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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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@ -79,7 +79,7 @@ static EnRu2DrawFunc sDrawFuncs[] = {
const ActorInit En_Ru2_InitVars = {
ACTOR_EN_RU2,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_RU2,
sizeof(EnRu2),
@ -150,7 +150,7 @@ void func_80AF26AC(EnRu2* this) {
this->drawConfig = 0;
this->alpha = 0;
this->unk_2B8 = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
this->unk_2B0 = 0.0f;
}
@ -174,7 +174,7 @@ void func_80AF26D0(EnRu2* this, GlobalContext* globalCtx) {
}
void func_80AF2744(EnRu2* this, GlobalContext* globalCtx) {
func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 4);
}
s32 EnRu2_FrameUpdateMatrix(EnRu2* this) {
@ -212,12 +212,12 @@ void func_80AF2868(EnRu2* this, GlobalContext* globalCtx, u32 npcActionIdx) {
Actor* thisx = &this->actor;
if (csCmdNPCAction != NULL) {
thisx->posRot.pos.x = csCmdNPCAction->startPos.x;
thisx->posRot.pos.y = csCmdNPCAction->startPos.y;
thisx->posRot.pos.z = csCmdNPCAction->startPos.z;
thisx->world.pos.x = csCmdNPCAction->startPos.x;
thisx->world.pos.y = csCmdNPCAction->startPos.y;
thisx->world.pos.z = csCmdNPCAction->startPos.z;
newRotY = csCmdNPCAction->rot.y;
thisx->shape.rot.y = newRotY;
thisx->posRot.rot.y = newRotY;
thisx->world.rot.y = newRotY;
}
}
@ -241,28 +241,28 @@ void func_80AF28E8(EnRu2* this, AnimationHeader* animation, u8 arg2, f32 transit
}
void func_80AF2978(EnRu2* this, GlobalContext* globalCtx) {
this->actor.shape.unk_08 += 83.333336f;
this->actor.shape.yOffset += 83.333336f;
}
void func_80AF2994(EnRu2* this, GlobalContext* globalCtx) {
func_80AF28E8(this, &D_06000DE8, 0, 0.0f, 0);
this->actor.shape.unk_08 = -10000.0f;
this->actor.shape.yOffset = -10000.0f;
}
void func_80AF29DC(EnRu2* this, GlobalContext* globalCtx) {
Actor* thisx = &this->actor;
f32 posX = thisx->posRot.pos.x;
f32 posY = thisx->posRot.pos.y;
f32 posZ = thisx->posRot.pos.z;
f32 posX = thisx->world.pos.x;
f32 posY = thisx->world.pos.y;
f32 posZ = thisx->world.pos.z;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
}
void func_80AF2A38(EnRu2* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
f32 posX = player->actor.posRot.pos.x;
f32 posY = player->actor.posRot.pos.y + 50.0f;
f32 posZ = player->actor.posRot.pos.z;
f32 posX = player->actor.world.pos.x;
f32 posY = player->actor.world.pos.y + 50.0f;
f32 posZ = player->actor.world.pos.z;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0, 10);
Item_Give(globalCtx, ITEM_MEDALLION_WATER);
@ -279,9 +279,9 @@ void func_80AF2AB4(EnRu2* this, GlobalContext* globalCtx) {
globalCtx->csCtx.segment = &D_80AF411C;
gSaveContext.cutsceneTrigger = 2;
Item_Give(globalCtx, ITEM_MEDALLION_WATER);
temp = this->actor.posRot.rot.y + 0x8000;
temp = this->actor.world.rot.y + 0x8000;
player->actor.shape.rot.y = temp;
player->actor.posRot.rot.y = temp;
player->actor.world.rot.y = temp;
}
}
@ -300,9 +300,9 @@ void func_80AF2B44(EnRu2* this, GlobalContext* globalCtx) {
}
void func_80AF2B94(EnRu2* this) {
if (this->actor.shape.unk_08 >= 0.0f) {
if (this->actor.shape.yOffset >= 0.0f) {
this->action = 3;
this->actor.shape.unk_08 = 0.0f;
this->actor.shape.yOffset = 0.0f;
}
}
@ -385,7 +385,7 @@ void func_80AF2DEC(EnRu2* this, GlobalContext* globalCtx) {
void func_80AF2E1C(EnRu2* this, GlobalContext* globalCtx) {
func_80AF28E8(this, &D_060004CC, 2, 0.0f, 0);
this->action = 7;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_80AF2E64() {
@ -393,8 +393,8 @@ void func_80AF2E64() {
}
void func_80AF2E84(EnRu2* this, GlobalContext* globalCtx) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
kREG(19) + 24.0f + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 8);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.world.pos.x,
kREG(19) + 24.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 8);
}
void func_80AF2F04(EnRu2* this, GlobalContext* globalCtx) {
@ -402,7 +402,7 @@ void func_80AF2F04(EnRu2* this, GlobalContext* globalCtx) {
this->action = 8;
this->drawConfig = 2;
this->alpha = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
this->unk_2B0 = 0.0f;
func_80AF2E64();
}
@ -419,7 +419,7 @@ void func_80AF2F58(EnRu2* this, GlobalContext* globalCtx) {
this->drawConfig = 1;
*unk_2B0 = kREG(5) + 10.0f;
this->alpha = 255;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
return;
}
} else {
@ -429,13 +429,13 @@ void func_80AF2F58(EnRu2* this, GlobalContext* globalCtx) {
this->drawConfig = 0;
*unk_2B0 = 0.0f;
this->alpha = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
return;
}
}
alpha = (*unk_2B0 / (kREG(5) + 10.0f)) * 255.0f;
this->alpha = alpha;
this->actor.shape.unk_14 = alpha;
this->actor.shape.shadowAlpha = alpha;
}
void func_80AF30AC(EnRu2* this, GlobalContext* globalCtx) {
@ -448,7 +448,7 @@ void func_80AF30AC(EnRu2* this, GlobalContext* globalCtx) {
func_80AF2E84(this, globalCtx);
this->unk_2B8 = 1;
}
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
}
}
@ -498,7 +498,7 @@ void func_80AF3394(EnRu2* this, GlobalContext* globalCtx) {
func_80AF28E8(this, &D_0600E630, 0, 0.0f, 0);
this->action = 10;
this->drawConfig = 0;
this->actor.shape.unk_14 = 0;
this->actor.shape.shadowAlpha = 0;
}
void func_80AF33E0(EnRu2* this) {
@ -511,11 +511,11 @@ void func_80AF33E0(EnRu2* this) {
temp_f0 = kREG(17) + 10.0f;
if (temp_f0 <= *unk_2B0) {
this->alpha = 255;
this->actor.shape.unk_14 = 0xFF;
this->actor.shape.shadowAlpha = 0xFF;
} else {
temp_f18 = (*unk_2B0 / temp_f0) * 255.0f;
this->alpha = temp_f18;
this->actor.shape.unk_14 = temp_f18;
this->actor.shape.shadowAlpha = temp_f18;
}
}
@ -623,13 +623,13 @@ void func_80AF37CC(EnRu2* this) {
this->unk_2C0 += 1;
funcFloat = func_8006F9BC((kREG(2) + 0x96) & 0xFFFF, 0, this->unk_2C0, 8, 0);
this->actor.posRot.pos.y = this->actor.initPosRot.pos.y + (300.0f * funcFloat);
this->actor.world.pos.y = this->actor.home.pos.y + (300.0f * funcFloat);
}
s32 func_80AF383C(EnRu2* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
f32 thisPosX = this->actor.posRot.pos.x;
f32 playerPosX = player->actor.posRot.pos.x;
f32 thisPosX = this->actor.world.pos.x;
f32 playerPosX = player->actor.world.pos.x;
if (playerPosX - thisPosX >= -202.0f) {
return 1;
@ -681,9 +681,9 @@ void func_80AF39DC(EnRu2* this, GlobalContext* globalCtx) {
player = PLAYER;
osSyncPrintf("うおりゃー! \n");
func_8005B1A4(ACTIVE_CAM);
player->actor.posRot.pos.x = 820.0f;
player->actor.posRot.pos.y = 0.0f;
player->actor.posRot.pos.z = 180.0f;
player->actor.world.pos.x = 820.0f;
player->actor.world.pos.y = 0.0f;
player->actor.world.pos.z = 180.0f;
}
}
}
@ -712,7 +712,7 @@ void func_80AF3B74(EnRu2* this, GlobalContext* globalCtx) {
void func_80AF3BC8(EnRu2* this, GlobalContext* globalCtx) {
func_80AF3878(this, globalCtx);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF259C(this, globalCtx);
}
@ -721,7 +721,7 @@ void func_80AF3C04(EnRu2* this, GlobalContext* globalCtx) {
func_80AF259C(this, globalCtx);
EnRu2_FrameUpdateMatrix(this);
func_80AF2608(this);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF38D0(this, globalCtx);
}
@ -729,7 +729,7 @@ void func_80AF3C64(EnRu2* this, GlobalContext* globalCtx) {
func_80AF2744(this, globalCtx);
EnRu2_FrameUpdateMatrix(this);
func_80AF2608(this);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF390C(this, globalCtx);
}
@ -737,7 +737,7 @@ void func_80AF3CB8(EnRu2* this, GlobalContext* globalCtx) {
func_80AF2744(this, globalCtx);
EnRu2_FrameUpdateMatrix(this);
func_80AF2608(this);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF39DC(this, globalCtx);
}
@ -745,7 +745,7 @@ void func_80AF3D0C(EnRu2* this, GlobalContext* globalCtx) {
func_80AF2744(this, globalCtx);
EnRu2_FrameUpdateMatrix(this);
func_80AF2608(this);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF3ADC(this, globalCtx);
}
@ -754,7 +754,7 @@ void func_80AF3D60(EnRu2* this, GlobalContext* globalCtx) {
func_80AF2744(this, globalCtx);
EnRu2_FrameUpdateMatrix(this);
func_80AF2608(this);
Actor_SetHeight(&this->actor, 50.0f);
Actor_SetFocus(&this->actor, 50.0f);
func_80AF3B74(this, globalCtx);
}
@ -771,7 +771,7 @@ void EnRu2_Update(Actor* thisx, GlobalContext* globalCtx) {
void EnRu2_Init(Actor* thisx, GlobalContext* globalCtx) {
EnRu2* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
func_80AF2550(thisx, globalCtx);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600C700, NULL, this->jointTable, this->morphTable, 23);