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Clean up NPC player interaction usages (#1458)
* Clean up player tracking related things in NPCs * Cleanup Npc_UpdateTalking usages and related things * Reformat * Minor fixes based on review comments * Remove unneeded declarations * More consistent function names
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934d488420
commit
2ae64683a5
34 changed files with 471 additions and 487 deletions
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@ -14,9 +14,6 @@ void EnMa3_Destroy(Actor* thisx, PlayState* play);
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void EnMa3_Update(Actor* thisx, PlayState* play);
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void EnMa3_Draw(Actor* thisx, PlayState* play);
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u16 func_80AA2AA0(PlayState* play, Actor* thisx);
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s16 func_80AA2BD4(PlayState* play, Actor* thisx);
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void func_80AA2E54(EnMa3* this, PlayState* play);
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s32 func_80AA2EC8(EnMa3* this, PlayState* play);
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s32 func_80AA2F28(EnMa3* this);
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@ -71,7 +68,7 @@ static AnimationFrameCountInfo sAnimationInfo[] = {
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{ &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
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};
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u16 func_80AA2AA0(PlayState* play, Actor* thisx) {
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u16 EnMa3_GetTextId(PlayState* play, Actor* thisx) {
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Player* player = GET_PLAYER(play);
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if (!GET_INFTABLE(INFTABLE_B8)) {
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@ -113,8 +110,8 @@ u16 func_80AA2AA0(PlayState* play, Actor* thisx) {
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return 0x2003;
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}
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s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
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s16 ret = NPC_TALK_STATE_TALKING;
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s16 EnMa3_UpdateTalkState(PlayState* play, Actor* thisx) {
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s16 talkState = NPC_TALK_STATE_TALKING;
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switch (Message_GetState(&play->msgCtx)) {
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case TEXT_STATE_EVENT:
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@ -145,7 +142,7 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
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switch (thisx->textId) {
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case 0x2000:
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SET_INFTABLE(INFTABLE_B8);
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ret = NPC_TALK_STATE_IDLE;
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talkState = NPC_TALK_STATE_IDLE;
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break;
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case 0x208F:
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SET_EVENTCHKINF(EVENTCHKINF_1E);
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@ -159,7 +156,7 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
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case 0x208E:
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CLEAR_EVENTINF(EVENTINF_HORSES_0A);
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thisx->flags &= ~ACTOR_FLAG_16;
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ret = NPC_TALK_STATE_IDLE;
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talkState = NPC_TALK_STATE_IDLE;
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gSaveContext.timerState = TIMER_STATE_STOP;
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break;
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case 0x2002:
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@ -167,11 +164,11 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
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FALLTHROUGH;
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case 0x2003:
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if (!GET_EVENTINF(EVENTINF_HORSES_0A)) {
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ret = NPC_TALK_STATE_IDLE;
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talkState = NPC_TALK_STATE_IDLE;
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}
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break;
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default:
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ret = NPC_TALK_STATE_IDLE;
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talkState = NPC_TALK_STATE_IDLE;
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break;
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}
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break;
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@ -184,7 +181,7 @@ s16 func_80AA2BD4(PlayState* play, Actor* thisx) {
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case TEXT_STATE_9:
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break;
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}
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return ret;
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return talkState;
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}
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void func_80AA2E54(EnMa3* this, PlayState* play) {
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@ -301,7 +298,7 @@ void EnMa3_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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func_80AA2E54(this, play);
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Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 150.0f,
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func_80AA2AA0, func_80AA2BD4);
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EnMa3_GetTextId, EnMa3_UpdateTalkState);
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if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
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if (this->isNotSinging) {
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// Turn on singing
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@ -317,22 +314,22 @@ void EnMa3_Update(Actor* thisx, PlayState* play) {
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s32 EnMa3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnMa3* this = (EnMa3*)thisx;
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Vec3s vec;
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Vec3s limbRot;
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if ((limbIndex == MALON_ADULT_LIMB_LEFT_THIGH) || (limbIndex == MALON_ADULT_LIMB_RIGHT_THIGH)) {
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*dList = NULL;
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}
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if (limbIndex == MALON_ADULT_LIMB_HEAD) {
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Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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vec = this->interactInfo.headRot;
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Matrix_RotateX(BINANG_TO_RAD_ALT(vec.y), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(vec.x), MTXMODE_APPLY);
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limbRot = this->interactInfo.headRot;
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Matrix_RotateX(BINANG_TO_RAD_ALT(limbRot.y), MTXMODE_APPLY);
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Matrix_RotateZ(BINANG_TO_RAD_ALT(limbRot.x), MTXMODE_APPLY);
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Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
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}
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if (limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) {
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vec = this->interactInfo.torsoRot;
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Matrix_RotateY(BINANG_TO_RAD_ALT(-vec.y), MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(-vec.x), MTXMODE_APPLY);
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limbRot = this->interactInfo.torsoRot;
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Matrix_RotateY(BINANG_TO_RAD_ALT(-limbRot.y), MTXMODE_APPLY);
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Matrix_RotateX(BINANG_TO_RAD_ALT(-limbRot.x), MTXMODE_APPLY);
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}
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if ((limbIndex == MALON_ADULT_LIMB_CHEST_AND_NECK) || (limbIndex == MALON_ADULT_LIMB_LEFT_SHOULDER) ||
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(limbIndex == MALON_ADULT_LIMB_RIGHT_SHOULDER)) {
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