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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
This commit is contained in:
parent
154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -53,42 +53,42 @@ typedef enum {
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// Main functions
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void EnBb_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnBb_Update(Actor* this, GlobalContext* globalCtx);
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void EnBb_Draw(Actor* this, GlobalContext* globalCtx);
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void EnBb_Init(Actor* thisx, PlayState* play);
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void EnBb_Destroy(Actor* thisx, PlayState* play);
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void EnBb_Update(Actor* this, PlayState* play);
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void EnBb_Draw(Actor* this, PlayState* play);
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// Helper functions
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void EnBb_FaceWaypoint(EnBb* this);
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void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx);
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void EnBb_SetWaypoint(EnBb* this, PlayState* play);
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// Action functions
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void EnBb_SetupFlameTrail(EnBb* this);
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void EnBb_FlameTrail(EnBb* this, GlobalContext* globalCtx);
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void EnBb_FlameTrail(EnBb* this, PlayState* play);
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void EnBb_SetupDeath(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Death(EnBb* this, GlobalContext* globalCtx);
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void EnBb_SetupDeath(EnBb* this, PlayState* play);
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void EnBb_Death(EnBb* this, PlayState* play);
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void EnBb_Damage(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Damage(EnBb* this, PlayState* play);
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void EnBb_SetupBlue(EnBb* this);
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void EnBb_Blue(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Blue(EnBb* this, PlayState* play);
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void EnBb_SetupDown(EnBb* this);
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void EnBb_Down(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Down(EnBb* this, PlayState* play);
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void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this);
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void EnBb_Red(EnBb* this, GlobalContext* globalCtx);
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void EnBb_SetupRed(PlayState* play, EnBb* this);
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void EnBb_Red(EnBb* this, PlayState* play);
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void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this);
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void EnBb_White(EnBb* this, GlobalContext* globalCtx);
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void EnBb_SetupWhite(PlayState* play, EnBb* this);
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void EnBb_White(EnBb* this, PlayState* play);
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void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Green(EnBb* this, GlobalContext* globalCtx);
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void EnBb_InitGreen(EnBb* this, PlayState* play);
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void EnBb_Green(EnBb* this, PlayState* play);
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void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Stunned(EnBb* this, PlayState* play);
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static DamageTable sDamageTableBlueGreen = {
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/* Deku nut */ DMG_ENTRY(0, 0xF),
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@ -242,8 +242,8 @@ void EnBb_SetupAction(EnBb* this, EnBbActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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Actor* EnBb_FindExplosive(GlobalContext* globalCtx, EnBb* this, f32 range) {
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Actor* explosive = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
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Actor* EnBb_FindExplosive(PlayState* play, EnBb* this, f32 range) {
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Actor* explosive = play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
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f32 dist;
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while (explosive != NULL) {
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@ -260,14 +260,14 @@ Actor* EnBb_FindExplosive(GlobalContext* globalCtx, EnBb* this, f32 range) {
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return NULL;
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}
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void EnBb_SpawnFlameTrail(GlobalContext* globalCtx, EnBb* this, s16 startAtZero) {
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void EnBb_SpawnFlameTrail(PlayState* play, EnBb* this, s16 startAtZero) {
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EnBb* now = this;
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EnBb* next;
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s32 i;
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for (i = 0; i < 5; i++) {
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next = (EnBb*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BB, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
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next = (EnBb*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BB, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, 0);
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if (next != NULL) {
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now->actor.child = &next->actor;
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next->actor.parent = &now->actor;
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@ -305,18 +305,18 @@ void EnBb_KillFlameTrail(EnBb* this) {
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this->actor.child = NULL;
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}
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void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnBb_Init(Actor* thisx, PlayState* play) {
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EffectBlureInit1 blureInit;
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s32 pad;
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EnBb* this = (EnBb*)thisx;
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Actor_ProcessInitChain(thisx, sInitChain);
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SkelAnime_Init(globalCtx, &this->skelAnime, &object_Bb_Skel_001A30, &object_Bb_Anim_000444, this->jointTable,
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SkelAnime_Init(play, &this->skelAnime, &object_Bb_Skel_001A30, &object_Bb_Anim_000444, this->jointTable,
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this->morphTable, 16);
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this->unk_254 = 0;
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thisx->colChkInfo.health = 4;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, thisx, &sJntSphInit, this->elements);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, thisx, &sJntSphInit, this->elements);
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this->actionState = thisx->params >> 8;
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@ -351,7 +351,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.elements[0].info.toucher.effect = 1;
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EnBb_SetupRed(globalCtx, this);
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EnBb_SetupRed(play, this);
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break;
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case ENBB_WHITE:
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thisx->naviEnemyId = NAVI_ENEMY_WHITE_BUBBLE;
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@ -369,9 +369,9 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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blureInit.unkFlag = 0;
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blureInit.calcMode = 2;
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Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
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EnBb_SetupWhite(globalCtx, this);
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EnBb_SetWaypoint(this, globalCtx);
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Effect_Add(play, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
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EnBb_SetupWhite(play, this);
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EnBb_SetWaypoint(this, play);
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EnBb_FaceWaypoint(this);
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thisx->flags |= ACTOR_FLAG_14;
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break;
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@ -387,7 +387,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->flameEnvColor.g = 255;
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thisx->colChkInfo.health = 1;
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EnBb_InitGreen(this, globalCtx);
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EnBb_InitGreen(this, play);
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break;
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}
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thisx->focus.pos = thisx->world.pos;
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@ -398,11 +398,11 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->collider.elements[0].dim.modelSphere.radius * this->collider.elements[0].dim.scale;
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}
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void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnBb_Destroy(Actor* thisx, PlayState* play) {
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s32 pad;
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EnBb* this = (EnBb*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->collider);
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Collider_DestroyJntSph(play, &this->collider);
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}
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void EnBb_SetupFlameTrail(EnBb* this) {
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@ -415,10 +415,10 @@ void EnBb_SetupFlameTrail(EnBb* this) {
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EnBb_SetupAction(this, EnBb_FlameTrail);
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}
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void EnBb_FlameTrail(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_FlameTrail(EnBb* this, PlayState* play) {
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if (this->actor.params == ENBB_KILL_TRAIL) {
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if (this->actor.parent == NULL) {
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EnBb_SetupDeath(this, globalCtx);
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EnBb_SetupDeath(this, play);
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}
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} else {
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if (this->timer == 0) {
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@ -452,19 +452,19 @@ void EnBb_FlameTrail(EnBb* this, GlobalContext* globalCtx) {
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}
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}
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void EnBb_SetupDeath(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_SetupDeath(EnBb* this, PlayState* play) {
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if (this->actor.params <= ENBB_BLUE) {
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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this->actor.speedXZ = -7.0f;
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this->timer = 5;
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this->actor.shape.rot.x += 0x4E20;
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EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_BUBLE_DEAD, 1, 1, 0x28);
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EffectSsDeadSound_SpawnStationary(play, &this->actor.projectedPos, NA_SE_EN_BUBLE_DEAD, 1, 1, 0x28);
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}
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this->action = BB_KILL;
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EnBb_SetupAction(this, EnBb_Death);
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}
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void EnBb_Death(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_Death(EnBb* this, PlayState* play) {
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s16 enpartType = 3;
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Vec3f sp40 = { 0.0f, 0.5f, 0.0f };
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Vec3f sp34 = { 0.0f, 0.0f, 0.0f };
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@ -479,17 +479,17 @@ void EnBb_Death(EnBb* this, GlobalContext* globalCtx) {
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}
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if (this->bodyBreak.val == BODYBREAK_STATUS_FINISHED) {
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BodyBreak_Alloc(&this->bodyBreak, 12, globalCtx);
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BodyBreak_Alloc(&this->bodyBreak, 12, play);
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}
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if ((this->dmgEffect == 7) || (this->dmgEffect == 5)) {
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enpartType = 11;
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}
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if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, enpartType)) {
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if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, enpartType)) {
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return;
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}
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xD0);
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xD0);
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} else {
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if (this->flamePrimAlpha) {
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if (this->flamePrimAlpha <= 20) {
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@ -521,7 +521,7 @@ void EnBb_SetupDamage(EnBb* this) {
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EnBb_SetupAction(this, EnBb_Damage);
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}
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void EnBb_Damage(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_Damage(EnBb* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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if (this->actor.speedXZ == 0.0f) {
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this->actor.shape.yOffset = 200.0f;
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@ -539,7 +539,7 @@ void EnBb_SetupBlue(EnBb* this) {
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EnBb_SetupAction(this, EnBb_Blue);
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}
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void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_Blue(EnBb* this, PlayState* play) {
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Actor* explosive;
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s16 moveYawToWall;
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s16 thisYawToWall;
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@ -600,7 +600,7 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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this->vMoveAngleY = this->actor.yawTowardsPlayer;
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}
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if (this->targetActor == NULL) {
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explosive = EnBb_FindExplosive(globalCtx, this, 300.0f);
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explosive = EnBb_FindExplosive(play, this, 300.0f);
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} else if (this->targetActor->params == 0) {
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explosive = this->targetActor;
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} else {
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@ -641,7 +641,7 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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} else {
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afterHitAngle = 0x4000;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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if (globalCtx->gameplayFrames & 1) {
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if (play->gameplayFrames & 1) {
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afterHitAngle = -0x4000;
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}
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}
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@ -681,7 +681,7 @@ void EnBb_SetupDown(EnBb* this) {
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EnBb_SetupAction(this, EnBb_Down);
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}
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void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_Down(EnBb* this, PlayState* play) {
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s16 yawDiff = this->actor.world.rot.y - this->actor.wallYaw;
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SkelAnime_Update(&this->skelAnime);
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@ -693,7 +693,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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}
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if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH)) {
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if (this->actor.params == ENBB_RED) {
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s32 floorType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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s32 floorType = func_80041D4C(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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if ((floorType == 2) || (floorType == 3) || (floorType == 9)) {
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this->moveMode = BBMOVE_HIDDEN;
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@ -712,7 +712,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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this->actor.velocity.y = 10.0f;
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}
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
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Math_SmoothStepToS(&this->actor.world.rot.y, -this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -729,14 +729,14 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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break;
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case ENBB_RED:
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if (this->actor.velocity.y == 10.0f) {
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EnBb_SetupRed(globalCtx, this);
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EnBb_SpawnFlameTrail(globalCtx, this, true);
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EnBb_SetupRed(play, this);
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EnBb_SpawnFlameTrail(play, this, true);
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}
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break;
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case ENBB_WHITE:
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = 0.0f;
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EnBb_SetupWhite(globalCtx, this);
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EnBb_SetupWhite(play, this);
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this->actor.world.pos.y -= 60.0f;
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break;
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}
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@ -745,7 +745,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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}
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}
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void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
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void EnBb_SetupRed(PlayState* play, EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
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if (this->action == BB_DOWN) {
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this->actor.speedXZ = 5.0f;
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@ -770,8 +770,8 @@ void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
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EnBb_SetupAction(this, EnBb_Red);
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}
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void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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void EnBb_Red(EnBb* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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s32 floorType;
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s16 yawDiff;
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@ -792,7 +792,7 @@ void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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this->timer = 7;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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this->actionState++;
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EnBb_SpawnFlameTrail(globalCtx, this, false);
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EnBb_SpawnFlameTrail(play, this, false);
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}
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break;
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case BBRED_ATTACK:
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@ -812,7 +812,7 @@ void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
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}
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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floorType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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floorType = func_80041D4C(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
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if ((floorType == 2) || (floorType == 3) || (floorType == 9)) {
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this->moveMode = BBMOVE_HIDDEN;
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this->timer = 10;
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@ -828,7 +828,7 @@ void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if (Actor_GetCollidedExplosive(globalCtx, &this->collider.base) != NULL) {
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if (Actor_GetCollidedExplosive(play, &this->collider.base) != NULL) {
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EnBb_SetupDown(this);
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}
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break;
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@ -857,8 +857,8 @@ void EnBb_FaceWaypoint(EnBb* this) {
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this->actor.world.rot.y = this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &this->waypointPos);
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}
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void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx) {
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Path* path = &globalCtx->setupPathList[this->path];
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void EnBb_SetWaypoint(EnBb* this, PlayState* play) {
|
||||
Path* path = &play->setupPathList[this->path];
|
||||
Vec3s* point;
|
||||
|
||||
if (this->waypoint == (s16)(path->count - 1)) {
|
||||
|
@ -872,7 +872,7 @@ void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx) {
|
|||
this->waypointPos.z = point->z;
|
||||
}
|
||||
|
||||
void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this) {
|
||||
void EnBb_SetupWhite(PlayState* play, EnBb* this) {
|
||||
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
|
||||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.world.pos.y += 60.0f;
|
||||
|
@ -884,7 +884,7 @@ void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this) {
|
|||
EnBb_SetupAction(this, EnBb_White);
|
||||
}
|
||||
|
||||
void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
|
||||
void EnBb_White(EnBb* this, PlayState* play) {
|
||||
if (this->actor.speedXZ == 0.0f) {
|
||||
f32 distL1;
|
||||
f32 vx;
|
||||
|
@ -902,7 +902,7 @@ void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
|
|||
if (distL1 == 0.0f) {
|
||||
this->timer--;
|
||||
if (this->timer == 0) {
|
||||
EnBb_SetWaypoint(this, globalCtx);
|
||||
EnBb_SetWaypoint(this, play);
|
||||
EnBb_FaceWaypoint(this);
|
||||
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
|
||||
this->timer = Rand_ZeroOne() * 30.0f + 40.0f;
|
||||
|
@ -938,7 +938,7 @@ void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
|
||||
void EnBb_InitGreen(EnBb* this, PlayState* play) {
|
||||
Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
|
||||
|
@ -948,7 +948,7 @@ void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
|
|||
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
|
||||
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
if (this->actor.params == ENBB_GREEN_BIG) {
|
||||
EnBb_SetWaypoint(this, globalCtx);
|
||||
EnBb_SetWaypoint(this, play);
|
||||
EnBb_FaceWaypoint(this);
|
||||
}
|
||||
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
|
||||
|
@ -976,8 +976,8 @@ void EnBb_SetupGreen(EnBb* this) {
|
|||
EnBb_SetupAction(this, EnBb_Green);
|
||||
}
|
||||
|
||||
void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
void EnBb_Green(EnBb* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
|
||||
Vec3f nextPos = player->actor.world.pos;
|
||||
|
||||
|
@ -1000,7 +1000,7 @@ void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
|
|||
vz += Math_SmoothStepToF(&this->actor.home.pos.z, this->waypointPos.z, 1.0f, ABS(distL1), 0.0f);
|
||||
this->bobPhase += (0.05f + (Rand_ZeroOne() * 0.01f));
|
||||
if (vz == 0.0f) {
|
||||
EnBb_SetWaypoint(this, globalCtx);
|
||||
EnBb_SetWaypoint(this, play);
|
||||
}
|
||||
this->moveMode = BBMOVE_NOCLIP;
|
||||
this->maxSpeed = 10.0f;
|
||||
|
@ -1037,7 +1037,7 @@ void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
|
|||
Math_SmoothStepToF(&this->actor.world.pos.y, nextPos.y, 1.0f, this->bobPhase * 0.75f, 0.0f);
|
||||
Math_SmoothStepToF(&this->actor.world.pos.z, nextPos.z, 1.0f, this->bobPhase * 0.75f, 0.0f);
|
||||
this->bobPhase += 0.1f + this->bobSpeedMod;
|
||||
if (Actor_GetCollidedExplosive(globalCtx, &this->collider.base) || (--this->vFlameTimer == 0)) {
|
||||
if (Actor_GetCollidedExplosive(play, &this->collider.base) || (--this->vFlameTimer == 0)) {
|
||||
this->actionState++;
|
||||
this->timer = (Rand_ZeroOne() * 30.0f) + 60.0f;
|
||||
if (this->vFlameTimer != 0) {
|
||||
|
@ -1096,7 +1096,7 @@ void EnBb_SetupStunned(EnBb* this) {
|
|||
EnBb_SetupAction(this, EnBb_Stunned);
|
||||
}
|
||||
|
||||
void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
|
||||
void EnBb_Stunned(EnBb* this, PlayState* play) {
|
||||
s16 yawDiff = this->actor.world.rot.y - this->actor.wallYaw;
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
|
@ -1112,7 +1112,7 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
this->actor.velocity.y = 0.0f;
|
||||
}
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
|
||||
}
|
||||
if (this->actor.colorFilterTimer == 0) {
|
||||
this->actor.shape.yOffset = 200.0f;
|
||||
|
@ -1127,12 +1127,12 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
} else {
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
EnBb_SetupDeath(this, globalCtx);
|
||||
EnBb_SetupDeath(this, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
|
||||
void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
|
||||
if (this->collider.base.atFlags & AT_BOUNCED) {
|
||||
this->collider.base.atFlags &= ~AT_BOUNCED;
|
||||
if (this->action != BB_DOWN) {
|
||||
|
@ -1195,7 +1195,7 @@ void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
|
|||
if (this->actor.params == ENBB_RED) {
|
||||
EnBb_KillFlameTrail(this);
|
||||
}
|
||||
EnBb_SetupDeath(this, globalCtx);
|
||||
EnBb_SetupDeath(this, play);
|
||||
//! @bug
|
||||
//! Because Din's Fire kills the bubble in a single hit, Actor_SetColorFilter is never called and
|
||||
//! colorFilterParams is never set. And because Din's Fire halts updating during its cutscene,
|
||||
|
@ -1218,8 +1218,8 @@ void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
GlobalContext* globalCtx = globalCtx2;
|
||||
void EnBb_Update(Actor* thisx, PlayState* play2) {
|
||||
PlayState* play = play2;
|
||||
EnBb* this = (EnBb*)thisx;
|
||||
Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
|
||||
Vec3f sp40 = { 0.0f, -0.6f, 0.0f };
|
||||
|
@ -1228,10 +1228,10 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
f32 sp34 = -15.0f;
|
||||
|
||||
if (this->actor.params <= ENBB_BLUE) {
|
||||
EnBb_CollisionCheck(this, globalCtx);
|
||||
EnBb_CollisionCheck(this, play);
|
||||
}
|
||||
if (this->actor.colChkInfo.damageEffect != 0xD) {
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actionFunc(this, play);
|
||||
if ((this->actor.params <= ENBB_BLUE) && (this->actor.speedXZ >= -6.0f) &&
|
||||
((this->actor.flags & ACTOR_FLAG_15) == 0)) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
|
@ -1240,7 +1240,7 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
if ((this->actor.world.pos.y - 20.0f) <= this->actor.floorHeight) {
|
||||
sp34 = 20.0f;
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, sp34, 25.0f, 20.0f,
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, sp34, 25.0f, 20.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
|
@ -1250,18 +1250,18 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
this->collider.elements->dim.worldSphere.center.z = this->actor.world.pos.z;
|
||||
|
||||
if ((this->action > BB_KILL) && ((this->actor.speedXZ != 0.0f) || (this->action == BB_GREEN))) {
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
if ((this->action > BB_FLAME_TRAIL) &&
|
||||
((this->actor.colorFilterTimer == 0) || !(this->actor.colorFilterParams & 0x4000)) &&
|
||||
(this->moveMode != BBMOVE_HIDDEN)) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnBb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
void EnBb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
EnBb* this = (EnBb*)thisx;
|
||||
|
||||
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 4, 15, 15, dList, BODYBREAK_OBJECT_DEFAULT);
|
||||
|
@ -1273,7 +1273,7 @@ static Vec3f sFireIceOffsets[] = {
|
|||
{ 5.0f, 0.0f, -5.0f }, { 0.0f, 10.0f, 13.0f }, { -5.0f, 0.0f, 5.0f }, { -5.0f, 0.0f, -5.0f },
|
||||
};
|
||||
|
||||
void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnBb_Draw(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
EnBb* this = (EnBb*)thisx;
|
||||
Vec3f blureBase1 = { 0.0f, 5000.0f, 0.0f };
|
||||
|
@ -1281,14 +1281,14 @@ void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Vec3f blureVtx1;
|
||||
Vec3f blureVtx2;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bb.c", 2044);
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_bb.c", 2044);
|
||||
|
||||
blureBase1.z = this->maxSpeed * 80.0f;
|
||||
blureBase2.z = this->maxSpeed * 80.0f;
|
||||
if (this->moveMode != BBMOVE_HIDDEN) {
|
||||
if (this->actor.params <= ENBB_BLUE) {
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnBb_PostLimbDraw,
|
||||
func_80093D18(play->state.gfxCtx);
|
||||
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnBb_PostLimbDraw,
|
||||
this);
|
||||
|
||||
if (this->fireIceTimer != 0) {
|
||||
|
@ -1309,11 +1309,11 @@ void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
sp70.z = this->actor.world.pos.z + sFireIceOffsets[index].z;
|
||||
|
||||
if ((this->dmgEffect != 7) && (this->dmgEffect != 5)) {
|
||||
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &sp70, 0x96, 0x96, 0x96, 0xFA, 0xEB,
|
||||
0xF5, 0xFF, 0.8f);
|
||||
EffectSsEnIce_SpawnFlyingVec3f(play, &this->actor, &sp70, 0x96, 0x96, 0x96, 0xFA, 0xEB, 0xF5,
|
||||
0xFF, 0.8f);
|
||||
} else {
|
||||
sp70.y -= 17.0f;
|
||||
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &sp70, 0x28, 1, 0, -1);
|
||||
EffectSsEnFire_SpawnVec3f(play, &this->actor, &sp70, 0x28, 1, 0, -1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1322,26 +1322,26 @@ void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (this->actor.params != ENBB_WHITE) {
|
||||
func_80093D84(globalCtx->state.gfxCtx);
|
||||
func_80093D84(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
||||
((globalCtx->gameplayFrames + (this->flameScrollMod * 10)) *
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
||||
((play->gameplayFrames + (this->flameScrollMod * 10)) *
|
||||
(-20 - (this->flameScrollMod * -2))) %
|
||||
0x200,
|
||||
0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, this->flamePrimBlue, this->flamePrimAlpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, this->flameEnvColor.r, this->flameEnvColor.g, this->flameEnvColor.b, 0);
|
||||
Matrix_RotateY(
|
||||
BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000)),
|
||||
BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
|
||||
MTXMODE_APPLY);
|
||||
Matrix_Scale(this->flameScaleX * 0.01f, this->flameScaleY * 0.01f, 1.0f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bb.c", 2106),
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bb.c", 2106),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
|
||||
} else {
|
||||
Matrix_MultVec3f(&blureBase1, &blureVtx1);
|
||||
Matrix_MultVec3f(&blureBase2, &blureVtx2);
|
||||
if ((this->maxSpeed != 0.0f) && (this->action == BB_WHITE) && !(globalCtx->gameplayFrames & 1) &&
|
||||
if ((this->maxSpeed != 0.0f) && (this->action == BB_WHITE) && !(play->gameplayFrames & 1) &&
|
||||
(this->actor.colChkInfo.health != 0)) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->blureIdx), &blureVtx1, &blureVtx2);
|
||||
} else if (this->action != BB_WHITE) {
|
||||
|
@ -1349,5 +1349,5 @@ void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
}
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_bb.c", 2127);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_bb.c", 2127);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
struct EnBb;
|
||||
|
||||
typedef void (*EnBbActionFunc)(struct EnBb*, GlobalContext*);
|
||||
typedef void (*EnBbActionFunc)(struct EnBb*, PlayState*);
|
||||
|
||||
typedef struct EnBb {
|
||||
/* 0x0000 */ Actor actor;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue