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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

@ -11,25 +11,25 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_23)
void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_Init(Actor* thisx, PlayState* play);
void ObjTsubo_Destroy(Actor* thisx, PlayState* play);
void ObjTsubo_Update(Actor* thisx, PlayState* play);
void ObjTsubo_Draw(Actor* thisx, PlayState* play);
void ObjTsubo_SpawnCollectible(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_SpawnCollectible(ObjTsubo* this, PlayState* play);
void ObjTsubo_ApplyGravity(ObjTsubo* this);
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_InitCollider(Actor* thisx, GlobalContext* globalCtx);
void ObjTsubo_AirBreak(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx);
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play);
void ObjTsubo_InitCollider(Actor* thisx, PlayState* play);
void ObjTsubo_AirBreak(ObjTsubo* this, PlayState* play);
void ObjTsubo_WaterBreak(ObjTsubo* this, PlayState* play);
void ObjTsubo_SetupWaitForObject(ObjTsubo* this);
void ObjTsubo_WaitForObject(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_WaitForObject(ObjTsubo* this, PlayState* play);
void ObjTsubo_SetupIdle(ObjTsubo* this);
void ObjTsubo_Idle(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_Idle(ObjTsubo* this, PlayState* play);
void ObjTsubo_SetupLiftedUp(ObjTsubo* this);
void ObjTsubo_LiftedUp(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_LiftedUp(ObjTsubo* this, PlayState* play);
void ObjTsubo_SetupThrown(ObjTsubo* this);
void ObjTsubo_Thrown(ObjTsubo* this, GlobalContext* globalCtx);
void ObjTsubo_Thrown(ObjTsubo* this, PlayState* play);
static s16 D_80BA1B50 = 0;
static s16 D_80BA1B54 = 0;
@ -82,12 +82,11 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
};
void ObjTsubo_SpawnCollectible(ObjTsubo* this, GlobalContext* globalCtx) {
void ObjTsubo_SpawnCollectible(ObjTsubo* this, PlayState* play) {
s16 dropParams = this->actor.params & 0x1F;
if ((dropParams >= 0) && (dropParams < ITEM00_MAX)) {
Item_DropCollectible(globalCtx, &this->actor.world.pos,
(dropParams | (((this->actor.params >> 9) & 0x3F) << 8)));
Item_DropCollectible(play, &this->actor.world.pos, (dropParams | (((this->actor.params >> 9) & 0x3F) << 8)));
}
}
@ -98,7 +97,7 @@ void ObjTsubo_ApplyGravity(ObjTsubo* this) {
}
}
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx) {
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) {
CollisionPoly* floorPoly;
Vec3f pos;
s32 bgID;
@ -107,7 +106,7 @@ s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &floorPoly, &bgID, &this->actor, &pos);
floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgID, &this->actor, &pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
@ -118,25 +117,25 @@ s32 ObjTsubo_SnapToFloor(ObjTsubo* this, GlobalContext* globalCtx) {
}
}
void ObjTsubo_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
void ObjTsubo_InitCollider(Actor* thisx, PlayState* play) {
ObjTsubo* this = (ObjTsubo*)thisx;
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);
Collider_UpdateCylinder(&this->actor, &this->collider);
}
void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx) {
void ObjTsubo_Init(Actor* thisx, PlayState* play) {
ObjTsubo* this = (ObjTsubo*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
ObjTsubo_InitCollider(&this->actor, globalCtx);
ObjTsubo_InitCollider(&this->actor, play);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, sColChkInfoInit);
if (!ObjTsubo_SnapToFloor(this, globalCtx)) {
if (!ObjTsubo_SnapToFloor(this, play)) {
Actor_Kill(&this->actor);
return;
}
this->objTsuboBankIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectIds[(this->actor.params >> 8) & 1]);
this->objTsuboBankIndex = Object_GetIndex(&play->objectCtx, sObjectIds[(this->actor.params >> 8) & 1]);
if (this->objTsuboBankIndex < 0) {
osSyncPrintf("Error : バンク危険! (arg_data 0x%04x)(%s %d)\n", this->actor.params, "../z_obj_tsubo.c", 410);
Actor_Kill(&this->actor);
@ -146,14 +145,14 @@ void ObjTsubo_Init(Actor* thisx, GlobalContext* globalCtx) {
}
}
void ObjTsubo_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
void ObjTsubo_Destroy(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjTsubo* this = (ObjTsubo*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
Collider_DestroyCylinder(play, &this->collider);
}
void ObjTsubo_AirBreak(ObjTsubo* this, GlobalContext* globalCtx) {
void ObjTsubo_AirBreak(ObjTsubo* this, PlayState* play) {
s32 pad;
f32 rand;
s16 angle;
@ -182,14 +181,14 @@ void ObjTsubo_AirBreak(ObjTsubo* this, GlobalContext* globalCtx) {
} else {
arg5 = 32;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, -240, arg5, 10, 10, 0,
EffectSsKakera_Spawn(play, &pos, &velocity, &this->actor.world.pos, -240, arg5, 10, 10, 0,
(Rand_ZeroOne() * 95.0f) + 15.0f, 0, 32, 60, KAKERA_COLOR_NONE,
sObjectIds[(this->actor.params >> 8) & 1], D_80BA1B8C[(this->actor.params >> 8) & 1]);
}
func_80033480(globalCtx, &this->actor.world.pos, 30.0f, 4, 20, 50, 1);
func_80033480(play, &this->actor.world.pos, 30.0f, 4, 20, 50, 1);
}
void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx) {
void ObjTsubo_WaterBreak(ObjTsubo* this, PlayState* play) {
s32 pad[2];
s16 angle;
Vec3f pos = this->actor.world.pos;
@ -198,7 +197,7 @@ void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx) {
s32 i;
pos.y += this->actor.yDistToWater;
EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 400);
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400);
for (i = 0, angle = 0; i < 15; i++, angle += 0x4E20) {
f32 sins = Math_SinS(angle);
f32 coss = Math_CosS(angle);
@ -211,7 +210,7 @@ void ObjTsubo_WaterBreak(ObjTsubo* this, GlobalContext* globalCtx) {
velocity.z = pos.z * 0.2f;
Math_Vec3f_Sum(&pos, &this->actor.world.pos, &pos);
phi_s0 = (Rand_ZeroOne() < .2f) ? 64 : 32;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, -180, phi_s0, 30, 30, 0,
EffectSsKakera_Spawn(play, &pos, &velocity, &this->actor.world.pos, -180, phi_s0, 30, 30, 0,
(Rand_ZeroOne() * 95.0f) + 15.0f, 0, 32, 70, KAKERA_COLOR_NONE,
sObjectIds[(this->actor.params >> 8) & 1], D_80BA1B8C[(this->actor.params >> 8) & 1]);
}
@ -221,8 +220,8 @@ void ObjTsubo_SetupWaitForObject(ObjTsubo* this) {
this->actionFunc = ObjTsubo_WaitForObject;
}
void ObjTsubo_WaitForObject(ObjTsubo* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->objTsuboBankIndex)) {
void ObjTsubo_WaitForObject(ObjTsubo* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objTsuboBankIndex)) {
this->actor.draw = ObjTsubo_Draw;
this->actor.objBankIndex = this->objTsuboBankIndex;
ObjTsubo_SetupIdle(this);
@ -234,39 +233,39 @@ void ObjTsubo_SetupIdle(ObjTsubo* this) {
this->actionFunc = ObjTsubo_Idle;
}
void ObjTsubo_Idle(ObjTsubo* this, GlobalContext* globalCtx) {
void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) {
s32 pad;
s16 temp_v0;
s32 phi_v1;
if (Actor_HasParent(&this->actor, globalCtx)) {
if (Actor_HasParent(&this->actor, play)) {
ObjTsubo_SetupLiftedUp(this);
} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.yDistToWater > 15.0f)) {
ObjTsubo_WaterBreak(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_SpawnCollectible(this, globalCtx);
ObjTsubo_WaterBreak(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_SpawnCollectible(this, play);
Actor_Kill(&this->actor);
} else if ((this->collider.base.acFlags & AC_HIT) &&
(this->collider.info.acHitInfo->toucher.dmgFlags & 0x4FC1FFFC)) {
ObjTsubo_AirBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_AirBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else {
if (this->actor.xzDistToPlayer < 600.0f) {
Collider_UpdateCylinder(&this->actor, &this->collider);
this->collider.base.acFlags &= ~AC_HIT;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
if (this->actor.xzDistToPlayer < 150.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
}
if (this->actor.xzDistToPlayer < 100.0f) {
temp_v0 = this->actor.yawTowardsPlayer - GET_PLAYER(globalCtx)->actor.world.rot.y;
temp_v0 = this->actor.yawTowardsPlayer - GET_PLAYER(play)->actor.world.rot.y;
phi_v1 = ABS(temp_v0);
if (phi_v1 >= 0x5556) {
// GI_NONE in this case allows the player to lift the actor
func_8002F434(&this->actor, globalCtx, GI_NONE, 30.0f, 30.0f);
func_8002F434(&this->actor, play, GI_NONE, 30.0f, 30.0f);
}
}
}
@ -279,13 +278,13 @@ void ObjTsubo_SetupLiftedUp(ObjTsubo* this) {
this->actor.flags |= ACTOR_FLAG_4;
}
void ObjTsubo_LiftedUp(ObjTsubo* this, GlobalContext* globalCtx) {
if (Actor_HasNoParent(&this->actor, globalCtx)) {
this->actor.room = globalCtx->roomCtx.curRoom.num;
void ObjTsubo_LiftedUp(ObjTsubo* this, PlayState* play) {
if (Actor_HasNoParent(&this->actor, play)) {
this->actor.room = play->roomCtx.curRoom.num;
ObjTsubo_SetupThrown(this);
ObjTsubo_ApplyGravity(this);
func_8002D7EC(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f,
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 15.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_7);
}
}
@ -301,19 +300,19 @@ void ObjTsubo_SetupThrown(ObjTsubo* this) {
this->actionFunc = ObjTsubo_Thrown;
}
void ObjTsubo_Thrown(ObjTsubo* this, GlobalContext* globalCtx) {
void ObjTsubo_Thrown(ObjTsubo* this, PlayState* play) {
s32 pad[2];
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_WALL)) ||
(this->collider.base.atFlags & AT_HIT)) {
ObjTsubo_AirBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_AirBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
ObjTsubo_WaterBreak(this, globalCtx);
ObjTsubo_SpawnCollectible(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
ObjTsubo_WaterBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);
Actor_Kill(&this->actor);
} else {
ObjTsubo_ApplyGravity(this);
@ -322,20 +321,20 @@ void ObjTsubo_Thrown(ObjTsubo* this, GlobalContext* globalCtx) {
Math_StepToS(&D_80BA1B5C, D_80BA1B58, 0x64);
this->actor.shape.rot.x += D_80BA1B54;
this->actor.shape.rot.y += D_80BA1B5C;
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 15.0f, 0.0f,
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 15.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_7);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
}
void ObjTsubo_Update(Actor* thisx, GlobalContext* globalCtx) {
void ObjTsubo_Update(Actor* thisx, PlayState* play) {
ObjTsubo* this = (ObjTsubo*)thisx;
this->actionFunc(this, globalCtx);
this->actionFunc(this, play);
}
void ObjTsubo_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_80BA1B84[(thisx->params >> 8) & 1]);
void ObjTsubo_Draw(Actor* thisx, PlayState* play) {
Gfx_DrawDListOpa(play, D_80BA1B84[(thisx->params >> 8) & 1]);
}

View file

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