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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
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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -24,7 +24,7 @@ void func_80AABD0C(EnMd* this, GlobalContext* globalCtx);
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const ActorInit En_Md_InitVars = {
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ACTOR_EN_MD,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_MD,
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sizeof(EnMd),
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@ -494,8 +494,8 @@ void func_80AAB158(EnMd* this, GlobalContext* globalCtx) {
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s16 temp2;
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s16 yawDiff;
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if (this->actor.xzDistToLink < 170.0f) {
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yawDiff = (f32)this->actor.yawTowardsLink - this->actor.shape.rot.y;
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if (this->actor.xzDistToPlayer < 170.0f) {
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yawDiff = (f32)this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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absYawDiff = ABS(yawDiff);
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temp = (absYawDiff <= func_800347E8(2)) ? 2 : 1;
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@ -523,7 +523,7 @@ void func_80AAB158(EnMd* this, GlobalContext* globalCtx) {
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this->unk_1E0.unk_14 = 40.0f;
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temp = 2;
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} else {
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this->unk_1E0.unk_18 = player->actor.posRot.pos;
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this->unk_1E0.unk_18 = player->actor.world.pos;
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this->unk_1E0.unk_14 = (gSaveContext.linkAge > 0) ? 0.0f : -18.0f;
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}
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@ -550,9 +550,9 @@ u8 EnMd_FollowPath(EnMd* this, GlobalContext* globalCtx) {
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pointPos = SEGMENTED_TO_VIRTUAL(path->points);
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pointPos += this->waypoint;
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pathDiffX = pointPos->x - this->actor.posRot.pos.x;
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pathDiffZ = pointPos->z - this->actor.posRot.pos.z;
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Math_SmoothStepToS(&this->actor.posRot.rot.y, Math_FAtan2F(pathDiffX, pathDiffZ) * (65536.0f / (2 * M_PI)), 4, 4000,
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pathDiffX = pointPos->x - this->actor.world.pos.x;
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pathDiffZ = pointPos->z - this->actor.world.pos.z;
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Math_SmoothStepToS(&this->actor.world.rot.y, Math_FAtan2F(pathDiffX, pathDiffZ) * (65536.0f / (2 * M_PI)), 4, 4000,
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1);
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if ((SQ(pathDiffX) + SQ(pathDiffZ)) < 100.0f) {
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@ -577,9 +577,9 @@ u8 EnMd_SetMovedPos(EnMd* this, GlobalContext* globalCtx) {
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lastPointPos = SEGMENTED_TO_VIRTUAL(path->points);
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lastPointPos += path->count - 1;
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this->actor.posRot.pos.x = lastPointPos->x;
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this->actor.posRot.pos.y = lastPointPos->y;
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this->actor.posRot.pos.z = lastPointPos->z;
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this->actor.world.pos.x = lastPointPos->x;
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this->actor.world.pos.y = lastPointPos->y;
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this->actor.world.pos.z = lastPointPos->z;
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return 1;
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}
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@ -593,10 +593,10 @@ void func_80AAB5A4(EnMd* this, GlobalContext* globalCtx) {
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? 100.0f
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: 400.0f;
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this->alpha = func_80034DD4(this, globalCtx, this->alpha, temp);
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this->actor.shape.unk_14 = this->alpha;
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this->actor.shape.shadowAlpha = this->alpha;
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} else {
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this->alpha = 255;
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this->actor.shape.unk_14 = this->alpha;
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this->actor.shape.shadowAlpha = this->alpha;
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}
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}
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@ -604,7 +604,7 @@ void EnMd_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnMd* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007FB8, NULL, this->jointTable, this->morphTable, 17);
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -617,16 +617,16 @@ void EnMd_Init(Actor* thisx, GlobalContext* globalCtx) {
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func_80034EC0(&this->skelAnime, sAnimations, 0);
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Actor_SetScale(&this->actor, 0.01f);
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this->actor.unk_1F = 6;
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this->actor.targetMode = 6;
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this->alpha = 255;
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, this->actor.posRot.pos.x,
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this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, FAIRY_KOKIRI);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, FAIRY_KOKIRI);
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if (((globalCtx->sceneNum == SCENE_SPOT04) && !(gSaveContext.eventChkInf[0] & 0x10)) ||
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((globalCtx->sceneNum == SCENE_SPOT04) && (gSaveContext.eventChkInf[0] & 0x10) &&
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CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
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((globalCtx->sceneNum == SCENE_SPOT10) && !(gSaveContext.eventChkInf[0] & 0x400))) {
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this->actor.initPosRot.pos = this->actor.posRot.pos;
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this->actor.home.pos = this->actor.world.pos;
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this->actionFunc = func_80AAB948;
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return;
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}
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@ -669,18 +669,18 @@ void func_80AAB948(EnMd* this, GlobalContext* globalCtx) {
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func_80AAAA24(this);
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if (this->unk_1E0.unk_00 == 0) {
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this->actor.posRot.rot.y = this->actor.yawTowardsLink;
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this->actor.shape.rot.y = this->actor.yawTowardsLink;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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yaw = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &actorToBlock->posRot.pos);
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yaw = Math_Vec3f_Yaw(&this->actor.home.pos, &actorToBlock->world.pos);
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this->actor.posRot.pos.x = this->actor.initPosRot.pos.x;
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this->actor.posRot.pos.x += 60.0f * Math_SinS(yaw);
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this->actor.world.pos.x = this->actor.home.pos.x;
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this->actor.world.pos.x += 60.0f * Math_SinS(yaw);
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this->actor.posRot.pos.z = this->actor.initPosRot.pos.z;
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this->actor.posRot.pos.z += 60.0f * Math_CosS(yaw);
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this->actor.world.pos.z = this->actor.home.pos.z;
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this->actor.world.pos.z += 60.0f * Math_CosS(yaw);
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temp = fabsf((f32)this->actor.yawTowardsLink - yaw) * 0.001f * 3.0f;
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temp = fabsf((f32)this->actor.yawTowardsPlayer - yaw) * 0.001f * 3.0f;
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this->skelAnime.playSpeed = CLAMP(temp, 1.0f, 3.0f);
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}
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@ -719,7 +719,7 @@ void func_80AAB948(EnMd* this, GlobalContext* globalCtx) {
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return;
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}
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if (this->actor.xzDistToLink < (30.0f + this->collider.dim.radius)) {
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if (this->actor.xzDistToPlayer < (30.0f + this->collider.dim.radius)) {
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player->stateFlags2 |= 0x800000;
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}
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}
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@ -748,7 +748,7 @@ void func_80AABD0C(EnMd* this, GlobalContext* globalCtx) {
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func_80AAA93C(this);
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if (!(EnMd_FollowPath(this, globalCtx)) || (this->waypoint != 0)) {
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this->actor.shape.rot = this->actor.posRot.rot;
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this->actor.shape.rot = this->actor.world.rot;
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return;
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}
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@ -764,7 +764,7 @@ void func_80AABD0C(EnMd* this, GlobalContext* globalCtx) {
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this->skelAnime.playSpeed = 0.0f;
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this->actor.speedXZ = 0.0f;
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this->actor.initPosRot.pos = this->actor.posRot.pos;
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this->actor.home.pos = this->actor.world.pos;
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this->actionFunc = func_80AAB8F8;
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}
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@ -779,7 +779,7 @@ void EnMd_Update(Actor* thisx, GlobalContext* globalCtx) {
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func_80AAB5A4(this, globalCtx);
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Actor_MoveForward(&this->actor);
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func_80AAB158(this, globalCtx);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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this->actionFunc(this, globalCtx);
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}
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@ -814,7 +814,7 @@ void EnMd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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Vec3f vec = { 400.0f, 0.0f, 0.0f };
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if (limbIndex == 16) {
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Matrix_MultVec3f(&vec, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&vec, &this->actor.focus.pos);
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}
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}
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