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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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@ -34,7 +34,7 @@ extern AnimationHeader D_060076EC;
const ActorInit En_Ani_InitVars = {
ACTOR_EN_ANI,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_ANI,
sizeof(EnAni),
@ -86,7 +86,7 @@ void EnAni_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060000F0, &D_060076EC, this->jointTable, this->morphTable, 0x10);
Animation_PlayOnce(&this->skelAnime, &D_060076EC);
Collider_InitCylinder(globalCtx, &this->collider);
@ -164,7 +164,7 @@ void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
// "...all I can do is look at Death Mountain."
}
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (func_8002F194(&this->actor, globalCtx) != 0) {
if (this->actor.textId == 0x5056) { // "To get a good view..."
EnAni_SetupAction(this, func_809B04F0);
@ -173,14 +173,14 @@ void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
} else {
EnAni_SetupAction(this, func_809B04F0);
}
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistToLink < 150.0f &&
-80.0f < this->actor.yDistToLink) {
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistToPlayer < 150.0f &&
-80.0f < this->actor.yDistToPlayer) {
if (gSaveContext.itemGetInf[1] & 0x20) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
}
} else if (yawDiff >= -0x3E7 && yawDiff < 0x36B0 && this->actor.xzDistToLink < 350.0f) {
} else if (yawDiff >= -0x3E7 && yawDiff < 0x36B0 && this->actor.xzDistToPlayer < 350.0f) {
EnAni_SetText(this, globalCtx, textId);
}
}
@ -190,7 +190,7 @@ void func_809B07F8(EnAni* this, GlobalContext* globalCtx) {
s16 yawDiff;
u16 textId;
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (func_8002F194(&this->actor, globalCtx) != 0) {
if (this->actor.textId == 0x5056) { // "To get a good view..."
EnAni_SetupAction(this, func_809B0524);
@ -199,14 +199,14 @@ void func_809B07F8(EnAni* this, GlobalContext* globalCtx) {
} else {
EnAni_SetupAction(this, func_809B0524);
}
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistToLink < 150.0f &&
-80.0f < this->actor.yDistToLink) {
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistToPlayer < 150.0f &&
-80.0f < this->actor.yDistToPlayer) {
if ((gSaveContext.itemGetInf[1] & 0x20) != 0) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
}
} else if (yawDiff >= -0x3E7 && yawDiff < 0x36B0 && this->actor.xzDistToLink < 350.0f) {
} else if (yawDiff >= -0x3E7 && yawDiff < 0x36B0 && this->actor.xzDistToPlayer < 350.0f) {
if ((gSaveContext.eventChkInf[2] & 0x8000) == 0) {
textId = 0x5052; // "...Something is happening on Death Mountain!"
} else {
@ -225,7 +225,7 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &D_060070F0, 1.0f, 0.0f, Animation_GetLastFrame(&D_060070F0), ANIMMODE_ONCE,
-4.0f);
this->unk_2AA++;
this->actor.shape.shadowDrawFunc = ActorShadow_DrawFunc_Circle;
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
}
}
@ -242,7 +242,7 @@ void func_809B0A6C(EnAni* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.npcActions[0]->action == 2) {
Animation_Change(&this->skelAnime, &D_060067B8, 1.0f, 0.0f, Animation_GetLastFrame(&D_060067B8), ANIMMODE_ONCE,
0.0f);
this->actor.shape.shadowDrawFunc = NULL;
this->actor.shape.shadowDraw = NULL;
this->unk_2AA++;
}
}
@ -254,7 +254,7 @@ void EnAni_Update(Actor* thisx, GlobalContext* globalCtx) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.npcActions[0] != NULL)) {
switch (this->unk_2AA) {
case 0:
@ -285,7 +285,7 @@ void EnAni_Update(Actor* thisx, GlobalContext* globalCtx) {
}
if (this->unk_2A8 & 1) {
func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.posRot2.pos);
func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos);
this->unk_2A2.z = 0;
this->unk_2A2.y = this->unk_2A2.z;
this->unk_2A2.x = this->unk_2A2.z;
@ -319,7 +319,7 @@ void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
EnAni* this = THIS;
if (limbIndex == 15) {
Matrix_MultVec3f(&sMultVec, &this->actor.posRot2.pos);
Matrix_MultVec3f(&sMultVec, &this->actor.focus.pos);
}
}