Files
ac-decomp/include/ac_npc.h
T
2023-12-09 05:45:46 -05:00

138 lines
4.0 KiB
C

#ifndef AC_NPC_H
#define AC_NPC_H
#include "types.h"
#include "m_actor.h"
#include "m_play.h"
#include "ac_npc_h.h"
#include "m_npc_schedule.h"
#include "m_actor_dlftbls.h"
#include "m_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
#define aNPC_SPNPC_BIT_EV_SONCHO 5
typedef struct ac_npc_clip_s aNPC_Clip_c;
typedef struct npc_draw_data_s {
s16 model_bank;
s16 texture_bank;
u8 _04[0x68]; // TODO
} aNPC_draw_data_c;
enum {
aNPC_ATTENTION_TYPE_NONE,
aNPC_ATTENTION_TYPE_ACTOR,
aNPC_ATTENTION_TYPE_POSITION,
aNPC_ATTENTION_TYPE_NUM
};
typedef void (*aNPC_TALK_REQUEST_PROC)(ACTOR*, GAME*);
typedef int (*aNPC_TALK_INIT_PROC)(ACTOR*, GAME*);
typedef int (*aNPC_TALK_END_CHECK_PROC)(ACTOR*, GAME*);
typedef struct npc_ct_data_s {
mActor_proc move_proc;
mActor_proc draw_proc;
int _08;
aNPC_TALK_REQUEST_PROC talk_request_proc;
aNPC_TALK_INIT_PROC talk_init_proc;
aNPC_TALK_END_CHECK_PROC talk_end_check_proc;
int _18;
} aNPC_ct_data_c;
typedef int (*aNPC_SETUP_ACTOR_PROC)(GAME_PLAY*, mActor_name_t, s8, int, s16, int, int, int, int);
typedef void (*aNPC_DMA_DRAW_DATA_PROC)(aNPC_draw_data_c*, mActor_name_t);
typedef void (*aNPC_FREE_OVERLAY_AREA_PROC)(ACTOR_DLFTBL*);
typedef ACTOR* (*aNPC_GET_ACTOR_AREA_PROC)(size_t, const char*, int);
typedef void (*aNPC_FREE_ACTOR_AREA_PROC)(ACTOR*);
typedef void (*aNPC_SET_ATTENTION_REQUEST_PROC)(u8, ACTOR*, xyz_t*);
typedef int (*aNPC_BIRTH_CHECK_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_CT_PROC)(ACTOR*, GAME*, aNPC_ct_data_c*);
typedef void (*aNPC_DT_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_SAVE_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_INIT_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_MOVE_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_MOVE_BEFORE_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_MOVE_AFTER_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_DRAW_PROC)(ACTOR*, GAME*);
typedef void (*aNPC_REBUILD_DMA_PROC)();
typedef int (*aNPC_FORCE_CALL_REQ_PROC)(NPC_ACTOR*, int);
struct ac_npc_clip_s {
/* 0x000 */ aNPC_SETUP_ACTOR_PROC setupActor_proc;
/* 0x004 */ void* _004;
/* 0x008 */ aNPC_FREE_OVERLAY_AREA_PROC free_overlay_area_proc;
/* 0x00C */ aNPC_GET_ACTOR_AREA_PROC get_actor_area_proc;
/* 0x010 */ aNPC_FREE_ACTOR_AREA_PROC free_actor_area_proc;
/* 0x014 */ aNPC_DMA_DRAW_DATA_PROC dma_draw_data_proc;
/* 0x018 */ aNPC_SET_ATTENTION_REQUEST_PROC set_attention_request_proc;
/* 0x01C */ void* _01C[(0x0CC - 0x01C) / sizeof(void*)];
/* 0x0CC */ aNPC_BIRTH_CHECK_PROC birth_check_proc;
/* 0x0D0 */ aNPC_CT_PROC ct_proc;
/* 0x0D4 */ aNPC_DT_PROC dt_proc;
/* 0x0D8 */ aNPC_SAVE_PROC save_proc;
/* 0x0DC */ aNPC_INIT_PROC init_proc;
/* 0x0E0 */ aNPC_MOVE_PROC move_proc;
/* 0x0E4 */ aNPC_MOVE_BEFORE_PROC move_before_proc;
/* 0x0E8 */ aNPC_MOVE_AFTER_PROC move_after_proc;
/* 0x0EC */ void* _0EC;
/* 0x0F0 */ void* _0F0;
/* 0x0F4 */ aNPC_DRAW_PROC draw_proc;
/* 0x0F8 */ aNPC_REBUILD_DMA_PROC rebuild_dma_proc;
/* 0x0FC */ void* _0FC[(0x124 - 0x0FC) / sizeof(void*)];
/* 0x124 */ aNPC_FORCE_CALL_REQ_PROC force_call_req_proc;
/* 0x128 */ void* _128;
};
typedef struct npc_info_s {
Animal_c* animal;
mNpc_NpcList_c* list;
mNPS_schedule_c* schedule;
mNpc_EventNpc_c* event;
mNpc_MaskNpc_c* mask;
mActor_name_t npc_name;
} NpcActorInfo_c;
/* Used for think, schedule, action, & talk */
typedef void (*aNPC_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play, int schedule_idx);
typedef void (*aNPC_SUB_PROC)(NPC_ACTOR* npc_actorx, GAME_PLAY* play);
struct npc_actor_s {
ACTOR actor_class;
int _174;
int _178;
NpcActorInfo_c npc_info;
u8 _194[0x718 - 0x194];
int texture_bank_idx; // TEMP: this is part of draw struct
u8 _71C[0x751 - 0x71C];
u8 _751;
u8 _752[0x8F4 - 0x752];
int _8F4;
u8 _8F8[0x974 - 0x8F8];
s16 talk_base_anim_id;
s16 _976;
s16 melody_inst;
u8 _97A[0x994 - 0x97A]; /* TODO: 0x994 may be too big. Verify size. Seen in ac_normal_npc, ac_npc_engineer */
};
typedef struct animal_npc_actor_s {
NPC_ACTOR npc_actor_class;
u8 _994[0x9D8 - 0x994];
} ANIMAL_NPC_ACTOR;
extern ACTOR_PROFILE Npc_Profile;
#ifdef __cplusplus
}
#endif
#endif