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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -34,7 +34,7 @@ static s32 sPlayerIsCaught = false;
const ActorInit En_Heishi1_InitVars = {
0,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_SD,
sizeof(EnHeishi1),
@ -167,13 +167,13 @@ void EnHeishi1_Walk(EnHeishi1* this, GlobalContext* globalCtx) {
pointPos = SEGMENTED_TO_VIRTUAL(path->points);
pointPos += this->waypoint;
Math_ApproachF(&this->actor.posRot.pos.x, pointPos->x, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.posRot.pos.z, pointPos->z, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.world.pos.x, pointPos->x, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.world.pos.z, pointPos->z, 1.0f, this->moveSpeed);
Math_ApproachF(&this->moveSpeed, this->moveSpeedTarget, 1.0f, this->moveSpeedMax);
pathDiffX = pointPos->x - this->actor.posRot.pos.x;
pathDiffZ = pointPos->z - this->actor.posRot.pos.z;
pathDiffX = pointPos->x - this->actor.world.pos.x;
pathDiffZ = pointPos->z - this->actor.world.pos.z;
Math_SmoothStepToS(&this->actor.shape.rot.y, (Math_FAtan2F(pathDiffX, pathDiffZ) * 10430.378f), 3,
this->bodyTurnSpeed, 0);
@ -237,14 +237,14 @@ void EnHeishi1_MoveToLink(EnHeishi1* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
SkelAnime_Update(&this->skelAnime);
Math_ApproachF(&this->actor.posRot.pos.x, player->actor.posRot.pos.x, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.posRot.pos.z, player->actor.posRot.pos.z, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 1.0f, this->moveSpeed);
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 1.0f, this->moveSpeed);
Math_ApproachF(&this->moveSpeed, 6.0f, 1.0f, 0.4f);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 3, this->bodyTurnSpeed, 0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, this->bodyTurnSpeed, 0);
Math_ApproachF(&this->bodyTurnSpeed, 3000.0f, 1.0f, 300.0f);
Math_ApproachZeroF(&this->headAngle, 0.5f, 2000.0f);
if (this->actor.xzDistToLink < 70.0f) {
if (this->actor.xzDistToPlayer < 70.0f) {
this->actionFunc = EnHeishi1_SetupTurnTowardLink;
}
}
@ -332,7 +332,7 @@ void EnHeishi1_TurnTowardLink(EnHeishi1* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->type != 5) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 3, this->bodyTurnSpeed, 0);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, this->bodyTurnSpeed, 0);
Math_ApproachF(&this->bodyTurnSpeed, 3000.0f, 1.0f, 300.0f);
Math_ApproachZeroF(&this->headAngle, 0.5f, 2000.0f);
}
@ -378,7 +378,7 @@ void EnHeishi1_SetupWaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
void EnHeishi1_WaitNight(EnHeishi1* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.xzDistToLink < 100.0f) {
if (this->actor.xzDistToPlayer < 100.0f) {
func_8010B680(globalCtx, 0x702D, &this->actor);
func_80078884(NA_SE_SY_FOUND);
// "Discovered!"
@ -429,9 +429,9 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
Vec3f searchBallMult = { 0.0f, 0.0f, 20.0f };
Vec3f searchBallPos;
searchBallPos.x = this->actor.posRot.pos.x;
searchBallPos.y = this->actor.posRot.pos.y + 60.0f;
searchBallPos.z = this->actor.posRot.pos.z;
searchBallPos.x = this->actor.world.pos.x;
searchBallPos.y = this->actor.world.pos.y + 60.0f;
searchBallPos.z = this->actor.world.pos.z;
Matrix_Push();
Matrix_RotateY(((this->actor.shape.rot.y + this->headAngle) / 32768.0f) * M_PI, 0);
@ -442,9 +442,9 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
EffectSsSolderSrchBall_Spawn(globalCtx, &searchBallPos, &searchBallVel, &searchBallAccel, 2,
&this->linkDetected);
if (this->actor.xzDistToLink < 60.0f) {
if (this->actor.xzDistToPlayer < 60.0f) {
this->linkDetected = true;
} else if (this->actor.xzDistToLink < 70.0f) {
} else if (this->actor.xzDistToPlayer < 70.0f) {
// this case probably exists to detect link making a jump sound
// from slightly further away than the previous 60 unit check
if (player->actor.velocity.y > -4.0f) {
@ -463,7 +463,7 @@ void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx) {
if (!(player->actor.velocity.y > -3.9f)) {
this->linkDetected = false;
// this 60 unit height check is so the player doesnt get caught when on the upper path
if (fabsf(player->actor.posRot.pos.y - this->actor.posRot.pos.y) < 60.0f) {
if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 60.0f) {
func_80078884(NA_SE_SY_FOUND);
// "Discovered!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST);
@ -500,11 +500,11 @@ void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnHeishi1_OverrideLimbDraw, NULL,
this);
func_80033C30(&this->actor.posRot.pos, &matrixScale, 0xFF, globalCtx);
func_80033C30(&this->actor.world.pos, &matrixScale, 0xFF, globalCtx);
if ((this->path == BREG(1)) && (BREG(0) != 0)) {
DebugDisplay_AddObject(this->actor.posRot.pos.x, this->actor.posRot.pos.y + 100.0f, this->actor.posRot.pos.z,
17000, this->actor.posRot.rot.y, this->actor.posRot.rot.z, 1.0f, 1.0f, 1.0f, 255, 0, 0,
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y + 100.0f, this->actor.world.pos.z,
17000, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f, 1.0f, 1.0f, 255, 0, 0,
255, 4, globalCtx->state.gfxCtx);
}
}