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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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@ -49,7 +49,7 @@ extern AnimationHeader D_06001A44;
const ActorInit En_Dodongo_InitVars = {
ACTOR_EN_DODONGO,
ACTORTYPE_ENEMY,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_DODONGO,
sizeof(EnDodongo),
@ -312,20 +312,20 @@ void EnDodongo_SpawnBombSmoke(EnDodongo* this, GlobalContext* globalCtx) {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 13, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
ICHAIN_F32(unk_4C, 2800, ICHAIN_STOP),
ICHAIN_F32(targetArrowOffset, 2800, ICHAIN_STOP),
};
void EnDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDodongo* this = THIS;
EffectBlureInit1 blureInit;
this->actor.unk_1F = 3;
this->actor.targetMode = 3;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
this->bombSmokeEnvColor.g = 10;
this->bodyScale.x = this->bodyScale.y = this->bodyScale.z = 1.0f;
ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 48.0f);
ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawCircle, 48.0f);
Actor_SetScale(&this->actor, 0.01875f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_06008318, &D_06004C20, this->jointTable, this->morphTable, 31);
this->actor.colChkInfo.health = 4;
@ -350,7 +350,7 @@ void EnDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
blureInit.calcMode = 2;
Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
func_8002E4B4(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
EnDodongo_SetupIdle(this);
}
@ -444,10 +444,10 @@ void EnDodongo_BreatheFire(EnDodongo* this, GlobalContext* globalCtx) {
if ((29.0f <= this->skelAnime.curFrame) && (this->skelAnime.curFrame <= 43.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_FIRE - SFX_FLAG);
fireFrame = this->skelAnime.curFrame - 29.0f;
pos = this->actor.posRot.pos;
pos = this->actor.world.pos;
pos.y += 35.0f;
EnDodongo_ShiftVecRadial(this->actor.posRot.rot.y, 30.0f, &pos);
EnDodongo_ShiftVecRadial(this->actor.posRot.rot.y, 2.5f, &accel);
EnDodongo_ShiftVecRadial(this->actor.world.rot.y, 30.0f, &pos);
EnDodongo_ShiftVecRadial(this->actor.world.rot.y, 2.5f, &accel);
EffectSsDFire_SpawnFixedScale(globalCtx, &pos, &velocity, &accel, 255 - (fireFrame * 10), fireFrame + 3);
} else if ((2.0f <= this->skelAnime.curFrame) && (this->skelAnime.curFrame <= 20.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_BREATH - SFX_FLAG);
@ -468,10 +468,10 @@ void EnDodongo_SwallowBomb(EnDodongo* this, GlobalContext* globalCtx) {
s32 pad;
if (this->actor.child != NULL) {
this->actor.child->posRot.pos = this->mouthPos;
this->actor.child->world.pos = this->mouthPos;
((EnBom*)this->actor.child)->timer++;
} else if (this->actor.parent != NULL) {
this->actor.parent->posRot.pos = this->mouthPos;
this->actor.parent->world.pos = this->mouthPos;
((EnBombf*)this->actor.parent)->timer++;
//! @bug The devs forgot an explosive could also be a bombchu, which leads to a serious bug. ->timer (0x1F8) is
//! outside the bounds of the bombchu actor, and the memory it writes to happens to be one of the pointers in
@ -524,8 +524,8 @@ void EnDodongo_SwallowBomb(EnDodongo* this, GlobalContext* globalCtx) {
func_8002829C(globalCtx, &pos, &smokeVel, &smokeAccel, &white, &white, 50, 5);
}
}
this->bodyScale.y = this->bodyScale.z = (Math_SinS(this->actor.dmgEffectTimer * 0x1000) * 0.5f) + 1.0f;
this->bodyScale.x = Math_SinS(this->actor.dmgEffectTimer * 0x1000) + 1.0f;
this->bodyScale.y = this->bodyScale.z = (Math_SinS(this->actor.colorFilterTimer * 0x1000) * 0.5f) + 1.0f;
this->bodyScale.x = Math_SinS(this->actor.colorFilterTimer * 0x1000) + 1.0f;
SkelAnime_Update(&this->skelAnime);
if (this->timer == 0) {
@ -537,7 +537,7 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
s32 pad;
f32 playbackSpeed;
Player* player = PLAYER;
s16 yawDiff = (s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y);
s16 yawDiff = (s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
yawDiff = ABS(yawDiff);
@ -570,19 +570,18 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
}
}
if (Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &player->actor.posRot.pos) < 400.0f) {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 0x1F4, 0);
if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 400.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x1F4, 0);
this->actor.flags |= 1;
if ((this->actor.xzDistToLink < 100.0f) && (yawDiff < 0x1388) && (this->actor.yDistToLink < 60.0f)) {
if ((this->actor.xzDistToPlayer < 100.0f) && (yawDiff < 0x1388) && (this->actor.yDistToPlayer < 60.0f)) {
EnDodongo_SetupBreatheFire(this);
}
} else {
this->actor.flags &= ~1;
if ((Math_Vec3f_DistXZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos) > 150.0f) ||
(this->retreatTimer != 0)) {
s16 yawToHome = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
if ((Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) > 150.0f) || (this->retreatTimer != 0)) {
s16 yawToHome = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
Math_SmoothStepToS(&this->actor.posRot.rot.y, yawToHome, 1, 0x1F4, 0);
Math_SmoothStepToS(&this->actor.world.rot.y, yawToHome, 1, 0x1F4, 0);
}
if (this->retreatTimer != 0) {
this->retreatTimer--;
@ -598,7 +597,7 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
}
}
this->actor.shape.rot.y = this->actor.posRot.rot.y;
this->actor.shape.rot.y = this->actor.world.rot.y;
}
void EnDodongo_SetupSweepTail(EnDodongo* this) {
@ -611,7 +610,7 @@ void EnDodongo_SetupSweepTail(EnDodongo* this) {
}
void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
s16 yawDiff1 = this->actor.yawTowardsLink - this->actor.shape.rot.y;
s16 yawDiff1 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (SkelAnime_Update(&this->skelAnime)) {
if ((this->timer != 0) || (ABS(yawDiff1) < 0x4000)) {
@ -625,11 +624,11 @@ void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
EnDodongo_SetupBreatheFire(this);
this->timer = Rand_S16Offset(5, 10);
} else {
s16 yawDiff2 = this->actor.yawTowardsLink - this->actor.shape.rot.y;
s16 yawDiff2 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
AnimationHeader* animation;
this->tailSwipeSpeed = (0xFFFF - ABS(yawDiff2)) / 0xF;
if ((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y) >= 0) {
if ((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) >= 0) {
this->tailSwipeSpeed = -this->tailSwipeSpeed;
animation = &D_060042C4;
} else {
@ -647,7 +646,7 @@ void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
Vec3f tailPos;
this->timer--;
this->actor.shape.rot.y = this->actor.posRot.rot.y += this->tailSwipeSpeed;
this->actor.shape.rot.y = this->actor.world.rot.y += this->tailSwipeSpeed;
tailPos.x = this->sphElements[1].dim.worldSphere.center.x;
tailPos.y = this->sphElements[1].dim.worldSphere.center.y;
tailPos.z = this->sphElements[1].dim.worldSphere.center.z;
@ -685,13 +684,13 @@ void EnDodongo_Death(EnDodongo* this, GlobalContext* globalCtx) {
if (this->actor.params == EN_DODONGO_SMOKE_DEATH) {
EnDodongo_SpawnBombSmoke(this, globalCtx);
}
} else if (this->actor.dmgEffectTimer == 0) {
} else if (this->actor.colorFilterTimer == 0) {
func_8003426C(&this->actor, 0x4000, 0x78, 0, 4);
}
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->actor.posRot.pos.x,
this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 6, BOMB_BODY);
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
this->timer = 8;
@ -703,7 +702,7 @@ void EnDodongo_Death(EnDodongo* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
if (this->timer == 0) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0x40);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x40);
Actor_Kill(&this->actor);
}
}
@ -711,7 +710,7 @@ void EnDodongo_Death(EnDodongo* this, GlobalContext* globalCtx) {
void EnDodongo_Stunned(EnDodongo* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.dmgEffectTimer == 0) {
if (this->actor.colorFilterTimer == 0) {
if (this->actor.colChkInfo.health == 0) {
EnDodongo_SetupDeath(this, globalCtx);
} else {
@ -780,7 +779,7 @@ void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->actor.colChkInfo.damageEffect != 0xE) {
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
if (this->actor.bgCheckFlags & 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
}
@ -800,9 +799,9 @@ void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderAT.base);
}
}
this->actor.posRot2.pos.x = this->actor.posRot.pos.x + Math_SinS(this->actor.shape.rot.y) * -30.0f;
this->actor.posRot2.pos.y = this->actor.posRot.pos.y + 20.0f;
this->actor.posRot2.pos.z = this->actor.posRot.pos.z + Math_CosS(this->actor.shape.rot.y) * -30.0f;
this->actor.focus.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * -30.0f;
this->actor.focus.pos.y = this->actor.world.pos.y + 20.0f;
this->actor.focus.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * -30.0f;
}
s32 EnDodongo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
@ -933,7 +932,7 @@ void EnDodongo_Draw(Actor* thisx, GlobalContext* globalCtx2) {
EnDodongo_PostLimbDraw, this);
if (this->iceTimer != 0) {
this->actor.dmgEffectTimer++;
this->actor.colorFilterTimer++;
if (1) {}
this->iceTimer--;
if ((this->iceTimer % 4) == 0) {
@ -950,7 +949,7 @@ void EnDodongo_ShiftVecRadial(s16 yaw, f32 radius, Vec3f* vec) {
}
s32 EnDodongo_AteBomb(EnDodongo* this, GlobalContext* globalCtx) {
Actor* actor = globalCtx->actorCtx.actorList[ACTORTYPE_EXPLOSIVES].first;
Actor* actor = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
f32 dx;
f32 dy;
f32 dz;
@ -960,9 +959,9 @@ s32 EnDodongo_AteBomb(EnDodongo* this, GlobalContext* globalCtx) {
actor = actor->next;
continue;
}
dx = actor->posRot.pos.x - this->mouthPos.x;
dy = actor->posRot.pos.y - this->mouthPos.y;
dz = actor->posRot.pos.z - this->mouthPos.z;
dx = actor->world.pos.x - this->mouthPos.x;
dy = actor->world.pos.y - this->mouthPos.y;
dz = actor->world.pos.z - this->mouthPos.z;
if ((fabsf(dx) < 20.0f) && (fabsf(dy) < 10.0f) && (fabsf(dz) < 20.0f)) {
if (actor->id == ACTOR_EN_BOM) {
this->actor.child = actor;