Implement & link ac_npc_post_man

This commit is contained in:
Cuyler36
2025-05-25 07:07:31 -04:00
parent 821e8818d1
commit ce0aa347ee
5 changed files with 711 additions and 3 deletions
+1 -1
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@@ -1131,7 +1131,7 @@ config.libs = [
Object(Matching, "actor/npc/ac_npc_police.c"),
Object(NonMatching, "actor/npc/ac_npc_police2.c"),
Object(Matching, "actor/npc/ac_npc_post_girl.c"),
Object(NonMatching, "actor/npc/ac_npc_post_man.c"),
Object(Matching, "actor/npc/ac_npc_post_man.c"),
Object(Matching, "actor/npc/ac_npc_rcn_guide.c"),
Object(Matching, "actor/npc/ac_npc_rcn_guide2.c"),
Object(NonMatching, "actor/npc/ac_npc_restart.c"),
+26 -2
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@@ -2,12 +2,37 @@
#define AC_NPC_POST_MAN_H
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
enum {
aPMAN_BIRTH_PLAYER_HOUSE,
aPMAN_BIRTH_POST_OFFICE,
aPMAN_BIRTH_NUM
};
typedef struct npc_post_man_actor_s NPC_POST_MAN;
typedef void (*aPMAN_PROC)(NPC_POST_MAN* actor, GAME_PLAY* play);
struct npc_post_man_actor_s {
NPC_ACTOR npc_class;
aPMAN_PROC act_proc;
u8 action;
u8 next_action;
u8 post_office_direct;
s8 delivery_idx;
s8 move_idx;
s8 now_idx;
u8 cull_flag;
u8 talk_permit;
u8 talk_type;
f32 ground_y;
};
extern ACTOR_PROFILE Npc_Post_Man_Profile;
#ifdef __cplusplus
@@ -15,4 +40,3 @@ extern ACTOR_PROFILE Npc_Post_Man_Profile;
#endif
#endif
+121
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@@ -0,0 +1,121 @@
#include "ac_npc_post_man.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_house.h"
#include "ac_mailbox.h"
#include "m_melody.h"
enum {
aPMAN_ACT_ENTER,
aPMAN_ACT_BREAK,
aPMAN_ACT_HOVER,
aPMAN_ACT_LANDING,
aPMAN_ACT_KYORO,
aPMAN_ACT_TURN,
aPMAN_ACT_WALK,
aPMAN_ACT_DELIVERY_TURN,
aPMAN_ACT_DELIVERY,
aPMAN_ACT_TALK_TURN,
aPMAN_ACT_TALK_END_WAIT,
aPMAN_ACT_FLY_UP,
aPMAN_ACT_EXIT,
aPMAN_ACT_EXIT2,
aPMAN_ACT_NUM
};
static void aPMAN_actor_ct(ACTOR* actorx, GAME* game);
static void aPMAN_actor_dt(ACTOR* actorx, GAME* game);
static void aPMAN_actor_save(ACTOR* actorx, GAME* game);
static void aPMAN_actor_init(ACTOR* actorx, GAME* game);
static void aPMAN_actor_move(ACTOR* actorx, GAME* game);
static void aPMAN_actor_draw(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Post_Man_Profile = {
mAc_PROFILE_NPC_POST_MAN,
ACTOR_PART_NPC,
ACTOR_STATE_NO_MOVE_WHILE_CULLED,
SP_NPC_POST_MAN,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_POST_MAN),
aPMAN_actor_ct,
aPMAN_actor_dt,
aPMAN_actor_init,
mActor_NONE_PROC1,
aPMAN_actor_save,
};
// clang-format on
static void aPMAN_setupAction(NPC_POST_MAN* actor, GAME_PLAY* play, u8 action);
static s8 aPMAN_set_delivery_idx(NPC_POST_MAN* actor);
static s8 aPMAN_set_move_idx(NPC_POST_MAN* actor);
static void aPMAN_actor_ct(ACTOR* actorx, GAME* game) {
// clang-format off
static aNPC_ct_data_c ct_data = {
aPMAN_actor_move,
aPMAN_actor_draw,
aNPC_CT_SCHED_TYPE_NONE,
NULL,
NULL,
NULL,
1,
};
// clang-format on
static f32 start_Ypos[] = { 160.0f, 0.0f };
static u8 start_action[] = { aPMAN_ACT_ENTER, aPMAN_ACT_FLY_UP };
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
NPC_POST_MAN* actor = (NPC_POST_MAN*)actorx;
int type = actorx->actor_specific;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
actor->npc_class.collision.check_kind = aNPC_BG_CHECK_TYPE_NORMAL;
actor->npc_class.condition_info.hide_flg = FALSE;
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_TALK_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
actor->now_idx = 6;
actor->delivery_idx = aPMAN_set_delivery_idx(actor);
actor->move_idx = aPMAN_set_move_idx(actor);
actor->npc_class.palActorIgnoreTimer = -1;
actorx->status_data.weight = MASSTYPE_HEAVY;
actorx->world.position.y = start_Ypos[type] + mCoBG_GetBgY_AngleS_FromWpos(NULL, actorx->world.position, 0.0f);
actorx->shape_info.draw_shadow = TRUE;
if (type == aPMAN_BIRTH_PLAYER_HOUSE) {
int bx;
int bz;
int pbx;
int pbz;
mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_PLAYER);
actorx->block_x = bx;
actorx->block_z = bz;
mFI_BlockKind2BkNum(&pbx, &pbz, mRF_BLOCKKIND_POSTOFFICE);
actor->post_office_direct = bx < pbx ? 1 : 0;
}
aPMAN_setupAction(actor, (GAME_PLAY*)game, start_action[type]);
}
}
static void aPMAN_actor_save(ACTOR* actorx, GAME* game) {
mPO_delivery_all_address_proc();
NPC_CLIP->save_proc(actorx, game);
}
static void aPMAN_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aPMAN_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
#include "../src/actor/npc/ac_npc_post_man_anime.c_inc"
#include "../src/actor/npc/ac_npc_post_man_move.c_inc"
static void aPMAN_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
+29
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@@ -0,0 +1,29 @@
typedef struct {
int anim_idx;
int talk_flag;
} aPMAN_anime_info_c;
static void aPMAN_set_animation(NPC_POST_MAN* actor, u8 action) {
// clang-format off
static aPMAN_anime_info_c anime[] = {
{ aNPC_ANIM_FLY1, FALSE}, // aPMAN_ACT_ENTER
{ aNPC_ANIM_LANDING1, FALSE}, // aPMAN_ACT_BREAK
{ aNPC_ANIM_LANDING2, FALSE}, // aPMAN_ACT_HOVER
{ aNPC_ANIM_LANDING3, FALSE}, // aPMAN_ACT_LANDING
{ aNPC_ANIM_KYORO1, FALSE}, // aPMAN_ACT_KYORO
{ aNPC_ANIM_WALK1, FALSE}, // aPMAN_ACT_TURN
{ aNPC_ANIM_WALK1, FALSE}, // aPMAN_ACT_WALK
{ aNPC_ANIM_WALK1, FALSE}, // aPMAN_ACT_DELIVERY_TURN
{aNPC_ANIM_DELIVERY1, FALSE}, // aPMAN_ACT_DELIVERY
{ aNPC_ANIM_WALK1, FALSE}, // aPMAN_ACT_TALK_TURN
{ aNPC_ANIM_WAIT1, TRUE}, // aPMAN_ACT_TALK_END_WAIT
{ aNPC_ANIM_FLYAWAY1, FALSE}, // aPMAN_ACT_FLY_UP
{ aNPC_ANIM_FLY1, FALSE}, // aPMAN_ACT_EXIT
{ aNPC_ANIM_FLY1, FALSE}, // aPMAN_ACT_EXIT2
};
// clang-format on
aPMAN_anime_info_c* anime_p = &anime[action];
NPC_CLIP->animation_init_proc((ACTOR*)actor, anime_p->anim_idx, anime_p->talk_flag);
}
+534
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@@ -0,0 +1,534 @@
// clang-format off
static xyz_t aPMAN_move_pos[7] = {
{2172.0f, 0.0f, 1452.0f},
{2308.0f, 0.0f, 1452.0f},
{2172.0f, 0.0f, 1732.0f},
{2308.0f, 0.0f, 1732.0f},
{2180.0f, 0.0f, 1620.0f},
{2300.0f, 0.0f, 1620.0f},
{2240.0f, 0.0f, 1620.0f},
};
// clang-format on
// clang-format off
static xyz_t aPMAN_mailbox_pos[4] = {
{2140.0f, 0.0f, 1420.0f},
{2340.0f, 0.0f, 1420.0f},
{2140.0f, 0.0f, 1700.0f},
{2340.0f, 0.0f, 1700.0f},
};
// clang-format on
static void aPMAN_BGcheck(ACTOR* actorx) {
NPC_POST_MAN* actor = (NPC_POST_MAN*)actorx;
mCoBG_BgCheckControll(NULL, actorx, 8.0f, 0.0f, TRUE, mCoBG_REVERSE_TYPE_REVERSE, mCoBG_CHECK_TYPE_NORMAL);
actor->ground_y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actorx->world.position, 0.0f);
}
static void aPMAN_check_culling(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->cull_flag == TRUE) {
if ((actor->npc_class.actor_class.state_bitfield & ACTOR_STATE_NO_CULL) == 0) {
Actor_delete((ACTOR*)actor);
}
} else {
if (actor->action != aPMAN_ACT_ENTER) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
int bx;
int bz;
if (playerx != NULL && mFI_Wpos2BlockNum(&bx, &bz, playerx->world.position)) {
if (ABS(bx - actor->npc_class.actor_class.block_x) > 1 || ABS(bz - actor->npc_class.actor_class.block_z) > 1) {
Actor_delete((ACTOR*)actor);
}
}
}
}
}
static void aPMAN_talk_check(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->talk_permit == TRUE && mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)actor) == TRUE && !mDemo_Check_ListenAble()) {
aPMAN_setupAction(actor, play, aPMAN_ACT_TALK_TURN);
}
}
static void aPMAN_set_talk_info_talk_check(ACTOR* actorx) {
static f32 rnd_base[] = { 12.0f, 4.0f };
static int msg_no_base[] = { 0x08BF, 0x08CB };
NPC_POST_MAN* actor = (NPC_POST_MAN*)actorx;
int type;
int msg_no;
if (CLIP(aprilfool_control_clip) != NULL && !CLIP(aprilfool_control_clip)->talk_chk_proc(SP_NPC_POST_MAN)) {
msg_no = CLIP(aprilfool_control_clip)->get_msg_num_proc(SP_NPC_POST_MAN, TRUE);
} else {
type = actor->talk_type;
msg_no = msg_no_base[type] + RANDOM(rnd_base[type]);
}
mDemo_Set_msg_num(msg_no);
}
static void aPMAN_talk_request(NPC_POST_MAN* actor) {
if (actor->talk_permit == TRUE) {
ACTOR* actorx = (ACTOR*)actor;
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
mDemo_Request(mDemo_TYPE_TALK, actorx, aPMAN_set_talk_info_talk_check);
}
}
}
static int aPMAN_check_delivery(int arrange_idx) {
int delivery_flags = Save_Get(post_office).mail_recipient_flags;
int leaflet_flags = Save_Get(post_office).leaflet_recipient_flags.leaflet_flags;
int event_flags = Save_Get(post_office).leaflet_recipient_flags.event_flags;
int pl_no = mHS_get_pl_no(arrange_idx);
int ret = FALSE;
if (pl_no < PLAYER_NUM) {
if (!mEv_ArbeitPlayer(pl_no)) {
if (
// normal mail flags are set when mail is to be delivered, leaflet & event flags are set when mail IS delivered.
((delivery_flags >> arrange_idx) & 1) != 0 || // regular mail
((leaflet_flags >> arrange_idx) & 1) == 0 || // leaflet mail
((event_flags >> arrange_idx) & 1) == 0 // event mail
) {
ret = TRUE;
}
} else if ((delivery_flags >> arrange_idx) & 1) { // only regular mail during part-time job
ret = TRUE;
}
}
return ret;
}
static s8 aPMAN_set_delivery_idx(NPC_POST_MAN* actor) {
int idx = actor->delivery_idx;
if (idx != -1) {
mHm_hs_c* home = Save_GetPointer(homes[idx]);
int i;
for (i = idx; i < mHS_HOUSE_NUM; i++) {
if (!mPr_NullCheckPersonalID(&home->ownerID) && aPMAN_check_delivery(i) == TRUE) {
return i;
}
home++;
}
}
return -1;
}
static s8 aPMAN_set_move_idx(NPC_POST_MAN* actor) {
// clang-format off
static s8 move_idx[mHS_HOUSE_NUM][7] = {
{0, 0, 4, 4, 0, 1, 4},
{1, 1, 5, 5, 1, 1, 5},
{4, 5, 2, 2, 2, 2, 2},
{4, 5, 3, 3, 3, 3, 3},
};
// clang-format on
return move_idx[actor->delivery_idx][actor->now_idx];
}
static int aPMAN_search_angle(NPC_POST_MAN* actor) {
int idx = actor->move_idx;
s16 target_angle = search_position_angleY(&actor->npc_class.actor_class.world.position, &aPMAN_move_pos[idx]);
s16* angle_p = &actor->npc_class.actor_class.shape_info.rotation.y;
int ret = chase_angle(angle_p, target_angle, DEG2SHORT_ANGLE2(5.625f));
actor->npc_class.actor_class.world.angle.y = *angle_p;
return ret;
}
static void aPMAN_order_open_mailbox(NPC_POST_MAN* actor, GAME_PLAY* play) {
int idx = actor->delivery_idx;
ACTOR* mailbox = Actor_info_fgName_search(&play->actor_info, ACTOR_PROP_MAILBOX0 + idx, ACTOR_PART_ITEM);
if (mailbox != NULL) {
((MAILBOX_ACTOR*)mailbox)->req = aMBX_REQUEST_DELIVERY;
}
}
static void aPMAN_eff_wings(ACTOR* actorx) {
Kankyo* kankyo = &((GAME_PLAY*)gamePT)->kankyo;
ACTOR* wing_actor = (ACTOR*)kankyo->nature.arg;
if (actorx != wing_actor && actorx->unknown_b4 == TRUE) {
f32 dist = search_position_distanceXZ(&wing_actor->world.position, &actorx->world.position);
if (dist < 60.0f) {
s16 angle = search_position_angleY(&wing_actor->world.position, &actorx->world.position);
dist = (60.0f - dist) / 60.0f;
dist *= dist;
dist *= 20.0f;
actorx->position_speed.x += dist * sin_s(angle);
actorx->position_speed.z += dist * cos_s(angle);
}
}
}
static void aPMAN_enter(NPC_POST_MAN* actor, GAME_PLAY* play) {
static xyz_t landing_pos = { 2240.0f, 0.0f, 1620.0f };
xyz_t* pos_p = &actor->npc_class.actor_class.world.position;
{
s16 angle = search_position_angleY(pos_p, &landing_pos);
chase_angle(&actor->npc_class.actor_class.world.angle.y, angle, DEG2SHORT_ANGLE2(5.625f));
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.world.angle.y;
}
{
f32 dist = search_position_distanceXZ(pos_p, &landing_pos);
if (dist < 40.0f) {
aPMAN_setupAction(actor, play, aPMAN_ACT_BREAK);
}
}
{
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL) {
NPC_CLIP->set_head_request_act_proc((NPC_ACTOR*)actor, 3, aNPC_HEAD_TARGET_ACTOR, playerx, NULL);
}
}
}
static void aPMAN_break(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->npc_class.actor_class.world.position.y - actor->ground_y < 100.0f) {
aPMAN_setupAction(actor, play, aPMAN_ACT_HOVER);
}
}
static void aPMAN_hover(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->npc_class.actor_class.world.position.y - actor->ground_y < 40.0f) {
aPMAN_setupAction(actor, play, aPMAN_ACT_LANDING);
}
}
static void aPMAN_landing(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->npc_class.actor_class.bg_collision_check.result.on_ground) {
actor->npc_class.actor_class.speed = 0.0f;
actor->npc_class.movement.speed.acceleration = 0.0f;
actor->npc_class.movement.speed.deceleration = 0.0f;
}
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
u8 act = aPMAN_ACT_FLY_UP;
if (actor->delivery_idx != -1) {
act = aPMAN_ACT_TURN;
}
actor->next_action = act;
aPMAN_setupAction(actor, play, aPMAN_ACT_KYORO);
mEnv_unregist_nature(&play->kankyo, aPMAN_eff_wings);
}
}
static void aPMAN_kyoro(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
aPMAN_setupAction(actor, play, actor->next_action);
}
}
static void aPMAN_turn(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (aPMAN_search_angle(actor) == TRUE) {
actor->next_action = aPMAN_ACT_WALK;
aPMAN_setupAction(actor, play, aPMAN_ACT_KYORO);
}
}
static void aPMAN_walk(NPC_POST_MAN* actor, GAME_PLAY* play) {
int idx = actor->move_idx;
f32 dist;
aPMAN_search_angle(actor);
dist = search_position_distanceXZ(&actor->npc_class.actor_class.world.position, &aPMAN_move_pos[idx]);
if (ABS(dist) < 1.0f) {
actor->now_idx = actor->move_idx;
if (actor->delivery_idx != actor->now_idx) {
actor->move_idx = aPMAN_set_move_idx(actor);
} else {
aPMAN_setupAction(actor, play, aPMAN_ACT_DELIVERY_TURN);
}
}
}
static void aPMAN_delivery_turn(NPC_POST_MAN* actor, GAME_PLAY* play) {
int idx = actor->delivery_idx;
s16 target_angle = search_position_angleY(&actor->npc_class.actor_class.world.position, &aPMAN_mailbox_pos[idx]);
s16* angle_p = &actor->npc_class.actor_class.shape_info.rotation.y;
if (chase_angle(angle_p, target_angle, DEG2SHORT_ANGLE2(5.625f)) == TRUE) {
aPMAN_setupAction(actor, play, aPMAN_ACT_DELIVERY);
}
actor->npc_class.actor_class.world.angle.y = *angle_p;
}
static void aPMAN_delivery(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
u8 act = aPMAN_ACT_FLY_UP;
if (actor->delivery_idx != -1) {
actor->move_idx = aPMAN_set_move_idx(actor);
actor->next_action = aPMAN_ACT_TURN;
act = aPMAN_ACT_KYORO;
}
aPMAN_setupAction(actor, play, act);
}
}
static void aPMAN_talk_turn(NPC_POST_MAN* actor, GAME_PLAY* play) {
s16* angle_p = &actor->npc_class.actor_class.shape_info.rotation.y;
if (chase_angle(angle_p, actor->npc_class.actor_class.player_angle_y, DEG2SHORT_ANGLE2(5.625f)) == TRUE) {
aPMAN_setupAction(actor, play, aPMAN_ACT_TALK_END_WAIT);
}
actor->npc_class.actor_class.world.angle.y = *angle_p;
}
static void aPMAN_talk_end_wait(NPC_POST_MAN* actor, GAME_PLAY* play) {
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)actor) == FALSE) {
u8 act = aPMAN_ACT_TURN;
if (actor->delivery_idx == -1) {
act = aPMAN_ACT_KYORO;
}
aPMAN_setupAction(actor, play, act);
}
}
static void aPMAN_fly_up(NPC_POST_MAN* actor, GAME_PLAY* play) {
static u8 next_act_idx[] = { aPMAN_ACT_EXIT, aPMAN_ACT_EXIT2 };
cKF_FrameControl_c* fc = &actor->npc_class.draw.main_animation.keyframe.frame_control;
if (fc->current_frame >= 8.0f) {
if (cKF_FrameControl_passCheck_now(fc, 8.0f) == TRUE) {
actor->npc_class.actor_class.position_speed.y = 4.0f;
actor->npc_class.actor_class.max_velocity_y = -4.0f;
actor->npc_class.actor_class.gravity = 0.23f;
} else if (actor->npc_class.actor_class.position_speed.y < 0.0f) {
actor->npc_class.actor_class.max_velocity_y = 1.0f;
actor->npc_class.actor_class.gravity = 0.1f;
}
}
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
aPMAN_setupAction(actor, play, next_act_idx[actor->npc_class.actor_class.actor_specific]);
}
}
static void aPMAN_exit(NPC_POST_MAN* actor, GAME_PLAY* play) {
// clang-format off
static xyz_t exit_pos[] = {
{ 1280.0f, 0.0f, 1620.0f },
{ 3200.0f, 0.0f, 1620.0f },
};
// clang-format on
int idx = actor->post_office_direct;
int bx;
int bz;
{
xyz_t* pos_p = &actor->npc_class.actor_class.world.position;
s16 angle = search_position_angleY(pos_p, &exit_pos[idx]);
chase_angle(&actor->npc_class.actor_class.world.angle.y, angle, DEG2SHORT_ANGLE2(5.625f));
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.world.angle.y;
}
{
f32 height;
mFI_Wpos2BlockNum(&bx, &bz, actor->npc_class.actor_class.world.position);
if (actor->npc_class.actor_class.block_x != bx || actor->npc_class.actor_class.block_z != bz) {
actor->npc_class.actor_class.max_velocity_y = 1.0f;
} else {
height = actor->npc_class.actor_class.world.position.y - actor->ground_y;
if (height > 155.0f) {
actor->npc_class.actor_class.max_velocity_y = 0.0f;
}
if (height > 140.0f) {
actor->npc_class.movement.speed.max_speed = 2.0f;
actor->npc_class.movement.speed.acceleration = 0.2f;
actor->npc_class.movement.speed.deceleration = 0.2f;
}
}
}
}
static void aPMAN_clear_xz_spd(NPC_POST_MAN* 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 aPMAN_enter_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.actor_class.speed = 2.0f;
actor->npc_class.movement.speed.max_speed = 2.0f;
actor->npc_class.movement.speed.acceleration = 0.2f;
actor->npc_class.movement.speed.deceleration = 0.2f;
actor->npc_class.actor_class.max_velocity_y = 0.0f;
actor->npc_class.actor_class.gravity = 0.0f;
}
static void aPMAN_break_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_TALK_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
actor->npc_class.movement.speed.max_speed = 0.05f;
actor->npc_class.movement.speed.acceleration = 0.05f;
actor->npc_class.movement.speed.deceleration = 0.05f;
actor->npc_class.actor_class.max_velocity_y = -8.0f;
actor->npc_class.actor_class.gravity = 0.8f;
sAdo_OngenTrgStart(0x12B, &actor->npc_class.actor_class.world.position);
}
static void aPMAN_hover_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.actor_class.max_velocity_y = 0.0f;
actor->npc_class.actor_class.gravity = 0.5f;
mEnv_regist_nature(&play->kankyo, aPMAN_eff_wings, actor);
}
static void aPMAN_landing_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.actor_class.max_velocity_y = -14.0f;
actor->npc_class.actor_class.gravity = 1.4f;
}
static void aPMAN_kyoro_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.actor_class.max_velocity_y = -8.0f;
actor->npc_class.actor_class.gravity = 0.8f;
}
static void aPMAN_walk_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.movement.speed.max_speed = 1.0f;
actor->npc_class.movement.speed.acceleration = 0.1f;
actor->npc_class.movement.speed.deceleration = 0.1f;
}
static void aPMAN_delivery_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
aPMAN_clear_xz_spd(actor);
mPO_delivery_one_address(actor->delivery_idx);
aPMAN_order_open_mailbox(actor, play);
if (actor->delivery_idx < 3) {
actor->delivery_idx++;
actor->delivery_idx = aPMAN_set_delivery_idx(actor);
} else {
actor->delivery_idx = -1;
}
}
static void aPMAN_talk_end_wait_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->talk_type = 1;
mMld_ActorMakeMelody((ACTOR*)actor);
mDemo_Set_ListenAble();
}
static void aPMAN_fly_up_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
mEnv_regist_nature(&play->kankyo, aPMAN_eff_wings, actor);
aPMAN_clear_xz_spd(actor);
}
static void aPMAN_exit_init(NPC_POST_MAN* actor, GAME_PLAY* play) {
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_TALK_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
mEnv_unregist_nature(&play->kankyo, aPMAN_eff_wings);
actor->cull_flag = TRUE;
}
static void aPMAN_init_proc(NPC_POST_MAN* actor, GAME_PLAY* play, u8 action) {
// clang-format off
static aPMAN_PROC init_proc[] = {
aPMAN_enter_init,
aPMAN_break_init,
aPMAN_hover_init,
aPMAN_landing_init,
aPMAN_kyoro_init,
(aPMAN_PROC)aPMAN_clear_xz_spd,
aPMAN_walk_init,
(aPMAN_PROC)aPMAN_clear_xz_spd,
aPMAN_delivery_init,
(aPMAN_PROC)aPMAN_clear_xz_spd,
aPMAN_talk_end_wait_init,
aPMAN_fly_up_init,
aPMAN_exit_init,
aPMAN_exit_init,
};
// clang-format on
(*init_proc[action])(actor, play);
}
static void aPMAN_set_talk_permit(NPC_POST_MAN* actor, u8 action) {
// clang-format off
static u8 talk_permit[] = {
FALSE, // aPMAN_ACT_ENTER
FALSE, // aPMAN_ACT_BREAK
FALSE, // aPMAN_ACT_HOVER
FALSE, // aPMAN_ACT_LANDING
TRUE, // aPMAN_ACT_KYORO
TRUE, // aPMAN_ACT_TURN
TRUE, // aPMAN_ACT_WALK
FALSE, // aPMAN_ACT_DELIVERY_TURN
FALSE, // aPMAN_ACT_DELIVERY
FALSE, // aPMAN_ACT_TALK_TURN
FALSE, // aPMAN_ACT_TALK_END_WAIT
FALSE, // aPMAN_ACT_FLY_UP
FALSE, // aPMAN_ACT_EXIT
FALSE, // aPMAN_ACT_EXIT2
};
// clang-format on
actor->talk_permit = talk_permit[action];
}
static void aPMAN_setupAction(NPC_POST_MAN* actor, GAME_PLAY* play, u8 action) {
// clang-format off
static aPMAN_PROC process[] = {
aPMAN_enter,
aPMAN_break,
aPMAN_hover,
aPMAN_landing,
aPMAN_kyoro,
aPMAN_turn,
aPMAN_walk,
aPMAN_delivery_turn,
aPMAN_delivery,
aPMAN_talk_turn,
aPMAN_talk_end_wait,
aPMAN_fly_up,
aPMAN_exit,
(aPMAN_PROC)none_proc1,
};
// clang-format on
actor->action = action;
actor->act_proc = process[action];
aPMAN_set_animation(actor, action);
aPMAN_init_proc(actor, play, action);
aPMAN_set_talk_permit(actor, action);
}
static void aPMAN_actor_move(ACTOR* actorx, GAME* game) {
NPC_POST_MAN* actor = (NPC_POST_MAN*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
NPC_CLIP->move_before_proc(actorx, game);
aPMAN_BGcheck(actorx);
aPMAN_talk_check(actor, play);
actor->act_proc(actor, play);
NPC_CLIP->move_after_proc(actorx, game);
aPMAN_talk_request(actor);
aPMAN_check_culling(actor, play);
}