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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
This commit is contained in:
fig02 2021-01-18 16:04:04 -05:00 committed by GitHub
parent 20206fba0d
commit 00a5edea71
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GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -70,7 +70,7 @@ static DemoSaDrawFunc sDrawFuncs[] = {
const ActorInit Demo_Sa_InitVars = {
ACTOR_DEMO_SA,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_SA,
sizeof(DemoSa),
@ -128,7 +128,7 @@ void func_8098E530(DemoSa* this) {
this->drawConfig = 0;
this->alpha = 0;
this->unk_1A8 = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
this->unk_1A0 = 0.0f;
}
@ -148,7 +148,7 @@ void func_8098E554(DemoSa* this, GlobalContext* globalCtx) {
}
void func_8098E5C8(DemoSa* this, GlobalContext* globalCtx) {
func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
}
s32 DemoSa_FrameUpdateMatrix(DemoSa* this) {
@ -184,10 +184,10 @@ void func_8098E6EC(DemoSa* this, GlobalContext* globalCtx, s32 actionIdx) {
CsCmdActorAction* npcAction = DemoSa_GetNpcAction(globalCtx, actionIdx);
if (npcAction != NULL) {
this->actor.posRot.pos.x = npcAction->startPos.x;
this->actor.posRot.pos.y = npcAction->startPos.y;
this->actor.posRot.pos.z = npcAction->startPos.z;
this->actor.posRot.rot.y = this->actor.shape.rot.y = npcAction->rot.y;
this->actor.world.pos.x = npcAction->startPos.x;
this->actor.world.pos.y = npcAction->startPos.y;
this->actor.world.pos.z = npcAction->startPos.z;
this->actor.world.rot.y = this->actor.shape.rot.y = npcAction->rot.y;
}
}
@ -213,25 +213,25 @@ void func_8098E76C(DemoSa* this, AnimationHeader* animHeaderSeg, u8 arg2, f32 tr
void func_8098E7FC(DemoSa* this, GlobalContext* globalCtx) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B1A0, &D_060021D8, NULL, NULL, 0);
this->actor.shape.unk_08 = -10000.0f;
this->actor.shape.yOffset = -10000.0f;
func_8098E508(this, 1);
func_8098E51C(this, 0);
}
void func_8098E86C(DemoSa* this, GlobalContext* globalCtx) {
Vec3f* posRot = &this->actor.posRot.pos;
f32 posX = posRot->x;
f32 posY = posRot->y;
f32 posZ = posRot->z;
Vec3f* world = &this->actor.world.pos;
f32 posX = world->x;
f32 posY = world->y;
f32 posZ = world->z;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
}
void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
f32 posX = player->actor.posRot.pos.x;
f32 posY = player->actor.posRot.pos.y + 80.0f;
f32 posZ = player->actor.posRot.pos.z;
f32 posX = player->actor.world.pos.x;
f32 posY = player->actor.world.pos.y + 80.0f;
f32 posZ = player->actor.world.pos.z;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0,
0xB);
@ -239,7 +239,7 @@ void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
}
void func_8098E944(DemoSa* this, GlobalContext* globalCtx) {
this->actor.shape.unk_08 += (250.0f / 3.0f);
this->actor.shape.yOffset += (250.0f / 3.0f);
}
void func_8098E960(DemoSa* this, GlobalContext* globalCtx) {
@ -252,7 +252,7 @@ void func_8098E960(DemoSa* this, GlobalContext* globalCtx) {
globalCtx->csCtx.segment = D_8099010C;
gSaveContext.cutsceneTrigger = 2;
Item_Give(globalCtx, ITEM_MEDALLION_FOREST);
player->actor.posRot.rot.y = player->actor.shape.rot.y = this->actor.posRot.rot.y + 0x8000;
player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
}
}
@ -270,9 +270,9 @@ void func_8098E9EC(DemoSa* this, GlobalContext* globalCtx) {
}
void func_8098EA3C(DemoSa* this) {
if (this->actor.shape.unk_08 >= 0.0f) {
if (this->actor.shape.yOffset >= 0.0f) {
this->action = 3;
this->actor.shape.unk_08 = 0.0f;
this->actor.shape.yOffset = 0.0f;
}
}
@ -353,7 +353,7 @@ void func_8098ECF4(DemoSa* this, GlobalContext* globalCtx) {
SkelAnime_InitFlex(globalCtx, skelAnime, &D_0600B1A0, NULL, NULL, NULL, 0);
Animation_Change(skelAnime, &D_06001334, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = 7;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
func_8098E508(this, 2);
func_8098E51C(this, 2);
}
@ -372,8 +372,8 @@ void func_8098EE08(void) {
}
void func_8098EE28(DemoSa* this, GlobalContext* globalCtx) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
(kREG(23) + 25.0f) + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 4);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.world.pos.x,
(kREG(23) + 25.0f) + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 4);
}
void func_8098EEA8(DemoSa* this, GlobalContext* globalCtx) {
@ -381,7 +381,7 @@ void func_8098EEA8(DemoSa* this, GlobalContext* globalCtx) {
this->action = 8;
this->drawConfig = 2;
this->alpha = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
this->unk_1A0 = 0.0f;
func_8098EE08();
}
@ -398,7 +398,7 @@ void func_8098EEFC(DemoSa* this, GlobalContext* globalCtx) {
this->drawConfig = 1;
*unk_1A0 = kREG(5) + 10.0f;
this->alpha = alpha;
this->actor.shape.unk_14 = alpha;
this->actor.shape.shadowAlpha = alpha;
return;
}
} else {
@ -408,11 +408,11 @@ void func_8098EEFC(DemoSa* this, GlobalContext* globalCtx) {
this->drawConfig = 0;
*unk_1A0 = 0.0f;
this->alpha = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
return;
}
}
this->actor.shape.unk_14 = this->alpha = (*unk_1A0 / (kREG(5) + 10.0f)) * 255.0f;
this->actor.shape.shadowAlpha = this->alpha = (*unk_1A0 / (kREG(5) + 10.0f)) * 255.0f;
}
void func_8098F050(DemoSa* this, GlobalContext* globalCtx) {
@ -425,7 +425,7 @@ void func_8098F050(DemoSa* this, GlobalContext* globalCtx) {
func_8098EE28(this, globalCtx);
this->unk_1A8 = 1;
}
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
}
}
@ -491,7 +491,7 @@ void func_8098F420(DemoSa* this, GlobalContext* globalCtx) {
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B1A0, &D_0600FFD4, NULL, NULL, 0);
this->action = 11;
this->drawConfig = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_8098F480(DemoSa* this) {
@ -503,9 +503,9 @@ void func_8098F480(DemoSa* this) {
temp_f0 = kREG(17) + 10.0f;
if (temp_f0 <= *unk_1A0) {
this->actor.shape.unk_14 = this->alpha = alpha;
this->actor.shape.shadowAlpha = this->alpha = alpha;
} else {
this->actor.shape.unk_14 = this->alpha = (*unk_1A0 / temp_f0) * 255.0f;
this->actor.shape.shadowAlpha = this->alpha = (*unk_1A0 / temp_f0) * 255.0f;
}
}
@ -602,14 +602,14 @@ void func_8098F7FC(DemoSa* this, GlobalContext* globalCtx) {
}
void func_8098F83C(DemoSa* this, GlobalContext* globalCtx) {
Vec3f* thisPos = &this->actor.posRot.pos;
Vec3f* thisPos = &this->actor.world.pos;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600B1A0, &D_0601113C, NULL, NULL, 0);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, thisPos->x, thisPos->y, thisPos->z,
0, 0, 0, FAIRY_KOKIRI);
this->action = 16;
this->drawConfig = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
func_8098E508(this, 4);
func_8098E51C(this, 2);
}
@ -623,16 +623,16 @@ void func_8098F8F8(DemoSa* this) {
temp_f0 = kREG(17) + 10.0f;
if (temp_f0 <= *unk_1A0) {
this->actor.shape.unk_14 = this->alpha = alpha;
this->actor.shape.shadowAlpha = this->alpha = alpha;
} else {
this->actor.shape.unk_14 = this->alpha = (*unk_1A0 / temp_f0) * 255.0f;
this->actor.shape.shadowAlpha = this->alpha = (*unk_1A0 / temp_f0) * 255.0f;
}
}
void func_8098F984(DemoSa* this) {
this->action = 16;
this->drawConfig = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_8098F998(DemoSa* this, GlobalContext* globalCtx) {
@ -641,13 +641,13 @@ void func_8098F998(DemoSa* this, GlobalContext* globalCtx) {
this->action = 17;
this->drawConfig = 2;
this->unk_1B0 = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
} else {
func_8098E76C(this, &D_0601113C, 0, 0.0f, 0);
this->action = 18;
this->drawConfig = 1;
this->unk_1B0 = 0;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
}
func_8098E508(this, 4);
}
@ -657,7 +657,7 @@ void func_8098FA2C(DemoSa* this) {
this->action = 18;
this->drawConfig = 1;
this->unk_1B0 = 0;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
}
}
@ -666,7 +666,7 @@ void func_8098FA84(DemoSa* this) {
this->action = 19;
this->drawConfig = 1;
this->unk_1B0 = 1;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
func_8098E508(this, 2);
}
@ -675,7 +675,7 @@ void func_8098FAE0(DemoSa* this) {
this->action = 20;
this->drawConfig = 1;
this->unk_1B0 = 1;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
}
void func_8098FB34(DemoSa* this, s32 arg1) {
@ -756,7 +756,7 @@ void DemoSa_Update(Actor* thisx, GlobalContext* globalCtx) {
void DemoSa_Init(Actor* thisx, GlobalContext* globalCtx) {
DemoSa* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
switch (this->actor.params) {
case 2: