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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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@ -33,27 +33,27 @@ typedef enum {
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/* 8 */ GE2_ACTION_WAITLOOKATPLAYER
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} EnGe2Action;
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void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_Init(Actor* thisx, PlayState* play);
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void EnGe2_Destroy(Actor* thisx, PlayState* play);
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void EnGe2_Update(Actor* thisx, PlayState* play);
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void EnGe2_Draw(Actor* thisx, PlayState* play);
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s32 EnGe2_CheckCarpentersFreed(void);
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void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx);
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void EnGe2_CaptureClose(EnGe2* this, PlayState* play);
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void EnGe2_CaptureCharge(EnGe2* this, PlayState* play);
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void EnGe2_CaptureTurn(EnGe2* this, PlayState* play);
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void EnGe2_KnockedOut(EnGe2* this, PlayState* play);
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void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play);
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void EnGe2_AboutTurn(EnGe2* this, PlayState* play);
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void EnGe2_Walk(EnGe2* this, PlayState* play);
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void EnGe2_Stand(EnGe2* this, PlayState* play);
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void EnGe2_WaitLookAtPlayer(EnGe2* this, PlayState* play);
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void EnGe2_ForceTalk(EnGe2* this, PlayState* play);
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// Update functions
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void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx);
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void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play);
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void EnGe2_UpdateAfterTalk(Actor* thisx, PlayState* play);
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void EnGe2_UpdateStunned(Actor* thisx, PlayState* play);
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const ActorInit En_Ge2_InitVars = {
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ACTOR_EN_GE2,
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@ -111,19 +111,19 @@ void EnGe2_ChangeAction(EnGe2* this, s32 i) {
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this->stateFlags &= ~GE2_STATE_ANIMCOMPLETE;
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}
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void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnGe2_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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EnGe2* this = (EnGe2*)thisx;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22);
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Animation_PlayLoop(&this->skelAnime, &gGerudoPurpleWalkingAnim);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Actor_SetScale(&this->actor, 0.01f);
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if (globalCtx->sceneNum == SCENE_SPOT09) {
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if (play->sceneNum == SCENE_SPOT09) {
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this->actor.uncullZoneForward = 1000.0f;
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} else {
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this->actor.uncullZoneForward = 1200.0f;
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@ -168,15 +168,15 @@ void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->walkDuration = ((this->actor.params & 0xFF00) >> 8) * 10;
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}
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void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnGe2_Destroy(Actor* thisx, PlayState* play) {
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EnGe2* this = (EnGe2*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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Collider_DestroyCylinder(play, &this->collider);
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}
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// Detection/check functions
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s32 Ge2_DetectPlayerInAction(GlobalContext* globalCtx, EnGe2* this) {
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s32 Ge2_DetectPlayerInAction(PlayState* play, EnGe2* this) {
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f32 visionScale;
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visionScale = (!IS_DAY ? 0.75f : 1.5f);
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@ -189,14 +189,14 @@ s32 Ge2_DetectPlayerInAction(GlobalContext* globalCtx, EnGe2* this) {
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return 2;
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}
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if (func_8002DDE4(globalCtx)) {
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if (func_8002DDE4(play)) {
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return 1;
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}
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return 0;
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}
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s32 Ge2_DetectPlayerInUpdate(GlobalContext* globalCtx, EnGe2* this, Vec3f* pos, s16 yRot, f32 yDetectRange) {
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Player* player = GET_PLAYER(globalCtx);
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s32 Ge2_DetectPlayerInUpdate(PlayState* play, EnGe2* this, Vec3f* pos, s16 yRot, f32 yDetectRange) {
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Player* player = GET_PLAYER(play);
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Vec3f posResult;
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CollisionPoly* outPoly;
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f32 visionScale;
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@ -215,7 +215,7 @@ s32 Ge2_DetectPlayerInUpdate(GlobalContext* globalCtx, EnGe2* this, Vec3f* pos,
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return 0;
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}
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if (BgCheck_AnyLineTest1(&globalCtx->colCtx, pos, &player->bodyPartsPos[PLAYER_BODYPART_HEAD], &posResult, &outPoly,
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if (BgCheck_AnyLineTest1(&play->colCtx, pos, &player->bodyPartsPos[PLAYER_BODYPART_HEAD], &posResult, &outPoly,
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0)) {
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return 0;
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}
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@ -233,26 +233,26 @@ s32 EnGe2_CheckCarpentersFreed(void) {
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// Actions
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void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_CaptureClose(EnGe2* this, PlayState* play) {
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if (this->timer > 0) {
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this->timer--;
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} else {
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func_8006D074(globalCtx);
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func_8006D074(play);
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if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) {
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globalCtx->nextEntranceIndex = ENTR_SPOT09_1;
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play->nextEntranceIndex = ENTR_SPOT09_1;
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} else if (GET_EVENTCHKINF(EVENTCHKINF_C7)) {
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globalCtx->nextEntranceIndex = ENTR_SPOT12_18;
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play->nextEntranceIndex = ENTR_SPOT12_18;
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} else {
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globalCtx->nextEntranceIndex = ENTR_SPOT12_17;
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play->nextEntranceIndex = ENTR_SPOT12_17;
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}
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globalCtx->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
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globalCtx->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
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play->transitionTrigger = TRANS_TRIGGER_START;
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}
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}
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void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if (this->actor.xzDistToPlayer < 50.0f) {
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@ -263,22 +263,22 @@ void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx) {
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if (this->timer > 0) {
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this->timer--;
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} else {
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func_8006D074(globalCtx);
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func_8006D074(play);
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if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) {
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globalCtx->nextEntranceIndex = ENTR_SPOT09_1;
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play->nextEntranceIndex = ENTR_SPOT09_1;
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} else if (GET_EVENTCHKINF(EVENTCHKINF_C7)) {
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globalCtx->nextEntranceIndex = ENTR_SPOT12_18;
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play->nextEntranceIndex = ENTR_SPOT12_18;
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} else {
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globalCtx->nextEntranceIndex = ENTR_SPOT12_17;
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play->nextEntranceIndex = ENTR_SPOT12_17;
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}
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globalCtx->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
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globalCtx->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
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play->transitionTrigger = TRANS_TRIGGER_START;
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}
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}
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void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_CaptureTurn(EnGe2* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -289,7 +289,7 @@ void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx) {
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}
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}
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void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_KnockedOut(EnGe2* this, PlayState* play) {
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static Vec3f effectVelocity = { 0.0f, -0.05f, 0.0f };
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static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f };
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static Color_RGBA8 effectPrimColor = { 255, 255, 255, 0 };
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@ -299,16 +299,16 @@ void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx) {
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this->actor.flags &= ~ACTOR_FLAG_0;
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if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) {
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effectAngle = (globalCtx->state.frames) * 0x2800;
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effectAngle = (play->state.frames) * 0x2800;
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effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f);
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effectPos.y = this->actor.focus.pos.y + 10.0f;
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effectPos.z = this->actor.focus.pos.z + (Math_SinS(effectAngle) * 5.0f);
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EffectSsKiraKira_SpawnDispersed(globalCtx, &effectPos, &effectVelocity, &effectAccel, &effectPrimColor,
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EffectSsKiraKira_SpawnDispersed(play, &effectPos, &effectVelocity, &effectAccel, &effectPrimColor,
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&effectEnvColor, 1000, 16);
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}
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}
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void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play) {
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s32 playerSpotted;
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this->actor.speedXZ = 0.0f;
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@ -316,7 +316,7 @@ void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx) {
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if (this->stateFlags & GE2_STATE_TALKED) {
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this->stateFlags &= ~GE2_STATE_TALKED;
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} else {
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playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
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playerSpotted = Ge2_DetectPlayerInAction(play, this);
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if (playerSpotted != 0) {
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this->timer = 100;
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@ -344,11 +344,11 @@ void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_AboutTurn(EnGe2* this, PlayState* play) {
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s32 playerSpotted;
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this->actor.speedXZ = 0.0f;
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playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
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playerSpotted = Ge2_DetectPlayerInAction(play, this);
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if (playerSpotted != 0) {
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EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED);
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@ -365,10 +365,10 @@ void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx) {
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}
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}
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void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_Walk(EnGe2* this, PlayState* play) {
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u8 playerSpotted;
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playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this);
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playerSpotted = Ge2_DetectPlayerInAction(play, this);
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if (playerSpotted != 0) {
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this->actor.speedXZ = 0.0f;
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EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED);
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@ -386,18 +386,18 @@ void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx) {
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}
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}
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void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_Stand(EnGe2* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200);
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}
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void EnGe2_TurnToFacePlayer(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_TurnToFacePlayer(EnGe2* this, PlayState* play) {
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s32 pad;
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s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if (ABS(angleDiff) <= 0x4000) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos);
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func_80038290(play, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos);
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} else {
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if (angleDiff < 0) {
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Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100);
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@ -410,10 +410,10 @@ void EnGe2_TurnToFacePlayer(EnGe2* this, GlobalContext* globalCtx) {
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}
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}
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void EnGe2_LookAtPlayer(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_LookAtPlayer(EnGe2* this, PlayState* play) {
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if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) &&
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(this->actor.xzDistToPlayer < 200.0f)) {
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func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos);
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func_80038290(play, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos);
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} else {
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Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100);
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Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100);
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@ -422,8 +422,8 @@ void EnGe2_LookAtPlayer(EnGe2* this, GlobalContext* globalCtx) {
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}
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}
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void EnGe2_SetActionAfterTalk(EnGe2* this, GlobalContext* globalCtx) {
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if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
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void EnGe2_SetActionAfterTalk(EnGe2* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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switch (this->actor.params & 0xFF) {
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case GE2_TYPE_PATROLLING:
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@ -439,67 +439,66 @@ void EnGe2_SetActionAfterTalk(EnGe2* this, GlobalContext* globalCtx) {
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this->actor.update = EnGe2_UpdateFriendly;
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this->actor.flags &= ~ACTOR_FLAG_16;
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}
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EnGe2_TurnToFacePlayer(this, globalCtx);
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EnGe2_TurnToFacePlayer(this, play);
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}
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void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx) {
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EnGe2_LookAtPlayer(this, globalCtx);
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void EnGe2_WaitLookAtPlayer(EnGe2* this, PlayState* play) {
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EnGe2_LookAtPlayer(this, play);
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}
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void EnGe2_WaitTillCardGiven(EnGe2* this, GlobalContext* globalCtx) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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void EnGe2_WaitTillCardGiven(EnGe2* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play)) {
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this->actor.parent = NULL;
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this->actionFunc = EnGe2_SetActionAfterTalk;
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} else {
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func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
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func_8002F434(&this->actor, play, GI_GERUDO_CARD, 10000.0f, 50.0f);
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}
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}
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void EnGe2_GiveCard(EnGe2* this, GlobalContext* globalCtx) {
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if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
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Message_CloseTextbox(globalCtx);
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void EnGe2_GiveCard(EnGe2* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
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Message_CloseTextbox(play);
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this->actor.flags &= ~ACTOR_FLAG_16;
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this->actionFunc = EnGe2_WaitTillCardGiven;
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func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
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func_8002F434(&this->actor, play, GI_GERUDO_CARD, 10000.0f, 50.0f);
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}
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}
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void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx) {
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void EnGe2_ForceTalk(EnGe2* this, PlayState* play) {
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if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = EnGe2_GiveCard;
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} else {
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this->actor.textId = 0x6004;
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this->actor.flags |= ACTOR_FLAG_16;
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func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0);
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||||
func_8002F1C4(&this->actor, play, 300.0f, 300.0f, 0);
|
||||
}
|
||||
EnGe2_LookAtPlayer(this, globalCtx);
|
||||
EnGe2_LookAtPlayer(this, play);
|
||||
}
|
||||
|
||||
void EnGe2_SetupCapturePlayer(EnGe2* this, GlobalContext* globalCtx) {
|
||||
void EnGe2_SetupCapturePlayer(EnGe2* this, PlayState* play) {
|
||||
this->stateFlags |= GE2_STATE_CAPTURING;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN);
|
||||
func_8002DF54(globalCtx, &this->actor, 95);
|
||||
func_8002DF54(play, &this->actor, 95);
|
||||
func_80078884(NA_SE_SY_FOUND);
|
||||
Message_StartTextbox(globalCtx, 0x6000, &this->actor);
|
||||
Message_StartTextbox(play, 0x6000, &this->actor);
|
||||
}
|
||||
|
||||
void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, GlobalContext* globalCtx) {
|
||||
void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, PlayState* play) {
|
||||
s32 pad;
|
||||
s32 pad2;
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (!(this->stateFlags & GE2_STATE_ANIMCOMPLETE) && SkelAnime_Update(&this->skelAnime)) {
|
||||
this->stateFlags |= GE2_STATE_ANIMCOMPLETE;
|
||||
}
|
||||
}
|
||||
|
||||
void EnGe2_MoveAndBlink(EnGe2* this, GlobalContext* globalCtx) {
|
||||
void EnGe2_MoveAndBlink(EnGe2* this, PlayState* play) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
|
@ -514,13 +513,13 @@ void EnGe2_MoveAndBlink(EnGe2* this, GlobalContext* globalCtx) {
|
|||
|
||||
// Update functions
|
||||
|
||||
void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play) {
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, play);
|
||||
this->actionFunc(this, play);
|
||||
|
||||
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
|
||||
if (Actor_ProcessTalkRequest(&this->actor, play)) {
|
||||
if ((this->actor.params & 0xFF) == GE2_TYPE_PATROLLING) {
|
||||
this->actor.speedXZ = 0.0f;
|
||||
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
|
||||
|
@ -531,29 +530,29 @@ void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.textId = 0x6005;
|
||||
|
||||
if (this->actor.xzDistToPlayer < 100.0f) {
|
||||
func_8002F2CC(&this->actor, globalCtx, 100.0f);
|
||||
func_8002F2CC(&this->actor, play, 100.0f);
|
||||
}
|
||||
}
|
||||
EnGe2_MoveAndBlink(this, globalCtx);
|
||||
EnGe2_MoveAndBlink(this, play);
|
||||
}
|
||||
|
||||
void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnGe2_UpdateAfterTalk(Actor* thisx, PlayState* play) {
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
this->stateFlags |= GE2_STATE_TALKED;
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
EnGe2_MoveAndBlink(this, globalCtx);
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, play);
|
||||
this->actionFunc(this, play);
|
||||
EnGe2_MoveAndBlink(this, play);
|
||||
}
|
||||
|
||||
void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnGe2_Update(Actor* thisx, PlayState* play) {
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
s32 paramsType;
|
||||
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
|
||||
EnGe2_MaintainColliderAndSetAnimState(this, play);
|
||||
|
||||
if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) {
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actionFunc(this, play);
|
||||
} else if (this->collider.base.acFlags & 2) {
|
||||
if ((this->collider.info.acHitInfo != NULL) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80)) {
|
||||
Actor_SetColorFilter(&this->actor, 0, 120, 0, 400);
|
||||
|
@ -567,29 +566,28 @@ void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH);
|
||||
} else {
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actionFunc(this, play);
|
||||
|
||||
if (Ge2_DetectPlayerInUpdate(globalCtx, this, &this->actor.focus.pos, this->actor.shape.rot.y,
|
||||
this->yDetectRange)) {
|
||||
if (Ge2_DetectPlayerInUpdate(play, this, &this->actor.focus.pos, this->actor.shape.rot.y, this->yDetectRange)) {
|
||||
// "Discovered!"
|
||||
osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
|
||||
EnGe2_SetupCapturePlayer(this, globalCtx);
|
||||
EnGe2_SetupCapturePlayer(this, play);
|
||||
}
|
||||
|
||||
if (((this->actor.params & 0xFF) == GE2_TYPE_STATIONARY) && (this->actor.xzDistToPlayer < 100.0f)) {
|
||||
// "Discovered!"
|
||||
osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
|
||||
EnGe2_SetupCapturePlayer(this, globalCtx);
|
||||
EnGe2_SetupCapturePlayer(this, play);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(this->stateFlags & GE2_STATE_KO)) {
|
||||
paramsType = this->actor.params & 0xFF; // Not necessary, but looks a bit nicer
|
||||
if ((paramsType == GE2_TYPE_PATROLLING) || (paramsType == GE2_TYPE_STATIONARY)) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
EnGe2_MoveAndBlink(this, globalCtx);
|
||||
EnGe2_MoveAndBlink(this, play);
|
||||
|
||||
if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) {
|
||||
this->actor.update = EnGe2_UpdateFriendly;
|
||||
|
@ -597,14 +595,13 @@ void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
GlobalContext* globalCtx = globalCtx2;
|
||||
void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
|
||||
PlayState* play = play2;
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if ((this->collider.base.acFlags & 2) &&
|
||||
((this->collider.info.acHitInfo == NULL) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0x80))) {
|
||||
|
@ -615,7 +612,7 @@ void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH);
|
||||
}
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
|
||||
if (EnGe2_CheckCarpentersFreed()) {
|
||||
this->actor.update = EnGe2_UpdateFriendly;
|
||||
|
@ -626,7 +623,7 @@ void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
s32 EnGe2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
if (limbIndex == 3) {
|
||||
|
@ -636,7 +633,7 @@ s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
return 0;
|
||||
}
|
||||
|
||||
void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
void EnGe2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
static Vec3f D_80A343B0 = { 600.0f, 700.0f, 0.0f };
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
|
@ -645,18 +642,18 @@ void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
}
|
||||
}
|
||||
|
||||
void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnGe2_Draw(Actor* thisx, PlayState* play) {
|
||||
static void* eyeTextures[] = { gGerudoPurpleEyeOpenTex, gGerudoPurpleEyeHalfTex, gGerudoPurpleEyeClosedTex };
|
||||
s32 pad;
|
||||
EnGe2* this = (EnGe2*)thisx;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge2.c", 1274);
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_ge2.c", 1274);
|
||||
|
||||
func_800943C8(globalCtx->state.gfxCtx);
|
||||
func_800943C8(play->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeIndex]));
|
||||
func_8002EBCC(&this->actor, globalCtx, 0);
|
||||
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
func_8002EBCC(&this->actor, play, 0);
|
||||
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
EnGe2_OverrideLimbDraw, EnGe2_PostLimbDraw, this);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ge2.c", 1291);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_ge2.c", 1291);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
struct EnGe2;
|
||||
|
||||
typedef void (*EnGe2ActionFunc)(struct EnGe2*, GlobalContext*);
|
||||
typedef void (*EnGe2ActionFunc)(struct EnGe2*, PlayState*);
|
||||
|
||||
typedef struct EnGe2 {
|
||||
/* 0x0000 */ Actor actor;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue