mirror of
https://github.com/ACreTeam/ac-decomp
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88 lines
2.7 KiB
C
88 lines
2.7 KiB
C
#include "ac_npc_sleep_obaba.h"
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#include "m_common_data.h"
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enum {
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aNSO_ACT_SLEEP,
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aNSO_ACT_CRAMP,
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aNSO_ACT_NUM
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};
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static void aNSO_actor_ct(ACTOR* actorx, GAME* game);
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static void aNSO_actor_dt(ACTOR* actorx, GAME* game);
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static void aNSO_actor_move(ACTOR* actorx, GAME* game);
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static void aNSO_actor_draw(ACTOR* actorx, GAME* game);
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static void aNSO_actor_save(ACTOR* actorx, GAME* game);
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static void aNSO_actor_init(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Npc_Sleep_Obaba_Profile = {
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mAc_PROFILE_NPC_SLEEP_OBABA,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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SP_NPC_SLEEP_OBABA,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NPC_SLEEP_OBABA_ACTOR),
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aNSO_actor_ct,
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aNSO_actor_dt,
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aNSO_actor_init,
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mActor_NONE_PROC1,
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aNSO_actor_save,
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};
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// clang-format on
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static void aNSO_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int proc_type);
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static void aNSO_setupAction(NPC_SLEEP_OBABA_ACTOR* actor, int action);
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static void aNSO_actor_ct(ACTOR* actorx, GAME* game) {
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NPC_SLEEP_OBABA_ACTOR* actor = (NPC_SLEEP_OBABA_ACTOR*)actorx;
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static aNPC_ct_data_c ct_data = {
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aNSO_actor_move,
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aNSO_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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(aNPC_TALK_REQUEST_PROC)none_proc1,
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(aNPC_TALK_INIT_PROC)none_proc1,
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(aNPC_TALK_END_CHECK_PROC)none_proc1,
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1,
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};
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if (CLIP(npc_clip)->birth_check_proc(actorx, game) == TRUE) {
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NPC_SLEEP_OBABA_ACTOR* actor = (NPC_SLEEP_OBABA_ACTOR*)actorx;
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actor->npc_class.schedule.schedule_proc = aNSO_schedule_proc;
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CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
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actorx->world.position.x -= 6.0f;
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actorx->world.position.z -= 24.0f;
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}
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}
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static void aNSO_actor_save(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->save_proc(actorx, game);
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}
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static void aNSO_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 aNSO_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 aNSO_actor_move(ACTOR* actorx, GAME* game) {
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NPC_SLEEP_OBABA_ACTOR* actor = (NPC_SLEEP_OBABA_ACTOR*)actorx;
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actor->npc_class.condition_info.demo_flg =
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aNPC_COND_DEMO_SKIP_ENTRANCE_CHECK | aNPC_COND_DEMO_SKIP_HEAD_LOOKAT | aNPC_COND_DEMO_SKIP_TALK_CHECK |
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aNPC_COND_DEMO_SKIP_FORWARD_CHECK | aNPC_COND_DEMO_SKIP_BGCHECK | aNPC_COND_DEMO_SKIP_OBJ_COL_CHECK |
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aNPC_COND_DEMO_SKIP_MOVE_Y | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV | aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK;
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CLIP(npc_clip)->move_proc(actorx, game);
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}
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static void aNSO_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_sleep_obaba_animation.c_inc"
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#include "../src/actor/npc/ac_npc_sleep_obaba_act.c_inc"
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