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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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@ -28,7 +28,7 @@ extern Gfx D_05005380[];
const ActorInit Obj_Kibako_InitVars = {
ACTOR_OBJ_KIBAKO,
ACTORTYPE_PROP,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_DANGEON_KEEP,
sizeof(ObjKibako),
@ -72,7 +72,7 @@ void ObjKibako_SpawnCollectible(ObjKibako* this, GlobalContext* globalCtx) {
collectible = this->actor.params & 0x1F;
if ((collectible >= 0) && (collectible <= 0x19)) {
Item_DropCollectible(globalCtx, &this->actor.posRot.pos,
Item_DropCollectible(globalCtx, &this->actor.world.pos,
collectible | (((this->actor.params >> 8) & 0x3F) << 8));
}
}
@ -116,7 +116,7 @@ void ObjKibako_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) {
s16 angle;
s32 i;
Vec3f* breakPos = &this->actor.posRot.pos;
Vec3f* breakPos = &this->actor.world.pos;
Vec3f pos;
Vec3f velocity;
@ -147,13 +147,13 @@ void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) {
(Rand_ZeroOne() * 30.0f) + 10.0f, 0, 32, 60, KAKERA_COLOR_NONE,
OBJECT_GAMEPLAY_DANGEON_KEEP, D_05005380);
}
func_80033480(globalCtx, &this->actor.posRot.pos, 40.0f, 3, 50, 140, 1);
func_80033480(globalCtx, &this->actor.world.pos, 40.0f, 3, 50, 140, 1);
}
void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
s16 angle;
s32 i;
Vec3f* breakPos = &this->actor.posRot.pos;
Vec3f* breakPos = &this->actor.world.pos;
Vec3f pos;
Vec3f velocity;
@ -196,28 +196,28 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
ObjKibako_SetupHeld(this);
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) {
ObjKibako_WaterBreak(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK);
ObjKibako_SpawnCollectible(this, globalCtx);
Actor_Kill(&this->actor);
} else if (this->collider.base.acFlags & AC_HIT) {
ObjKibako_AirBreak(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK);
ObjKibako_SpawnCollectible(this, globalCtx);
Actor_Kill(&this->actor);
} else {
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToLink > 28.0f)) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToPlayer > 28.0f)) {
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 < 180.0f) {
if (this->actor.xzDistToPlayer < 180.0f) {
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);
}
}
@ -241,13 +241,13 @@ void ObjKibako_Held(ObjKibako* this, GlobalContext* globalCtx) {
ObjKibako_ApplyGravity(this);
func_8002D7EC(&this->actor);
}
func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
}
}
void ObjKibako_SetupThrown(ObjKibako* this) {
this->actor.velocity.x = Math_SinS(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.velocity.z = Math_CosS(this->actor.posRot.rot.y) * this->actor.speedXZ;
this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speedXZ;
this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speedXZ;
this->actor.colChkInfo.mass = 240;
this->actionFunc = ObjKibako_Thrown;
}
@ -258,18 +258,18 @@ void ObjKibako_Thrown(ObjKibako* this, GlobalContext* globalCtx) {
if ((this->actor.bgCheckFlags & 0xB) || (this->collider.base.atFlags & AT_HIT)) {
ObjKibako_AirBreak(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK);
ObjKibako_SpawnCollectible(this, globalCtx);
Actor_Kill(&this->actor);
} else if (this->actor.bgCheckFlags & 0x40) {
ObjKibako_WaterBreak(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK);
ObjKibako_SpawnCollectible(this, globalCtx);
Actor_Kill(&this->actor);
} else {
ObjKibako_ApplyGravity(this);
func_8002D7EC(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);