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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
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154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -9,13 +9,13 @@
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#define FLAGS 0
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void ObjMure_Init(Actor* thisx, GlobalContext* globalCtx);
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void ObjMure_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ObjMure_Update(Actor* thisx, GlobalContext* globalCtx);
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void ObjMure_Init(Actor* thisx, PlayState* play);
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void ObjMure_Destroy(Actor* thisx, PlayState* play);
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void ObjMure_Update(Actor* thisx, PlayState* play);
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void ObjMure_InitialAction(ObjMure* this, GlobalContext* globalCtx);
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void ObjMure_CulledState(ObjMure* this, GlobalContext* globalCtx);
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void ObjMure_ActiveState(ObjMure* this, GlobalContext* globalCtx);
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void ObjMure_InitialAction(ObjMure* this, PlayState* play);
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void ObjMure_CulledState(ObjMure* this, PlayState* play);
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void ObjMure_ActiveState(ObjMure* this, PlayState* play);
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s32 ObjMure_GetMaxChildSpawns(ObjMure* this);
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@ -59,7 +59,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 1200, ICHAIN_STOP),
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};
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s32 ObjMure_SetCullingImpl(Actor* thisx, GlobalContext* globalCtx) {
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s32 ObjMure_SetCullingImpl(Actor* thisx, PlayState* play) {
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ObjMure* this = (ObjMure*)thisx;
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s32 result;
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@ -79,14 +79,14 @@ s32 ObjMure_SetCullingImpl(Actor* thisx, GlobalContext* globalCtx) {
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return result;
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}
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s32 ObjMure_SetCulling(Actor* thisx, GlobalContext* globalCtx) {
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if (!ObjMure_SetCullingImpl(thisx, globalCtx)) {
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s32 ObjMure_SetCulling(Actor* thisx, PlayState* play) {
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if (!ObjMure_SetCullingImpl(thisx, play)) {
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return false;
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}
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return true;
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}
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void ObjMure_Init(Actor* thisx, GlobalContext* globalCtx) {
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void ObjMure_Init(Actor* thisx, PlayState* play) {
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ObjMure* this = (ObjMure*)thisx;
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this->chNum = (thisx->params >> 0xC) & 0x0F;
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@ -102,7 +102,7 @@ void ObjMure_Init(Actor* thisx, GlobalContext* globalCtx) {
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osSyncPrintf("Error 群れな敵 (%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 245, thisx->params);
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Actor_Kill(&this->actor);
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return;
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} else if (!ObjMure_SetCulling(thisx, globalCtx)) {
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} else if (!ObjMure_SetCulling(thisx, play)) {
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Actor_Kill(&this->actor);
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return;
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}
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@ -115,7 +115,7 @@ void ObjMure_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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void ObjMure_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void ObjMure_Destroy(Actor* thisx, PlayState* play) {
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}
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s32 ObjMure_GetMaxChildSpawns(ObjMure* this) {
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@ -132,7 +132,7 @@ void ObjMure_GetSpawnPos(Vec3f* outPos, Vec3f* inPos, s32 ptn, s32 idx) {
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*outPos = *inPos;
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}
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void ObjMure_SpawnActors0(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
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ActorContext* ac;
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s32 i;
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Vec3f pos;
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@ -149,10 +149,10 @@ void ObjMure_SpawnActors0(ObjMure* this, GlobalContext* globalCtx) {
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case OBJMURE_CHILD_STATE_1:
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break;
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case OBJMURE_CHILD_STATE_2:
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ac = &globalCtx->actorCtx;
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ac = &play->actorCtx;
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ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
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this->children[i] =
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Actor_Spawn(ac, globalCtx, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->children[i]->flags |= ACTOR_FLAG_ENKUSA_CUT;
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@ -162,10 +162,10 @@ void ObjMure_SpawnActors0(ObjMure* this, GlobalContext* globalCtx) {
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}
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break;
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default:
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ac = &globalCtx->actorCtx;
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ac = &play->actorCtx;
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ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
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this->children[i] =
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Actor_Spawn(ac, globalCtx, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->children[i]->room = this->actor.room;
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@ -177,8 +177,8 @@ void ObjMure_SpawnActors0(ObjMure* this, GlobalContext* globalCtx) {
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}
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}
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void ObjMure_SpawnActors1(ObjMure* this, GlobalContext* globalCtx) {
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ActorContext* ac = (ActorContext*)globalCtx; // fake match
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void ObjMure_SpawnActors1(ObjMure* this, PlayState* play) {
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ActorContext* ac = (ActorContext*)play; // fake match
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Actor* actor = &this->actor;
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Vec3f spawnPos;
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s32 maxChildren = ObjMure_GetMaxChildSpawns(this);
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@ -188,9 +188,9 @@ void ObjMure_SpawnActors1(ObjMure* this, GlobalContext* globalCtx) {
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if (this->children[i] != NULL) {
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osSyncPrintf("Error : 既に子供がいる(%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 407, actor->params);
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}
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ac = &globalCtx->actorCtx;
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ac = &play->actorCtx;
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ObjMure_GetSpawnPos(&spawnPos, &actor->world.pos, this->ptn, i);
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this->children[i] = Actor_Spawn(ac, globalCtx, sSpawnActorIds[this->type], spawnPos.x, spawnPos.y, spawnPos.z,
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this->children[i] = Actor_Spawn(ac, play, sSpawnActorIds[this->type], spawnPos.x, spawnPos.y, spawnPos.z,
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actor->world.rot.x, actor->world.rot.y, actor->world.rot.z,
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(this->type == 4 && i == 0) ? 1 : sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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@ -203,18 +203,18 @@ void ObjMure_SpawnActors1(ObjMure* this, GlobalContext* globalCtx) {
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}
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}
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void ObjMure_SpawnActors(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_SpawnActors(ObjMure* this, PlayState* play) {
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switch (this->svNum) {
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case 0:
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ObjMure_SpawnActors0(this, globalCtx);
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ObjMure_SpawnActors0(this, play);
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break;
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case 1:
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ObjMure_SpawnActors1(this, globalCtx);
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ObjMure_SpawnActors1(this, play);
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break;
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}
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}
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void ObjMure_KillActorsImpl(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_KillActorsImpl(ObjMure* this, PlayState* play) {
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s32 maxChildren = ObjMure_GetMaxChildSpawns(this);
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s32 i;
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@ -231,7 +231,7 @@ void ObjMure_KillActorsImpl(ObjMure* this, GlobalContext* globalCtx) {
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break;
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default:
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if (this->children[i] != NULL) {
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if (Actor_HasParent(this->children[i], globalCtx)) {
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if (Actor_HasParent(this->children[i], play)) {
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this->children[i] = NULL;
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} else {
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Actor_Kill(this->children[i]);
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@ -243,11 +243,11 @@ void ObjMure_KillActorsImpl(ObjMure* this, GlobalContext* globalCtx) {
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}
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}
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void ObjMure_KillActors(ObjMure* this, GlobalContext* globalCtx) {
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ObjMure_KillActorsImpl(this, globalCtx);
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void ObjMure_KillActors(ObjMure* this, PlayState* play) {
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ObjMure_KillActorsImpl(this, play);
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}
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void ObjMure_CheckChildren(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_CheckChildren(ObjMure* this, PlayState* play) {
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s32 maxChildren = ObjMure_GetMaxChildSpawns(this);
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s32 i;
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@ -270,15 +270,15 @@ void ObjMure_CheckChildren(ObjMure* this, GlobalContext* globalCtx) {
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}
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}
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void ObjMure_InitialAction(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_InitialAction(ObjMure* this, PlayState* play) {
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this->actionFunc = ObjMure_CulledState;
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}
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void ObjMure_CulledState(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_CulledState(ObjMure* this, PlayState* play) {
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if (fabsf(this->actor.projectedPos.z) < sZClip[this->type]) {
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this->actionFunc = ObjMure_ActiveState;
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this->actor.flags |= ACTOR_FLAG_4;
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ObjMure_SpawnActors(this, globalCtx);
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ObjMure_SpawnActors(this, play);
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}
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}
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@ -328,7 +328,7 @@ void ObjMure_SetChildToFollowPlayer(ObjMure* this, s32 idx1) {
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}
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// Fish, Bugs
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void ObjMure_GroupBehavior0(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_GroupBehavior0(ObjMure* this, PlayState* play) {
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if (this->unk_1A4 <= 0) {
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if (this->unk_1A6) {
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this->unk_1A6 = false;
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@ -362,7 +362,7 @@ void ObjMure_GroupBehavior0(ObjMure* this, GlobalContext* globalCtx) {
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}
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// Butterflies
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void ObjMure_GroupBehavior1(ObjMure* this, GlobalContext* globalCtx) {
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void ObjMure_GroupBehavior1(ObjMure* this, PlayState* play) {
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s32 maxChildren;
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s32 i;
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@ -396,22 +396,22 @@ static ObjMureActionFunc sTypeGroupBehaviorFunc[] = {
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NULL, NULL, ObjMure_GroupBehavior0, ObjMure_GroupBehavior0, ObjMure_GroupBehavior1,
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};
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void ObjMure_ActiveState(ObjMure* this, GlobalContext* globalCtx) {
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ObjMure_CheckChildren(this, globalCtx);
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void ObjMure_ActiveState(ObjMure* this, PlayState* play) {
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ObjMure_CheckChildren(this, play);
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if (sZClip[this->type] + 40.0f <= fabsf(this->actor.projectedPos.z)) {
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this->actionFunc = ObjMure_CulledState;
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this->actor.flags &= ~ACTOR_FLAG_4;
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ObjMure_KillActors(this, globalCtx);
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ObjMure_KillActors(this, play);
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} else if (sTypeGroupBehaviorFunc[this->type] != NULL) {
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sTypeGroupBehaviorFunc[this->type](this, globalCtx);
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sTypeGroupBehaviorFunc[this->type](this, play);
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}
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}
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void ObjMure_Update(Actor* thisx, GlobalContext* globalCtx) {
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void ObjMure_Update(Actor* thisx, PlayState* play) {
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ObjMure* this = (ObjMure*)thisx;
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if (this->unk_1A4 > 0) {
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this->unk_1A4--;
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}
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this->actionFunc(this, globalCtx);
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this->actionFunc(this, play);
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}
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@ -6,7 +6,7 @@
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struct ObjMure;
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typedef void (*ObjMureActionFunc)(struct ObjMure*, GlobalContext*);
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typedef void (*ObjMureActionFunc)(struct ObjMure*, PlayState*);
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#define OBJMURE_MAX_SPAWNS 15
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