#ifndef AC_NPC_H #define AC_NPC_H #include "types.h" #include "m_actor.h" #include "m_play.h" #include "ac_npc_h.h" #include "m_npc_schedule.h" #include "m_actor_dlftbls.h" #include "m_npc.h" #include "c_keyframe.h" #include "ac_npc_anim_def.h" #ifdef __cplusplus extern "C" { #endif #define aNPC_SPNPC_BIT_CURATOR 0 #define aNPC_SPNPC_BIT_GOHOME_NPC 1 #define aNPC_SPNPC_BIT_MASK_CAT 2 #define aNPC_SPNPC_BIT_DOZAEMON 4 #define aNPC_SPNPC_BIT_EV_SONCHO 5 #define aNPC_SPNPC_BIT_GET(field, bit) (((field) >> (bit)) & 1) #define aNPC_SPNPC_BIT_SET(field, bit) ((field) |= (1 << (bit))) #define aNPC_SPNPC_BIT_CLR(field, bit) ((field) &= ~(1 << (bit))) enum { aNPC_JOINT_BASE_ROOT, aNPC_JOINT_BASE, aNPC_JOINT_LFOOT_ROOT, aNPC_JOINT_LFOOT1, aNPC_JOINT_LFOOT2, aNPC_JOINT_LFOOT3, aNPC_JOINT_RFOOT_ROOT, aNPC_JOINT_RFOOT1, aNPC_JOINT_RFOOT2, aNPC_JOINT_RFOOT3, aNPC_JOINT_TAIL_ROOT, aNPC_JOINT_TAIL1, aNPC_JOINT_TAIL2, aNPC_JOINT_CHEST, aNPC_JOINT_LARM_ROOT, aNPC_JOINT_LARM1, aNPC_JOINT_LARM2, aNPC_JOINT_RARM_ROOT, aNPC_JOINT_RARM1, aNPC_JOINT_RARM2, aNPC_JOINT_HAND, aNPC_JOINT_HEAD_ROOT, aNPC_JOINT_MOUTH_ROOT, aNPC_JOINT_MOUTH, aNPC_JOINT_HEAD, aNPC_JOINT_FEEL, aNPC_JOINT_NUM }; typedef struct ac_npc_clip_s aNPC_Clip_c; #define aNPC_EYE_TEX_NUM 8 #define aNPC_MOUTH_TEX_NUM 6 /* sizeof(aNPC_draw_tex_data_c) == 0x4C */ typedef struct ac_npc_draw_data_tex_s { /* 0x00 */ u8* texture; // main animal texture /* 0x04 */ u16* palette; // palette for animal /* 0x08 */ u8* eye_texture[aNPC_EYE_TEX_NUM]; /* 0x28 */ u8* mouth_texture[aNPC_MOUTH_TEX_NUM]; /* 0x40 */ int _40; /* 0x44 */ int _44; /* 0x48 */ int _48; } aNPC_draw_tex_data_c; /* sizeof(aNPC_draw_data_c) == 0x6C */ typedef struct npc_draw_data_s { /* 0x00 */ s16 model_bank; /* 0x02 */ s16 texture_bank; /* 0x04 */ cKF_Skeleton_R_c* model_skeleton; /* 0x08 */ aNPC_draw_tex_data_c tex_data; /* 0x54 */ f32 scale; /* 0x58 */ int talk_type; /* 0x5C */ u8 species_sub_idx; // index into the current species type /* 0x5D */ u8 umbrella_type; // default umbrella type -- only used for special NPCs /* 0x5E */ u8 eye_height; // height of "eye" from the ground /* 0x5F */ u8 _5F; /* 0x60 */ u16 _60; /* 0x62 */ u16 voice_type; // voice/melody type /* 0x64 */ s16 col_radius; // collision pipe radius /* 0x66 */ s16 col_height; // collision pipe height /* 0x68 */ s16 accessory_type; // type of accessory /* 0x6A */ s16 accessory_joint; // joint the accessory is attached to } aNPC_draw_data_c; enum { aNPC_ATTENTION_TYPE_NONE, aNPC_ATTENTION_TYPE_ACTOR, aNPC_ATTENTION_TYPE_POSITION, aNPC_ATTENTION_TYPE_NUM }; enum { aNPC_THINK_WAIT, aNPC_THINK_WANDER, aNPC_THINK_WANDER2, aNPC_THINK_GO_HOME, aNPC_THINK_INTO_HOUSE, aNPC_THINK_LEAVE_HOUSE, aNPC_THINK_IN_BLOCK, aNPC_THINK_PITFALL, aNPC_THINK_SLEEP, aNPC_THINK_SPECIAL, aNPC_THINK_NUM }; enum { aNPC_THINK_TYPE_INIT, aNPC_THINK_TYPE_CHK_INTERRUPT, aNPC_THINK_TYPE_MAIN, aNPC_THINK_TYPE_NUM }; typedef void (*aNPC_TALK_REQUEST_PROC)(ACTOR*, GAME*); typedef int (*aNPC_TALK_INIT_PROC)(ACTOR*, GAME*); typedef int (*aNPC_TALK_END_CHECK_PROC)(ACTOR*, GAME*); typedef struct npc_ct_data_s { mActor_proc move_proc; mActor_proc draw_proc; int _08; aNPC_TALK_REQUEST_PROC talk_request_proc; aNPC_TALK_INIT_PROC talk_init_proc; aNPC_TALK_END_CHECK_PROC talk_end_check_proc; int _18; } aNPC_ct_data_c; typedef int (*aNPC_SETUP_ACTOR_PROC)(GAME_PLAY*, mActor_name_t, s8, int, s16, int, int, int, int); typedef void (*aNPC_DMA_DRAW_DATA_PROC)(aNPC_draw_data_c*, mActor_name_t); typedef void (*aNPC_FREE_OVERLAY_AREA_PROC)(ACTOR_DLFTBL*); typedef ACTOR* (*aNPC_GET_ACTOR_AREA_PROC)(size_t, const char*, int); typedef void (*aNPC_FREE_ACTOR_AREA_PROC)(ACTOR*); typedef void (*aNPC_SET_ATTENTION_REQUEST_PROC)(u8, ACTOR*, xyz_t*); typedef int (*aNPC_BIRTH_CHECK_PROC)(ACTOR*, GAME*); typedef void (*aNPC_CT_PROC)(ACTOR*, GAME*, aNPC_ct_data_c*); typedef void (*aNPC_DT_PROC)(ACTOR*, GAME*); typedef void (*aNPC_SAVE_PROC)(ACTOR*, GAME*); typedef void (*aNPC_INIT_PROC)(ACTOR*, GAME*); typedef void (*aNPC_MOVE_PROC)(ACTOR*, GAME*); typedef void (*aNPC_MOVE_BEFORE_PROC)(ACTOR*, GAME*); typedef void (*aNPC_MOVE_AFTER_PROC)(ACTOR*, GAME*); typedef void (*aNPC_DRAW_PROC)(ACTOR*, GAME*); typedef void (*aNPC_REBUILD_DMA_PROC)(); typedef void (*aNPC_TALK_DEMO_PROC)(ACTOR*); typedef void (*aNPC_ANIMATION_INIT_PROC)(ACTOR*, int, int); typedef void (*aNPC_CHG_SCHEDULE_PROC)(NPC_ACTOR*, GAME_PLAY*, u8); typedef int (*aNPC_CLIP_THINK_PROC)(NPC_ACTOR*, GAME_PLAY*, int, int); typedef int (*aNPC_FORCE_CALL_REQ_PROC)(NPC_ACTOR*, int); struct ac_npc_clip_s { /* 0x000 */ aNPC_SETUP_ACTOR_PROC setupActor_proc; /* 0x004 */ void* _004; /* 0x008 */ aNPC_FREE_OVERLAY_AREA_PROC free_overlay_area_proc; /* 0x00C */ aNPC_GET_ACTOR_AREA_PROC get_actor_area_proc; /* 0x010 */ aNPC_FREE_ACTOR_AREA_PROC free_actor_area_proc; /* 0x014 */ aNPC_DMA_DRAW_DATA_PROC dma_draw_data_proc; /* 0x018 */ aNPC_SET_ATTENTION_REQUEST_PROC set_attention_request_proc; /* 0x01C */ void* _01C[(0x0CC - 0x01C) / sizeof(void*)]; /* 0x0CC */ aNPC_BIRTH_CHECK_PROC birth_check_proc; /* 0x0D0 */ aNPC_CT_PROC ct_proc; /* 0x0D4 */ aNPC_DT_PROC dt_proc; /* 0x0D8 */ aNPC_SAVE_PROC save_proc; /* 0x0DC */ aNPC_INIT_PROC init_proc; /* 0x0E0 */ aNPC_MOVE_PROC move_proc; /* 0x0E4 */ aNPC_MOVE_BEFORE_PROC move_before_proc; /* 0x0E8 */ aNPC_MOVE_AFTER_PROC move_after_proc; /* 0x0EC */ void* _0EC; /* 0x0F0 */ void* _0F0; /* 0x0F4 */ aNPC_DRAW_PROC draw_proc; /* 0x0F8 */ aNPC_REBUILD_DMA_PROC rebuild_dma_proc; /* 0x0FC */ void* _0FC[(0x110 - 0x0FC) / sizeof(void*)]; /* 0x110 */ aNPC_TALK_DEMO_PROC talk_demo_proc; /* 0x114 */ aNPC_ANIMATION_INIT_PROC animation_init_proc; /* 0x118 */ aNPC_CHG_SCHEDULE_PROC chg_schedule_proc; /* 0x11C */ void* _11C; /* 0x120 */ aNPC_CLIP_THINK_PROC think_proc; /* 0x124 */ aNPC_FORCE_CALL_REQ_PROC force_call_req_proc; /* 0x128 */ void* _128; }; typedef struct npc_info_s { Animal_c* animal; mNpc_NpcList_c* list; mNPS_schedule_c* schedule; mNpc_EventNpc_c* event; mNpc_MaskNpc_c* mask; mActor_name_t npc_name; } NpcActorInfo_c; typedef struct npc_animation_s { cKF_SkeletonInfo_R_c keyframe; s_xyz work[27]; s_xyz morph[27]; int _1B4; s8 animation_id; } aNPC_ANIMATION_c; /* TODO: draw data */ typedef struct npc_draw_info_s { /* 0x000 */ int main_animation_frame; /* 0x004 */ int main_animation_state; /* 0x008 */ int main_animation_frame_changed; /* 0x00C */ int sub_animation0_state; /* 0x010 */ int sub_animation1_state; /* 0x014 */ aNPC_ANIMATION_c main_animation; /* 0x1D0 */ aNPC_ANIMATION_c sub_animation0; /* 0x38C */ aNPC_ANIMATION_c sub_animation1; /* 0x548 */ u8 _548[0x580 - 0x548]; /* 0x580 */ int animation_id; /* 0x584 */ int texture_bank_idx; /* 0x588 */ u8 _588[0x5B0 - 0x588]; /* 0x5B0 */ u8 draw_type; /* 0x5B1 */ u8 _5B1; /* 0x5B2 */ u8 _5B2; /* 0x5B3 */ u8 _5B3; /* 0x5B4 */ u8 _5B4; /* 0x5B5 */ u8 _5B5; /* 0x5B6 */ u8 _5B6; /* 0x5B7 */ u8 _5B7; /* 0x5B8 */ u8 _5B8; /* 0x5B9 */ u8 _5B9; /* 0x5BA */ u8 _5BA; /* 0x5BB */ u8 _5BB; /* 0x5BC */ u8 _5BC; /* 0x5BD */ u8 _5BD; /* 0x5BE */ u8 _5BE; /* 0x5BE */ u8 _5BF[0x5D0 - 0x5BF]; /* 0x5D0 */ f32 animation_speed; /* 0x5D4 */ u8 _5D4[0x5D8 - 0x5D4]; /* 0x5D8 */ xyz_t shadow_pos; /* 0x5E4 */ u8 _5E4[0x630 - 0x5E4]; } aNPC_draw_info_c; typedef void (*aNPC_THINK_PROC)(NPC_ACTOR*, GAME_PLAY*, int); #define aNPC_THINK_INTERRUPT_FRIENDSHIP (1 << 0) #define aNPC_THINK_INTERRUPT_FATIGUE (1 << 1) #define aNPC_THINK_INTERRUPT_OBSTANCE (1 << 2) #define aNPC_THINK_INTERRUPT_ENTRANCE (1 << 3) /* sizeof(aNPC_think_info_c) == 0x18 */ typedef struct npc_think_info_s { /* 0x00 */ int idx; /* 0x04 */ u8 end_flag; /* 0x05 */ u8 force_call_flag; /* 0x06 */ u16 force_call_timer; /* 0x08 */ int force_call_msg_no; /* 0x0C */ u8 force_call_camera_type; /* 0x10 */ aNPC_THINK_PROC think_proc; /* 0x14 */ u32 interrupt_flags; } aNPC_think_info_c; typedef void (*aNPC_SCHEDULE_PROC)(NPC_ACTOR*, GAME_PLAY*, int); typedef struct npc_schedule_info_s { u8 type; u8 state; mNPS_schedule_c schedule; aNPC_SCHEDULE_PROC schedule_proc; } aNPC_schedule_info_c; enum { aNPC_ACT_OBJ_DEFAULT, aNPC_ACT_OBJ_PLAYER, aNPC_ACT_OBJ_ANY_NPC, aNPC_ACT_OBJ_TARGET_NPC, aNPC_ACT_OBJ_4, aNPC_ACT_OBJ_5, aNPC_ACT_OBJ_INSECT, aNPC_ACT_OBJ_FISH, aNPC_ACT_OBJ_NUM }; enum { aNPC_ACT_TYPE_DEFAULT, aNPC_ACT_TYPE_AVOID, aNPC_ACT_TYPE_SEARCH, aNPC_ACT_TYPE_TO_POINT, aNPC_ACT_TYPE_NUM }; enum { aNPC_ACT_WAIT, aNPC_ACT_WALK, aNPC_ACT_WALK2, aNPC_ACT_TURN, aNPC_ACT_TURN2, aNPC_ACT_CHASE_INSECT, aNPC_ACT_CHASE_INSECT2, aNPC_ACT_GREETING, aNPC_ACT_TALK, aNPC_ACT_INTO_HOUSE, aNPC_ACT_LEAVE_HOUSE, aNPC_ACT_UMB_OPEN, aNPC_ACT_UMB_CLOSE, aNPC_ACT_ENSOU, aNPC_ACT_TALK2, aNPC_ACT_REACT_TOOL, aNPC_ACT_CLAP, aNPC_ACT_TRANS, aNPC_ACT_GET, aNPC_ACT_GET2, aNPC_ACT_PITFALL, aNPC_ACT_REVIVE, aNPC_ACT_SPECIAL, aNPC_ACT_NUM }; typedef void (*aNPC_ACTION_PROC)(NPC_ACTOR*, GAME_PLAY*, int); #define aNPC_ACTION_END_STEP 0xFF typedef struct npc_action_s { u8 priority; u8 idx; u8 step; u8 type; u8 prev_priority; u8 prev_step; s16 act_timer; u8 feel; u8 act_obj; u16 act_obj_id; s16 move_x; s16 move_z; aNPC_ACTION_PROC act_proc; } aNPC_action_c; typedef struct npc_request_s { u8 act_priority; u8 act_idx; u8 act_type; u16 act_args[6]; u8 umb_flag; u8 _11; u8 head_priority; u8 head_type; ACTOR* head_target; xyz_t head_pos; } aNPC_request_c; #define aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK (1 << 0) /* 0x0001 */ #define aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV (1 << 1) /* 0x0002 */ #define aNPC_COND_DEMO_SKIP_MOVE_Y (1 << 2) /* 0x0004 */ #define aNPC_COND_DEMO_SKIP_OBJ_COL_CHECK (1 << 3) /* 0x0008 */ #define aNPC_COND_DEMO_SKIP_BGCHECK (1 << 4) /* 0x0010 */ #define aNPC_COND_DEMO_SKIP_FORWARD_CHECK (1 << 5) /* 0x0020 */ #define aNPC_COND_DEMO_SKIP_ITEM (1 << 6) /* 0x0040 */ #define aNPC_COND_DEMO_SKIP_TALK_CHECK (1 << 7) /* 0x0080 */ #define aNPC_COND_DEMO_SKIP_HEAD_LOOKAT (1 << 8) /* 0x0100 */ #define aNPC_COND_DEMO_SKIP_ENTRANCE_CHECK (1 << 9) /* 0x0200 */ #define aNPC_COND_DEMO_SKIP_KUTIPAKU (1 << 10) /* 0x0400 */ #define aNPC_COND_DEMO_SKIP_FOOTSTEPS (1 << 11) /* 0x0800 */ #define aNPC_COND_DEMO_SKIP_FEEL_CHECK (1 << 12) /* 0x1000 */ #define aNPC_COND_DEMO_SKIP_LOVE_CHECK (1 << 13) /* 0x2000 */ #define aNPC_COND_DEMO_SKIP_FOOTSTEPS_VFX (1 << 14) /* 0x4000 */ #define aNPC_COND_DEMO_SKIP_UZAI_CHECK (1 << 15) /* 0x8000 */ typedef struct npc_condition_s { u8 hide_flg; u8 hide_request; u8 action; u8 talk_condition; u8 greeting_flag; u8 entrance_flag; u16 fatigue; int feel_tim; int _0C; u32 demo_flg; u32 talk_demo_flg_save; u32 trans_demo_flg_save; u8 appear_flag; u8 appear_rotation; u8 pitfall_flag; u32 actor_state_save; int _24; int _28; int _2C; s8* friendship; int over_friendship; mActor_name_t* under_fg_p; int ut_x; int ut_z; } aNPC_condition_info_c; typedef struct npc_uzai_s { int step; u8 counter; u8 flag; u8 cross; } aNPC_uzai_c; typedef struct npc_hand_s { u8 item_type; u8 requested_item_type; mActor_name_t item; u8 after_mode; u8 present_flag; u8 umbrella_disabled_flag; u8 umbrella_type; ACTOR* item_actor_p; ACTOR* prev_item_actor_p; xyz_t pos; } aNPC_hand_c; typedef struct npc_head_s { s16 angle_x; s16 angle_y; s16 angle_add_x; s16 angle_add_y; s16 _08; u8 lock_flag; u8 target_type; ACTOR* target; xyz_t pos; } aNPC_head_c; enum { aNPC_FOOT_LEFT, aNPC_FOOT_RIGHT, aNPC_FOOT_NUM }; typedef struct npc_movement_s { f32 max_speed; f32 acceleration; f32 deceleration; f32 target_pos_x; f32 target_pos_z; f32 avoid_pos_x; f32 avoid_pos_z; s16 move_timer; u8 avoid_direction; u8 range_type; f32 range_center_x; f32 range_center_z; f32 range_radius; s16 mv_angl; s16 mv_add_angl; f32 arrival_area_radius; ACTOR* target; s8 movement_ut_x; s8 movement_ut_z; s16 body_angle; u8 override_body_angle_flag; u8 demo_move_timer; } aNPC_movement_c; typedef struct npc_collision_s { ClObjPipe_c pipe; f32 BGcheck_radius; u8 collision_flag; u8 priority; u8 turn_flag; u16 _24; s16 turn_angle; f32 bg_rev_add; } aNPC_collision_c; typedef struct npc_actor_talk_info_s { aNPC_TALK_REQUEST_PROC talk_request_proc; aNPC_TALK_INIT_PROC talk_init_proc; aNPC_TALK_END_CHECK_PROC talk_end_check_proc; u8 type; u8 default_act; u8 demo_code; u8 turn; s16 default_animation; s16 default_turn_animation; s16 melody_inst; s16 npc_voice_id; u8 feel; u8 memory; u8 kutipaku_timer; // frames of mouth movement animation } aNPC_talk_info_c; typedef struct npc_accessory_s { s16 type; s16 pos_joint_idx; // might be better suited as base_joint_idx? ACTOR* accessory; } aNPC_accessory_c; /* Used for think, schedule, action, & talk */ typedef void (*aNPC_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play, int schedule_idx); typedef void (*aNPC_SUB_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play); enum { aNPC_SCHEDULE_TYPE_FIELD, aNPC_SCHEDULE_TYPE_IN_HOUSE, aNPC_SCHEDULE_TYPE_SLEEP, aNPC_SCHEDULE_TYPE_STAND, aNPC_SCHEDULE_TYPE_WANDER, aNPC_SCHEDULE_TYPE_WALK_WANDER, aNPC_SCHEDULE_TYPE_SPECIAL, aNPC_SCHEDULE_TYPE_NUM }; struct npc_actor_s { ACTOR actor_class; s_xyz _174; NpcActorInfo_c npc_info; aNPC_draw_info_c draw; aNPC_think_info_c think; aNPC_schedule_info_c schedule; aNPC_action_c action; aNPC_request_c request; f32 eye_y; aNPC_condition_info_c condition_info; aNPC_uzai_c uzai; aNPC_hand_c left_hand; aNPC_hand_c right_hand; aNPC_head_c head; xyz_t feet[aNPC_FOOT_NUM]; mActor_proc move_proc; mActor_proc draw_proc; ACTOR* palActor; int palActorIgnoreTimer; aNPC_movement_c movement; aNPC_collision_c collision; aNPC_talk_info_c talk_info; aNPC_accessory_c accessory; int act_react_tool_timer; int _98C; int _990; }; typedef struct npc_control_cloth_s { u8 dma_flag; u8 init_flag; s16 _02; mActor_name_t cloth_item; u8 in_use_count; Object_Bank_c texture_bank; Object_Bank_c palette_bank; } aNPC_cloth_c; typedef struct npc_control_actor_s { ACTOR* actor_class; aNPC_cloth_c cloth[10]; u8 _8F4[0x9D8 - 0x8F4]; // TODO } NPC_CONTROL_ACTOR; typedef struct npc_destruct_table_proc { aNPC_SUB_PROC unk0; aNPC_SUB_PROC unk4; } NPC_DT_PROCS; extern ACTOR_PROFILE Npc_Profile; #ifdef __cplusplus } #endif #endif