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EnMu header and pointer fixes (#765)
* Commit Before Draw Decomp * Closer EnMu_Draw * Matched draw function * EnMu Matching with OK * Removed ASM * EnMu OK * Implemented pull request changes as of 2020/03/16 * Reverted header * Split increment and switched 0s to NULLs * Fixed compiler warnings * EnMu pointer fixes * Apply suggestions from code review Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> * Changed line breaks and dialogState to npcInfo Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
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2 changed files with 21 additions and 12 deletions
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@ -1,3 +1,9 @@
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/*
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* File: z_en_mu.c
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* Overlay: ovl_En_Mu
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* Description: Haggling townspeople
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*/
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#include "z_en_mu.h"
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#define FLAGS 0x00000009
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@ -9,8 +15,8 @@ void EnMu_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnMu_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnMu_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnMu_Pose(Actor* this, GlobalContext* globalCtx);
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s32 EnMu_CheckDialogState(GlobalContext* globalCtx, EnMu* this);
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void EnMu_Pose(EnMu* this, GlobalContext* globalCtx);
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s16 EnMu_CheckDialogState(GlobalContext* globalCtx, Actor* thisx);
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extern AnimationHeader D_060003F4;
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extern FlexSkeletonHeader D_06004F70;
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@ -102,7 +108,9 @@ u16 EnMu_GetFaceReaction(GlobalContext* globalCtx, Actor* thisx) {
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return this->defFaceReaction;
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}
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s32 EnMu_CheckDialogState(GlobalContext* globalCtx, EnMu* this) {
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s16 EnMu_CheckDialogState(GlobalContext* globalCtx, Actor* thisx) {
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EnMu* this = THIS;
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switch (func_8010BDBC(&globalCtx->msgCtx)) {
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case 0:
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case 1:
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@ -123,8 +131,8 @@ s32 EnMu_CheckDialogState(GlobalContext* globalCtx, EnMu* this) {
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}
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void EnMu_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnMu* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 160.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004F70, &D_060003F4, NULL, NULL, 0);
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@ -139,12 +147,12 @@ void EnMu_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnMu_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnMu* this = THIS;
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SkelAnime_Free(&this->skelAnime, globalCtx);
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}
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void EnMu_Pose(Actor* thisx, GlobalContext* globalCtx) {
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EnMu* this = THIS;
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func_80034F54(globalCtx, &this->unk_20A, &this->unk_22A, 16);
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void EnMu_Pose(EnMu* this, GlobalContext* globalCtx) {
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func_80034F54(globalCtx, this->unk_20A, this->unk_22A, 16);
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}
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void EnMu_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -159,12 +167,13 @@ void EnMu_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->collider.dim.pos = pos;
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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SkelAnime_Update(&this->skelAnime);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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this->actionFunc(this, globalCtx);
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talkDist = this->collider.dim.radius + 30.0f;
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func_800343CC(globalCtx, this, &this->dialogState, talkDist, EnMu_GetFaceReaction, EnMu_CheckDialogState);
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func_800343CC(globalCtx, &this->actor, &this->npcInfo.unk_00, talkDist, EnMu_GetFaceReaction,
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EnMu_CheckDialogState);
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.focus.pos.y += 60.0f;
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@ -172,6 +181,7 @@ void EnMu_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 EnMu_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnMu* this = THIS;
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if ((limbIndex == 5) || (limbIndex == 6) || (limbIndex == 7) || (limbIndex == 11) || (limbIndex == 12) ||
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(limbIndex == 13) || (limbIndex == 14)) {
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rot->y += Math_SinS(this->unk_20A[limbIndex]) * 200.0f;
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@ -185,6 +195,7 @@ void EnMu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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Gfx* EnMu_DisplayListSetColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
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Gfx* dlist;
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dlist = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
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gDPSetEnvColor(dlist, r, g, b, a);
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gSPEndDisplayList(dlist + 1);
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@ -193,8 +204,6 @@ Gfx* EnMu_DisplayListSetColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
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void EnMu_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnMu* this = THIS;
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// 2 sets of 5 colors for each actor in town with different colors
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Color_RGBA8 colors[2][5] = {
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{ { 100, 130, 235, 0 }, { 160, 250, 60, 0 }, { 90, 60, 20, 0 }, { 30, 240, 200, 0 }, { 140, 70, 20, 0 } },
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{ { 140, 70, 20, 0 }, { 30, 240, 200, 0 }, { 90, 60, 20, 0 }, { 160, 250, 60, 0 }, { 100, 130, 235, 0 } }
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@ -13,7 +13,7 @@ typedef struct EnMu {
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ EnMuActionFunc actionFunc;
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/* 0x0194 */ ColliderCylinder collider;
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/* 0x01E0 */ struct_80034A14_arg1 dialogState;
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/* 0x01E0 */ struct_80034A14_arg1 npcInfo;
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/* 0x0208 */ u16 defFaceReaction;
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/* 0x020A */ s16 unk_20A[16];
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/* 0x022A */ s16 unk_22A[17];
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