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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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@ -24,7 +24,7 @@ void EnDog_Wait(EnDog* this, GlobalContext* globalCtx);
const ActorInit En_Dog_InitVars = {
ACTOR_EN_DOG,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_DOG,
sizeof(EnDog),
@ -219,7 +219,7 @@ s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
f32 waypointDistSq;
waypointDistSq = Path_OrientAndGetDistSq(&this->actor, this->path, this->waypoint, &targetYaw);
Math_SmoothStepToS(&this->actor.posRot.rot.y, targetYaw, 10, 1000, 1);
Math_SmoothStepToS(&this->actor.world.rot.y, targetYaw, 10, 1000, 1);
if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f)) {
return EnDog_UpdateWaypoint(this, globalCtx);
@ -233,7 +233,7 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
s16 followingDog;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007290, NULL, this->jointTable, this->morphTable, 13);
func_80034EC0(&this->skelAnime, sAnimations, 0);
@ -308,7 +308,7 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
}
Math_SmoothStepToF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
EnDog_Orient(this, globalCtx);
this->actor.shape.rot = this->actor.posRot.rot;
this->actor.shape.rot = this->actor.world.rot;
// Used to change between two text boxes for Richard's owner in the Market Day scene
// depending on where he is on his path. En_Hy checks these event flags.
@ -359,16 +359,16 @@ void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
return;
}
if (this->actor.xzDistToLink > 400.0f) {
if (this->actor.xzDistToPlayer > 400.0f) {
if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2) {
this->nextBehavior = DOG_BOW;
}
gSaveContext.dogParams = 0;
speed = 0.0f;
} else if (this->actor.xzDistToLink > 100.0f) {
} else if (this->actor.xzDistToPlayer > 100.0f) {
this->nextBehavior = DOG_RUN;
speed = 4.0f;
} else if (this->actor.xzDistToLink < 40.0f) {
} else if (this->actor.xzDistToPlayer < 40.0f) {
if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2) {
this->nextBehavior = DOG_BOW;
}
@ -380,20 +380,20 @@ void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
if (!(this->actor.xzDistToLink > 400.0f)) {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 10, 1000, 1);
this->actor.shape.rot = this->actor.posRot.rot;
if (!(this->actor.xzDistToPlayer > 400.0f)) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 10, 1000, 1);
this->actor.shape.rot = this->actor.world.rot;
}
}
void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
if (this->actor.xzDistToLink < 200.0f) {
if (this->actor.xzDistToPlayer < 200.0f) {
Math_ApproachF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
Math_SmoothStepToS(&this->actor.posRot.rot.y, (this->actor.yawTowardsLink ^ 0x8000), 10, 1000, 1);
Math_SmoothStepToS(&this->actor.world.rot.y, (this->actor.yawTowardsPlayer ^ 0x8000), 10, 1000, 1);
} else {
this->actionFunc = EnDog_FaceLink;
}
this->actor.shape.rot = this->actor.posRot.rot;
this->actor.shape.rot = this->actor.world.rot;
}
void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
@ -402,16 +402,16 @@ void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
f32 absAngleDiff;
// if the dog is more than 200 units away from Link, turn to face him then wait
if (200.0f <= this->actor.xzDistToLink) {
if (200.0f <= this->actor.xzDistToPlayer) {
this->nextBehavior = DOG_WALK;
Math_ApproachF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
rotTowardLink = this->actor.yawTowardsLink;
prevRotY = this->actor.posRot.rot.y;
Math_SmoothStepToS(&this->actor.posRot.rot.y, rotTowardLink, 10, 1000, 1);
rotTowardLink = this->actor.yawTowardsPlayer;
prevRotY = this->actor.world.rot.y;
Math_SmoothStepToS(&this->actor.world.rot.y, rotTowardLink, 10, 1000, 1);
absAngleDiff = this->actor.posRot.rot.y;
absAngleDiff = this->actor.world.rot.y;
absAngleDiff -= prevRotY;
absAngleDiff = fabsf(absAngleDiff);
if (absAngleDiff < 200.0f) {
@ -423,14 +423,14 @@ void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
this->nextBehavior = DOG_RUN;
this->actionFunc = EnDog_RunAway;
}
this->actor.shape.rot = this->actor.posRot.rot;
this->actor.shape.rot = this->actor.world.rot;
}
void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
this->unusedAngle = (this->actor.yawTowardsLink - this->actor.shape.rot.y);
this->unusedAngle = (this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
// If another dog is following Link and he gets within 200 units of waiting dog, run away
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistToLink < 200.0f)) {
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistToPlayer < 200.0f)) {
this->nextBehavior = DOG_RUN;
this->actionFunc = EnDog_RunAway;
}
@ -442,7 +442,8 @@ void EnDog_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDog_PlayAnimAndSFX(this);
SkelAnime_Update(&this->skelAnime);
func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f, 5);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f,
5);
Actor_MoveForward(&this->actor);
this->actionFunc(this, globalCtx);
Collider_UpdateCylinder(&this->actor, &this->collider);