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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link ac_harvest_npc1
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+1
-1
@@ -1104,7 +1104,7 @@ config.libs = [
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Object(Matching, "actor/npc/ac_hanami_npc0.c"),
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Object(Matching, "actor/npc/ac_hanami_npc1.c"),
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Object(Matching, "actor/npc/ac_harvest_npc0.c"),
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Object(NonMatching, "actor/npc/ac_harvest_npc1.c"),
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Object(Matching, "actor/npc/ac_harvest_npc1.c"),
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Object(Matching, "actor/npc/ac_hatumode_npc0.c"),
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Object(Matching, "actor/npc/ac_kamakura_npc0.c"),
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Object(Matching, "actor/npc/ac_normal_npc.c"),
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@@ -0,0 +1,97 @@
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#include "ac_harvest_npc1.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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typedef struct npc_harvest_npc1_actor_s NPC_HARVEST_NPC1_ACTOR;
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typedef void (*aHT1_PROC)(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play);
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typedef struct npc_harvest_npc1_actor_s {
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NPC_ACTOR actor;
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int _994;
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int _998;
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aHT1_PROC _99C;
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} NPC_HARVEST_NPC1_ACTOR;
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static void aHT1_actor_ct(ACTOR* actorx, GAME* game);
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static void aHT1_actor_dt(ACTOR* actorx, GAME* game);
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static void aHT1_actor_init(ACTOR* actorx, GAME* game);
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static void aHT1_actor_save(ACTOR* actorx, GAME* game);
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static void aHT1_actor_move(ACTOR* actorx, GAME* game);
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static void aHT1_actor_draw(ACTOR* actorx, GAME* game);
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static BOOL aHT1_talk_init(ACTOR* actorx, GAME* game);
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static BOOL aHT1_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aHT1_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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static void aHT1_talk_request(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Harvest_Npc1_Profile = {
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mAc_PROFILE_HARVEST_NPC1,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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EMPTY_NO,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_HARVEST_NPC1_ACTOR),
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aHT1_actor_ct,
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aHT1_actor_dt,
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aHT1_actor_init,
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mActor_NONE_PROC1,
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aHT1_actor_save
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};
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// clang-format on
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static void aHT1_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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aHT1_actor_move,
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aHT1_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aHT1_talk_request,
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aHT1_talk_init,
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aHT1_talk_end_chk
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};
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// clang-format on
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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actor->actor.actor_class.world.position.x += 20.f;
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actor->actor.schedule.schedule_proc = aHT1_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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static void aHT1_actor_save(ACTOR* actorx, GAME* game) {
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NPC_CLIP->save_proc(actorx, game);
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}
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static void aHT1_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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}
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static void aHT1_actor_init(ACTOR* actorx, GAME* game) {
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NPC_CLIP->init_proc(actorx, game);
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}
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static void aHT1_set_animation(ACTOR* actorx, int index) {
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static int animeSeqNo[] = { 5, 1 };
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NPC_CLIP->animation_init_proc(actorx, animeSeqNo[index], FALSE);
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}
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static void aHT1_actor_move(ACTOR* actorx, GAME* game) {
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NPC_CLIP->move_proc(actorx, game);
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}
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static s16 aHT1_GetDefaultAngle() {
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return 0;
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}
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static void aHT1_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_harvest_npc1.c_inc"
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@@ -0,0 +1,138 @@
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static void aHT1_set_request_act(NPC_ACTOR* actorx) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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actor->actor.request.act_priority = 4;
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actor->actor.request.act_idx = aNPC_ACT_SPECIAL;
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actor->actor.request.act_type = aNPC_ACT_TYPE_SEARCH;
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}
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static void aHT1_wait(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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if (actor->actor.draw.main_animation_state == cKF_STATE_CONTINUE) {
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if (actor->actor.draw.loop_flag == FALSE) {
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actor->actor.action.step = -1;
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} else {
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actor->actor.draw.loop_flag--;
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}
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}
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}
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static void aHT1_to_default(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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if (actor->actor.actor_class.shape_info.rotation.y == aHT1_GetDefaultAngle(actor)) {
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actor->_998 = 0;
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actor->actor.action.step = -1;
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}
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actor->actor.actor_class.world.angle.y = actor->actor.actor_class.shape_info.rotation.y;
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}
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static void aHT1_setupAction(NPC_ACTOR* actorx, int index) {
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static aHT1_PROC process[] = { aHT1_wait, aHT1_to_default };
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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actor->actor.action.step = 0;
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actor->_994 = index;
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actor->_99C = process[index];
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aHT1_set_animation(&actorx->actor_class, index);
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}
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static void aHT1_act_chg_data_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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actor->actor.action.act_obj = aNPC_ACT_OBJ_PLAYER;
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}
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static void aHT1_act_init_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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aHT1_setupAction(&actor->actor, 1);
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}
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static void aHT1_act_main_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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actor->_99C(actor, play);
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}
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static void aHT1_act_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int index) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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static aHT1_PROC act_proc[] = { aHT1_act_init_proc, aHT1_act_chg_data_proc, aHT1_act_main_proc };
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act_proc[index](actor, play);
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}
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static void aHT1_think_main_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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if (actor->actor.action.step == (u8)-1) {
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switch (actor->actor.action.idx) {
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case 22: {
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if (actor->_998 != -1) {
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aHT1_setupAction(&actor->actor, actor->_998);
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actor->_998 = -1;
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}
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actor->actor.condition_info.demo_flg =
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aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV;
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actor->actor.collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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} break;
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case 8: {
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actor->actor.movement.mv_angl = aHT1_GetDefaultAngle(actor);
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aHT1_set_request_act(&actor->actor);
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actor->actor.condition_info.demo_flg =
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aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV;
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actor->actor.collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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} break;
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}
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}
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}
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static void aHT1_think_init_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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actor->actor.think.interrupt_flags = 0;
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actor->actor.action.act_proc = aHT1_act_proc;
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aHT1_set_request_act(&actor->actor);
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}
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static void aHT1_think_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int index) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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static aHT1_PROC think_proc[] = { aHT1_think_init_proc, aHT1_think_main_proc };
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think_proc[index](actor, play);
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}
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static void aHT1_schedule_init_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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int id = actor->actor.actor_class.npc_id - SP_NPC_EV_HARVEST_0;
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actor->actor.think.think_proc = aHT1_think_proc;
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actor->actor.condition_info.hide_request = 0;
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actor->actor.palActorIgnoreTimer = -1;
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actor->_998 = -1;
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actor->actor.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV;
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actor->actor.actor_class.status_data.weight = MASSTYPE_HEAVY;
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actor->actor.actor_class.shape_info.rotation.y = aHT1_GetDefaultAngle();
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actor->actor.actor_class.world.angle.y = aHT1_GetDefaultAngle();
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actor->actor.movement.mv_angl = aHT1_GetDefaultAngle();
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NPC_CLIP->think_proc(actorx, play, 9, 0);
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}
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static void aHT1_schedule_main_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
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if (NPC_CLIP->think_proc(actorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT) == FALSE) {
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NPC_CLIP->think_proc(actorx, play, -1, aNPC_THINK_TYPE_MAIN);
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}
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}
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static void aHT1_schedule_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int proc) {
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static aNPC_SUB_PROC sche_proc[] = { aHT1_schedule_init_proc, aHT1_schedule_main_proc };
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sche_proc[proc](actorx, play);
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}
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static void aHT1_set_talk_info(ACTOR* actorx) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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static int msg_base[] = { 0x3CA4, 0x3CC3, 0x3C47, 0x3C66, 0x3C85, 0x3CE2 };
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int looks = mNpc_GetNpcLooks(actorx);
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mDemo_Set_msg_num(RANDOM(3) + msg_base[looks]);
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}
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static void aHT1_talk_request(ACTOR* actorx, GAME* game) {
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mDemo_Request(7, actorx, aHT1_set_talk_info);
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}
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static BOOL aHT1_talk_init(ACTOR* actorx, GAME* game) {
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mDemo_Set_ListenAble();
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return TRUE;
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}
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static BOOL aHT1_talk_end_chk(ACTOR* actorx, GAME* game) {
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NPC_HARVEST_NPC1_ACTOR* actor = (NPC_HARVEST_NPC1_ACTOR*)actorx;
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BOOL ret = FALSE;
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if (mDemo_Check(7, actorx) == FALSE) {
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ret = TRUE;
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}
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return ret;
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}
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