Files
ac-decomp/src/ac_npc_rtc.c
T
2024-07-08 22:09:19 -04:00

166 lines
4.6 KiB
C

#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"
#include "boot.h"
#include "m_string.h"
#include "libultra/libultra.h"
#include "m_timeIn_ovl.h"
enum {
aNRTC_THINK_START,
aNRTC_THINK_TITLE,
aNRTC_THINK_DOOR,
aNRTC_THINK_CHECK,
aNRTC_THINK_IPMENU,
aNRTC_THINK_WAIT,
aNRTC_THINK_NUM
};
enum {
aNRTC_TALK_BREAK_DATA,
aNRTC_TALK_BREAK_DATA2,
aNRTC_TALK_RTC_ERR,
aNRTC_TALK_TIMER_OPEN_MSG_WAIT,
aNRTC_TALK_TIMER_OPEN_WAIT,
aNRTC_TALK_TIMER_CLOSE_WAIT,
aNRTC_TALK_DELETE_BF,
aNRTC_TALK_DELETE,
aNRTC_TALK_FORMAT_CHK,
aNRTC_TALK_FORMAT,
aNRTC_TALK_END,
aNRTC_TALK_NUM
};
static void aNRTC_actor_ct(ACTOR*, GAME*);
static void aNRTC_actor_dt(ACTOR*, GAME*);
static void aNRTC_actor_init(ACTOR*, GAME*);
static void aNRTC_actor_save(ACTOR*, GAME*);
// clang-format off
ACTOR_PROFILE Npc_Rtc_Profile = {
mAc_PROFILE_NPC_RTC,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
SP_NPC_RTC,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_RTC_ACTOR),
&aNRTC_actor_ct,
&aNRTC_actor_dt,
&aNRTC_actor_init,
mActor_NONE_PROC1,
&aNRTC_actor_save,
};
static void aNRTC_actor_move(ACTOR*, GAME*);
static void aNRTC_actor_draw(ACTOR*, GAME*);
static int aNRTC_talk_init(ACTOR*, GAME*);
static int aNRTC_talk_end_chk(ACTOR*, GAME*);
static void aNRTC_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
static void aNRTC_talk_request(ACTOR* actor, GAME*);
static void aNRTC_change_talk_proc(NPC_RTC_ACTOR* rtc, int idx);
static u8 aNRTC_sound_mode[] = { Config_SOUND_MODE_0, Config_SOUND_MODE_1, Config_SOUND_MODE_2 };
static u8 aNRTC_voice_mode[] = { Config_VOICE_MODE_ANIMALESE, Config_VOICE_MODE_CLICK, Config_VOICE_MODE_SILENT };
static void aNRTC_actor_ct(ACTOR* actor, GAME* game) {
// clang-format off
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,
};
// clang-format on
NPC_RTC_ACTOR* rtc = (NPC_RTC_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(game, 0, NULL);
player = GET_PLAYER_ACTOR(play);
if (player != NULL) {
player->actor_class.state_bitfield |= ACTOR_STATE_INVISIBLE;
}
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, &center, &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->talk_flag = FALSE;
}
}
static void aNRTC_actor_save(ACTOR* actor, GAME* game) {
Common_Get(clip.npc_clip)->save_proc(actor, game);
}
static void aNRTC_actor_dt(ACTOR* actor, GAME* game) {
Common_Get(clip.npc_clip)->dt_proc(actor, game);
}
static void aNRTC_actor_init(ACTOR* actor, GAME* game) {
Common_Get(clip.npc_clip)->init_proc(actor, game);
}
static void aNRTC_actor_move(ACTOR* actor, GAME* game) {
StaffRollInfo_c info;
f32 val = 0.5f;
u8 arm_flag = TRUE;
NPC_RTC_ACTOR* rtc = (NPC_RTC_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
if (rtc->npc_class.draw.animation_id == aNPC_ANIM_4HAKU_E1) {
sAdos_GetStaffRollInfo(&info);
if (info.staffroll_part != STAFFROLL_PART_FINISH) {
val = 0.0f;
arm_flag = FALSE;
rtc->npc_class.draw.main_animation.keyframe.frame_control.current_frame =
1.0f + (64.0f * (f32)info.percent);
}
}
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);
}
static 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"