mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-06 06:10:21 +00:00
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:
parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
|
@ -41,7 +41,7 @@ s16 D_80A9C1DC = 0;
|
|||
|
||||
const ActorInit En_Kusa_InitVars = {
|
||||
ACTOR_EN_KUSA,
|
||||
ACTORTYPE_PROP,
|
||||
ACTORCAT_PROP,
|
||||
FLAGS,
|
||||
OBJECT_GAMEPLAY_KEEP,
|
||||
sizeof(EnKusa),
|
||||
|
@ -106,15 +106,15 @@ s32 EnKusa_SnapToFloor(EnKusa* this, GlobalContext* globalCtx, f32 yOffset) {
|
|||
s32 bgId;
|
||||
f32 floorY;
|
||||
|
||||
pos.x = this->actor.posRot.pos.x;
|
||||
pos.y = this->actor.posRot.pos.y + 30.0f;
|
||||
pos.z = this->actor.posRot.pos.z;
|
||||
pos.x = this->actor.world.pos.x;
|
||||
pos.y = this->actor.world.pos.y + 30.0f;
|
||||
pos.z = this->actor.world.pos.z;
|
||||
|
||||
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &poly, &bgId, &this->actor, &pos);
|
||||
|
||||
if (floorY > BGCHECK_Y_MIN) {
|
||||
this->actor.posRot.pos.y = floorY + yOffset;
|
||||
Math_Vec3f_Copy(&this->actor.initPosRot.pos, &this->actor.posRot.pos);
|
||||
this->actor.world.pos.y = floorY + yOffset;
|
||||
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
|
||||
return true;
|
||||
} else {
|
||||
osSyncPrintf(VT_COL(YELLOW, BLACK));
|
||||
|
@ -136,13 +136,13 @@ void EnKusa_DropCollectible(EnKusa* this, GlobalContext* globalCtx) {
|
|||
if (dropParams >= 0xD) {
|
||||
dropParams = 0;
|
||||
}
|
||||
Item_DropCollectibleRandom(globalCtx, NULL, &this->actor.posRot.pos, dropParams << 4);
|
||||
Item_DropCollectibleRandom(globalCtx, NULL, &this->actor.world.pos, dropParams << 4);
|
||||
break;
|
||||
case 1:
|
||||
if (Rand_ZeroOne() < 0.5f) {
|
||||
Item_DropCollectible(globalCtx, &this->actor.posRot.pos, ITEM00_SEEDS);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_SEEDS);
|
||||
} else {
|
||||
Item_DropCollectible(globalCtx, &this->actor.posRot.pos, ITEM00_HEART);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_HEART);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -180,9 +180,9 @@ void EnKusa_SpawnFragments(EnKusa* this, GlobalContext* globalCtx) {
|
|||
for (i = 0; i < ARRAY_COUNT(D_80A9C23C); i++) {
|
||||
scale = &D_80A9C23C[i];
|
||||
|
||||
pos.x = this->actor.posRot.pos.x + (scale->x * this->actor.scale.x * 20.0f);
|
||||
pos.y = this->actor.posRot.pos.y + (scale->y * this->actor.scale.y * 20.0f) + 10.0f;
|
||||
pos.z = this->actor.posRot.pos.z + (scale->z * this->actor.scale.z * 20.0f);
|
||||
pos.x = this->actor.world.pos.x + (scale->x * this->actor.scale.x * 20.0f);
|
||||
pos.y = this->actor.world.pos.y + (scale->y * this->actor.scale.y * 20.0f) + 10.0f;
|
||||
pos.z = this->actor.world.pos.z + (scale->z * this->actor.scale.z * 20.0f);
|
||||
|
||||
velocity.x = (Rand_ZeroOne() - 0.5f) * 8.0f;
|
||||
velocity.y = Rand_ZeroOne() * 10.0f;
|
||||
|
@ -193,9 +193,9 @@ void EnKusa_SpawnFragments(EnKusa* this, GlobalContext* globalCtx) {
|
|||
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &pos, -100, 64, 40, 3, 0, D_80A9C26C[index], 0, 0, 80,
|
||||
KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_KEEP, D_040355E0);
|
||||
|
||||
pos.x = this->actor.posRot.pos.x + (scale->x * this->actor.scale.x * 40.0f);
|
||||
pos.y = this->actor.posRot.pos.y + (scale->y * this->actor.scale.y * 40.0f) + 10.0f;
|
||||
pos.z = this->actor.posRot.pos.z + (scale->z * this->actor.scale.z * 40.0f);
|
||||
pos.x = this->actor.world.pos.x + (scale->x * this->actor.scale.x * 40.0f);
|
||||
pos.y = this->actor.world.pos.y + (scale->y * this->actor.scale.y * 40.0f) + 10.0f;
|
||||
pos.z = this->actor.world.pos.z + (scale->z * this->actor.scale.z * 40.0f);
|
||||
|
||||
velocity.x = (Rand_ZeroOne() - 0.5f) * 6.0f;
|
||||
velocity.y = Rand_ZeroOne() * 10.0f;
|
||||
|
@ -212,8 +212,8 @@ void EnKusa_SpawnBugs(EnKusa* this, GlobalContext* globalCtx) {
|
|||
s32 i;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
Actor* bug = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_INSECT, this->actor.posRot.pos.x,
|
||||
this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
|
||||
Actor* bug = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_INSECT, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
|
||||
|
||||
if (bug == NULL) {
|
||||
break;
|
||||
|
@ -244,8 +244,8 @@ void EnKusa_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (this->actor.shape.rot.y == 0) {
|
||||
s16 rand = Rand_ZeroFloat(0x10000);
|
||||
|
||||
this->actor.posRot.rot.y = rand;
|
||||
this->actor.initPosRot.rot.y = rand;
|
||||
this->actor.world.rot.y = rand;
|
||||
this->actor.home.rot.y = rand;
|
||||
this->actor.shape.rot.y = rand;
|
||||
}
|
||||
|
||||
|
@ -301,12 +301,12 @@ void func_80A9B8D8(EnKusa* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (Actor_HasParent(&this->actor, globalCtx)) {
|
||||
EnKusa_SetupLiftedUp(this);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_PL_PULL_UP_PLANT);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_PL_PULL_UP_PLANT);
|
||||
} else if (this->collider.base.acFlags & AC_HIT) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
EnKusa_SpawnFragments(this, globalCtx);
|
||||
EnKusa_DropCollectible(this, globalCtx);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_PLANT_BROKEN);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_PLANT_BROKEN);
|
||||
|
||||
if ((this->actor.params >> 4) & 1) {
|
||||
EnKusa_SpawnBugs(this, globalCtx);
|
||||
|
@ -320,17 +320,17 @@ void func_80A9B8D8(EnKusa* this, GlobalContext* globalCtx) {
|
|||
func_80A9BEAC(this);
|
||||
this->actor.flags |= 0x800;
|
||||
} else {
|
||||
if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToLink > 12.0f)) {
|
||||
if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToPlayer > 12.0f)) {
|
||||
this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER;
|
||||
}
|
||||
|
||||
if (this->actor.xzDistToLink < 600.0f) {
|
||||
if (this->actor.xzDistToPlayer < 600.0f) {
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
|
||||
if (this->actor.xzDistToLink < 400.0f) {
|
||||
if (this->actor.xzDistToPlayer < 400.0f) {
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
if (this->actor.xzDistToLink < 100.0f) {
|
||||
if (this->actor.xzDistToPlayer < 100.0f) {
|
||||
func_8002F580(&this->actor, globalCtx);
|
||||
}
|
||||
}
|
||||
|
@ -348,14 +348,14 @@ void EnKusa_LiftedUp(EnKusa* this, GlobalContext* globalCtx) {
|
|||
if (Actor_HasNoParent(&this->actor, globalCtx)) {
|
||||
this->actor.room = globalCtx->roomCtx.curRoom.num;
|
||||
func_80A9BBB0(this);
|
||||
this->actor.velocity.x = this->actor.speedXZ * Math_SinS(this->actor.posRot.rot.y);
|
||||
this->actor.velocity.z = this->actor.speedXZ * Math_CosS(this->actor.posRot.rot.y);
|
||||
this->actor.velocity.x = this->actor.speedXZ * Math_SinS(this->actor.world.rot.y);
|
||||
this->actor.velocity.z = this->actor.speedXZ * Math_CosS(this->actor.world.rot.y);
|
||||
this->actor.colChkInfo.mass = 240;
|
||||
this->actor.gravity = -0.1f;
|
||||
EnKusa_Fall(this);
|
||||
func_80A9B174(&this->actor.velocity, 0.005f);
|
||||
func_8002D7EC(&this->actor);
|
||||
func_8002E4B4(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
this->actor.gravity = -3.2f;
|
||||
}
|
||||
}
|
||||
|
@ -374,7 +374,7 @@ void func_80A9BC1C(EnKusa* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (this->actor.bgCheckFlags & 11) {
|
||||
if (!(this->actor.bgCheckFlags & 32)) {
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_PLANT_BROKEN);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_PLANT_BROKEN);
|
||||
}
|
||||
EnKusa_SpawnFragments(this, globalCtx);
|
||||
EnKusa_DropCollectible(this, globalCtx);
|
||||
|
@ -390,9 +390,9 @@ void func_80A9BC1C(EnKusa* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
} else {
|
||||
if (this->actor.bgCheckFlags & 0x40) {
|
||||
contactPos.x = this->actor.posRot.pos.x;
|
||||
contactPos.y = this->actor.posRot.pos.y + this->actor.yDistToWater;
|
||||
contactPos.z = this->actor.posRot.pos.z;
|
||||
contactPos.x = this->actor.world.pos.x;
|
||||
contactPos.y = this->actor.world.pos.y + this->actor.yDistToWater;
|
||||
contactPos.z = this->actor.world.pos.z;
|
||||
EffectSsGSplash_Spawn(globalCtx, &contactPos, NULL, NULL, 0, 400);
|
||||
EffectSsGRipple_Spawn(globalCtx, &contactPos, 150, 650, 0);
|
||||
EffectSsGRipple_Spawn(globalCtx, &contactPos, 400, 800, 4);
|
||||
|
@ -403,7 +403,7 @@ void func_80A9BC1C(EnKusa* this, GlobalContext* globalCtx) {
|
|||
D_80A9C1DC >>= 1;
|
||||
D_80A9C1D8 >>= 1;
|
||||
this->actor.bgCheckFlags &= ~0x40;
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
}
|
||||
EnKusa_Fall(this);
|
||||
Math_StepToS(&D_80A9C1D4, D_80A9C1D0, 0x1F4);
|
||||
|
@ -412,7 +412,7 @@ void func_80A9BC1C(EnKusa* this, GlobalContext* globalCtx) {
|
|||
this->actor.shape.rot.y += D_80A9C1DC;
|
||||
func_80A9B174(&this->actor.velocity, 0.05f);
|
||||
func_8002D7EC(&this->actor);
|
||||
func_8002E4B4(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
@ -439,17 +439,17 @@ void func_80A9BF30(EnKusa* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void func_80A9BF3C(EnKusa* this) {
|
||||
this->actor.posRot.pos.x = this->actor.initPosRot.pos.x;
|
||||
this->actor.posRot.pos.y = this->actor.initPosRot.pos.y - 9.0f;
|
||||
this->actor.posRot.pos.z = this->actor.initPosRot.pos.z;
|
||||
this->actor.world.pos.x = this->actor.home.pos.x;
|
||||
this->actor.world.pos.y = this->actor.home.pos.y - 9.0f;
|
||||
this->actor.world.pos.z = this->actor.home.pos.z;
|
||||
EnKusa_SetScale(this);
|
||||
this->actor.shape.rot = this->actor.initPosRot.rot;
|
||||
this->actor.shape.rot = this->actor.home.rot;
|
||||
EnKusa_SetupAction(this, func_80A9BFA8);
|
||||
}
|
||||
|
||||
void func_80A9BFA8(EnKusa* this, GlobalContext* globalCtx) {
|
||||
if (this->timer > 120) {
|
||||
if ((Math_StepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y, 0.6f)) && (this->timer >= 170)) {
|
||||
if ((Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.6f)) && (this->timer >= 170)) {
|
||||
func_80A9C00C(this);
|
||||
}
|
||||
}
|
||||
|
@ -458,7 +458,7 @@ void func_80A9BFA8(EnKusa* this, GlobalContext* globalCtx) {
|
|||
void func_80A9C00C(EnKusa* this) {
|
||||
EnKusa_SetupAction(this, func_80A9C068);
|
||||
EnKusa_SetScale(this);
|
||||
this->actor.shape.rot = this->actor.initPosRot.rot;
|
||||
this->actor.shape.rot = this->actor.home.rot;
|
||||
this->actor.flags &= ~0x800;
|
||||
}
|
||||
|
||||
|
@ -484,9 +484,9 @@ void EnKusa_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc(this, globalCtx);
|
||||
|
||||
if (this->actor.flags & 0x800) {
|
||||
this->actor.shape.unk_08 = -6.25f;
|
||||
this->actor.shape.yOffset = -6.25f;
|
||||
} else {
|
||||
this->actor.shape.unk_08 = 0.0f;
|
||||
this->actor.shape.yOffset = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue