mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-25 07:02:50 -04:00
158 lines
4.8 KiB
Plaintext
158 lines
4.8 KiB
Plaintext
|
|
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;
|
|
}
|