mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_npc_conv_master
This commit is contained in:
+1
-1
@@ -1101,7 +1101,7 @@ config.libs = [
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Object(NonMatching, "actor/npc/ac_normal_npc.c"),
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Object(NonMatching, "actor/npc/ac_npc.c"),
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Object(NonMatching, "actor/npc/ac_npc2.c"),
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Object(NonMatching, "actor/npc/ac_npc_conv_master.c"),
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Object(Matching, "actor/npc/ac_npc_conv_master.c"),
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Object(Matching, "actor/npc/ac_npc_curator.c"),
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Object(NonMatching, "actor/npc/ac_npc_depart_master.c"),
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Object(Matching, "actor/npc/ac_npc_engineer.c"),
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@@ -3,11 +3,26 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_npc.h"
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#include "m_mail_password_check.h"
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#include "m_private.h"
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#include "ac_npc_shop_common.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum aNCM_zone {
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aNCM_ZONE_0,
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aNCM_ZONE_1,
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aNCM_ZONE_2,
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aNCM_ZONE_3,
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aNCM_ZONE_NUM
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};
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typedef NPC_SHOP_COMMON_ACTOR NPC_CONV_MASTER_ACTOR;
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extern ACTOR_PROFILE Npc_Conv_Master_Profile;
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#ifdef __cplusplus
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@@ -15,4 +30,3 @@ extern ACTOR_PROFILE Npc_Conv_Master_Profile;
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#endif
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#endif
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@@ -0,0 +1,102 @@
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#include "ac_npc_conv_master.h"
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#include "m_shop.h"
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#include "m_common_data.h"
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#include "m_font.h"
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#include "m_msg.h"
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#include "m_private.h"
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#include "m_string.h"
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#include "m_actor_type.h"
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#include "m_player_lib.h"
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#include "m_mail_password_check.h"
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#include "m_actor.h"
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#include "m_actor_type.h"
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#include "m_camera2.h"
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#include "m_house.h"
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#include "m_melody.h"
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#include "m_scene.h"
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#include "m_collision_bg.h"
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#include "m_demo.h"
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#include "m_player.h"
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#include "m_bgm.h"
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#include "ac_npc.h"
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#include "ac_uki.h"
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#include "ac_npc_anim_def.h"
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void aNCM_actor_ct(ACTOR* conv_master, GAME* game);
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void aNCM_actor_dt(ACTOR* actorx, GAME* game);
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void aNCM_actor_move(ACTOR* actorx, GAME* game);
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void aNCM_actor_draw(ACTOR* actorx, GAME* game);
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void aNCM_actor_init(ACTOR* actorx, GAME* game);
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void aNCM_actor_save(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Npc_Conv_Master_Profile = {
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mAc_PROFILE_NPC_CONV_MASTER,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_CONV_MASTER,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_CONV_MASTER_ACTOR),
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&aNCM_actor_ct,
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&aNCM_actor_dt,
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&aNCM_actor_init,
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mActor_NONE_PROC1,
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&aNCM_actor_save,
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};
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// clang-format on
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// TODO: are these declared in every file? DnM+ says they're static yet they seemingly must be defined after their usage...
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static void aNSC_setupAction(NPC_CONV_MASTER_ACTOR *conv_master, GAME_PLAY* play, int p3);
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static int aNSC_check_buy_item_sub(u32 *p1, mActor_name_t itm_name);
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static int aNSC_check_buy_paper(u32 *p1, mActor_name_t itm_name);
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static void aNSC_init_proc(NPC_CONV_MASTER_ACTOR *conv_master, GAME_PLAY * play, int p3);
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static void aNSC_BGcheck(ACTOR* actorx);
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static void aNSC_set_zone_data(NPC_CONV_MASTER_ACTOR* conv_master, ACTOR* actor);
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static void aNSC_set_player_angl(NPC_CONV_MASTER_ACTOR* conv_master);
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static void aNSC_talk_demo_proc(ACTOR* actorx);
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static void aNSC_sell_camera(NPC_CONV_MASTER_ACTOR* conv_master, GAME_PLAY* play);
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void aNCM_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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&aNCM_actor_move, &aNCM_actor_draw, 0, NULL, NULL, NULL, 1,
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};
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NPC_CONV_MASTER_ACTOR* conv_master = (NPC_CONV_MASTER_ACTOR*)actorx;
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int action;
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CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
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conv_master->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f;
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conv_master->sell_item = EMPTY_NO;
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conv_master->npc_class.condition_info.hide_flg = FALSE;
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conv_master->talk_start_tim = -1;
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actorx->shape_info.draw_shadow = TRUE;
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if (Common_Get(door_data).door_actor_name == RSV_NO) {
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conv_master->npc_class.talk_info.melody_inst = 0;
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action = 61;
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} else {
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action = 0;
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}
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aNSC_setupAction(conv_master, (GAME_PLAY*)game, action);
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}
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void aNCM_actor_save(ACTOR* actorx, GAME* game) {
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(CLIP(npc_clip)->save_proc)(actorx, game);
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}
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void aNCM_actor_dt(ACTOR* actorx, GAME* game) {
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(CLIP(npc_clip)->dt_proc)(actorx, game);
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}
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void aNCM_actor_init(ACTOR* actorx, GAME* game) {
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(CLIP(npc_clip)->init_proc)(actorx, game);
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}
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void aNCM_actor_draw(ACTOR* actorx, GAME* game) {
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(CLIP(npc_clip)->draw_proc)(actorx, game);
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}
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#include "../src/actor/npc/ac_npc_conv_master_move.c_inc"
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@@ -0,0 +1,70 @@
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{ aNPC_ANIM_WAIT1, FALSE },
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{ aNPC_ANIM_WALK1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WALK1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WALK1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WALK1, TRUE },
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{ aNPC_ANIM_TRANSFER1, TRUE },
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{ aNPC_ANIM_TRANS_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_TRANSFER1, TRUE },
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{ aNPC_ANIM_TRANS_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, FALSE },
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{ aNPC_ANIM_WALK1, FALSE },
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{ aNPC_ANIM_WALK1, FALSE },
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{ aNPC_ANIM_RUN1, FALSE },
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{ aNPC_ANIM_RUN1, FALSE },
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{ aNPC_ANIM_WALK1, FALSE },
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{ aNPC_ANIM_WAIT1, FALSE },
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{ aNPC_ANIM_WAIT1, TRUE },
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{ aNPC_ANIM_WAIT1, FALSE }
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@@ -0,0 +1,131 @@
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static u8 aNCM_get_zone_sub(u8 zone, f32 pos_z, int type) {
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static f32 chk[][2] = { { 140.0f, 220.0f }, { 120.0f, 200.0f } };
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int i;
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for (i = 0; i < 2; i++) {
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if (pos_z < chk[type][i]) {
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break;
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}
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}
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return zone + i;
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}
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static u8 aNCM_get_zone(xyz_t wpos) {
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u8 zone;
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int type = 0;
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if (wpos.x < 240.0f) {
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if (wpos.x < 80.0f) {
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zone = 0;
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} else {
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zone = 3;
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}
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} else {
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if (wpos.x < 360.0f) {
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zone = 6;
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} else {
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zone = 9;
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type = 1;
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}
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}
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return aNCM_get_zone_sub(zone, wpos.z, type);
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}
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static u8 aNCM_get_next_zone(u8 p1, u8 p2) {
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static u8 next_zone[12][12] = {
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{ 0x00, 0x01, 0x01, 0x03, 0x01, 0x01, 0x03, 0x01, 0x01, 0x03, 0x01, 0x01 },
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{ 0x00, 0x01, 0x02, 0x00, 0x04, 0x02, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04 },
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{ 0x01, 0x01, 0x02, 0x01, 0x01, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05 },
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{ 0x00, 0x00, 0x00, 0x03, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06 },
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{ 0x01, 0x01, 0x01, 0x07, 0x04, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07 },
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{ 0x02, 0x02, 0x02, 0x08, 0x08, 0x05, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08 },
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{ 0x03, 0x03, 0x03, 0x03, 0x07, 0x07, 0x06, 0x07, 0x07, 0x09, 0x07, 0x07 },
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{ 0x04, 0x04, 0x04, 0x06, 0x04, 0x08, 0x06, 0x07, 0x08, 0x06, 0x0A, 0x0A },
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{ 0x05, 0x05, 0x05, 0x07, 0x07, 0x05, 0x07, 0x07, 0x08, 0x07, 0x07, 0x07 },
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{ 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06, 0x06 },
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{ 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x07, 0x0B },
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{ 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A, 0x0A },
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};
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return next_zone[p2][p1];
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}
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static void aNCM_search_player(NPC_CONV_MASTER_ACTOR* conv_master, GAME_PLAY* play) {
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ACTOR* actorx = (ACTOR*)conv_master;
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ACTOR* player = GET_PLAYER_ACTOR_ACTOR(play);
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if (player != NULL) {
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s16 angle = actorx->shape_info.rotation.y - conv_master->player_angle;
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if (ABS(angle) > DEG2SHORT_ANGLE(90.0f)) {
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aNSC_setupAction(conv_master, play, 66);
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} else {
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chase_angle(&actorx->shape_info.rotation.y, conv_master->player_angle, DEG2SHORT_ANGLE(11.25f));
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actorx->world.angle.y = actorx->shape_info.rotation.y;
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}
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}
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}
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static void aNCM_search_player2(NPC_CONV_MASTER_ACTOR* conv_master, GAME_PLAY* play) {
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static float posX[12] = {
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60.0f, 60.0f, 60.0f, 160.0f, 160.0f, 160.0f, 300.0f, 300.0f, 300.0f, 420.0f, 420.0f, 420.0f,
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};
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static float posZ[12] = {
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100.0f, 180.0f, 260.0f, 100.0f, 180.0f, 260.0f, 100.0f, 180.0f, 260.0f, 100.0f, 180.0f, 240.0f,
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};
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
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if (player != NULL) {
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f32 dx = posX[conv_master->next_zone] - conv_master->npc_class.actor_class.world.position.x;
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f32 dz = posZ[conv_master->next_zone] - conv_master->npc_class.actor_class.world.position.z;
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s16 angle = atans_table(dz, dx);
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chase_angle(&conv_master->npc_class.actor_class.shape_info.rotation.y, angle, DEG2SHORT_ANGLE(11.25f));
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conv_master->npc_class.actor_class.world.angle.y = conv_master->npc_class.actor_class.shape_info.rotation.y;
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if (SQ(dx) + SQ(dz) < 200.0f) {
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conv_master->next_zone = aNCM_get_next_zone(conv_master->player_zone, conv_master->zone);
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}
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}
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}
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static int aNCM_check_safe_zone(NPC_CONV_MASTER_ACTOR* conv_master, PLAYER_ACTOR* player) {
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int res = FALSE;
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if (player->actor_class.world.position.z > 280.0f && conv_master->zone == 8) {
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res = TRUE;
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}
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return res;
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}
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#define aNSC_get_zone aNCM_get_zone
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#define aNSC_get_next_zone aNCM_get_next_zone
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#define aNSC_check_safe_zone aNCM_check_safe_zone
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#define aNSC_search_player aNCM_search_player
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#define aNSC_search_player2 aNCM_search_player2
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#define aNSC_ANIME_FILE "../src/actor/npc/ac_npc_conv_master_anime.c"
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#include "../src/actor/npc/ac_npc_shop_common.c"
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#undef aNSC_get_zone
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#undef aNSC_get_next_zone
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#undef aNSC_check_safe_zone
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#undef aNSC_search_player
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#undef aNSC_search_player2
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#undef aNSC_ANIME_FILE
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void aNCM_actor_move(ACTOR* actorx, GAME* game) {
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NPC_CONV_MASTER_ACTOR* conv_master = (NPC_CONV_MASTER_ACTOR*)actorx;
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GAME_PLAY* play = (GAME_PLAY*)game;
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR(play);
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CLIP(npc_clip)->move_before_proc(actorx, game);
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aNSC_BGcheck(actorx);
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aNSC_set_zone_data(conv_master, (ACTOR*)player);
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aNSC_set_player_angl(conv_master);
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(*conv_master->proc)(conv_master, play);
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aNSC_talk_demo_proc(actorx);
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CLIP(npc_clip)->move_after_proc(actorx, game);
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aNSC_sell_camera(conv_master, play);
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}
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