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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 @@ void func_80B16938(EnTa* this);
const ActorInit En_Ta_InitVars = {
ACTOR_EN_TA,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_TA,
sizeof(EnTa),
@ -125,7 +125,7 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
EnTa* this = THIS;
GlobalContext* globalCtx2 = globalCtx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx2, &this->skelAnime, &D_0600B7B8, &D_06001C94, this->jointTable, this->morphTable, 17);
Collider_InitCylinder(globalCtx2, &this->collider);
Collider_SetCylinder(globalCtx2, &this->collider, &this->actor, &sCylinderInit);
@ -137,7 +137,7 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2B6 = 20;
this->unk_2B0 = func_80B166CC;
Actor_SetScale(&this->actor, 0.01f);
this->actor.unk_1F = 6;
this->actor.targetMode = 6;
this->actor.velocity.y = -4.0f;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -1.0f;
@ -159,7 +159,7 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2B4 = 2;
Animation_PlayOnce(&this->skelAnime, &D_0600CD50);
this->unk_2E4 = &D_0600CD50;
this->actor.shape.unk_10 = 54.0f;
this->actor.shape.shadowScale = 54.0f;
}
break;
case 2:
@ -193,7 +193,7 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2B4 = 2;
Animation_PlayOnce(&this->skelAnime, &D_0600CD50);
this->unk_2E4 = &D_0600CD50;
this->actor.shape.unk_10 = 54.0f;
this->actor.shape.shadowScale = 54.0f;
}
} else if (globalCtx2->sceneNum == SCENE_SOUKO) {
osSyncPrintf(VT_FGCOL(CYAN) " ロンロン牧場の倉庫 の タロン\n" VT_RST);
@ -206,14 +206,14 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.flags |= 0x10;
this->unk_2C4[0] = this->unk_2C4[1] = this->unk_2C4[2] = 7;
this->unk_2B8[0] = (EnNiw*)Actor_Spawn(
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.posRot.pos.x + 5.0f,
this->actor.posRot.pos.y + 3.0f, this->actor.posRot.pos.z + 26.0f, 0, 0, 0, 0xD);
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.world.pos.x + 5.0f,
this->actor.world.pos.y + 3.0f, this->actor.world.pos.z + 26.0f, 0, 0, 0, 0xD);
this->unk_2B8[1] = (EnNiw*)Actor_Spawn(
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.posRot.pos.x - 20.0f,
this->actor.posRot.pos.y + 40.0f, this->actor.posRot.pos.z - 30.0f, 0, 0, 0, 0xD);
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.world.pos.x - 20.0f,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
this->unk_2B8[2] = (EnNiw*)Actor_Spawn(
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.posRot.pos.x + 20.0f,
this->actor.posRot.pos.y + 40.0f, this->actor.posRot.pos.z - 30.0f, 0, 0, 0, 0xD);
&globalCtx2->actorCtx, globalCtx2, ACTOR_EN_NIW, this->actor.world.pos.x + 20.0f,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
func_80B13AAC(this, globalCtx2);
if (gSaveContext.eventInf[0] & 0x400) {
@ -233,7 +233,7 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2B4 = 2;
Animation_PlayOnce(&this->skelAnime, &D_0600CD50);
this->unk_2E4 = &D_0600CD50;
this->actor.shape.unk_10 = 54.0f;
this->actor.shape.shadowScale = 54.0f;
}
}
} else {
@ -241,15 +241,15 @@ void EnTa_Init(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2B4 = 2;
Animation_PlayOnce(&this->skelAnime, &D_0600CD50);
this->unk_2E4 = &D_0600CD50;
this->actor.shape.unk_10 = 54.0f;
this->actor.shape.shadowScale = 54.0f;
}
break;
}
}
void func_80B14248(EnTa* this) {
if (this->actor.shape.unk_10 > 36.0f) {
this->actor.shape.unk_10 -= 0.8f;
if (this->actor.shape.shadowScale > 36.0f) {
this->actor.shape.shadowScale -= 0.8f;
}
}
@ -274,8 +274,8 @@ s32 func_80B142F4(EnTa* this, GlobalContext* globalCtx, u16 textId) {
this->actor.textId = textId;
if ((ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) <= 0x4300) &&
(this->actor.xzDistToLink < 100.0f)) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) &&
(this->actor.xzDistToPlayer < 100.0f)) {
this->unk_2E0 |= 1;
func_8002F2CC(&this->actor, globalCtx, 100.0f);
}
@ -416,7 +416,7 @@ void func_80B14818(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B14898(EnTa* this, GlobalContext* globalCtx) {
func_80033480(globalCtx, &this->actor.posRot.pos, 50.0f, 2, 250, 20, 1);
func_80033480(globalCtx, &this->actor.world.pos, 50.0f, 2, 250, 20, 1);
func_80B14818(this, globalCtx);
if (this->unk_2CC == 0) {
@ -425,7 +425,7 @@ void func_80B14898(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B1490C(EnTa* this, GlobalContext* globalCtx) {
this->actor.posRot.rot.y += 0xC00;
this->actor.world.rot.y += 0xC00;
this->actor.shape.rot.y += 0xC00;
if (this->unk_2CC == 0) {
@ -435,7 +435,7 @@ void func_80B1490C(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B1496C(EnTa* this, GlobalContext* globalCtx) {
func_80033480(globalCtx, &this->actor.posRot.pos, 50.0f, 2, 250, 20, 1);
func_80033480(globalCtx, &this->actor.world.pos, 50.0f, 2, 250, 20, 1);
func_80B14818(this, globalCtx);
if (this->unk_2CC == 0) {
@ -445,7 +445,7 @@ void func_80B1496C(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B149F4(EnTa* this, GlobalContext* globalCtx) {
this->actor.posRot.rot.y -= 0xD00;
this->actor.world.rot.y -= 0xD00;
this->actor.shape.rot.y -= 0xD00;
if (this->unk_2CC == 0) {
@ -455,7 +455,7 @@ void func_80B149F4(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B14A54(EnTa* this, GlobalContext* globalCtx) {
func_80033480(globalCtx, &this->actor.posRot.pos, 50.0f, 2, 250, 20, 1);
func_80033480(globalCtx, &this->actor.world.pos, 50.0f, 2, 250, 20, 1);
func_80B14818(this, globalCtx);
if (this->unk_2CC == 20) {
@ -468,7 +468,7 @@ void func_80B14A54(EnTa* this, GlobalContext* globalCtx) {
}
void func_80B14AF4(EnTa* this, GlobalContext* globalCtx) {
this->actor.posRot.rot.y -= 0xC00;
this->actor.world.rot.y -= 0xC00;
this->actor.shape.rot.y -= 0xC00;
if (this->unk_2CC == 0) {
@ -781,8 +781,8 @@ void func_80B1585C(EnTa* this, GlobalContext* globalCtx) {
if (this->unk_2CC > 35) {
for (i = 1; i < ARRAY_COUNT(this->unk_2B8); i++) {
if (this->unk_2B8[i] != NULL) {
Math_SmoothStepToS(&this->unk_2B8[i]->actor.posRot.rot.y, i * -10000 - 3000, 2, 0x800, 0x100);
this->unk_2B8[i]->actor.shape.rot.y = this->unk_2B8[i]->actor.posRot.rot.y;
Math_SmoothStepToS(&this->unk_2B8[i]->actor.world.rot.y, i * -10000 - 3000, 2, 0x800, 0x100);
this->unk_2B8[i]->actor.shape.rot.y = this->unk_2B8[i]->actor.world.rot.y;
}
}
} else if (this->unk_2CC == 35) {
@ -1157,7 +1157,7 @@ void EnTa_Update(Actor* thisx, GlobalContext* globalCtx) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
this->unk_260(this);
this->unk_25C(this, globalCtx);
@ -1166,7 +1166,7 @@ void EnTa_Update(Actor* thisx, GlobalContext* globalCtx) {
}
if (this->unk_2E0 & 1) {
func_80038290(globalCtx, &this->actor, &this->unk_2D4, &this->unk_2DA, this->actor.posRot2.pos);
func_80038290(globalCtx, &this->actor, &this->unk_2D4, &this->unk_2DA, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->unk_2D4.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_2D4.y, 0, 6, 6200, 100);
@ -1210,7 +1210,7 @@ void EnTa_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
EnTa* this = THIS;
if (limbIndex == 15) {
Matrix_MultVec3f(&D_80B16E7C, &this->actor.posRot2.pos);
Matrix_MultVec3f(&D_80B16E7C, &this->actor.focus.pos);
}
}