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PlayState Rename (#1231)

* global context -> play

* fix PlayState* PlayState
This commit is contained in:
fig02 2022-05-21 14:23:43 -04:00 committed by GitHub
parent 154f44b6da
commit 2e6279bc8e
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GPG key ID: 4AEE18F83AFDEB23
912 changed files with 40489 additions and 41078 deletions

View file

@ -9,17 +9,17 @@
#define FLAGS 0
void EnDog_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDog_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDog_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDog_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDog_Init(Actor* thisx, PlayState* play);
void EnDog_Destroy(Actor* thisx, PlayState* play);
void EnDog_Update(Actor* thisx, PlayState* play);
void EnDog_Draw(Actor* thisx, PlayState* play);
void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx);
void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx);
void EnDog_FollowPlayer(EnDog* this, GlobalContext* globalCtx);
void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx);
void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx);
void EnDog_Wait(EnDog* this, GlobalContext* globalCtx);
void EnDog_FollowPath(EnDog* this, PlayState* play);
void EnDog_ChooseMovement(EnDog* this, PlayState* play);
void EnDog_FollowPlayer(EnDog* this, PlayState* play);
void EnDog_RunAway(EnDog* this, PlayState* play);
void EnDog_FaceLink(EnDog* this, PlayState* play);
void EnDog_Wait(EnDog* this, PlayState* play);
const ActorInit En_Dog_InitVars = {
ACTOR_EN_DOG,
@ -175,13 +175,13 @@ s32 EnDog_PlayAnimAndSFX(EnDog* this) {
return 0;
}
s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
s8 EnDog_CanFollow(EnDog* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
return 2;
}
if (globalCtx->sceneNum == SCENE_MARKET_DAY) {
if (play->sceneNum == SCENE_MARKET_DAY) {
return 0;
}
@ -197,7 +197,7 @@ s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
return 0;
}
s32 EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx) {
s32 EnDog_UpdateWaypoint(EnDog* this, PlayState* play) {
s32 change;
if (this->path == NULL) {
@ -225,7 +225,7 @@ s32 EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx) {
return 1;
}
s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
s32 EnDog_Orient(EnDog* this, PlayState* play) {
s16 targetYaw;
f32 waypointDistSq;
@ -233,19 +233,19 @@ s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->actor.world.rot.y, targetYaw, 10, 1000, 1);
if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f)) {
return EnDog_UpdateWaypoint(this, globalCtx);
return EnDog_UpdateWaypoint(this, play);
} else {
return 0;
}
}
void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
void EnDog_Init(Actor* thisx, PlayState* play) {
EnDog* this = (EnDog*)thisx;
s16 followingDog;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gDogSkel, NULL, this->jointTable, this->morphTable, 13);
SkelAnime_InitFlex(play, &this->skelAnime, &gDogSkel, NULL, this->jointTable, this->morphTable, 13);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDOG_ANIM_0);
if ((this->actor.params & 0x8000) == 0) {
@ -258,15 +258,15 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
return;
}
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, 0, &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.0075f);
this->waypoint = 0;
this->actor.gravity = -1.0f;
this->path = Path_GetByIndex(globalCtx, (this->actor.params & 0x00F0) >> 4, 0xF);
this->path = Path_GetByIndex(play, (this->actor.params & 0x00F0) >> 4, 0xF);
switch (globalCtx->sceneNum) {
switch (play->sceneNum) {
case SCENE_MARKET_NIGHT:
if ((!gSaveContext.dogIsLost) && (((this->actor.params & 0x0F00) >> 8) == 1)) {
Actor_Kill(&this->actor);
@ -296,18 +296,18 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
}
}
void EnDog_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnDog_Destroy(Actor* thisx, PlayState* play) {
EnDog* this = (EnDog*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
Collider_DestroyCylinder(play, &this->collider);
}
void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
void EnDog_FollowPath(EnDog* this, PlayState* play) {
s32 behaviors[] = { DOG_SIT, DOG_BOW, DOG_BARK };
s32 unused[] = { 40, 80, 20 };
f32 speed;
s32 frame;
if (EnDog_CanFollow(this, globalCtx) == 1) {
if (EnDog_CanFollow(this, play) == 1) {
this->actionFunc = EnDog_FollowPlayer;
}
@ -318,7 +318,7 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
speed = 4.0f;
}
Math_SmoothStepToF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
EnDog_Orient(this, globalCtx);
EnDog_Orient(this, play);
this->actor.shape.rot = this->actor.world.rot;
// Used to change between two text boxes for Richard's owner in the Market Day scene
@ -331,7 +331,7 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
CLEAR_EVENTINF(EVENTINF_30);
}
} else {
frame = globalCtx->state.frames % 3;
frame = play->state.frames % 3;
this->nextBehavior = behaviors[frame];
// no clue why they're using the behavior id to calculate timer. possibly meant to use the unused array?
this->behaviorTimer = Rand_S16Offset(60, behaviors[frame]);
@ -339,14 +339,14 @@ void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
}
}
void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
if (EnDog_CanFollow(this, globalCtx) == 1) {
void EnDog_ChooseMovement(EnDog* this, PlayState* play) {
if (EnDog_CanFollow(this, play) == 1) {
this->actionFunc = EnDog_FollowPlayer;
}
if (DECR(this->behaviorTimer) == 0) {
this->behaviorTimer = Rand_S16Offset(200, 100);
if (globalCtx->state.frames % 2) {
if (play->state.frames % 2) {
this->nextBehavior = DOG_WALK;
} else {
this->nextBehavior = DOG_RUN;
@ -360,7 +360,7 @@ void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
}
void EnDog_FollowPlayer(EnDog* this, GlobalContext* globalCtx) {
void EnDog_FollowPlayer(EnDog* this, PlayState* play) {
f32 speed;
if (gSaveContext.dogParams == 0) {
@ -397,7 +397,7 @@ void EnDog_FollowPlayer(EnDog* this, GlobalContext* globalCtx) {
}
}
void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
void EnDog_RunAway(EnDog* this, PlayState* play) {
if (this->actor.xzDistToPlayer < 200.0f) {
Math_ApproachF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
Math_SmoothStepToS(&this->actor.world.rot.y, (this->actor.yawTowardsPlayer ^ 0x8000), 10, 1000, 1);
@ -407,7 +407,7 @@ void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
this->actor.shape.rot = this->actor.world.rot;
}
void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
void EnDog_FaceLink(EnDog* this, PlayState* play) {
s16 rotTowardLink;
s16 prevRotY;
f32 absAngleDiff;
@ -437,7 +437,7 @@ void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
this->actor.shape.rot = this->actor.world.rot;
}
void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
void EnDog_Wait(EnDog* this, PlayState* play) {
this->unusedAngle = (this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
// If another dog is following Link and he gets within 200 units of waiting dog, run away
@ -447,41 +447,41 @@ void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
}
}
void EnDog_Update(Actor* thisx, GlobalContext* globalCtx) {
void EnDog_Update(Actor* thisx, PlayState* play) {
EnDog* this = (EnDog*)thisx;
s32 pad;
EnDog_PlayAnimAndSFX(this);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f,
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
Actor_MoveForward(&this->actor);
this->actionFunc(this, globalCtx);
this->actionFunc(this, play);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
s32 EnDog_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 EnDog_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
return false;
}
void EnDog_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
void EnDog_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
}
void EnDog_Draw(Actor* thisx, GlobalContext* globalCtx) {
void EnDog_Draw(Actor* thisx, PlayState* play) {
EnDog* this = (EnDog*)thisx;
Color_RGBA8 colors[] = { { 255, 255, 200, 0 }, { 150, 100, 50, 0 } };
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_dog.c", 972);
OPEN_DISPS(play->state.gfxCtx, "../z_en_dog.c", 972);
func_80093D18(globalCtx->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
colors[this->actor.params & 0xF].b, colors[this->actor.params & 0xF].a);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnDog_OverrideLimbDraw, EnDog_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_dog.c", 994);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dog.c", 994);
}

View file

@ -6,7 +6,7 @@
struct EnDog;
typedef void (*EnDogActionFunc)(struct EnDog*, GlobalContext*);
typedef void (*EnDogActionFunc)(struct EnDog*, PlayState*);
typedef struct EnDog {
/* 0x0000 */ Actor actor;