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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

@ -9,14 +9,14 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
void EnGe3_Init(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Update(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_Init(Actor* thisx, PlayState* play);
void EnGe3_Destroy(Actor* thisx, PlayState* play);
void EnGe3_Update(Actor* thisx, PlayState* play);
void EnGe3_Draw(Actor* thisx, PlayState* play);
void EnGe3_WaitLookAtPlayer(EnGe3* this, GlobalContext* globalCtx);
void EnGe3_ForceTalk(EnGe3* this, GlobalContext* globalCtx);
void EnGe3_UpdateWhenNotTalking(Actor* thisx, GlobalContext* globalCtx);
void EnGe3_WaitLookAtPlayer(EnGe3* this, PlayState* play);
void EnGe3_ForceTalk(EnGe3* this, PlayState* play);
void EnGe3_UpdateWhenNotTalking(Actor* thisx, PlayState* play);
const ActorInit En_Ge3_InitVars = {
ACTOR_EN_GE3,
@ -63,16 +63,16 @@ void EnGe3_ChangeAction(EnGe3* this, s32 i) {
this->unk_30C &= ~2;
}
void EnGe3_Init(Actor* thisx, GlobalContext* globalCtx2) {
void EnGe3_Init(Actor* thisx, PlayState* play2) {
EnGe3* this = (EnGe3*)thisx;
GlobalContext* globalCtx = globalCtx2;
PlayState* play = play2;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoRedSkel, NULL, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoRedSkel, NULL, this->jointTable, this->morphTable,
GELDB_LIMB_MAX);
Animation_PlayLoop(&this->skelAnime, &gGerudoRedStandAnim);
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);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
this->actor.world.rot.z = 0;
@ -85,20 +85,20 @@ void EnGe3_Init(Actor* thisx, GlobalContext* globalCtx2) {
this->actor.gravity = -1.0f;
}
void EnGe3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnGe3_Destroy(Actor* thisx, PlayState* play) {
EnGe3* this = (EnGe3*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
Collider_DestroyCylinder(play, &this->collider);
}
void EnGe3_TurnToFacePlayer(EnGe3* this, GlobalContext* globalCtx) {
void EnGe3_TurnToFacePlayer(EnGe3* this, PlayState* play) {
s32 pad;
s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(angleDiff) <= 0x4000) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100);
this->actor.world.rot.y = this->actor.shape.rot.y;
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
func_80038290(play, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
} else {
if (angleDiff < 0) {
Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100);
@ -111,10 +111,10 @@ void EnGe3_TurnToFacePlayer(EnGe3* this, GlobalContext* globalCtx) {
}
}
void EnGe3_LookAtPlayer(EnGe3* this, GlobalContext* globalCtx) {
void EnGe3_LookAtPlayer(EnGe3* this, PlayState* play) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x2300) &&
(this->actor.xzDistToPlayer < 100.0f)) {
func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
func_80038290(play, &this->actor, &this->headRot, &this->unk_306, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100);
@ -123,67 +123,66 @@ void EnGe3_LookAtPlayer(EnGe3* this, GlobalContext* globalCtx) {
}
}
void EnGe3_Wait(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
void EnGe3_Wait(EnGe3* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
this->actionFunc = EnGe3_WaitLookAtPlayer;
this->actor.update = EnGe3_UpdateWhenNotTalking;
this->actor.flags &= ~ACTOR_FLAG_16;
}
EnGe3_TurnToFacePlayer(this, globalCtx);
EnGe3_TurnToFacePlayer(this, play);
}
void EnGe3_WaitLookAtPlayer(EnGe3* this, GlobalContext* globalCtx) {
EnGe3_LookAtPlayer(this, globalCtx);
void EnGe3_WaitLookAtPlayer(EnGe3* this, PlayState* play) {
EnGe3_LookAtPlayer(this, play);
}
void EnGe3_WaitTillCardGiven(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
void EnGe3_WaitTillCardGiven(EnGe3* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
this->actionFunc = EnGe3_Wait;
} else {
func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
func_8002F434(&this->actor, play, GI_GERUDO_CARD, 10000.0f, 50.0f);
}
}
void EnGe3_GiveCard(EnGe3* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
void EnGe3_GiveCard(EnGe3* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
this->actor.flags &= ~ACTOR_FLAG_16;
this->actionFunc = EnGe3_WaitTillCardGiven;
func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f);
func_8002F434(&this->actor, play, GI_GERUDO_CARD, 10000.0f, 50.0f);
}
}
void EnGe3_ForceTalk(EnGe3* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
void EnGe3_ForceTalk(EnGe3* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnGe3_GiveCard;
} else {
if (!(this->unk_30C & 4)) {
func_8002DF54(globalCtx, &this->actor, 7);
func_8002DF54(play, &this->actor, 7);
this->unk_30C |= 4;
}
this->actor.textId = 0x6004;
this->actor.flags |= ACTOR_FLAG_16;
func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0);
func_8002F1C4(&this->actor, play, 300.0f, 300.0f, 0);
}
EnGe3_LookAtPlayer(this, globalCtx);
EnGe3_LookAtPlayer(this, play);
}
void EnGe3_UpdateCollision(EnGe3* this, GlobalContext* globalCtx) {
void EnGe3_UpdateCollision(EnGe3* 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->unk_30C & 2) && SkelAnime_Update(&this->skelAnime)) {
this->unk_30C |= 2;
}
}
void EnGe3_MoveAndBlink(EnGe3* this, GlobalContext* globalCtx) {
void EnGe3_MoveAndBlink(EnGe3* this, PlayState* play) {
Actor_MoveForward(&this->actor);
@ -198,34 +197,34 @@ void EnGe3_MoveAndBlink(EnGe3* this, GlobalContext* globalCtx) {
}
}
void EnGe3_UpdateWhenNotTalking(Actor* thisx, GlobalContext* globalCtx) {
void EnGe3_UpdateWhenNotTalking(Actor* thisx, PlayState* play) {
EnGe3* this = (EnGe3*)thisx;
EnGe3_UpdateCollision(this, globalCtx);
this->actionFunc(this, globalCtx);
EnGe3_UpdateCollision(this, play);
this->actionFunc(this, play);
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnGe3_Wait;
this->actor.update = EnGe3_Update;
} else {
this->actor.textId = 0x6005;
if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, globalCtx, 100.0f);
func_8002F2CC(&this->actor, play, 100.0f);
}
}
EnGe3_MoveAndBlink(this, globalCtx);
EnGe3_MoveAndBlink(this, play);
}
void EnGe3_Update(Actor* thisx, GlobalContext* globalCtx) {
void EnGe3_Update(Actor* thisx, PlayState* play) {
EnGe3* this = (EnGe3*)thisx;
EnGe3_UpdateCollision(this, globalCtx);
this->actionFunc(this, globalCtx);
EnGe3_MoveAndBlink(this, globalCtx);
EnGe3_UpdateCollision(this, play);
this->actionFunc(this, play);
EnGe3_MoveAndBlink(this, play);
}
s32 EnGe3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 EnGe3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnGe3* this = (EnGe3*)thisx;
switch (limbIndex) {
@ -241,7 +240,7 @@ s32 EnGe3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
// This is a hack to fix the color-changing clothes this Gerudo has on N64 versions
default:
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge3.c", 547);
OPEN_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 547);
switch (limbIndex) {
case GELDB_LIMB_NECK:
break;
@ -260,13 +259,13 @@ s32 EnGe3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
gDPSetEnvColor(POLY_OPA_DISP++, 140, 0, 0, 255);
break;
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ge3.c", 566);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 566);
break;
}
return false;
}
void EnGe3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
void EnGe3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnGe3* this = (EnGe3*)thisx;
Vec3f D_80A351C8 = { 600.0f, 700.0f, 0.0f };
@ -275,22 +274,22 @@ void EnGe3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
}
}
void EnGe3_Draw(Actor* thisx, GlobalContext* globalCtx2) {
void EnGe3_Draw(Actor* thisx, PlayState* play2) {
static void* eyeTextures[] = {
gGerudoRedEyeOpenTex,
gGerudoRedEyeHalfTex,
gGerudoRedEyeShutTex,
};
EnGe3* this = (EnGe3*)thisx;
GlobalContext* globalCtx = globalCtx2;
PlayState* play = play2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge3.c", 614);
OPEN_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 614);
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,
EnGe3_OverrideLimbDraw, EnGe3_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ge3.c", 631);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 631);
}

View file

@ -7,7 +7,7 @@
struct EnGe3;
typedef void (*EnGe3ActionFunc)(struct EnGe3*, GlobalContext*);
typedef void (*EnGe3ActionFunc)(struct EnGe3*, PlayState*);
typedef struct EnGe3 {
/* 0x0000 */ Actor actor;