#include "ac_npc_rtc.h" #include "m_name_table.h" #include "m_common_data.h" #include "m_player_lib.h" #include "jaudio_NES/staff.h" #include "m_msg.h" #include "m_bgm.h" #include "m_soncho.h" #include "m_card.h" extern void aNRTC_actor_ct(ACTOR*, GAME*); extern void aNRTC_actor_dt(ACTOR*, GAME*); extern void aNRTC_actor_init(ACTOR*, GAME*); extern void aNRTC_actor_save(ACTOR*, GAME*); ACTOR_PROFILE Npc_Rtc_Profile = { mAc_PROFILE_NPC_RTC, ACTOR_PART_NPC, ACTOR_STATE_NONE, SP_NPC_RTC, ACTOR_OBJ_BANK_KEEP, sizeof(NPCRTC_ACTOR), aNRTC_actor_ct, aNRTC_actor_dt, aNRTC_actor_init, mActor_NONE_PROC1, aNRTC_actor_save, }; extern void aNRTC_actor_move(ACTOR*, GAME*); extern void aNRTC_actor_draw(ACTOR*, GAME*); extern int aNRTC_talk_init(ACTOR*, GAME*); extern int aNRTC_talk_end_chk(ACTOR*, GAME*); extern void aNRTC_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int); extern void aNRTC_talk_request(ACTOR* actor,GAME*); extern void aNRTC_change_talk_proc(NPCRTC_ACTOR* rtc, int idx); u8 aNRTC_sound_mode[] = {0x00,0x01,0x02,0x00}; u8 aNRTC_voice_mode[] = {0x00,0x01,0x02,0x00}; void aNRTC_actor_ct(ACTOR* actor, GAME* game){ static aNPC_ct_data_c ct_data = { &aNRTC_actor_move, &aNRTC_actor_draw, 5, mActor_NONE_PROC1, &aNRTC_talk_init, &aNRTC_talk_end_chk, 0 }; NPCRTC_ACTOR* rtc = (NPCRTC_ACTOR*)actor; GAME_PLAY* play = (GAME_PLAY*)game; PLAYER_ACTOR* player; xyz_t center; xyz_t eye; if(Common_Get(clip.npc_clip)->birth_check_proc(actor,game) == TRUE){ rtc->npc_class.schedule.schedule_proc = aNRTC_schedule_proc; Common_Get(clip.npc_clip)->ct_proc(actor,game,&ct_data); actor->status_data.weight = MASSTYPE_IMMOVABLE; mPlib_request_main_demo_wait_type1(play,0,NULL); player = GET_PLAYER_ACTOR(play); if(player != NULL){ player->actor_class.state_bitfield |= 0x80; } center.x = 100.0f; center.y = 60.0f; center.z = 60.0f; eye.x = 100.0f; eye.y = 130.0f; eye.z = 210.0f; Camera2_change_priority(play,0); Camera2_request_main_lock(play, ¢er, &eye, 40.0f, 0, 100.0f, 400.0f, 5); sAdo_SetOutMode(aNRTC_sound_mode[Save_Get(config.sound_mode)]); sAdo_SetVoiceMode(aNRTC_voice_mode[Save_Get(config.voice_mode)]); rtc->npc_class.condition_info.hide_request = 0; rtc->npc_class.talk_info.default_act = 9; rtc->npc_class.talk_info.melody_inst = 0; rtc->unk9A0 = 0; } } void aNRTC_actor_save(ACTOR* actor, GAME* game) { Common_Get(clip.npc_clip)->save_proc(actor,game); } void aNRTC_actor_dt(ACTOR* actor, GAME* game) { Common_Get(clip.npc_clip)->dt_proc(actor,game); } void aNRTC_actor_init(ACTOR* actor, GAME* game) { Common_Get(clip.npc_clip)->init_proc(actor,game); } void aNRTC_actor_move(ACTOR* actor, GAME* game){ StaffRoll info; f32 val = 0.5f; u8 arm_flag = TRUE; NPCRTC_ACTOR* rtc = (NPCRTC_ACTOR*)actor; GAME_PLAY* play = (GAME_PLAY*)game; if(rtc->npc_class.draw.animation_id == 0x76){ sAdos_GetStaffRollInfo(&info); if(info.unk0 != 4){ val = 0.0f; arm_flag = FALSE; rtc->npc_class.draw.main_animation.keyframe.frame_control.current_frame = 1.0f + (64.0f * (f32)info.unk8); } } rtc->npc_class.draw.main_animation.keyframe.frame_control.speed = val; sAdos_TTKK_ARM(arm_flag); Common_Get(clip.npc_clip)->move_proc(actor,game); mSC_change_player_freeze(play); } void aNRTC_actor_draw(ACTOR* actor, GAME* game) { Common_Get(clip.npc_clip)->draw_proc(actor,game); } #include "../src/ac_npc_rtc_think.c.inc" #include "../src/ac_npc_rtc_talk.c.inc"