mirror of
https://github.com/ACreTeam/ac-decomp
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105 lines
2.7 KiB
C
105 lines
2.7 KiB
C
#include "ac_present_npc.h"
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#include "m_common_data.h"
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#include "ac_present_demo.h"
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#include "libultra/libultra.h"
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#include "m_msg.h"
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#include "m_soncho.h"
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#include "m_house.h"
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enum {
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aPST_TALK_PRESENT_SEND_START_WAIT,
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aPST_TALK_PRESENT_SEND_END_WAIT,
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aPST_TALK_END_WAIT,
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aPST_TALK_NUM
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};
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enum {
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aPST_THINK_WAIT,
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aPST_THINK_TALK,
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aPST_THINK_EXIT_TURN,
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aPST_THINK_EXIT,
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aPST_THINK_NUM
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};
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static void aPST_actor_ct(ACTOR* actorx, GAME* game);
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static void aPST_actor_draw(ACTOR* actorx, GAME* game);
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static void aPST_actor_dt(ACTOR* actorx, GAME* game);
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static void aPST_actor_init(ACTOR* actorx, GAME* game);
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static void aPST_actor_move(ACTOR* actorx, GAME* game);
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static void aPST_actor_save(ACTOR* actorx, GAME* game);
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ACTOR_PROFILE Present_Npc_Profile = {
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// clang-format off
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mAc_PROFILE_PRESENT_NPC,
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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(PRESENT_NPC_ACTOR),
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aPST_actor_ct,
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aPST_actor_dt,
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aPST_actor_init,
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mActor_NONE_PROC1,
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aPST_actor_save,
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// clang-format on
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};
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static int aPST_talk_end_chk(ACTOR* actorx, GAME* game);
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static int aPST_talk_init(ACTOR* actorx, GAME* game);
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static void aPST_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
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static void aPST_change_talk_proc(PRESENT_NPC_ACTOR* actor, int type);
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static void aPST_setup_think_proc(PRESENT_NPC_ACTOR* actor, GAME_PLAY* play, int type);
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static void aPST_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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// clang-format off
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aPST_actor_move,
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aPST_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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NULL,
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aPST_talk_init,
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aPST_talk_end_chk,
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0,
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// clang-format on
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};
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PRESENT_NPC_ACTOR* actor = (PRESENT_NPC_ACTOR*)actorx;
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if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
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actor->npc_class.schedule.schedule_proc = aPST_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 aPST_actor_dt(ACTOR* actorx, GAME* game) {
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NPC_CLIP->dt_proc(actorx, game);
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if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_PRESENT_DEMO) {
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ACTOR* demo_actorx = (ACTOR*)CLIP(demo_clip2)->demo_class;
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if (demo_actorx != NULL) {
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PRESENT_DEMO_ACTOR* present_demo = (PRESENT_DEMO_ACTOR*)demo_actorx;
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present_demo->world_actor = NULL;
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}
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}
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}
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static void aPST_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 aPST_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 aPST_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_present_npc_schedule.c_inc"
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