x + addX[0];
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mCoBG_SetPluss5PointOffset_file(pos, offset[0], __FILE__, 238);
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pos.x = windmill->actor_class.home.position.x + addX[1];
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mCoBG_SetPluss5PointOffset_file(pos, offset[1], __FILE__, 242);
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pos.x = windmill->actor_class.home.position.x + addX[2];
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mCoBG_SetPluss5PointOffset_file(pos, offset[2], __FILE__, 246);
|
||||
|
||||
offset += 3;
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_rewrite_out_data(ACTOR* actor, GAME_PLAY* play) {
|
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Door_data_c* door_data = Common_GetPointer(structure_exit_door_data);
|
||||
|
||||
if (play->fb_wipe_mode == 0) {
|
||||
xyz_t pos;
|
||||
|
||||
door_data->next_scene_id = Save_Get(scene_no);
|
||||
door_data->exit_orientation = 0;
|
||||
door_data->exit_type = 0;
|
||||
door_data->extra_data = 3;
|
||||
|
||||
pos.x = actor->world.position.x;
|
||||
pos.z = actor->world.position.z + 100.0f;
|
||||
pos.y = actor->world.position.y;
|
||||
|
||||
door_data->exit_position.x = pos.x;
|
||||
door_data->exit_position.y = pos.y;
|
||||
door_data->exit_position.z = pos.z;
|
||||
|
||||
door_data->door_actor_name = BROKER_TENT;
|
||||
|
||||
door_data->wipe_type = 1;
|
||||
mBGMPsComp_make_ps_wipe(0x2168);
|
||||
}
|
||||
}
|
||||
|
||||
static int aBRS_check_player(ACTOR* actor, GAME_PLAY* play) {
|
||||
u16 y;
|
||||
f32 xOffs;
|
||||
f32 zOffs;
|
||||
f32 t;
|
||||
int res;
|
||||
PLAYER_ACTOR* player;
|
||||
|
||||
player = GET_PLAYER_ACTOR(play);
|
||||
res = 0;
|
||||
|
||||
if (player == NULL) {
|
||||
return 0;
|
||||
} else {
|
||||
y = player->actor_class.shape_info.rotation.y;
|
||||
xOffs = SQ(player->actor_class.world.position.x - actor->world.position.x);
|
||||
zOffs = SQ(player->actor_class.world.position.z - (actor->world.position.z + 60.0f));
|
||||
t = (xOffs) + (zOffs);
|
||||
|
||||
if ((y > 0x6000) && (y < 0xA000) && (t < 800.0f)) {
|
||||
res = 1;
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
static int aBRS_open_check(ACTOR* actor) {
|
||||
int res = 1;
|
||||
lbRTC_time_c time;
|
||||
BRSHOP_ACTOR* shop = (BRSHOP_ACTOR*)actor;
|
||||
|
||||
if (mEv_CheckEvent(mEv_SPNPC_BROKER) != 0) {
|
||||
time = Save_Get(event_save_data.special.event.broker.end_time);
|
||||
|
||||
if (shop->structure_class.arg0 == 1 && lbRTC_IsOverRTC(&time) != 0) {
|
||||
res = 1;
|
||||
} else {
|
||||
res = 2;
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
static void aBRS_set_talk_info_close_wait(ACTOR* actor) {
|
||||
rgba_t color;
|
||||
|
||||
mDemo_Set_msg_num(0x7D5);
|
||||
mDemo_Set_talk_display_name(0);
|
||||
mDemo_Set_camera(1);
|
||||
mPlib_Set_able_hand_all_item_in_demo(1);
|
||||
mDemo_Set_ListenAble();
|
||||
|
||||
color.r = 145;
|
||||
color.g = 60;
|
||||
color.b = 40;
|
||||
color.a = 255;
|
||||
mDemo_Set_talk_window_color(&color);
|
||||
}
|
||||
|
||||
static void aBRS_close_wait(STRUCTURE_ACTOR* actor, GAME_PLAY* play) {
|
||||
if (mDemo_Check(mDemo_TYPE_TALK, &actor->actor_class) != 1) {
|
||||
if (aBRS_open_check(&actor->actor_class) == 2) {
|
||||
aBRS_setup_action(actor, 3);
|
||||
} else if (mDemo_Check(mDemo_TYPE_TALK, &actor->actor_class) == 0) {
|
||||
if (ABS(actor->actor_class.player_angle_y) < 0x2000) {
|
||||
mDemo_Request(mDemo_TYPE_TALK, &actor->actor_class, aBRS_set_talk_info_close_wait);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_open_wait(STRUCTURE_ACTOR* actor, GAME_PLAY* play) {
|
||||
xyz_t pos;
|
||||
|
||||
if (actor == GET_PLAYER_ACTOR_NOW()->get_door_label_proc(gamePT)) {
|
||||
aBRS_rewrite_out_data(&actor->actor_class, play);
|
||||
goto_other_scene(play, &aBRS_br_shop_door_data, 1);
|
||||
} else if (mPlib_check_player_actor_main_index_OutDoorMove(play) == 0) {
|
||||
if (aBRS_check_player(&actor->actor_class, play) == 0) {
|
||||
if (aBRS_open_check(&actor->actor_class) != 2) {
|
||||
aBRS_setup_action(actor, 2);
|
||||
}
|
||||
|
||||
} else {
|
||||
pos.x = actor->actor_class.world.position.x;
|
||||
pos.y = GET_PLAYER_ACTOR(play)->actor_class.world.position.y;
|
||||
pos.z = 64.0f + actor->actor_class.world.position.z;
|
||||
mPlib_request_main_door_type1(&play->game, &pos, -0x8000, 1, &actor->actor_class);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_close_door(STRUCTURE_ACTOR* actor, GAME_PLAY* play) {
|
||||
if (actor->keyframe_state == 1) {
|
||||
aBRS_setup_action(actor, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_open_door(STRUCTURE_ACTOR* actor, GAME_PLAY* play) {
|
||||
if (actor->keyframe_state == 1) {
|
||||
aBRS_setup_action(actor, 1);
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_setup_action(STRUCTURE_ACTOR* actor, int type) {
|
||||
static aSTR_MOVE_PROC process[] = {
|
||||
aBRS_close_wait,
|
||||
aBRS_open_wait,
|
||||
aBRS_close_door,
|
||||
aBRS_open_door,
|
||||
};
|
||||
static cKF_Animation_R_c* animation[] = {
|
||||
&cKF_ba_r_obj_s_yamishop,
|
||||
&cKF_ba_r_obj_w_yamishop,
|
||||
};
|
||||
static f32 start_idx[] = {
|
||||
1.0f,
|
||||
17.0f,
|
||||
17.0f,
|
||||
1.0f,
|
||||
};
|
||||
static f32 end_idx[] = {
|
||||
1.0f,
|
||||
17.0f,
|
||||
1.0f,
|
||||
17.0f,
|
||||
};
|
||||
static f32 framespeed[] = {
|
||||
0.0f,
|
||||
0.0f,
|
||||
0.5f,
|
||||
0.5f,
|
||||
};
|
||||
|
||||
BRSHOP_ACTOR* shop = (BRSHOP_ACTOR*)actor;
|
||||
|
||||
int isWinter = shop->structure_class.season == mTM_SEASON_WINTER;
|
||||
|
||||
cKF_SkeletonInfo_R_init(&shop->structure_class.keyframe, shop->structure_class.keyframe.skeleton,
|
||||
animation[isWinter], start_idx[type], end_idx[type], start_idx[type], framespeed[type],
|
||||
0.0f, 0, NULL);
|
||||
shop->structure_class.action_proc = process[type];
|
||||
shop->structure_class.action = type;
|
||||
}
|
||||
|
||||
static int aBRS_ctrl_light(STRUCTURE_ACTOR* shop) {
|
||||
int now_sec = Common_Get(time.now_sec);
|
||||
return !(now_sec < (64800) && now_sec >= (18000)) && (shop->action != 0);
|
||||
}
|
||||
|
||||
static void aBRS_actor_move(ACTOR* actor, GAME* game) {
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
STRUCTURE_ACTOR* shop = (STRUCTURE_ACTOR*)actor;
|
||||
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
|
||||
int bx1;
|
||||
int bz1;
|
||||
int bx2;
|
||||
int bz2;
|
||||
|
||||
mFI_Wpos2BlockNum(&bx1, &bz1, actor->world.position);
|
||||
mFI_Wpos2BlockNum(&bx2, &bz2, player->actor_class.world.position);
|
||||
|
||||
if ((mDemo_Check(mDemo_TYPE_SCROLL, &player->actor_class) == FALSE) &&
|
||||
(mDemo_Check(mDemo_TYPE_SCROLL2, &player->actor_class) == FALSE) &&
|
||||
(mDemo_Check(mDemo_TYPE_SCROLL3, &player->actor_class) == FALSE) && ((bx1 != bx2) || (bz1 != bz2))) {
|
||||
Actor_delete(actor);
|
||||
} else {
|
||||
f32 window;
|
||||
shop->keyframe_state = cKF_SkeletonInfo_R_play(&shop->keyframe);
|
||||
if ((shop->arg0 == 0) && (Actor_info_fgName_search(&play->actor_info, 0x2D, ACTOR_PART_NPC) != NULL)) {
|
||||
shop->arg0 = 1;
|
||||
}
|
||||
|
||||
shop->action_proc(shop, play);
|
||||
|
||||
window = (aBRS_ctrl_light(shop) != 0) ? 1.0f : 0.0f;
|
||||
chase_f(&shop->arg0_f, window, 0.019532442f);
|
||||
}
|
||||
}
|
||||
|
||||
static void aBRS_actor_init(ACTOR* actor, GAME* game) {
|
||||
mFI_SetFG_common(DUMMY_BROKER_SHOP, actor->home.position, 0);
|
||||
aBRS_actor_move(actor, game);
|
||||
actor->mv_proc = aBRS_actor_move;
|
||||
}
|
||||
Reference in New Issue
Block a user