mirror of
https://github.com/ACreTeam/ac-decomp
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166 lines
4.6 KiB
C
166 lines
4.6 KiB
C
#include "ac_npc_rtc.h"
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#include "m_name_table.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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#include "jaudio_NES/staff.h"
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#include "m_msg.h"
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#include "m_bgm.h"
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#include "m_soncho.h"
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#include "m_card.h"
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#include "boot.h"
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#include "m_string.h"
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#include "libultra/libultra.h"
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#include "m_timeIn_ovl.h"
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enum {
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aNRTC_THINK_START,
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aNRTC_THINK_TITLE,
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aNRTC_THINK_DOOR,
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aNRTC_THINK_CHECK,
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aNRTC_THINK_IPMENU,
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aNRTC_THINK_WAIT,
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aNRTC_THINK_NUM
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};
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enum {
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aNRTC_TALK_BREAK_DATA,
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aNRTC_TALK_BREAK_DATA2,
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aNRTC_TALK_RTC_ERR,
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aNRTC_TALK_TIMER_OPEN_MSG_WAIT,
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aNRTC_TALK_TIMER_OPEN_WAIT,
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aNRTC_TALK_TIMER_CLOSE_WAIT,
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aNRTC_TALK_DELETE_BF,
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aNRTC_TALK_DELETE,
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aNRTC_TALK_FORMAT_CHK,
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aNRTC_TALK_FORMAT,
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aNRTC_TALK_END,
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aNRTC_TALK_NUM
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};
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static void aNRTC_actor_ct(ACTOR*, GAME*);
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static void aNRTC_actor_dt(ACTOR*, GAME*);
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static void aNRTC_actor_init(ACTOR*, GAME*);
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static void aNRTC_actor_save(ACTOR*, GAME*);
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// clang-format off
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ACTOR_PROFILE Npc_Rtc_Profile = {
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mAc_PROFILE_NPC_RTC,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_RTC,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_RTC_ACTOR),
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&aNRTC_actor_ct,
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&aNRTC_actor_dt,
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&aNRTC_actor_init,
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mActor_NONE_PROC1,
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&aNRTC_actor_save,
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};
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static void aNRTC_actor_move(ACTOR*, GAME*);
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static void aNRTC_actor_draw(ACTOR*, GAME*);
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static int aNRTC_talk_init(ACTOR*, GAME*);
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static int aNRTC_talk_end_chk(ACTOR*, GAME*);
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static void aNRTC_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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static void aNRTC_talk_request(ACTOR* actor, GAME*);
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static void aNRTC_change_talk_proc(NPC_RTC_ACTOR* rtc, int idx);
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static u8 aNRTC_sound_mode[] = { Config_SOUND_MODE_0, Config_SOUND_MODE_1, Config_SOUND_MODE_2 };
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static u8 aNRTC_voice_mode[] = { Config_VOICE_MODE_ANIMALESE, Config_VOICE_MODE_CLICK, Config_VOICE_MODE_SILENT };
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static void aNRTC_actor_ct(ACTOR* actor, GAME* game) {
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// clang-format off
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static aNPC_ct_data_c ct_data = {
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&aNRTC_actor_move,
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&aNRTC_actor_draw,
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5,
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mActor_NONE_PROC1,
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&aNRTC_talk_init,
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&aNRTC_talk_end_chk,
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0,
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};
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// clang-format on
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NPC_RTC_ACTOR* rtc = (NPC_RTC_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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PLAYER_ACTOR* player;
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xyz_t center;
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xyz_t eye;
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if (Common_Get(clip.npc_clip)->birth_check_proc(actor, game) == TRUE) {
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rtc->npc_class.schedule.schedule_proc = &aNRTC_schedule_proc;
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Common_Get(clip.npc_clip)->ct_proc(actor, game, &ct_data);
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actor->status_data.weight = MASSTYPE_IMMOVABLE;
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mPlib_request_main_demo_wait_type1(game, 0, NULL);
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player = GET_PLAYER_ACTOR(play);
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if (player != NULL) {
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player->actor_class.state_bitfield |= ACTOR_STATE_INVISIBLE;
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}
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center.x = 100.0f;
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center.y = 60.0f;
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center.z = 60.0f;
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eye.x = 100.0f;
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eye.y = 130.0f;
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eye.z = 210.0f;
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Camera2_change_priority(play, 0);
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Camera2_request_main_lock(play, ¢er, &eye, 40.0f, 0, 100.0f, 400.0f, 5);
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sAdo_SetOutMode(aNRTC_sound_mode[Save_Get(config.sound_mode)]);
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sAdo_SetVoiceMode(aNRTC_voice_mode[Save_Get(config.voice_mode)]);
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rtc->npc_class.condition_info.hide_request = 0;
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rtc->npc_class.talk_info.default_act = 9;
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rtc->npc_class.talk_info.melody_inst = 0;
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rtc->talk_flag = FALSE;
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}
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}
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static void aNRTC_actor_save(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->save_proc(actor, game);
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}
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static void aNRTC_actor_dt(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->dt_proc(actor, game);
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}
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static void aNRTC_actor_init(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->init_proc(actor, game);
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}
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static void aNRTC_actor_move(ACTOR* actor, GAME* game) {
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StaffRollInfo_c info;
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f32 val = 0.5f;
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u8 arm_flag = TRUE;
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NPC_RTC_ACTOR* rtc = (NPC_RTC_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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if (rtc->npc_class.draw.animation_id == aNPC_ANIM_4HAKU_E1) {
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sAdos_GetStaffRollInfo(&info);
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if (info.staffroll_part != STAFFROLL_PART_FINISH) {
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val = 0.0f;
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arm_flag = FALSE;
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rtc->npc_class.draw.main_animation.keyframe.frame_control.current_frame =
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1.0f + (64.0f * (f32)info.percent);
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}
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}
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rtc->npc_class.draw.main_animation.keyframe.frame_control.speed = val;
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sAdos_TTKK_ARM(arm_flag);
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Common_Get(clip.npc_clip)->move_proc(actor, game);
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mSC_change_player_freeze(play);
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}
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static void aNRTC_actor_draw(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->draw_proc(actor, game);
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}
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#include "../src/ac_npc_rtc_think.c.inc"
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#include "../src/ac_npc_rtc_talk.c.inc"
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