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Actor Struct Changes (and a few related things) (#617)
* reformat header * type -> category * done for now i think * some more stuff * first -> head * focus * flag comment * ground -> floor * remove asm, name wrapper funcs * name func, format * review * targetPriority, format * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "0305ec2c2" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "0305ec2c2" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * comment * review * feet flags * horse shadow
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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -14,7 +14,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx);
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const ActorInit Arms_Hook_InitVars = {
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ACTOR_ARMS_HOOK,
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ACTORTYPE_ITEMACTION,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_LINK_BOY,
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sizeof(ArmsHook),
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@ -72,7 +72,7 @@ void ArmsHook_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->actor, &sQuadInit);
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ArmsHook_SetupAction(this, ArmsHook_Wait);
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this->unk_1E8 = this->actor.posRot.pos;
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this->unk_1E8 = this->actor.world.pos;
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}
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void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -130,7 +130,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
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((player->stateFlags1 & 0x4000080))) {
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this->timer = 0;
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ArmsHook_DetachHookFromActor(this);
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Math_Vec3f_Copy(&this->actor.posRot.pos, &player->unk_3C8);
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Math_Vec3f_Copy(&this->actor.world.pos, &player->unk_3C8);
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return 1;
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}
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}
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@ -140,7 +140,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
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void ArmsHook_AttachHookToActor(ArmsHook* this, Actor* actor) {
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actor->flags |= 0x2000;
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this->grabbed = actor;
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Math_Vec3f_Diff(&actor->posRot.pos, &this->actor.posRot.pos, &this->grabbedDistDiff);
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Math_Vec3f_Diff(&actor->world.pos, &this->actor.world.pos, &this->grabbedDistDiff);
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}
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void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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@ -200,10 +200,10 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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this->grabbed = NULL;
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} else {
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if (this->actor.child != NULL) {
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sp94 = func_8002DB48(this, grabbed);
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sp94 = Actor_WorldDistXYZToActor(this, grabbed);
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sp90 =
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sqrtf(SQ(this->grabbedDistDiff.x) + SQ(this->grabbedDistDiff.y) + SQ(this->grabbedDistDiff.z));
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Math_Vec3f_Diff(&grabbed->posRot.pos, &this->grabbedDistDiff, &this->actor.posRot.pos);
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Math_Vec3f_Diff(&grabbed->world.pos, &this->grabbedDistDiff, &this->actor.world.pos);
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if (50.0f < (sp94 - sp90)) {
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ArmsHook_DetachHookFromActor(this);
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grabbed = NULL;
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@ -212,7 +212,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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}
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}
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bodyDistDiff = Math_Vec3f_DistXYZAndStoreDiff(&player->unk_3C8, &this->actor.posRot.pos, &bodyDistDiffVec);
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bodyDistDiff = Math_Vec3f_DistXYZAndStoreDiff(&player->unk_3C8, &this->actor.world.pos, &bodyDistDiffVec);
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if (bodyDistDiff < 30.0f) {
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velocity = 0.0f;
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phi_f16 = 0.0f;
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@ -239,17 +239,17 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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if (this->actor.child == NULL) {
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if ((grabbed != NULL) && (grabbed->id == ACTOR_BG_SPOT06_OBJECTS)) {
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Math_Vec3f_Diff(&grabbed->posRot.pos, &this->grabbedDistDiff, &this->actor.posRot.pos);
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Math_Vec3f_Diff(&grabbed->world.pos, &this->grabbedDistDiff, &this->actor.world.pos);
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phi_f16 = 1.0f;
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} else {
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Math_Vec3f_Sum(&player->unk_3C8, &newPos, &this->actor.posRot.pos);
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Math_Vec3f_Sum(&player->unk_3C8, &newPos, &this->actor.world.pos);
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if (grabbed != NULL) {
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Math_Vec3f_Sum(&this->actor.posRot.pos, &this->grabbedDistDiff, &grabbed->posRot.pos);
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Math_Vec3f_Sum(&this->actor.world.pos, &this->grabbedDistDiff, &grabbed->world.pos);
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}
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}
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} else {
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Math_Vec3f_Diff(&bodyDistDiffVec, &newPos, &player->actor.velocity);
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player->actor.posRot.rot.x =
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player->actor.world.rot.x =
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Math_Atan2S(sqrtf(SQ(bodyDistDiffVec.x) + SQ(bodyDistDiffVec.z)), -bodyDistDiffVec.y);
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}
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@ -258,7 +258,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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if (phi_f16 == 0.0f) {
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ArmsHook_SetupAction(this, ArmsHook_Wait);
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if (ArmsHook_AttachToPlayer(this, player)) {
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Math_Vec3f_Diff(&this->actor.posRot.pos, &player->actor.posRot.pos, &player->actor.velocity);
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Math_Vec3f_Diff(&this->actor.world.pos, &player->actor.world.pos, &player->actor.velocity);
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player->actor.velocity.y -= 20.0f;
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return;
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}
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@ -266,7 +266,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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}
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} else {
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Actor_MoveForward(&this->actor);
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Math_Vec3f_Diff(&this->actor.posRot.pos, &this->actor.pos4, &prevFrameDiff);
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Math_Vec3f_Diff(&this->actor.world.pos, &this->actor.prevPos, &prevFrameDiff);
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Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8);
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this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y);
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sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
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@ -276,9 +276,9 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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if (func_8002F9EC(globalCtx, &this->actor, poly, bgId, &sp78) == false) {
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sp5C = COLPOLY_GET_NORMAL(poly->normal.x);
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sp58 = COLPOLY_GET_NORMAL(poly->normal.z);
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Math_Vec3f_Copy(&this->actor.posRot.pos, &sp78);
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this->actor.posRot.pos.x += 10.0f * sp5C;
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this->actor.posRot.pos.z += 10.0f * sp58;
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Math_Vec3f_Copy(&this->actor.world.pos, &sp78);
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this->actor.world.pos.x += 10.0f * sp5C;
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this->actor.world.pos.z += 10.0f * sp58;
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this->timer = 0;
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if (SurfaceType_IsHookshotSurface(&globalCtx->colCtx, poly, bgId) != 0) {
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if (bgId != BGCHECK_SCENE) {
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@ -292,7 +292,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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&D_801333E0, &D_801333E8);
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return;
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}
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CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &this->actor.posRot.pos);
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CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &this->actor.world.pos);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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return;
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@ -342,8 +342,8 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 895),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, D_0602B288);
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Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->unk_3C8, &this->actor.posRot.pos, &sp78);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->unk_3C8, &this->actor.world.pos, &sp78);
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sp58 = SQ(sp78.x) + SQ(sp78.z);
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sp5C = sqrtf(sp58);
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Matrix_RotateY(Math_FAtan2F(sp78.x, sp78.z), MTXMODE_APPLY);
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