mirror of
https://github.com/ACreTeam/ac-decomp
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106 lines
3.0 KiB
C
106 lines
3.0 KiB
C
#include "ac_npc_police.h"
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#include "m_common_data.h"
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#include "libultra/libultra.h"
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#include "m_msg.h"
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#include "m_font.h"
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#include "m_string.h"
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enum {
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aPOL_ACT_TAISOU,
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aPOL_ACT_NEUM,
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aPOL_ACT_NUM
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};
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enum {
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aPOL_TALK_END_WAIT,
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aPOL_TALK_CHECK_SELECT,
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aPOL_TALK_CHECK_SELECT2,
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aPOL_TALK_NUM
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};
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static void aPOL_actor_ct(ACTOR* actorx, GAME* game);
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static void aPOL_actor_dt(ACTOR* actorx, GAME* game);
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static void aPOL_actor_move(ACTOR* actorx, GAME* game);
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static void aPOL_actor_draw(ACTOR* actorx, GAME* game);
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static void aPOL_actor_save(ACTOR* actorx, GAME* game);
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static void aPOL_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Npc_Police_Profile = {
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mAc_PROFILE_NPC_POLICE,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_POLICE,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_POLICE_ACTOR),
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aPOL_actor_ct,
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aPOL_actor_dt,
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aPOL_actor_init,
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mActor_NONE_PROC1,
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aPOL_actor_save,
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};
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// clang-format on
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static void aPOL_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int proc_type);
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static void aPOL_setupAction(NPC_POLICE_ACTOR* actor, GAME_PLAY* play, int action);
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static void aPOL_talk_request(ACTOR* actorx, GAME* game);
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static int aPOL_talk_init(ACTOR* actorx, GAME* game);
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static int aPOL_talk_end_chk(ACTOR* actorx, GAME* game);
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static void aPOL_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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aPOL_actor_move,
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aPOL_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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aPOL_talk_request,
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aPOL_talk_init,
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aPOL_talk_end_chk,
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0,
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};
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if (mEv_check_status(mEv_EVENT_MORNING_AEROBICS, mEv_STATUS_ACTIVE) == TRUE || mEv_check_status(mEv_EVENT_SPORTS_FAIR_AEROBICS, mEv_STATUS_ACTIVE) == TRUE) {
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Actor_delete(actorx);
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actorx->sv_proc = NULL;
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actorx->dt_proc = NULL;
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mNpc_RenewalSetNpc(actorx);
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} else if (CLIP(npc_clip)->birth_check_proc(actorx, game) == TRUE) {
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NPC_POLICE_ACTOR* actor = (NPC_POLICE_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aPOL_schedule_proc;
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CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
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actorx->status_data.weight = MASSTYPE_HEAVY;
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actor->setup_action_proc = aPOL_setupAction;
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actor->exit_greeting = FALSE;
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mPB_keep_item(*mFI_GetUnitFG(actorx->home.position));
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mFI_SetFG_common(RSV_NO, actorx->home.position, TRUE);
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}
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}
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static void aPOL_actor_save(ACTOR* actorx, GAME* game) {
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mActor_name_t* fg_p;
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CLIP(npc_clip)->save_proc(actorx, game);
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fg_p = mFI_GetUnitFG(actorx->home.position);
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if (fg_p != NULL && *fg_p == RSV_NO) {
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*fg_p = EMPTY_NO;
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}
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}
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static void aPOL_actor_dt(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->dt_proc(actorx, game);
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}
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static void aPOL_actor_init(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->init_proc(actorx, game);
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}
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static void aPOL_actor_draw(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->draw_proc(actorx, game);
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}
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#include "../src/actor/npc/ac_npc_police_move.c_inc"
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