diff --git a/configure.py b/configure.py index cd271140..5fd02682 100644 --- a/configure.py +++ b/configure.py @@ -1099,7 +1099,7 @@ config.libs = [ Object(Matching, "actor/npc/ac_go_home_npc.c"), Object(NonMatching, "actor/npc/ac_groundhog_npc0.c"), Object(Matching, "actor/npc/ac_halloween_npc.c"), - Object(NonMatching, "actor/npc/ac_hanabi_npc0.c"), + Object(Matching, "actor/npc/ac_hanabi_npc0.c"), Object(NonMatching, "actor/npc/ac_hanabi_npc1.c"), Object(NonMatching, "actor/npc/ac_hanami_npc0.c"), Object(NonMatching, "actor/npc/ac_hanami_npc1.c"), diff --git a/include/ac_hanabi_npc0.h b/include/ac_hanabi_npc0.h index 1f8e97f1..c8301b1d 100644 --- a/include/ac_hanabi_npc0.h +++ b/include/ac_hanabi_npc0.h @@ -3,11 +3,24 @@ #include "types.h" #include "m_actor.h" +#include "ac_npc.h" #ifdef __cplusplus extern "C" { #endif +typedef struct hanabi_npc0_actor_s HANABI_NPC0_ACTOR; + +typedef void (*aHN0_ACT_PROC)(HANABI_NPC0_ACTOR* actor); + +struct hanabi_npc0_actor_s { + NPC_ACTOR npc_class; + int action; + int next_action; + aHN0_ACT_PROC act_proc; + s16 base_angle; +}; + extern ACTOR_PROFILE Hanabi_Npc0_Profile; #ifdef __cplusplus @@ -15,4 +28,3 @@ extern ACTOR_PROFILE Hanabi_Npc0_Profile; #endif #endif - diff --git a/src/actor/npc/ac_hanabi_npc0.c b/src/actor/npc/ac_hanabi_npc0.c new file mode 100644 index 00000000..623130d4 --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0.c @@ -0,0 +1,84 @@ +#include "ac_hanabi_npc0.h" + +#include "m_common_data.h" + +enum { + aHN0_ACT_TURN, + aHN0_ACT_WALK, + aHN0_ACT_HURRAHS, + + aHN0_ACT_NUM +}; + +static void aHN0_actor_ct(ACTOR* actorx, GAME* game); +static void aHN0_actor_dt(ACTOR* actorx, GAME* game); +static void aHN0_actor_move(ACTOR* actorx, GAME* game); +static void aHN0_actor_draw(ACTOR* actorx, GAME* game); +static void aHN0_actor_save(ACTOR* actorx, GAME* game); +static void aHN0_actor_init(ACTOR* actorx, GAME* game); + +// clang-format off +ACTOR_PROFILE Hanabi_Npc0_Profile = { + mAc_PROFILE_HANABI_NPC0, + ACTOR_PART_NPC, + ACTOR_STATE_NONE, + EMPTY_NO, + ACTOR_OBJ_BANK_KEEP, + sizeof(HANABI_NPC0_ACTOR), + aHN0_actor_ct, + aHN0_actor_dt, + aHN0_actor_init, + mActor_NONE_PROC1, + aHN0_actor_save, +}; +// clang-format on + +static void aHN0_talk_request(ACTOR* actorx, GAME* game); +static int aHN0_talk_init(ACTOR* actorx, GAME* game); +static int aHN0_talk_end_chk(ACTOR* actorx, GAME* game); + +static void aHN0_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type); + +static void aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action); + +static void aHN0_actor_ct(ACTOR* actorx, GAME* game) { + static aNPC_ct_data_c ct_data = { + aHN0_actor_move, + aHN0_actor_draw, + aNPC_CT_SCHED_TYPE_SPECIAL, + aHN0_talk_request, + aHN0_talk_init, + aHN0_talk_end_chk, + 0, + }; + + if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx; + + actor->npc_class.schedule.schedule_proc = aHN0_schedule_proc; + NPC_CLIP->ct_proc(actorx, game, &ct_data); + } +} + +static void aHN0_actor_save(ACTOR* actorx, GAME* game) { + NPC_CLIP->save_proc(actorx, game); +} + +static void aHN0_actor_dt(ACTOR* actorx, GAME* game) { + NPC_CLIP->dt_proc(actorx, game); +} + +static void aHN0_actor_init(ACTOR* actorx, GAME* game) { + NPC_CLIP->init_proc(actorx, game); +} + +static void aHN0_actor_move(ACTOR* actorx, GAME* game) { + NPC_CLIP->move_proc(actorx, game); +} + +static void aHN0_actor_draw(ACTOR* actorx, GAME* game) { + NPC_CLIP->draw_proc(actorx, game); +} + +#include "../src/actor/npc/ac_hanabi_npc0_anime.c_inc" +#include "../src/actor/npc/ac_hanabi_npc0_talk.c_inc" diff --git a/src/actor/npc/ac_hanabi_npc0_anime.c_inc b/src/actor/npc/ac_hanabi_npc0_anime.c_inc new file mode 100644 index 00000000..9cf1f22e --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0_anime.c_inc @@ -0,0 +1,19 @@ +typedef struct { + int seq_idx; + u8 sub_anim_type; +} aHN0_anime_info_c; + +static void aHN0_set_animation(HANABI_NPC0_ACTOR* actor, int action) { + // clang-format off + static aHN0_anime_info_c anime[] = { + {aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA}, + {aNPC_ANIM_WALK_KI1, aNPC_SUB_ANIM_UTIWA}, + {aNPC_ANIM_BANZAI1, aNPC_SUB_ANIM_NONE}, + }; + // clang-format on + + aHN0_anime_info_c* info_p = &anime[action]; + + actor->npc_class.draw.sub_anim_type = info_p->sub_anim_type; + NPC_CLIP->animation_init_proc((ACTOR*)actor, info_p->seq_idx, FALSE); +} diff --git a/src/actor/npc/ac_hanabi_npc0_talk.c_inc b/src/actor/npc/ac_hanabi_npc0_talk.c_inc new file mode 100644 index 00000000..b79fcdad --- /dev/null +++ b/src/actor/npc/ac_hanabi_npc0_talk.c_inc @@ -0,0 +1,293 @@ +static void aHN0_set_request_act(HANABI_NPC0_ACTOR* actor) { + actor->npc_class.request.act_priority = 4; + actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL; + actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH; +} + +static void aHN0_make_utiwa(ACTOR* actorx, GAME* game) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)actorx; + + if (actor->npc_class.right_hand.item_actor_p == NULL) { + ACTOR* utiwa_p = CLIP(tools_clip)->aTOL_birth_proc(TOOL_UTIWA, aTOL_ACTION_S_TAKEOUT, actorx, game, -1, NULL); + + if (utiwa_p != NULL) { + actor->npc_class.right_hand.item_actor_p = utiwa_p; + } + } +} + +static int aHN0_check_moveRange(ACTOR* actorx, xyz_t* pos) { + f32 max_dist = 100.0f; + f32 dx = actorx->home.position.x - pos->x; + f32 dz = actorx->home.position.z - pos->z; + int ret = FALSE; + + if (SQ(dx) + SQ(dz) > SQ(max_dist)) { + ret = TRUE; + } + + return ret; +} + +static int aHN0_check_inBlock(ACTOR* actorx, xyz_t* pos, int* bx, int* bz) { + int ret = FALSE; + + mFI_Wpos2BlockNum(bx, bz, *pos); + if (*bx != actorx->block_x || *bz != actorx->block_z) { + ret = TRUE; + } + + return ret; +} + +static void aHN0_revise_moveRange(ACTOR* actorx) { + static f32 offset[] = { 0.0f, 319.0f }; + int col_flags = 0; + + if (aHN0_check_moveRange(actorx, &actorx->world.position) == TRUE) { + s16 angle = search_position_angleY(&actorx->home.position, &actorx->world.position); + + actorx->world.position.x = actorx->home.position.x + sin_s(angle) * 100.0f; + actorx->world.position.z = actorx->home.position.z + cos_s(angle) * 100.0f; + col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT; + } else { + int bx; + int bz; + + if (aHN0_check_inBlock(actorx, &actorx->world.position, &bx, &bz) == TRUE) { + f32 x; + f32 z; + + mFI_BkNum2WposXZ(&x, &z, actorx->block_x, actorx->block_z); + if (bx != actorx->block_x) { + int idx = actorx->block_x < bx; + + actorx->world.position.x = x + offset[idx]; + } + + if (bz != actorx->block_z) { + int idx = actorx->block_z < bz; + + actorx->world.position.z = z + offset[idx]; + } + + col_flags = mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT; + } + } + + ((NPC_ACTOR*)actorx)->collision.collision_flag |= col_flags; +} + +static void aHN0_turn(HANABI_NPC0_ACTOR* actor) { + if (chase_angle(&actor->npc_class.actor_class.shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(11.25f)) == TRUE) { + actor->next_action = aHN0_ACT_WALK; + actor->npc_class.action.step = aNPC_ACTION_END_STEP; + } + + actor->npc_class.actor_class.world.angle.y = actor->npc_class.actor_class.shape_info.rotation.y; +} + +static void aHN0_walk(HANABI_NPC0_ACTOR* actor) { + ACTOR* actorx = (ACTOR*)actor; + + aHN0_revise_moveRange(actorx); + if (actor->npc_class.collision.collision_flag != 0) { + actor->npc_class.action.step = aNPC_ACTION_END_STEP; + } else if (actor->npc_class.movement.move_timer > 60) { + actor->npc_class.action.step = aNPC_ACTION_END_STEP; + } + + chase_angle(&actorx->shape_info.rotation.y, actor->npc_class.movement.mv_angl, DEG2SHORT_ANGLE2(5.625f)); + actorx->world.angle.y = actorx->shape_info.rotation.y; +} + +static void aHN0_hurrahs(HANABI_NPC0_ACTOR* actor) { + if (actor->npc_class.draw.main_animation_state == cKF_STATE_CONTINUE) { + if (actor->npc_class.draw.loop_flag == 0) { + actor->npc_class.action.step = aNPC_ACTION_END_STEP; + } else { + actor->npc_class.draw.loop_flag--; + } + } +} + +static void aHN0_set_spd_info(HANABI_NPC0_ACTOR* actor, int action) { + if (action == aHN0_ACT_WALK) { + 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; + } else { + 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 aHN0_setupAction(HANABI_NPC0_ACTOR* actor, int action) { + // clang-format off + static aHN0_ACT_PROC process[] = { + aHN0_turn, + aHN0_walk, + aHN0_hurrahs, + }; + // clang-format on + + actor->npc_class.action.step = 0; + actor->action = action; + actor->act_proc = process[action]; + aHN0_set_animation(actor, action); + aHN0_set_spd_info(actor, action); + + if (action == aHN0_ACT_HURRAHS) { + actor->npc_class.movement.mv_angl = actor->base_angle; + actor->npc_class.movement.mv_add_angl = DEG2SHORT_ANGLE2(11.25f); + 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; + } else { + actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK; + } +} + +static void aHN0_act_chg_data_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + nactorx->action.act_obj = aNPC_ACT_OBJ_PLAYER; +} + +static void aHN0_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx; + + aHN0_setupAction(actor, aHN0_ACT_WALK); +} + +static void aHN0_act_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx; + + actor->act_proc(actor); +} + +static void aHN0_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) { + static aNPC_SUB_PROC act_proc[] = { aHN0_act_init_proc, aHN0_act_chg_data_proc, aHN0_act_main_proc }; + + (*act_proc[type])(nactorx, play); +} + +static void aHN0_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + static f32 chk_val[] = { 0.05f, 0.3f }; + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx; + + if (nactorx->action.step == aNPC_ACTION_END_STEP) { + if (nactorx->action.idx == aNPC_ACT_SPECIAL) { + int next_act; + + if (actor->next_action != -1) { + next_act = actor->next_action; + } else { + aNPC_attention_c* attention_p = &NPC_CLIP->attention; + int idx; + + if (attention_p->type != aNPC_ATT_TYPE_NONE) { + idx = 1; + } else { + idx = 0; + } + + if (RANDOM_F(1.0f) < chk_val[idx]) { + nactorx->draw.loop_flag = 2; + next_act = aHN0_ACT_HURRAHS; + } else { + s16 move_angle = (s16)((RANDOM_F(1.0f) - 0.5f) * 65536.0f); + s16 diff_angle; + + nactorx->movement.mv_angl = move_angle; + diff_angle = DIFF_SHORT_ANGLE(move_angle, actor->npc_class.actor_class.shape_info.rotation.y); + if (ABS(diff_angle) > DEG2SHORT_ANGLE2(135.0f)) { + next_act = aHN0_ACT_TURN; + } else if ((nactorx->collision.collision_flag & (mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT)) == 0) { + next_act = aHN0_ACT_WALK; + } else { + next_act = aHN0_ACT_TURN; + } + } + } + + nactorx->movement.move_timer = 0; + aHN0_setupAction(actor, next_act); + } + + actor->next_action = -1; + aHN0_set_request_act(actor); + } +} + +static void aHN0_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx; + + nactorx->condition_info.demo_flg = aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK; + nactorx->think.interrupt_flags = 0; + nactorx->action.act_proc = aHN0_act_proc; + aHN0_set_request_act(actor); +} + +static void aHN0_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) { + static aNPC_SUB_PROC think_proc[] = { aHN0_think_init_proc, aHN0_think_main_proc }; + + (*think_proc[type])(nactorx, play); +} + +static void aHN0_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) { + HANABI_NPC0_ACTOR* actor = (HANABI_NPC0_ACTOR*)nactorx; + ACTOR* actorx = (ACTOR*)nactorx; + s16 angle; + + nactorx->think.think_proc = aHN0_think_proc; + nactorx->palActorIgnoreTimer = -1; + actor->next_action = -1; + nactorx->condition_info.hide_request = FALSE; + actorx->status_data.weight = MASSTYPE_HEAVY; + + angle = RANDOM_F(65536.0f); + actorx->shape_info.rotation.y = angle; + actorx->world.angle.y = angle; + actor->base_angle = angle; + + NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT); +} + +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; +}