Implement & link ac_tak_stew, add all effects to enum

This commit is contained in:
Cuyler36
2024-03-04 19:30:45 -05:00
parent 7960c3cf40
commit d8ae38b5f0
7 changed files with 521 additions and 359 deletions
+28
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@@ -12,6 +12,34 @@ extern "C" {
typedef struct furniture_actor_s FTR_ACTOR;
enum {
aFTR_STATE_STOP,
aFTR_STATE_WAIT_PUSH,
aFTR_STATE_WAIT_PUSH2,
aFTR_STATE_WAIT_PUSH3,
aFTR_STATE_PUSH,
aFTR_STATE_WAIT_PULL,
aFTR_STATE_WAIT_PULL2,
aFTR_STATE_PULL,
aFTR_STATE_WAIT_LROTATE,
aFTR_STATE_LROTATE,
aFTR_STATE_WAIT_RROTATE,
aFTR_STATE_RROTATE,
aFTR_STATE_BIRTH_WAIT,
aFTR_STATE_BIRTH,
aFTR_STATE_BYE,
aFTR_STATE_DEATH,
aFTR_STATE_NUM
};
enum {
aFTR_CTR_TYPE_GAME,
aFTR_CTR_TYPE_GAME_PLAY,
aFTR_CTR_TYPE_NUM
};
enum {
aFTR_SHAPE_TYPEB_90, /* 2x1 (facing up)*/
aFTR_SHAPE_TYPEB_180, /* 2x1 [- *] */
+146 -29
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@@ -10,54 +10,171 @@ extern "C" {
#endif
enum effect_type {
eEC_EFFECT_SHOCK,
eEC_EFFECT_DUST,
eEC_EFFECT_MUKA,
eEC_EFFECT_WARAU,
/* TODO: finish */
eEC_EFFECT_CAR_SPARKLE = 90,
eEC_DOUZOU_LIGHT = 101,
eEC_HEM_LIGHT = 123,
eEC_EFFECT_NUM = 126
eEC_EFFECT_SHOCK,
eEC_EFFECT_DUST,
eEC_EFFECT_MUKA,
eEC_EFFECT_WARAU,
eEC_EFFECT_HA,
eEC_EFFECT_SIBUKI,
eEC_EFFECT_GIMONHU,
eEC_EFFECT_KANTANHU,
eEC_EFFECT_ASE,
eEC_EFFECT_ASE_CH,
eEC_EFFECT_KANGAERU,
eEC_EFFECT_OTIKOMI,
eEC_EFFECT_BURUBURU,
eEC_EFFECT_SIAWASE_HIKARI,
eEC_EFFECT_SIAWASE_HANA,
eEC_EFFECT_SIAWASE_HANA_CH,
eEC_EFFECT_TAKURAMI,
eEC_EFFECT_TAKURAMI_KIRA,
eEC_EFFECT_KAZE,
eEC_EFFECT_KAZE_HAPPA,
eEC_EFFECT_LOVELOVE,
eEC_EFFECT_LOVELOVE_HEART,
eEC_EFFECT_PUN,
eEC_EFFECT_PUN_YUGE,
eEC_EFFECT_PUN_SEKIMEN,
eEC_EFFECT_NAKU,
eEC_EFFECT_NAMIDA,
eEC_EFFECT_HIRAMEKI_DEN,
eEC_EFFECT_HIRAMEKI_HIKARI,
eEC_EFFECT_SITUREN,
eEC_EFFECT_ASE2,
eEC_EFFECT_DASH_ASIMOTO,
eEC_EFFECT_KONPU,
eEC_EFFECT_LOVELOVE2,
eEC_EFFECT_KPUN,
eEC_EFFECT_KISHA_KEMURI,
eEC_EFFECT_NEBOKE,
eEC_EFFECT_NEBOKE_AWA,
eEC_EFFECT_HANABI_YANAGI,
eEC_EFFECT_HANABI_BOTAN1,
eEC_EFFECT_HANABI_BOTAN2,
eEC_EFFECT_HANABI_HOSHI,
eEC_EFFECT_HANABI_SET,
eEC_EFFECT_HANABI_SWITCH,
eEC_EFFECT_FOOTPRINT,
eEC_EFFECT_TURN_FOOTPRINT,
eEC_EFFECT_BUBU,
eEC_EFFECT_TURN_ASIMOTO,
eEC_EFFECT_STRING,
eEC_EFFECT_YUKIHANE,
eEC_EFFECT_ANAHIKARI,
eEC_EFFECT_BUSH_HAPPA,
eEC_EFFECT_BUSH_YUKI,
eEC_EFFECT_TUMBLE,
eEC_EFFECT_TUMBLE_BODYPRINT,
eEC_EFFECT_SLIP,
eEC_EFFECT_TUMBLE_DUST,
eEC_EFFECT_SWING_NET,
eEC_EFFECT_AMI_MIZU,
eEC_EFFECT_MIZUTAMA,
eEC_EFFECT_YUKIDAMA,
eEC_EFFECT_KIKUZU,
eEC_EFFECT_SWING_AXE,
eEC_EFFECT_STEAM,
eEC_EFFECT_NIGHT15_MOON,
eEC_EFFECT_NIGHT13_MOON,
eEC_EFFECT_NEBOKE_AKUBI,
eEC_EFFECT_SLIP_FOOTPRINT,
eEC_EFFECT_WALK_ASIMOTO,
eEC_EFFECT_TURI_HAMON,
eEC_EFFECT_TURI_MIZU,
eEC_EFFECT_TURI_HANE0,
eEC_EFFECT_TURI_HANE1,
eEC_EFFECT_TURI_SUITEKI,
eEC_EFFECT_ONGEN,
eEC_EFFECT_IMPACT_STAR,
eEC_EFFECT_SANDSPLASH,
eEC_EFFECT_YOUNG_TREE,
eEC_EFFECT_SWING_ROD,
eEC_EFFECT_DOYON,
eEC_EFFECT_KAGU_HAPPA,
eEC_EFFECT_HANABI_DUMMY,
eEC_EFFECT_DIG_HOLE,
eEC_EFFECT_DIG_SCOOP,
eEC_EFFECT_DIG_MUD,
eEC_EFFECT_KIGAE,
eEC_EFFECT_KIGAE_LIGHT,
eEC_EFFECT_TAPE,
eEC_EFFECT_CLACKER,
eEC_EFFECT_KAMIFUBUKI,
eEC_EFFECT_CAR_BLIGHT,
eEC_EFFECT_TAMAIRE,
eEC_EFFECT_CAR_LIGHT,
eEC_EFFECT_RESET_HOLE,
eEC_EFFECT_GOKI,
eEC_EFFECT_HANABIRA,
eEC_EFFECT_WAIT_ASIMOTO,
eEC_EFFECT_OTOSIANA,
eEC_EFFECT_IKIGIRE,
eEC_EFFECT_YUKIDARUMA,
eEC_EFFECT_KYOUSOU_ONPU,
eEC_EFFECT_DOUZOU_LIGHT,
eEC_EFFECT_HALLOWEEN_SMOKE,
eEC_EFFECT_HALLOWEEN,
eEC_EFFECT_MOTIYUGE,
eEC_EFFECT_TABERU,
eEC_EFFECT_KASAMIZU,
eEC_EFFECT_KASAMIZUTAMA,
eEC_EFFECT_HANATIRI,
eEC_EFFECT_URANAI,
eEC_EFFECT_SUISOU_AWA,
eEC_EFFECT_BREAK_AXE,
eEC_EFFECT_YAJIRUSHI,
eEC_EFFECT_SOBA_YUGE,
eEC_EFFECT_FURO_YUGE,
eEC_EFFECT_SHOOTING,
eEC_EFFECT_SHOOTING_SET,
eEC_EFFECT_SHOOTING_KIRA,
eEC_EFFECT_COIN,
eEC_EFFECT_TENT_LAMP,
eEC_EFFECT_FLASH,
eEC_EFFECT_FLASHC,
eEC_EFFECT_KILLER,
eEC_EFFECT_MAKE_HEM,
eEC_EFFECT_MAKE_HEM_KIRA,
eEC_EFFECT_MAKE_HEM_LIGHT,
eEC_EFFECT_NUM
};
enum {
eEC_LIGHT_COLOR_DISABLED,
eEC_LIGHT_COLOR_INCREASING,
eEC_LIGHT_COLOR_MAXIMUM,
eEC_LIGHT_COLOR_DECREASING,
eEC_LIGHT_COLOR_DISABLED,
eEC_LIGHT_COLOR_INCREASING,
eEC_LIGHT_COLOR_MAXIMUM,
eEC_LIGHT_COLOR_DECREASING,
eEC_LIGHT_COLOR_NUM
eEC_LIGHT_COLOR_NUM
};
typedef void (*eEC_NAME2EFFECTMAKE_PROC)(int, xyz_t, int, short, GAME*, u16, s16, s16);
typedef void (*eEC_NAME2EFFECTKILL_PROC)(int,u16);
typedef void (*eEC_NAME2EFFECTKILL_PROC)(int, u16);
typedef void (*eEC_REGISTEFFECTLIGHT_PROC)(f32*, s16,s16,s16);
typedef void (*eEC_REGISTEFFECTLIGHT_PROC)(f32*, s16, s16, s16);
typedef int (*eEC_EFFECTLIGHTSTATUS_PROC)(rgba_t*, int*); // returns eEC_LIGHT_COLOR_*
typedef struct effect_control_clip_s {
/* 0x00 */ eEC_NAME2EFFECTMAKE_PROC effect_make_proc;
/* 0x04 */ eEC_NAME2EFFECTKILL_PROC effect_kill_proc;
/* 0x08 */ u8 _08[0x30 - 0x08];
/* 0x30 */ eEC_REGISTEFFECTLIGHT_PROC regist_effect_light;
/* 0x34 */ void* _34;
/* 0x38 */ void* _38;
/* 0x3C */ eEC_EFFECTLIGHTSTATUS_PROC effect_light_status;
/* 0x40 */ void* _40;
/* 0x44 */ void* _44;
/* 0x00 */ eEC_NAME2EFFECTMAKE_PROC effect_make_proc;
/* 0x04 */ eEC_NAME2EFFECTKILL_PROC effect_kill_proc;
/* 0x08 */ u8 _08[0x30 - 0x08];
/* 0x30 */ eEC_REGISTEFFECTLIGHT_PROC regist_effect_light;
/* 0x34 */ void* _34;
/* 0x38 */ void* _38;
/* 0x3C */ eEC_EFFECTLIGHTSTATUS_PROC effect_light_status;
/* 0x40 */ void* _40;
/* 0x44 */ void* _44;
} eEC_EffectControl_Clip_c;
typedef struct effect_control_s EFFECT_CONTROL_ACTOR;
struct effect_control_s {
ACTOR actor_class;
eEC_EffectControl_Clip_c clip;
ACTOR actor_class;
eEC_EffectControl_Clip_c clip;
};
extern ACTOR_PROFILE Effect_Control_Profile;
#ifdef __cplusplus
+1 -1
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@@ -105,7 +105,7 @@ static int aDOU_setEffect_sub(ACTOR* actor, GAME* game, int house_no, int color)
Matrix_Position(&ofs, &eff_pos);
/* Spawn effect */
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_DOUZOU_LIGHT, eff_pos, 1, 0, game, DOUZOU, color, 0);
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_EFFECT_DOUZOU_LIGHT, eff_pos, 1, 0, game, DOUZOU, color, 0);
Matrix_pull();
+6 -12
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@@ -1,15 +1,9 @@
static void aSCR_set_bgOffset(STRUCTURE_ACTOR* car, int offs) {
static mCoBG_OffsetTable_c height_table_ct[] = {
{ 0x64, 3, 3, 0, 3, 3, 1 },
{ 0x64, 3, 3, 3, 0, 3, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 },
{ 0x64, 3, 0, 3, 3, 3, 1 },
{ 0x64, 6, 3, 3, 3, 3, 0 },
{ 0x64, 3, 3, 3, 0, 3, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 },
{ 0x64, 3, 0, 3, 3, 3, 1 },
{ 0x64, 3, 3, 3, 3, 0, 1 }
};
static mCoBG_OffsetTable_c height_table_ct[] = { { 0x64, 3, 3, 0, 3, 3, 1 }, { 0x64, 3, 3, 3, 0, 3, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 }, { 0x64, 3, 0, 3, 3, 3, 1 },
{ 0x64, 6, 3, 3, 3, 3, 0 }, { 0x64, 3, 3, 3, 0, 3, 1 },
{ 0x64, 0, 0, 0, 0, 0, 0 }, { 0x64, 3, 0, 3, 3, 3, 1 },
{ 0x64, 3, 3, 3, 3, 0, 1 } };
static mCoBG_OffsetTable_c* height_table[] = { height_table_ct, height_table_ct };
@@ -63,7 +57,7 @@ static void aSCR_actor_move(ACTOR* actor, GAME* game) {
designer_common = (mEv_dsg_common_c*)mEv_get_common_area(mEv_EVENT_DESIGNER, FALSE);
if (designer_common != NULL && designer_common->button_presses >= 100) {
if (car->action <= 0) {
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_EFFECT_CAR_SPARKLE, actor->world.position, 1, 0, game,
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_EFFECT_CAR_BLIGHT, actor->world.position, 1, 0, game,
actor->npc_id, designer_common->_04 != 0, 0);
car->action = (int)(fqrand() * 3.0f) * 16 + 48;
} else {
+279 -307
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@@ -1,93 +1,88 @@
/* @unused static void aSHR_OngenTrgStart(SHRINE_ACTOR*, int?) */
static void aSHR_set_bgOffset(ACTOR* actorx, int table_idx) {
static mCoBG_OffsetTable_c height_table_ct[4][2] = {
{
{ 100, 1, 1, 1, 1, 1, 0 }, // X
{ 100, 1, 1, 1, 1, 1, 0 }, // Z
},
{
{ 100, 2, 2, 1, 1, 4, 0 },
{ 100, 2, 4, 1, 1, 2, 0 },
},
{
{ 100, 11, 11, 11, 11, 11, 0 },
{ 100, 11, 11, 11, 11, 11, 0 },
},
{
{ 100, 11, 11, 11, 11, 11, 0 },
{ 100, 11, 11, 11, 11, 11, 0 }
static mCoBG_OffsetTable_c height_table_ct[4][2] = { {
{ 100, 1, 1, 1, 1, 1, 0 }, // X
{ 100, 1, 1, 1, 1, 1, 0 }, // Z
},
{
{ 100, 2, 2, 1, 1, 4, 0 },
{ 100, 2, 4, 1, 1, 2, 0 },
},
{
{ 100, 11, 11, 11, 11, 11, 0 },
{ 100, 11, 11, 11, 11, 11, 0 },
},
{ { 100, 11, 11, 11, 11, 11, 0 },
{ 100, 11, 11, 11, 11, 11, 0 } } };
static mCoBG_OffsetTable_c* height_table[] = { (mCoBG_OffsetTable_c*)height_table_ct,
(mCoBG_OffsetTable_c*)height_table_ct };
static f32 addX[2] = { -20.0f, 20.0f };
static f32 addZ[4] = { 20.0f, -20.0f, -60.0f, -100.0f };
mCoBG_OffsetTable_c* height_table_p = (mCoBG_OffsetTable_c*)height_table[table_idx];
int i;
for (i = 0; i < 4; i++) {
xyz_t pos;
pos.z = actorx->home.position.z + addZ[i];
pos.x = actorx->home.position.x + addX[0];
mCoBG_SetPluss5PointOffset_file(pos, height_table_p[0], __FILE__, 238);
pos.x = actorx->home.position.x + addX[1];
mCoBG_SetPluss5PointOffset_file(pos, height_table_p[1], __FILE__, 242);
height_table_p += 2;
}
};
static mCoBG_OffsetTable_c* height_table[] = {
(mCoBG_OffsetTable_c*)height_table_ct,
(mCoBG_OffsetTable_c*)height_table_ct
};
static f32 addX[2] = { -20.0f, 20.0f };
static f32 addZ[4] = { 20.0f, -20.0f, -60.0f, -100.0f };
mCoBG_OffsetTable_c* height_table_p = (mCoBG_OffsetTable_c*)height_table[table_idx];
int i;
for (i = 0; i < 4; i++) {
xyz_t pos;
pos.z = actorx->home.position.z + addZ[i];
pos.x = actorx->home.position.x + addX[0];
mCoBG_SetPluss5PointOffset_file(pos, height_table_p[0], __FILE__, 238);
pos.x = actorx->home.position.x + addX[1];
mCoBG_SetPluss5PointOffset_file(pos, height_table_p[1], __FILE__, 242);
height_table_p += 2;
}
}
static int aSHR_talk_check(ACTOR* actorx, GAME_PLAY* play) {
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
SHRINE_ACTOR* shrine = (SHRINE_ACTOR*)actorx;
int res = FALSE;
if (aSHR_GET_CLIP()->hem_flag == TRUE) {
return FALSE;
}
PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
SHRINE_ACTOR* shrine = (SHRINE_ACTOR*)actorx;
int res = FALSE;
if (shrine->structure_class.arg2 == 0 && mDemo_Get_talk_actor() == NULL && player != NULL) {
s16 player_angle_y = search_position_angleY(&actorx->world.position, &player->actor_class.world.position);
if (ABS(player_angle_y - actorx->shape_info.rotation.y) < DEG2SHORT_ANGLE(22.5f)) {
res = TRUE;
if (aSHR_GET_CLIP()->hem_flag == TRUE) {
return FALSE;
}
}
return res;
if (shrine->structure_class.arg2 == 0 && mDemo_Get_talk_actor() == NULL && player != NULL) {
s16 player_angle_y = search_position_angleY(&actorx->world.position, &player->actor_class.world.position);
if (ABS(player_angle_y - actorx->shape_info.rotation.y) < DEG2SHORT_ANGLE(22.5f)) {
res = TRUE;
}
}
return res;
}
static void aSHR_set_talk_info(ACTOR* actorx) {
rgba_t window_color;
rgba_t window_color;
mDemo_Set_msg_num(0x1124);
mDemo_Set_camera(CAMERA2_PROCESS_NORMAL);
mDemo_Set_talk_display_name(FALSE);
mDemo_Set_ListenAble();
mDemo_Set_msg_num(0x1124);
mDemo_Set_camera(CAMERA2_PROCESS_NORMAL);
mDemo_Set_talk_display_name(FALSE);
mDemo_Set_ListenAble();
window_color.r = 205;
window_color.g = 80;
window_color.b = 40;
window_color.a = 255;
mDemo_Set_talk_window_color(&window_color);
window_color.r = 205;
window_color.g = 80;
window_color.b = 40;
window_color.a = 255;
mDemo_Set_talk_window_color(&window_color);
}
static int aSHR_ctrl_light() {
int res = FALSE;
int res = FALSE;
if (Common_Get(time.now_sec) < (6 * mTM_SECONDS_IN_HOUR) || Common_Get(time.now_sec) >= (18 * mTM_SECONDS_IN_HOUR)) {
res = TRUE;
}
if (Common_Get(time.now_sec) < (6 * mTM_SECONDS_IN_HOUR) ||
Common_Get(time.now_sec) >= (18 * mTM_SECONDS_IN_HOUR)) {
res = TRUE;
}
return res;
return res;
}
static void aSHR_Present_move_wait_init(aSHR_Present_c*);
@@ -95,307 +90,284 @@ static void aSHR_Present_move_wait(aSHR_Present_c*);
static void aSHR_Present_move_walk(aSHR_Present_c*);
static void aSHR_Present_ct(aSHR_Present_c* present) {
bzero(present, sizeof(aSHR_Present_c));
aSHR_Present_move_wait_init(present);
bzero(present, sizeof(aSHR_Present_c));
aSHR_Present_move_wait_init(present);
}
static void aSHR_Present_move(aSHR_Present_c* present, SHRINE_ACTOR* shrine, GAME_PLAY* play) {
(*present->move_proc)(present);
(*present->move_proc)(present);
if (present->move_proc == aSHR_Present_move_walk && present->finish_flag == FALSE) {
HANDOVERITEM_ACTOR* handOverItem = (HANDOVERITEM_ACTOR*)Actor_info_name_search(&play->actor_info, mAc_PROFILE_HANDOVERITEM, ACTOR_PART_BG);
if (present->move_proc == aSHR_Present_move_walk && present->finish_flag == FALSE) {
HANDOVERITEM_ACTOR* handOverItem =
(HANDOVERITEM_ACTOR*)Actor_info_name_search(&play->actor_info, mAc_PROFILE_HANDOVERITEM, ACTOR_PART_BG);
if (handOverItem != NULL) {
/* Move the 'handOverItem' actor's position to the location of our 'present' */
Matrix_push();
Matrix_translate(
shrine->structure_class.actor_class.world.position.x + present->trans.x,
shrine->structure_class.actor_class.world.position.y + present->trans.y,
shrine->structure_class.actor_class.world.position.z + present->trans.z,
0
);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
Matrix_get(&handOverItem->tools_class.matrix_work);
Matrix_pull();
handOverItem->tools_class.init_matrix = TRUE;
if (handOverItem != NULL) {
/* Move the 'handOverItem' actor's position to the location of our 'present' */
Matrix_push();
Matrix_translate(shrine->structure_class.actor_class.world.position.x + present->trans.x,
shrine->structure_class.actor_class.world.position.y + present->trans.y,
shrine->structure_class.actor_class.world.position.z + present->trans.z, 0);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
Matrix_get(&handOverItem->tools_class.matrix_work);
Matrix_pull();
handOverItem->tools_class.init_matrix = TRUE;
}
}
}
}
static void aSHR_Present_move_wait_init(aSHR_Present_c* present) {
present->move_proc = &aSHR_Present_move_wait;
present->move_proc = &aSHR_Present_move_wait;
}
static void aSHR_Present_move_wait(aSHR_Present_c* present) {
/* Do nothing */
/* Do nothing */
}
static const xyz_t aSHR_present_init_pos = { 2.0f, 40.0f, 10.0f }; // start
static const xyz_t aSHR_present_aim_pos = { 2.0f, 40.0f, 33.0f }; // goal
static const xyz_t aSHR_present_aim_pos = { 2.0f, 40.0f, 33.0f }; // goal
static void aSHR_Present_move_walk(aSHR_Present_c* present) {
f32 move = get_percent_forAccelBrake(present->percent, 0.0f, 1.0f, 0.15f, 0.15f);
present->percent += 0.012f;
Math3DInDivPos2(&aSHR_present_init_pos, &aSHR_present_aim_pos, &present->trans, move);
f32 move = get_percent_forAccelBrake(present->percent, 0.0f, 1.0f, 0.15f, 0.15f);
if (move >= 1.0f) {
present->finish_flag = TRUE;
}
present->percent += 0.012f;
Math3DInDivPos2(&aSHR_present_init_pos, &aSHR_present_aim_pos, &present->trans, move);
if (move >= 1.0f) {
present->finish_flag = TRUE;
}
}
static void aSHR_wait(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)shrine) == TRUE) {
mDemo_Set_ListenAble();
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK);
}
else if (aSHR_talk_check((ACTOR*)shrine, play)) {
mDemo_Request(mDemo_TYPE_TALK, (ACTOR*)shrine, &aSHR_set_talk_info);
}
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)shrine) == TRUE) {
mDemo_Set_ListenAble();
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK);
} else if (aSHR_talk_check((ACTOR*)shrine, play)) {
mDemo_Request(mDemo_TYPE_TALK, (ACTOR*)shrine, &aSHR_set_talk_info);
}
}
static void aSHR_talk(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
static u8 choume_str[FG_BLOCK_Z_NUM + 1] = { 'Q', 'A', 'B', 'C', 'D', 'E', 'F' };
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
int msg_no = 0x1128;
int action;
int condition;
int field_rank;
int bx;
int bz;
int good_field;
u8 acre_str[mIN_ITEM_NAME_LEN];
static u8 choume_str[FG_BLOCK_Z_NUM + 1] = { 'Q', 'A', 'B', 'C', 'D', 'E', 'F' };
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
int msg_no = 0x1128;
int action;
int condition;
int field_rank;
int bx;
int bz;
int good_field;
u8 acre_str[mIN_ITEM_NAME_LEN];
if (mMsg_Check_MainNormalContinue(msg_p)) {
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: /* How are things? */
{
condition = mFAs_GetFieldRank_Condition(&field_rank, &bx, &bz);
good_field = mFAs_CheckGoodField();
if (mMsg_Check_MainNormalContinue(msg_p)) {
switch (mChoice_Get_ChoseNum(mChoice_Get_base_window_p())) {
case mChoice_CHOICE0: /* How are things? */
{
condition = mFAs_GetFieldRank_Condition(&field_rank, &bx, &bz);
good_field = mFAs_CheckGoodField();
if (
field_rank == mFAs_FIELDRANK_SIX && /* Current field rank is 'perfect' */
good_field && /* Perfect town status achieved for long enough */
mSC_trophy_get(mSC_TROPHY_GOLDEN_AXE) == FALSE && /* Haven't already obtained the golden axe */
mLd_PlayerManKindCheck() == FALSE && /* Must be from this town */
mPr_GetPossessionItemIdx(Common_Get(now_private), EMPTY_NO) >= 0 && /* Must have a free inventory slot */
mEv_CheckFirstJob() == FALSE && /* Can't be doing the part-time job */
condition != mFAs_CONDITION_DUST_OVER /* No trash */
) {
msg_no = 0x2C50;
action = aSHR_ACTION_MAKE_HEM;
}
else if (condition != mFAs_CONDITION_NO_CASE) {
switch (condition) {
case mFAs_CONDITION_DUST_OVER:
msg_no = 0x2C4F;
break;
case mFAs_CONDITION_TREE_LESS:
msg_no = 0x2C45;
break;
case mFAs_CONDITION_TREE_OVER:
msg_no = 0x2C46;
break;
//case mFAs_CONDITION_GRASS_OVER:
default:
msg_no = 0x2C47;
break;
}
if (field_rank == mFAs_FIELDRANK_SIX && /* Current field rank is 'perfect' */
good_field && /* Perfect town status achieved for long enough */
mSC_trophy_get(mSC_TROPHY_GOLDEN_AXE) == FALSE && /* Haven't already obtained the golden axe */
mLd_PlayerManKindCheck() == FALSE && /* Must be from this town */
mPr_GetPossessionItemIdx(Common_Get(now_private), EMPTY_NO) >=
0 && /* Must have a free inventory slot */
mEv_CheckFirstJob() == FALSE && /* Can't be doing the part-time job */
condition != mFAs_CONDITION_DUST_OVER /* No trash */
) {
msg_no = 0x2C50;
action = aSHR_ACTION_MAKE_HEM;
} else if (condition != mFAs_CONDITION_NO_CASE) {
switch (condition) {
case mFAs_CONDITION_DUST_OVER:
msg_no = 0x2C4F;
break;
case mFAs_CONDITION_TREE_LESS:
msg_no = 0x2C45;
break;
case mFAs_CONDITION_TREE_OVER:
msg_no = 0x2C46;
break;
// case mFAs_CONDITION_GRASS_OVER:
default:
msg_no = 0x2C47;
break;
}
mFont_UnintToString(acre_str, sizeof(acre_str), bx, sizeof(acre_str), TRUE, FALSE, TRUE);
mMsg_Set_free_str(msg_p, mMsg_FREE_STR1, acre_str, sizeof(acre_str));
mMsg_Set_free_str(msg_p, mMsg_FREE_STR0, &choume_str[bz], 1);
action = aSHR_ACTION_TALK_END;
}
else {
msg_no = 0x2C4E - field_rank; /* Message is based on the field rank */
action = aSHR_ACTION_TALK_END;
mFont_UnintToString(acre_str, sizeof(acre_str), bx, sizeof(acre_str), TRUE, FALSE, TRUE);
mMsg_Set_free_str(msg_p, mMsg_FREE_STR1, acre_str, sizeof(acre_str));
mMsg_Set_free_str(msg_p, mMsg_FREE_STR0, &choume_str[bz], 1);
action = aSHR_ACTION_TALK_END;
} else {
msg_no = 0x2C4E - field_rank; /* Message is based on the field rank */
action = aSHR_ACTION_TALK_END;
}
mMsg_Set_continue_msg_num(msg_p, msg_no);
break;
}
case mChoice_CHOICE1: /* Apologize */
{
if (mSM_check_open_inventory_itemlist(mSM_IV_OPEN_SHRINE, 0)) {
shrine->structure_class.arg0 = 0;
action = aSHR_ACTION_TALK_GOMEN;
} else {
msg_no = 0x1127;
action = aSHR_ACTION_TALK_END;
}
mMsg_Set_continue_msg_num(msg_p, msg_no);
break;
}
default: /* 'What's this?', 'Nothing...' */
{
action = aSHR_ACTION_TALK_END;
break;
}
}
mMsg_Set_continue_msg_num(msg_p, msg_no);
break;
}
case mChoice_CHOICE1: /* Apologize */
{
if (mSM_check_open_inventory_itemlist(mSM_IV_OPEN_SHRINE, 0)) {
shrine->structure_class.arg0 = 0;
action = aSHR_ACTION_TALK_GOMEN;
if (action != -1) {
aSHR_setup_action(shrine, play, action);
}
else {
msg_no = 0x1127;
action = aSHR_ACTION_TALK_END;
}
mMsg_Set_continue_msg_num(msg_p, msg_no);
break;
}
default: /* 'What's this?', 'Nothing...' */
{
action = aSHR_ACTION_TALK_END;
break;
}
}
if (action != -1) {
aSHR_setup_action(shrine, play, action);
}
}
}
static void aSHR_talk_gomen(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
Submenu* submenu = &play->submenu;
int msg_no = -1;
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
Submenu* submenu = &play->submenu;
int msg_no = -1;
/* TODO: enums for whatever this is */
switch (shrine->structure_class.arg0) {
//default:
case 0:
{
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
mMsg_request_main_disappear_wait_type1(msg_p);
shrine->structure_class.arg0 = 1;
}
return;
/* TODO: enums for whatever this is */
switch (shrine->structure_class.arg0) {
// default:
case 0: {
if (mMsg_Check_MainNormalContinue(msg_p) == TRUE) {
mMsg_request_main_disappear_wait_type1(msg_p);
shrine->structure_class.arg0 = 1;
}
return;
}
case 1: {
if (mMsg_Check_main_wait(msg_p) == TRUE) {
mSM_open_submenu(submenu, mSM_OVL_INVENTORY, mSM_IV_OPEN_SHRINE, 0);
shrine->structure_class.arg0 = 2;
}
return;
}
case 2: {
u8 item_name[mIN_ITEM_NAME_LEN];
Submenu_Item_c* sm_item;
if (submenu->open_flag) {
return;
}
sm_item = submenu->item_p;
if (sm_item->item == EMPTY_NO) {
mMsg_request_main_forceoff();
} else if (mQst_CheckNpcExistbyItemIdx(sm_item->slot_no, mQst_CHECK_NPC_RECEIPIENT)) {
msg_no = 0x1129;
} else if (mQst_CheckNpcExistbyItemIdx(sm_item->slot_no, mQst_CHECK_NPC_SENDER)) {
msg_no = 0x112A;
} else if (mQst_CheckFirstJobQuestbyItemIdx(sm_item->slot_no)) {
msg_no = 0x112A;
} else {
mIN_copy_name_str(item_name, sm_item->item);
mMsg_Set_free_str_art(msg_p, mMsg_FREE_STR0, item_name, mIN_ITEM_NAME_LEN,
mIN_get_item_article(sm_item->item));
msg_no = 0x112B;
mQst_ClearQuestbyPossessionIdx(sm_item->slot_no);
mPr_SetPossessionItem(Common_Get(now_private), sm_item->slot_no, EMPTY_NO, mPr_ITEM_COND_NORMAL);
}
if (msg_no != -1) {
mMsg_Set_ForceNext(msg_p);
mMsg_request_main_appear_wait_type1(msg_p);
mMsg_Set_continue_msg_num(msg_p, msg_no);
}
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK_END);
shrine->structure_class.arg0 = 0;
break;
}
}
case 1:
{
if (mMsg_Check_main_wait(msg_p) == TRUE) {
mSM_open_submenu(submenu, mSM_OVL_INVENTORY, mSM_IV_OPEN_SHRINE, 0);
shrine->structure_class.arg0 = 2;
}
return;
}
case 2:
{
u8 item_name[mIN_ITEM_NAME_LEN];
Submenu_Item_c* sm_item;
if (submenu->open_flag) {
return;
}
sm_item = submenu->item_p;
if (sm_item->item == EMPTY_NO) {
mMsg_request_main_forceoff();
}
else if (mQst_CheckNpcExistbyItemIdx(sm_item->slot_no, mQst_CHECK_NPC_RECEIPIENT)) {
msg_no = 0x1129;
}
else if (mQst_CheckNpcExistbyItemIdx(sm_item->slot_no, mQst_CHECK_NPC_SENDER)) {
msg_no = 0x112A;
}
else if (mQst_CheckFirstJobQuestbyItemIdx(sm_item->slot_no)) {
msg_no = 0x112A;
}
else {
mIN_copy_name_str(item_name, sm_item->item);
mMsg_Set_free_str_art(msg_p, mMsg_FREE_STR0, item_name, mIN_ITEM_NAME_LEN, mIN_get_item_article(sm_item->item));
msg_no = 0x112B;
mQst_ClearQuestbyPossessionIdx(sm_item->slot_no);
mPr_SetPossessionItem(Common_Get(now_private), sm_item->slot_no, EMPTY_NO, mPr_ITEM_COND_NORMAL);
}
if (msg_no != -1) {
mMsg_Set_ForceNext(msg_p);
mMsg_request_main_appear_wait_type1(msg_p);
mMsg_Set_continue_msg_num(msg_p, msg_no);
}
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK_END);
shrine->structure_class.arg0 = 0;
break;
}
}
}
static void aSHR_make_hem_init(SHRINE_ACTOR* shrine) {
mDemo_Set_talk_return_demo_wait(TRUE);
mPlib_Set_able_force_speak_label((ACTOR*)shrine);
mDemo_Set_talk_return_demo_wait(TRUE);
mPlib_Set_able_force_speak_label((ACTOR*)shrine);
}
static void aSHR_make_hem(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
if (shrine->structure_class.actor_class.parent_actor == NULL) {
if (
mMsg_Check_MainDisappear(mMsg_Get_base_window_p()) &&
Common_Get(clip).npc_clip != NULL &&
Common_Get(clip).npc_clip->setupActor_proc != NULL
) {
int made_hem = (*Common_Get(clip).npc_clip->setupActor_proc)(play, SP_NPC_HEM, -1, -1, -1, shrine->structure_class.actor_class.block_x, shrine->structure_class.actor_class.block_z, 7, 8);
if (shrine->structure_class.actor_class.parent_actor == NULL) {
if (mMsg_Check_MainDisappear(mMsg_Get_base_window_p()) && Common_Get(clip).npc_clip != NULL &&
Common_Get(clip).npc_clip->setupActor_proc != NULL) {
int made_hem = (*Common_Get(clip).npc_clip->setupActor_proc)(
play, SP_NPC_HEM, -1, -1, -1, shrine->structure_class.actor_class.block_x,
shrine->structure_class.actor_class.block_z, 7, 8);
if (made_hem == TRUE) {
ACTOR* hem_actor = Actor_info_fgName_search(&play->actor_info, SP_NPC_HEM, ACTOR_PART_NPC);
if (made_hem == TRUE) {
ACTOR* hem_actor = Actor_info_fgName_search(&play->actor_info, SP_NPC_HEM, ACTOR_PART_NPC);
if (hem_actor != NULL) {
xyz_t pos = shrine->structure_class.actor_class.world.position;
hem_actor->parent_actor = (ACTOR*)shrine;
aSHR_GET_CLIP()->hem_flag = TRUE;
Common_Set(hem_visible, FALSE);
pos.z += mFI_UT_WORLDSIZE_Z_F;
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_HEM_LIGHT, pos, 2, 0, (GAME*)play, 0xFFFF, 1, 0);
mSC_trophy_set(mSC_TROPHY_GOLDEN_AXE);
mFAs_ClearGoodField(); /* Only one player can get it at a time */
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK_END);
if (hem_actor != NULL) {
xyz_t pos = shrine->structure_class.actor_class.world.position;
if (mPlib_Check_able_force_speak_label((GAME*)play, (ACTOR*)shrine)) {
mPlib_Set_able_force_speak_label(hem_actor);
}
hem_actor->parent_actor = (ACTOR*)shrine;
aSHR_GET_CLIP()->hem_flag = TRUE;
Common_Set(hem_visible, FALSE);
pos.z += mFI_UT_WORLDSIZE_Z_F;
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_EFFECT_MAKE_HEM, pos, 2, 0, (GAME*)play,
0xFFFF, 1, 0);
mSC_trophy_set(mSC_TROPHY_GOLDEN_AXE);
mFAs_ClearGoodField(); /* Only one player can get it at a time */
aSHR_setup_action(shrine, play, aSHR_ACTION_TALK_END);
if (mPlib_Check_able_force_speak_label((GAME*)play, (ACTOR*)shrine)) {
mPlib_Set_able_force_speak_label(hem_actor);
}
}
}
}
}
}
}
}
static void aSHR_talk_end(SHRINE_ACTOR* shrine, GAME_PLAY* play) {
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)shrine) == FALSE) {
aSHR_setup_action(shrine, play, aSHR_ACTION_WAIT);
}
if (mDemo_Check(mDemo_TYPE_TALK, (ACTOR*)shrine) == FALSE) {
aSHR_setup_action(shrine, play, aSHR_ACTION_WAIT);
}
}
typedef void (*aSHR_PROC)(SHRINE_ACTOR*, GAME_PLAY*);
typedef void (*aSHR_INIT_PROC)(SHRINE_ACTOR*);
static void aSHR_setup_action(SHRINE_ACTOR* shrine, GAME_PLAY* play, int action) {
static aSHR_INIT_PROC init_proc[aSHR_ACTION_NUM] = {
NULL,
NULL,
NULL,
&aSHR_make_hem_init,
NULL
};
static aSHR_INIT_PROC init_proc[aSHR_ACTION_NUM] = { NULL, NULL, NULL, &aSHR_make_hem_init, NULL };
static aSHR_PROC process[aSHR_ACTION_NUM] = {
&aSHR_wait,
&aSHR_talk,
&aSHR_talk_gomen,
&aSHR_make_hem,
&aSHR_talk_end
};
static aSHR_PROC process[aSHR_ACTION_NUM] = { &aSHR_wait, &aSHR_talk, &aSHR_talk_gomen, &aSHR_make_hem,
&aSHR_talk_end };
if (init_proc[action] != NULL) {
(*init_proc[action])(shrine);
}
if (init_proc[action] != NULL) {
(*init_proc[action])(shrine);
}
shrine->structure_class.action_proc = (aSTR_MOVE_PROC)process[action];
shrine->structure_class.action = action;
shrine->structure_class.action_proc = (aSTR_MOVE_PROC)process[action];
shrine->structure_class.action = action;
}
static void aSHR_actor_move(ACTOR* actorx, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
SHRINE_ACTOR* shrine = (SHRINE_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
SHRINE_ACTOR* shrine = (SHRINE_ACTOR*)actorx;
(*(aSHR_PROC)shrine->structure_class.action_proc)(shrine, play);
aSHR_Present_move(&aSHR_present, shrine, play);
sAdo_OngenPos((u32)actorx, 0x5A, &actorx->world.position);
(*(aSHR_PROC)shrine->structure_class.action_proc)(shrine, play);
aSHR_Present_move(&aSHR_present, shrine, play);
sAdo_OngenPos((u32)actorx, 0x5A, &actorx->world.position);
}
static void aSHR_actor_init(ACTOR* actorx, GAME* game) {
mFI_SetFG_common(DUMMY_SHRINE, actorx->home.position, FALSE);
aSHR_actor_move(actorx, game);
actorx->mv_proc = &aSHR_actor_move;
mFI_SetFG_common(DUMMY_SHRINE, actorx->home.position, FALSE);
aSHR_actor_move(actorx, game);
actorx->mv_proc = &aSHR_actor_move;
}
+2 -1
View File
@@ -4,6 +4,7 @@
#include "m_rcp.h"
#include "m_play.h"
#include "m_common_data.h"
#include "audio.h"
static u16 fFTR_myhome_off_pal_table[][16] = {
// clang-format off
@@ -126,6 +127,7 @@ static Gfx* fFTR_GetTwoTileGfx(int width0, int height0, int scroll_x0, int scrol
*/
#include "../src/ftr/ac_famicom_common.c"
#include "../src/ftr/ac_tak_stew.c"
// #include "../src/ftr/ac_sum_hal_chest02.c"
// #include "../src/ftr/ac_sum_clchest03.c"
@@ -816,4 +818,3 @@ static Gfx* fFTR_GetTwoTileGfx(int width0, int height0, int scroll_x0, int scrol
// #include "../src/ftr/ac_nog_cornucopia.c"
// #include "../src/ftr/ac_nog_gong.c"
// #include "../src/ftr/ac_tak_noise.c"
// #include "../src/ftr/ac_tak_stew.c"
+59 -9
View File
@@ -1,17 +1,66 @@
static void fTSW_ct(FTR_ACTOR* ftr_actor, u8* data);
static void fTSW_mv(FTR_ACTOR* ftr_actor, ACTOR* my_room_actor, GAME* game, u8* data);
static void fTSW_dw(FTR_ACTOR* ftr_actor, ACTOR* my_room_actor, GAME* game, u8* data);
static void fTSW_dt(FTR_ACTOR* ftr_actor, u8* data);
static void fTSW_ct(FTR_ACTOR* ftr_actor, u8* data) {
// nothing
}
static void fTSW_mv(FTR_ACTOR* ftr_actor, ACTOR* my_room_actor, GAME* game, u8* data) {
GAME_PLAY* play = (GAME_PLAY*)game;
if (ftr_actor->state != aFTR_STATE_BIRTH && ftr_actor->state != aFTR_STATE_BYE &&
ftr_actor->state != aFTR_STATE_DEATH && ftr_actor->state != aFTR_STATE_BIRTH_WAIT) {
u32 frame = play->game_frame;
sAdo_OngenPos((u32)ftr_actor, 0x54, &ftr_actor->position);
if ((frame & 7) == 0) {
xyz_t effect_pos = ftr_actor->position;
effect_pos.y += 15.0f;
(*Common_Get(clip).effect_clip->effect_make_proc)(eEC_EFFECT_SOBA_YUGE, effect_pos, 1, 0, game, RSV_NO, 10,
0);
}
}
}
static void fTSW_dt(FTR_ACTOR* ftr_actor, u8* data) {
// nothing
}
extern u8 int_tak_stew_a1_tex[];
extern u8 int_tak_stew_a2_tex_rgb_ci4[];
static u8* fTSW_texture_table[] = { int_tak_stew_a1_tex, int_tak_stew_a2_tex_rgb_ci4 };
extern Gfx int_tak_stew_nabe_on_model[];
extern Gfx int_tak_stew_nabe_onT_model[];
extern Gfx int_tak_stew_a1T_model[];
static void fTSW_dw(FTR_ACTOR* ftr_actor, ACTOR* my_room_actor, GAME* game, u8* data) {
GAME_PLAY* play = (GAME_PLAY*)game;
u32 ctr_ofs;
if (ftr_actor->ctr_type == aFTR_CTR_TYPE_GAME_PLAY) {
ctr_ofs = play->game_frame;
} else {
ctr_ofs = game->frame_counter;
}
OPEN_DISP(game->graph);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_8, fTSW_texture_table[(ctr_ofs / 6) & 1]);
gSPDisplayList(NEXT_POLY_OPA_DISP, int_tak_stew_nabe_on_model);
gSPDisplayList(NEXT_POLY_OPA_DISP, int_tak_stew_nabe_onT_model);
gSPDisplayList(NEXT_POLY_OPA_DISP, int_tak_stew_a1T_model);
CLOSE_DISP(game->graph);
}
static aFTR_vtable_c fTSW_func = {
&fTSW_ct,
&fTSW_mv,
&fTSW_dw,
&fTSW_dt,
NULL,
&fTSW_ct, &fTSW_mv, &fTSW_dw, &fTSW_dt, NULL,
};
aFTR_PROFILE iam_tak_stew = {
// clang-format off
NULL,
NULL,
NULL,
@@ -29,4 +78,5 @@ aFTR_PROFILE iam_tak_stew = {
0,
0,
&fTSW_func,
// clang-format on
};