Files
ac-decomp/src/ac_ev_majin_move.c_inc
T
2024-01-05 15:20:07 +01:00

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void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
void aEMJ_setup_think_proc(NPC_ACTOR*, int);
void aEMJ_force_talk_request(NPC_ACTOR*, GAME_PLAY*);
void aEMJ_set_request_act(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
majin->npc_class.request.act_priority = 4;
majin->npc_class.request.act_idx = 22;
majin->npc_class.request.act_type = 2;
}
void aEMJ_act_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
majin->npc_class.action.step = 0;
}
void aEMJ_act_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
static aNPC_SUB_PROC act_proc[] = {aEMJ_act_init_proc, (aNPC_SUB_PROC)mActor_NONE_PROC1,
(aNPC_SUB_PROC)mActor_NONE_PROC1};
act_proc[idx](actor, play);
}
void aEMJ_appear(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
if (majin->npc_class.draw._04 == 1) {
aEMJ_setup_think_proc(actor, 1);
}
}
void aEMJ_retire(NPC_ACTOR* actor, GAME_PLAY* play) {
if (actor->draw._04 == 1) {
((NPC_ACTOR*)(actor->actor_class.parent_actor))->npc_info.animal = (Animal_c*)1;
Actor_delete(&actor->actor_class);
}
}
void aEMJ_think_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
if (actor->action.idx == 0x16) {
majin->think_proc(actor, play);
} else {
if (actor->action.step == aNPC_ACTION_END_STEP) {
aEMJ_set_request_act(actor, play);
}
}
}
void aEMJ_think_init_proc(ACTOR* actor, GAME* game) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
majin->npc_class.action.act_proc = aEMJ_act_proc;
aEMJ_set_request_act(&majin->npc_class, play);
Common_Get(clip).effect_clip->effect_make_proc(0x5D, actor->world.position, 3, actor->shape_info.rotation.y,
&play->game, 0xFFFF, 0, 0);
aEMJ_setup_think_proc(&majin->npc_class, 0);
}
void aEMJ_setup_think_proc(NPC_ACTOR* actor, int idx) {
static NPC_DT_PROCS dt_tbl[] = {
{aEMJ_appear, (aNPC_SUB_PROC)none_proc1},
{(aNPC_SUB_PROC)none_proc1, aEMJ_force_talk_request},
{aEMJ_retire, (aNPC_SUB_PROC)none_proc1},
};
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
NPC_DT_PROCS* current = &dt_tbl[idx];
majin->unk994 = idx;
majin->think_proc = current->unk0;
actor->talk_info.talk_request_proc = (mActor_proc)current->unk4;
aEMJ_set_animation(&actor->actor_class, idx);
}
void aEMJ_think_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
static aNPC_SUB_PROC think_proc[] = {
(aNPC_SUB_PROC)(aEMJ_think_init_proc),
aEMJ_think_main_proc,
};
think_proc[idx](actor, play);
}
void aEMJ_schedule_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
majin->npc_class.think.think_proc = aEMJ_think_proc;
majin->npc_class.condition_info.hide_request = 0;
majin->npc_class.palActorIgnoreTimer = -1;
majin->npc_class.actor_class.world.position.x += 20.0f;
majin->npc_class.actor_class.world.position.z += 20.0f;
Common_Get(clip.npc_clip)->think_proc(actor, play, 9, 0);
}
void aEMJ_schedule_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
if (Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 1) == 0) {
Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 2);
}
}
void aEMJ_schedule_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
static aNPC_SUB_PROC sche_proc[] = {aEMJ_schedule_init_proc, aEMJ_schedule_main_proc};
sche_proc[idx](actor, play);
}
void aEMJ_set_force_talk_info() {
int msg_num;
switch (Common_Get(weather)) {
case mEnv_WEATHER_CLEAR:
msg_num = RANDOM(3.0f) + 0x3DAF;
break;
case mEnv_WEATHER_SNOW:
msg_num = RANDOM(3.0f) + 0x3DB2;
break;
default:
case mEnv_WEATHER_RAIN:
msg_num = 0x3DAF;
break;
}
mDemo_Set_msg_num(msg_num);
}
void aEMJ_force_talk_request(NPC_ACTOR* actor, GAME_PLAY* play) {
mDemo_Request(10, &actor->actor_class, aEMJ_set_force_talk_info);
}
int aEMJ_talk_init(ACTOR* actor, GAME* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
majin->npc_class.talk_info.talk_request_proc = (mActor_proc)none_proc1;
mDemo_Set_ListenAble();
return 1;
}
int aEMJ_talk_end_chk(ACTOR* actor, GAME* play) {
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
int res = 0;
if (mDemo_Check(10, actor) == 0) {
aEMJ_setup_think_proc(&majin->npc_class, 2);
res = 1;
}
return res;
}