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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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@ -41,7 +41,7 @@ extern FlexSkeletonHeader D_0600BE40;
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const ActorInit En_Tk_InitVars = {
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ACTOR_EN_TK,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_TK,
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sizeof(EnTk),
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@ -227,7 +227,7 @@ s32 EnTk_CheckFacingPlayer(EnTk* this) {
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s16 v0;
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s16 v1;
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if (this->actor.xyzDistToLinkSq > 10000.0f) {
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if (this->actor.xyzDistToPlayerSq > 10000.0f) {
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return 0;
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}
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@ -235,7 +235,7 @@ s32 EnTk_CheckFacingPlayer(EnTk* this) {
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v0 -= this->h_21E;
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v0 -= this->headRot;
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v1 = this->actor.yawTowardsLink - v0;
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v1 = this->actor.yawTowardsPlayer - v0;
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if (ABS(v1) < 0x1554) {
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return 1;
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} else {
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@ -248,7 +248,7 @@ s32 EnTk_CheckNextSpot(EnTk* this, GlobalContext* globalCtx) {
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f32 dxz;
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f32 dy;
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prop = globalCtx->actorCtx.actorList[ACTORTYPE_PROP].first;
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prop = globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
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while (prop != NULL) {
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if (prop->id != ACTOR_EN_IT) {
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@ -261,8 +261,8 @@ s32 EnTk_CheckNextSpot(EnTk* this, GlobalContext* globalCtx) {
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continue;
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}
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dy = prop->posRot.pos.y - this->actor.groundY;
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dxz = func_8002DB8C(&this->actor, prop);
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dy = prop->world.pos.y - this->actor.floorHeight;
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dxz = Actor_WorldDistXZToActor(&this->actor, prop);
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if (dxz > 40.0f || dy > 10.0f) {
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prop = prop->next;
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continue;
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@ -280,8 +280,8 @@ void EnTk_CheckCurrentSpot(EnTk* this) {
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f32 dy;
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if (this->currentSpot != NULL) {
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dy = this->currentSpot->posRot.pos.y - this->actor.groundY;
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dxz = func_8002DB8C(&this->actor, this->currentSpot);
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dy = this->currentSpot->world.pos.y - this->actor.floorHeight;
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dxz = Actor_WorldDistXZToActor(&this->actor, this->currentSpot);
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if (dxz > 40.0f || dy > 10.0f) {
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this->currentSpot = NULL;
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}
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@ -329,11 +329,11 @@ s32 EnTk_Orient(EnTk* this, GlobalContext* globalCtx) {
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point = SEGMENTED_TO_VIRTUAL(path->points);
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point += this->currentWaypoint;
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dx = point->x - this->actor.posRot.pos.x;
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dz = point->z - this->actor.posRot.pos.z;
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dx = point->x - this->actor.world.pos.x;
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dz = point->z - this->actor.world.pos.z;
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Math_SmoothStepToS(&this->actor.shape.rot.y, Math_FAtan2F(dx, dz) * (0x8000 / M_PI), 10, 1000, 1);
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this->actor.posRot.rot = this->actor.shape.rot;
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this->actor.world.rot = this->actor.shape.rot;
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if (SQ(dx) + SQ(dz) < 10.0f) {
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this->currentWaypoint++;
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@ -497,7 +497,7 @@ void EnTk_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnTk* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Circle, 24.0f);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawCircle, 24.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0600BE40, NULL, this->jointTable, this->morphTable, 18);
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Animation_Change(&this->skelAnime, &D_06002F84, 1.0f, 0.0f, Animation_GetLastFrame(&D_06002F84), ANIMMODE_LOOP,
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@ -516,7 +516,7 @@ void EnTk_Init(Actor* thisx, GlobalContext* globalCtx) {
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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->actor.gravity = -0.1f;
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this->currentReward = -1;
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this->currentSpot = NULL;
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@ -536,7 +536,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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if (this->h_1E0 != 0) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.yawTowardsLink - v1;
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v1 = this->actor.yawTowardsPlayer - v1;
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if (this->h_1E0 == 2) {
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EnTk_DigAnim(this, globalCtx);
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@ -550,7 +550,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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} else if (EnTk_CheckFacingPlayer(this)) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.yawTowardsLink - v1;
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v1 = this->actor.yawTowardsPlayer - v1;
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this->actionCountdown = 0;
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func_800343CC(globalCtx, &this->actor, &this->h_1E0, this->collider.dim.radius + 30.0f, func_80B1C54C,
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@ -558,7 +558,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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} else if (func_8002F194(&this->actor, globalCtx)) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.yawTowardsLink - v1;
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v1 = this->actor.yawTowardsPlayer - v1;
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this->actionCountdown = 0;
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this->h_1E0 = 1;
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@ -617,9 +617,9 @@ void EnTk_Dig(EnTk* this, GlobalContext* globalCtx) {
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Matrix_RotateY(this->actor.shape.rot.y, MTXMODE_NEW);
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Matrix_MultVec3f(&rewardOrigin, &rewardPos);
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rewardPos.x += this->actor.posRot.pos.x;
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rewardPos.y += this->actor.posRot.pos.y;
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rewardPos.z += this->actor.posRot.pos.z;
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rewardPos.x += this->actor.world.pos.x;
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rewardPos.y += this->actor.world.pos.y;
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rewardPos.z += this->actor.world.pos.z;
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this->currentReward = EnTk_ChooseReward(this);
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if (this->currentReward == 3) {
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@ -679,7 +679,7 @@ void EnTk_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 40.0f, 10.0f, 0.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 10.0f, 0.0f, 5);
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this->actionFunc(this, globalCtx);
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@ -721,7 +721,7 @@ void EnTk_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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/* Limb 16 - Jaw */
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if (limbIndex == 16) {
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Matrix_MultVec3f(&sp1C, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&sp1C, &this->actor.focus.pos);
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}
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/* Limb 14 - Neck */
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