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https://github.com/ACreTeam/ac-decomp
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77 lines
1.8 KiB
C
77 lines
1.8 KiB
C
#ifndef AC_NPC_H
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#define AC_NPC_H
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#include "types.h"
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#include "m_actor.h"
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#include "m_play.h"
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#include "ac_npc_h.h"
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#include "m_npc_schedule.h"
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#include "m_actor_dlftbls.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct ac_npc_clip_s aNPC_Clip_c;
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typedef struct npc_draw_data_s {
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s16 model_bank;
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s16 texture_bank;
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u8 _04[0x68]; // TODO
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} aNPC_draw_data_c;
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enum {
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aNPC_ATTENTION_TYPE_NONE,
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aNPC_ATTENTION_TYPE_ACTOR,
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aNPC_ATTENTION_TYPE_POSITION,
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aNPC_ATTENTION_TYPE_NUM
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};
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typedef int (*aNPC_SETUP_ACTOR_PROC)(GAME_PLAY*, mActor_name_t, s8, int, s16, int, int, int, int);
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typedef void (*aNPC_DMA_DRAW_DATA_PROC)(aNPC_draw_data_c*, mActor_name_t);
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typedef void (*aNPC_FREE_OVERLAY_AREA_PROC)(ACTOR_DLFTBL*);
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typedef ACTOR* (*aNPC_GET_ACTOR_AREA_PROC)(size_t, const char*, int);
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typedef void (*aNPC_FREE_ACTOR_AREA_PROC)(ACTOR*);
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typedef void (*aNPC_SET_ATTENTION_REQUEST_PROC)(u8, ACTOR*, xyz_t*);
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typedef int (*aNPC_FORCE_CALL_REQ_PROC)(NPC_ACTOR*, int);
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struct ac_npc_clip_s {
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aNPC_SETUP_ACTOR_PROC setupActor_proc;
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void* _004;
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aNPC_FREE_OVERLAY_AREA_PROC free_overlay_area_proc;
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aNPC_GET_ACTOR_AREA_PROC get_actor_area_proc;
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aNPC_FREE_ACTOR_AREA_PROC free_actor_area_proc;
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aNPC_DMA_DRAW_DATA_PROC dma_draw_data_proc;
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aNPC_SET_ATTENTION_REQUEST_PROC set_attention_request_proc;
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void* _01C[(0x124 - 0x01C) / sizeof(void*)];
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aNPC_FORCE_CALL_REQ_PROC force_call_req_proc;
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void* _128;
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};
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typedef struct npc_info_s {
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mNPS_schedule_c* schedule;
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mNpc_NpcList_c* list;
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Animal_c* animal;
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void* event; // TODO: EventNpc struct
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} NpcActorInfo_c;
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struct npc_actor_s {
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ACTOR actor_class;
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NpcActorInfo_c npc_info;
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// TODO: finish
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u8 _174[0x718 - 0x184];
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int texture_bank_idx; // TEMP: this is part of draw struct
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u8 _71C[0x9D8 - 0x71C];
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};
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extern ACTOR_PROFILE Npc_Profile;
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#ifdef __cplusplus
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}
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#endif
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#endif
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