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Implement & link ac_npc_super_master
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#include "ac_npc_super_master.h" | ||
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#include "m_shop.h" | ||
#include "m_common_data.h" | ||
#include "m_font.h" | ||
#include "m_msg.h" | ||
#include "m_private.h" | ||
#include "m_string.h" | ||
#include "m_actor_type.h" | ||
#include "m_player_lib.h" | ||
#include "m_mail_password_check.h" | ||
#include "m_actor.h" | ||
#include "m_actor_type.h" | ||
#include "m_camera2.h" | ||
#include "m_house.h" | ||
#include "m_melody.h" | ||
#include "m_scene.h" | ||
#include "m_collision_bg.h" | ||
#include "m_demo.h" | ||
#include "m_player.h" | ||
#include "m_bgm.h" | ||
#include "ac_npc.h" | ||
#include "ac_uki.h" | ||
#include "ac_npc_anim_def.h" | ||
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void aNSPM_actor_ct(ACTOR* super_master, GAME* game); | ||
void aNSPM_actor_dt(ACTOR* actorx, GAME* game); | ||
void aNSPM_actor_move(ACTOR* actorx, GAME* game); | ||
void aNSPM_actor_draw(ACTOR* actorx, GAME* game); | ||
void aNSPM_actor_init(ACTOR* actorx, GAME* game); | ||
void aNSPM_actor_save(ACTOR* actorx, GAME* game); | ||
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// clang-format off | ||
ACTOR_PROFILE Npc_Super_Master_Profile = { | ||
mAc_PROFILE_NPC_SUPER_MASTER, | ||
ACTOR_PART_NPC, | ||
ACTOR_STATE_NONE, | ||
SP_NPC_SUPER_MASTER, | ||
ACTOR_OBJ_BANK_KEEP, | ||
sizeof(NPC_SUPER_MASTER_ACTOR), | ||
&aNSPM_actor_ct, | ||
&aNSPM_actor_dt, | ||
&aNSPM_actor_init, | ||
mActor_NONE_PROC1, | ||
&aNSPM_actor_save, | ||
}; | ||
// clang-format on | ||
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// TODO: are these declared in every file? DnM+ says they're static yet they seemingly must be defined after their usage... | ||
static void aNSC_setupAction(NPC_SUPER_MASTER_ACTOR *super_master, GAME_PLAY* play, int p3); | ||
static int aNSC_check_buy_item_sub(u32 *p1, mActor_name_t itm_name); | ||
static int aNSC_check_buy_paper(u32 *p1, mActor_name_t itm_name); | ||
static void aNSC_init_proc(NPC_SUPER_MASTER_ACTOR *super_master, GAME_PLAY * play, int p3); | ||
static void aNSC_BGcheck(ACTOR* actorx); | ||
static void aNSC_set_zone_data(NPC_SUPER_MASTER_ACTOR* super_master, ACTOR* actor); | ||
static void aNSC_set_player_angl(NPC_SUPER_MASTER_ACTOR* super_master); | ||
static void aNSC_talk_demo_proc(ACTOR* actorx); | ||
static void aNSC_sell_camera(NPC_SUPER_MASTER_ACTOR* super_master, GAME_PLAY* play); | ||
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void aNSPM_actor_ct(ACTOR* actorx, GAME* game) { | ||
static aNPC_ct_data_c ct_data = { | ||
&aNSPM_actor_move, &aNSPM_actor_draw, 0, NULL, NULL, NULL, 1, | ||
}; | ||
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NPC_SUPER_MASTER_ACTOR* super_master = (NPC_SUPER_MASTER_ACTOR*)actorx; | ||
int action; | ||
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CLIP(npc_clip)->ct_proc(actorx, game, &ct_data); | ||
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super_master->npc_class.draw.main_animation.keyframe.morph_counter = 0.0f; | ||
super_master->sell_item = EMPTY_NO; | ||
super_master->npc_class.condition_info.hide_flg = FALSE; | ||
super_master->talk_start_tim = -1; | ||
actorx->shape_info.draw_shadow = TRUE; | ||
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if (Common_Get(door_data).door_actor_name == RSV_NO) { | ||
super_master->npc_class.talk_info.melody_inst = 0; | ||
action = 61; | ||
} else { | ||
action = 0; | ||
} | ||
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aNSC_setupAction(super_master, (GAME_PLAY*)game, action); | ||
} | ||
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void aNSPM_actor_save(ACTOR* actorx, GAME* game) { | ||
(CLIP(npc_clip)->save_proc)(actorx, game); | ||
} | ||
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void aNSPM_actor_dt(ACTOR* actorx, GAME* game) { | ||
(CLIP(npc_clip)->dt_proc)(actorx, game); | ||
} | ||
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void aNSPM_actor_init(ACTOR* actorx, GAME* game) { | ||
(CLIP(npc_clip)->init_proc)(actorx, game); | ||
} | ||
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void aNSPM_actor_draw(ACTOR* actorx, GAME* game) { | ||
(CLIP(npc_clip)->draw_proc)(actorx, game); | ||
} | ||
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#include "../src/actor/npc/ac_npc_super_master_move.c_inc" |
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{ aNPC_ANIM_WAIT1, FALSE }, | ||
{ aNPC_ANIM_WALK1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WALK1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WALK1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WALK1, TRUE }, | ||
{ aNPC_ANIM_TRANSFER1, TRUE }, | ||
{ aNPC_ANIM_TRANS_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_TRANSFER1, TRUE }, | ||
{ aNPC_ANIM_TRANS_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, FALSE }, | ||
{ aNPC_ANIM_WALK1, FALSE }, | ||
{ aNPC_ANIM_WALK1, FALSE }, | ||
{ aNPC_ANIM_RUN1, FALSE }, | ||
{ aNPC_ANIM_RUN1, FALSE }, | ||
{ aNPC_ANIM_WALK1, FALSE }, | ||
{ aNPC_ANIM_WAIT1, FALSE }, | ||
{ aNPC_ANIM_WAIT1, TRUE }, | ||
{ aNPC_ANIM_WAIT1, FALSE } |
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