mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ac_hanabi_npc0
This commit is contained in:
+1
-1
@@ -1099,7 +1099,7 @@ config.libs = [
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Object(Matching, "actor/npc/ac_go_home_npc.c"),
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Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"),
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Object(Matching, "actor/npc/ac_halloween_npc.c"),
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Object(NonMatching, "actor/npc/ac_hanabi_npc0.c"),
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Object(Matching, "actor/npc/ac_hanabi_npc0.c"),
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Object(NonMatching, "actor/npc/ac_hanabi_npc1.c"),
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Object(NonMatching, "actor/npc/ac_hanami_npc0.c"),
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Object(NonMatching, "actor/npc/ac_hanami_npc1.c"),
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@@ -3,11 +3,24 @@
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct hanabi_npc0_actor_s HANABI_NPC0_ACTOR;
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typedef void (*aHN0_ACT_PROC)(HANABI_NPC0_ACTOR* actor);
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struct hanabi_npc0_actor_s {
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NPC_ACTOR npc_class;
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int action;
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int next_action;
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aHN0_ACT_PROC act_proc;
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s16 base_angle;
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};
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extern ACTOR_PROFILE Hanabi_Npc0_Profile;
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#ifdef __cplusplus
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@@ -15,4 +28,3 @@ extern ACTOR_PROFILE Hanabi_Npc0_Profile;
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#endif
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#endif
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@@ -0,0 +1,84 @@
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#include "ac_hanabi_npc0.h"
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#include "m_common_data.h"
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enum {
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aHN0_ACT_TURN,
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aHN0_ACT_WALK,
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aHN0_ACT_HURRAHS,
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aHN0_ACT_NUM
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};
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static void aHN0_actor_ct(ACTOR* actorx, GAME* game);
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static void aHN0_actor_dt(ACTOR* actorx, GAME* game);
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static void aHN0_actor_move(ACTOR* actorx, GAME* game);
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static void aHN0_actor_draw(ACTOR* actorx, GAME* game);
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static void aHN0_actor_save(ACTOR* actorx, GAME* game);
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static void aHN0_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Hanabi_Npc0_Profile = {
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mAc_PROFILE_HANABI_NPC0,
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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(HANABI_NPC0_ACTOR),
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aHN0_actor_ct,
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aHN0_actor_dt,
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aHN0_actor_init,
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mActor_NONE_PROC1,
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aHN0_actor_save,
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};
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// clang-format on
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static void aHN0_talk_request(ACTOR* actorx, GAME* game);
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static int aHN0_talk_init(ACTOR* actorx, GAME* game);
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static int aHN0_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aHN0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action);
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static void aHN0_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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aHN0_actor_move,
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aHN0_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aHN0_talk_request,
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aHN0_talk_init,
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aHN0_talk_end_chk,
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0,
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};
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aHN0_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 aHN0_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 aHN0_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 aHN0_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 aHN0_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 void aHN0_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 "../src/actor/npc/ac_hanabi_npc0_anime.c_inc"
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#include "../src/actor/npc/ac_hanabi_npc0_talk.c_inc"
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@@ -0,0 +1,19 @@
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typedef struct {
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int seq_idx;
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u8 sub_anim_type;
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} aHN0_anime_info_c;
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static void aHN0_set_animation(HANABI_NPC0_ACTOR* actor, int action) {
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// clang-format off
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static aHN0_anime_info_c anime[] = {
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{aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA},
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{aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA},
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{aNPC_ANIM_BANZAI1, aNPC_SUB_ANIM_NONE},
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};
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// clang-format on
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aHN0_anime_info_c* info_p = &anime[action];
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actor->npc_class.draw.sub_anim_type = info_p->sub_anim_type;
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NPC_CLIP->animation_init_proc((ACTOR*)actor, info_p->seq_idx, FALSE);
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}
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@@ -0,0 +1,293 @@
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static void aHN0_set_request_act(HANABI_NPC0_ACTOR* actor) {
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actor->npc_class.request.act_priority = 4;
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actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
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actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
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}
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static void aHN0_make_utiwa(ACTOR* actorx, GAME* game) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx;
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if (actor->npc_class.right_hand.item_actor_p == NULL) {
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ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_UTIWA, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL);
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if (utiwa_p != NULL) {
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actor->npc_class.right_hand.item_actor_p = utiwa_p;
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}
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}
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}
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static int aHN0_check_moveRange(ACTOR* actorx, xyz_t* pos) {
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f32 max_dist = 100.0f;
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f32 dx = actorx->home.position.x - pos->x;
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f32 dz = actorx->home.position.z - pos->z;
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int ret = FALSE;
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if (SQ(dx) + SQ(dz) > SQ(max_dist)) {
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ret = TRUE;
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}
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return ret;
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}
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static int aHN0_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) {
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int ret = FALSE;
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mFI_Wpos2BlockNum(bx, bz, *pos);
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if (*bx != actorx->block_x || *bz != actorx->block_z) {
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ret = TRUE;
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}
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return ret;
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}
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static void aHN0_revise_moveRange(ACTOR* actorx) {
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static f32 offset[] = { 0.0f, 319.0f };
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int col_flags = 0;
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if (aHN0_check_moveRange(actorx, &actorx->world.position) == TRUE) {
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s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position);
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actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 100.0f;
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actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 100.0f;
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col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
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} else {
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int bx;
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int bz;
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if (aHN0_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) {
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f32 x;
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f32 z;
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mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z);
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if (bx != actorx->block_x) {
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int idx = actorx->block_x < bx;
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actorx->world.position.x = x + offset[idx];
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}
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if (bz != actorx->block_z) {
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int idx = actorx->block_z < bz;
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actorx->world.position.z = z + offset[idx];
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}
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col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT;
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}
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}
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((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags;
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}
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static void aHN0_turn(HANABI_NPC0_ACTOR* actor) {
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if (chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) {
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actor->next_action = aHN0_ACT_WALK;
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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}
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actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y;
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}
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static void aHN0_walk(HANABI_NPC0_ACTOR* actor) {
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ACTOR* actorx = (ACTOR*)actor;
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aHN0_revise_moveRange(actorx);
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if (actor->npc_class.collision.collision_flag != 0) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else if (actor->npc_class.movement.move_timer > 60) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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}
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chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f));
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actorx->world.angle.y = actorx->shape_info.rotation.y;
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}
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static void aHN0_hurrahs(HANABI_NPC0_ACTOR* actor) {
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if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) {
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if (actor->npc_class.draw.loop_flag == 0) {
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actor->npc_class.action.step = aNPC_ACTION_END_STEP;
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} else {
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actor->npc_class.draw.loop_flag--;
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}
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}
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}
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static void aHN0_set_spd_info(HANABI_NPC0_ACTOR* actor, int action) {
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if (action == aHN0_ACT_WALK) {
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actor->npc_class.movement.speed.max_speed = 1.0f;
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actor->npc_class.movement.speed.acceleration = 0.1f;
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actor->npc_class.movement.speed.deceleration = 0.1f;
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} else {
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actor->npc_class.actor_class.speed = 0.0f;
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actor->npc_class.movement.speed.max_speed = 0.0f;
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actor->npc_class.movement.speed.acceleration = 0.0f;
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actor->npc_class.movement.speed.deceleration = 0.0f;
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}
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}
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static void aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action) {
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// clang-format off
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static aHN0_ACT_PROC process[] = {
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aHN0_turn,
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aHN0_walk,
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aHN0_hurrahs,
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};
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// clang-format on
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actor->npc_class.action.step = 0;
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actor->action = action;
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actor->act_proc = process[action];
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aHN0_set_animation(actor, action);
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aHN0_set_spd_info(actor, action);
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if (action == aHN0_ACT_HURRAHS) {
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actor->npc_class.movement.mv_angl = actor->base_angle;
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actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f);
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actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
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} else {
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actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
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}
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}
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static void aHN0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER;
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}
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static void aHN0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
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aHN0_setupAction(actor, aHN0_ACT_WALK);
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}
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static void aHN0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
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actor->act_proc(actor);
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}
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static void aHN0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC act_proc[] = { aHN0_act_init_proc, aHN0_act_chg_data_proc, aHN0_act_main_proc };
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(*act_proc[type])(nactorx, play);
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}
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static void aHN0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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static f32 chk_val[] = { 0.05f, 0.3f };
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
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if (nactorx->action.step == aNPC_ACTION_END_STEP) {
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if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
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int next_act;
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if (actor->next_action != -1) {
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next_act = actor->next_action;
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} else {
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aNPC_attention_c* attention_p = &NPC_CLIP->attention;
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int idx;
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if (attention_p->type != aNPC_ATT_TYPE_NONE) {
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idx = 1;
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} else {
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idx = 0;
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}
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if (RANDOM_F(1.0f) < chk_val[idx]) {
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nactorx->draw.loop_flag = 2;
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next_act = aHN0_ACT_HURRAHS;
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} else {
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s16 move_angle = (s16)((RANDOM_F(1.0f) - 0.5f) * 65536.0f);
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s16 diff_angle;
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nactorx->movement.mv_angl = move_angle;
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diff_angle = DIFF_SHORT_ANGLE(move_angle, actor->npc_class.actor_class.shape_info.rotation.y);
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if (ABS(diff_angle) > DEG2SHORT_ANGLE2(135.0f)) {
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next_act = aHN0_ACT_TURN;
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} else if ((nactorx->collision.collision_flag & (mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT)) == 0) {
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next_act = aHN0_ACT_WALK;
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} else {
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next_act = aHN0_ACT_TURN;
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}
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}
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}
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nactorx->movement.move_timer = 0;
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aHN0_setupAction(actor, next_act);
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}
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actor->next_action = -1;
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aHN0_set_request_act(actor);
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}
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}
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static void aHN0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
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nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
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nactorx->think.interrupt_flags = 0;
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nactorx->action.act_proc = aHN0_act_proc;
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aHN0_set_request_act(actor);
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}
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static void aHN0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
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static aNPC_SUB_PROC think_proc[] = { aHN0_think_init_proc, aHN0_think_main_proc };
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(*think_proc[type])(nactorx, play);
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}
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static void aHN0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
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HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx;
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ACTOR* actorx = (ACTOR*)nactorx;
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s16 angle;
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nactorx->think.think_proc = aHN0_think_proc;
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nactorx->palActorIgnoreTimer = -1;
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actor->next_action = -1;
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nactorx->condition_info.hide_request = FALSE;
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actorx->status_data.weight = MASSTYPE_HEAVY;
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||||
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angle = RANDOM_F(65536.0f);
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||||
actorx->shape_info.rotation.y = angle;
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||||
actorx->world.angle.y = angle;
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actor->base_angle = angle;
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||||
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||||
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
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||||
}
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||||
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||||
static void aHN0_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
|
||||
if (!NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT)) {
|
||||
NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
|
||||
}
|
||||
|
||||
aHN0_make_utiwa((ACTOR*)nactorx, (GAME*)play);
|
||||
}
|
||||
|
||||
static void aHN0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
|
||||
static aNPC_SUB_PROC schedule_proc[] = { aHN0_schedule_init_proc, aHN0_schedule_main_proc };
|
||||
|
||||
(*schedule_proc[type])(nactorx, play);
|
||||
}
|
||||
|
||||
static void aHN0_set_talk_info(ACTOR* actorx) {
|
||||
static int msg_base[mNpc_LOOKS_NUM] = { 0x164F, 0x165E, 0x1640, 0x166D, 0x167C, 0x168B };
|
||||
int looks = mNpc_GetNpcLooks(actorx);
|
||||
|
||||
mDemo_Set_msg_num(msg_base[looks] + RANDOM(3));
|
||||
}
|
||||
|
||||
static void aHN0_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_TALK, actorx, aHN0_set_talk_info);
|
||||
}
|
||||
|
||||
static int aHN0_talk_init(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Set_ListenAble();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static int aHN0_talk_end_chk(ACTOR* actorx, GAME* game) {
|
||||
int ret = FALSE;
|
||||
|
||||
if (!mDemo_Check(mDemo_TYPE_TALK, actorx)) {
|
||||
ret = TRUE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
Reference in New Issue
Block a user