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Actor prototype cleanup (#1276)

* Fix some ActorFunc prototypes

* Add defaults to switches in object_kankyo
This commit is contained in:
EllipticEllipsis 2022-06-13 17:25:02 +01:00 committed by GitHub
parent 0832b5af68
commit 030594a457
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 78 additions and 55 deletions

View file

@ -3,13 +3,10 @@
#define FLAGS ACTOR_FLAG_4
#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)
void BgMizuShutter_Init(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_Destroy(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_Update(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_Draw(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_Init(Actor* thisx, PlayState* play);
void BgMizuShutter_Destroy(Actor* thisx, PlayState* play);
void BgMizuShutter_Update(Actor* thisx, PlayState* play);
void BgMizuShutter_Draw(Actor* thisx, PlayState* play);
void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, PlayState* play);
@ -47,34 +44,38 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgMizuShutter_Init(BgMizuShutter* thisx, PlayState* play) {
void BgMizuShutter_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
s32 pad2;
CollisionHeader* sp30 = NULL;
CollisionHeader* colHeader = NULL;
s32 pad3;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->displayList = sDisplayLists[SIZE_PARAM];
this->displayList = sDisplayLists[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
CollisionHeader_GetVirtual(sCollisionHeaders[SIZE_PARAM], &sp30);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, sp30);
if ((SIZE_PARAM == BGMIZUSHUTTER_SMALL) || (SIZE_PARAM == BGMIZUSHUTTER_LARGE)) {
CollisionHeader_GetVirtual(sCollisionHeaders[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
if ((BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor) == BGMIZUSHUTTER_SMALL) ||
(BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor) == BGMIZUSHUTTER_LARGE)) {
this->closedPos = this->dyna.actor.world.pos;
this->timer = 0;
this->timerMax = TIMER_PARAM * 20;
this->timerMax = BGMIZUSHUTTER_TIMER_PARAM(&this->dyna.actor) * 20;
Matrix_RotateY(BINANG_TO_RAD(this->dyna.actor.world.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(this->dyna.actor.world.rot.x), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(this->dyna.actor.world.rot.z), MTXMODE_APPLY);
Matrix_MultVec3f(&sDisplacements[SIZE_PARAM], &this->openPos);
Matrix_MultVec3f(&sDisplacements[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)], &this->openPos);
this->openPos.x += this->dyna.actor.world.pos.x;
this->openPos.y += this->dyna.actor.world.pos.y;
this->openPos.z += this->dyna.actor.world.pos.z;
if (this->timerMax != 0x3F * 20) {
Flags_UnsetSwitch(play, (u16)this->dyna.actor.params & 0x3F);
Flags_UnsetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor));
this->dyna.actor.world.pos = this->closedPos;
}
if (Flags_GetSwitch(play, (u16)this->dyna.actor.params & 0x3F)) {
if (Flags_GetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor))) {
this->dyna.actor.world.pos = this->openPos;
this->actionFunc = BgMizuShutter_WaitForTimer;
} else {
@ -83,7 +84,7 @@ void BgMizuShutter_Init(BgMizuShutter* thisx, PlayState* play) {
}
}
void BgMizuShutter_Destroy(BgMizuShutter* thisx, PlayState* play) {
void BgMizuShutter_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
@ -91,7 +92,7 @@ void BgMizuShutter_Destroy(BgMizuShutter* thisx, PlayState* play) {
}
void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, PlayState* play) {
if (Flags_GetSwitch(play, (u16)this->dyna.actor.params & 0x3F)) {
if (Flags_GetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor))) {
if (ABS(this->dyna.actor.world.rot.x) > 0x2C60) {
OnePointCutscene_Init(play, 4510, -99, &this->dyna.actor, CAM_ID_MAIN);
} else {
@ -110,7 +111,7 @@ void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, PlayState* play) {
}
void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play) {
if (Flags_GetSwitch(play, (u16)this->dyna.actor.params & 0x3F)) {
if (Flags_GetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor))) {
Math_SmoothStepToF(&this->dyna.actor.world.pos.x, this->openPos.x, 1.0f, 4.0f, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->openPos.y, 1.0f, 4.0f, 0.1f);
Math_SmoothStepToF(&this->dyna.actor.world.pos.z, this->openPos.z, 1.0f, 4.0f, 0.1f);
@ -140,20 +141,20 @@ void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
func_8002F994(&this->dyna.actor, this->timer);
if (this->timer == 0) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
Flags_UnsetSwitch(play, (u16)this->dyna.actor.params & 0x3F);
Flags_UnsetSwitch(play, BGMIZUSHUTTER_SWITCH_PARAM(&this->dyna.actor));
this->actionFunc = BgMizuShutter_Move;
}
}
}
void BgMizuShutter_Update(BgMizuShutter* thisx, PlayState* play) {
void BgMizuShutter_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;
this->actionFunc(this, play);
}
void BgMizuShutter_Draw(BgMizuShutter* thisx, PlayState* play) {
void BgMizuShutter_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgMizuShutter* this = (BgMizuShutter*)thisx;

View file

@ -4,7 +4,10 @@
#include "ultra64.h"
#include "global.h"
#define BGMIZUSHUTTER_PARAM(size, timer, switchFlag) (size << 0xC) | (timer << 0x6) | switchFlag
#define BGMIZUSHUTTER_SIZE_PARAM(thisx) (((u16)(thisx)->params >> 0xC) & 0xF)
#define BGMIZUSHUTTER_TIMER_PARAM(thisx) (((u16)(thisx)->params >> 0x6) & 0x3F)
#define BGMIZUSHUTTER_SWITCH_PARAM(thisx) (((u16)(thisx)->params >> 0x0) & 0x3F)
#define BGMIZUSHUTTER_PARAMS(size, timer, switchFlag) (((size) << 0xC) | ((timer) << 0x6) | (switchFlag))
struct BgMizuShutter;

View file

@ -9,10 +9,10 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgSstFloor_Init(BgSstFloor* this, PlayState* play);
void BgSstFloor_Destroy(BgSstFloor* this, PlayState* play);
void BgSstFloor_Update(BgSstFloor* this, PlayState* play);
void BgSstFloor_Draw(BgSstFloor* this, PlayState* play);
void BgSstFloor_Init(Actor* thisx, PlayState* play);
void BgSstFloor_Destroy(Actor* thisx, PlayState* play);
void BgSstFloor_Update(Actor* thisx, PlayState* play);
void BgSstFloor_Draw(Actor* thisx, PlayState* play);
static s32 sUnkValues[] = { 0, 0, 0 }; // Unused, probably a zero vector
@ -32,7 +32,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale.x, 100, ICHAIN_STOP),
};
void BgSstFloor_Init(BgSstFloor* thisx, PlayState* play) {
void BgSstFloor_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgSstFloor* this = (BgSstFloor*)thisx;
CollisionHeader* colHeader = NULL;
@ -43,14 +43,14 @@ void BgSstFloor_Init(BgSstFloor* thisx, PlayState* play) {
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}
void BgSstFloor_Destroy(BgSstFloor* thisx, PlayState* play) {
void BgSstFloor_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
BgSstFloor* this = (BgSstFloor*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgSstFloor_Update(BgSstFloor* thisx, PlayState* play) {
void BgSstFloor_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgSstFloor* this = (BgSstFloor*)thisx;
Player* player = GET_PLAYER(play);
@ -120,7 +120,7 @@ void BgSstFloor_Update(BgSstFloor* thisx, PlayState* play) {
func_8003EE6C(play, &play->colCtx.dyna);
}
void BgSstFloor_Draw(BgSstFloor* thisx, PlayState* play) {
void BgSstFloor_Draw(Actor* thisx, PlayState* play) {
BgSstFloor* this = (BgSstFloor*)thisx;
OPEN_DISPS(play->state.gfxCtx, "../z_bg_sst_floor.c", 277);

View file

@ -27,11 +27,11 @@ void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_WaitForBeamObject(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_Beams(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawFairies(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawSnow(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawLightning(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawSunGraveSpark(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawBeams(ObjectKankyo* this, PlayState* play);
void ObjectKankyo_DrawFairies(Actor* this, PlayState* play);
void ObjectKankyo_DrawSnow(Actor* this, PlayState* play);
void ObjectKankyo_DrawLightning(Actor* this, PlayState* play);
void ObjectKankyo_DrawSunGraveSpark(Actor* this, PlayState* play);
void ObjectKankyo_DrawBeams(Actor* this, PlayState* play);
static void* sEffLightningTextures[] = {
gEffLightning1Tex, gEffLightning2Tex, gEffLightning3Tex, gEffLightning4Tex,
@ -155,6 +155,9 @@ void ObjectKankyo_Init(Actor* thisx, PlayState* play) {
this->requiredObjectLoaded = false;
ObjectKankyo_SetupAction(this, ObjectKankyo_InitBeams);
break;
default:
break;
}
}
@ -217,6 +220,9 @@ void ObjectKankyo_Fairies(ObjectKankyo* this, PlayState* play) {
case 771:
func_80078884(NA_SE_VO_RT_THROW);
break;
default:
break;
}
}
@ -348,6 +354,9 @@ void ObjectKankyo_Fairies(ObjectKankyo* this, PlayState* play) {
this->effects[i].dirPhase.y += 0.08f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.05f * Rand_ZeroOne();
break;
default:
break;
}
} else if (this->effects[i].state == 2) {
// scatter when the player moves or after a long enough time
@ -444,6 +453,9 @@ void ObjectKankyo_Fairies(ObjectKankyo* this, PlayState* play) {
case 3: // reset, never reached
this->effects[i].state = 0;
break;
default:
break;
}
}
}
@ -455,34 +467,35 @@ void ObjectKankyo_Update(Actor* thisx, PlayState* play) {
}
void ObjectKankyo_Draw(Actor* thisx, PlayState* play) {
ObjectKankyo* this = (ObjectKankyo*)thisx;
switch (this->actor.params) {
switch (thisx->params) {
case 0:
ObjectKankyo_DrawFairies(this, play);
ObjectKankyo_DrawFairies(thisx, play);
break;
case 2:
ObjectKankyo_DrawLightning(this, play);
ObjectKankyo_DrawLightning(thisx, play);
break;
case 3:
ObjectKankyo_DrawSnow(this, play);
ObjectKankyo_DrawSnow(thisx, play);
break;
case 4:
ObjectKankyo_DrawSunGraveSpark(this, play);
ObjectKankyo_DrawSunGraveSpark(thisx, play);
break;
case 5:
ObjectKankyo_DrawBeams(this, play);
ObjectKankyo_DrawBeams(thisx, play);
break;
default:
break;
}
}
void ObjectKankyo_DrawFairies(ObjectKankyo* this2, PlayState* play2) {
ObjectKankyo* this = this2;
void ObjectKankyo_DrawFairies(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
f32 alphaScale;
Vec3f vec1 = { 0.0f, 0.0f, 0.0f };
Vec3f vec2 = { 0.0f, 0.0f, 0.0f };
@ -565,9 +578,9 @@ void ObjectKankyo_DrawFairies(ObjectKankyo* this2, PlayState* play2) {
}
}
void ObjectKankyo_DrawSnow(ObjectKankyo* this2, PlayState* play2) {
ObjectKankyo* this = this2;
void ObjectKankyo_DrawSnow(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
f32 dist;
f32 dx;
f32 dy;
@ -674,6 +687,9 @@ void ObjectKankyo_DrawSnow(ObjectKankyo* this2, PlayState* play2) {
case 2:
this->effects[i].state = 0;
break;
default:
break;
}
if (1) {}
@ -726,13 +742,16 @@ void ObjectKankyo_Lightning(ObjectKankyo* this, PlayState* play) {
this->effects[0].state = 0;
}
break;
default:
break;
}
}
}
void ObjectKankyo_DrawLightning(ObjectKankyo* this, PlayState* play) {
void ObjectKankyo_DrawLightning(Actor* thisx, PlayState* play) {
s32 pad;
s32 pad2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 1182);
@ -791,9 +810,9 @@ void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play) {
}
}
void ObjectKankyo_DrawSunGraveSpark(ObjectKankyo* this2, PlayState* play2) {
ObjectKankyo* this = this2;
void ObjectKankyo_DrawSunGraveSpark(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
Vec3f start;
Vec3f end;
f32 weight;
@ -889,7 +908,7 @@ void ObjectKankyo_Beams(ObjectKankyo* this, PlayState* play) {
}
}
void ObjectKankyo_DrawBeams(ObjectKankyo* this2, PlayState* play2) {
void ObjectKankyo_DrawBeams(Actor* thisx, PlayState* play2) {
static Color_RGB8 sBeamPrimColors[] = {
{ 255, 255, 170 }, { 170, 255, 255 }, { 255, 170, 255 },
{ 255, 255, 170 }, { 255, 255, 170 }, { 255, 255, 170 },
@ -897,8 +916,8 @@ void ObjectKankyo_DrawBeams(ObjectKankyo* this2, PlayState* play2) {
static Color_RGB8 sBeamEnvColors[] = {
{ 0, 200, 0 }, { 0, 50, 255 }, { 100, 0, 200 }, { 200, 0, 0 }, { 200, 255, 0 }, { 255, 120, 0 },
};
ObjectKankyo* this = this2;
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
s16 i;
f32 beamX[] = { 430.0f, 860.0f, 430.0f, -426.0f, -862.0f, -440.0f };
f32 beamY[] = { 551.0f, 551.0f, 551.0f, 554.0f, 551.0f, 547.0f };