mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-07 14:50:15 +00:00
Format all src C files
This commit is contained in:
parent
251aea64ab
commit
8cfe7cce9f
652 changed files with 12488 additions and 19093 deletions
|
@ -1,6 +1,6 @@
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#include "z_en_dog.h"
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#define ROOM 0x00
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#define ROOM 0x00
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#define FLAGS 0x00000000
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static void EnDog_Init(EnDog* this, GlobalContext* globalCtx);
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@ -15,8 +15,7 @@ static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx);
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static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx);
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static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx);
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const ActorInit En_Dog_InitVars =
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{
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const ActorInit En_Dog_InitVars = {
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ACTOR_EN_DOG,
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ACTORTYPE_NPC,
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ROOM,
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@ -29,68 +28,48 @@ const ActorInit En_Dog_InitVars =
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(ActorFunc)EnDog_Draw,
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};
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static ColliderCylinderInit cylinderInit =
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{
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0x06, 0x00, 0x09, 0x39,
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0x10, 0x01, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00,
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0x00000000,
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0x00, 0x00, 0x00, 0x00,
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0xFFCFFFFF,
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0x00, 0x00, 0x00, 0x00,
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0x00, 0x01, 0x01, 0x00,
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static ColliderCylinderInit cylinderInit = {
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0x06, 0x00, 0x09, 0x39, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000,
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0x00, 0x00, 0x00, 0x00, 0xFFCFFFFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00,
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0x0010,
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0x0014,
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0x0000,
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0x0000, 0x0000, 0x0000,
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0x0010, 0x0014, 0x0000, 0x0000, 0x0000, 0x0000,
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};
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// There are multiple versions of sub98 init structs
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// Keeping these local until z_collision_check is decompiled
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typedef struct
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{
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 unk_10;
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/* 0x04 */ s16 unk_12;
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/* 0x06 */ u16 unk_14;
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/* 0x08 */ u8 mass;
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}sub98Init;
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} sub98Init;
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static sub98Init sub98Data =
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{
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0x00, //health
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0x0000, //unk_10
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0x0000, //unk_12
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0x0000, //unk_14
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0x32, //mass
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static sub98Init sub98Data = {
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0x00, // health
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0x0000, // unk_10
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0x0000, // unk_12
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0x0000, // unk_14
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0x32, // mass
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};
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static struct_80034EC0_Entry animations[]=
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{
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{0x06001368, 1.0f, 0.0f, -1.0f, 0x00, 0.0f},
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{0x06001368, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
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{0x06000D78, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
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{0x06000278, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
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{0x06001150, 1.0f, 0.0f, 4.0f, 0x02, -6.0f},
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{0x06001150, 1.0f, 5.0f, 25.0f,0x04, -6.0f},
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{0x06000928, 1.0f, 0.0f, 6.0f, 0x02, -6.0f},
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{0x06000C28, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
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static struct_80034EC0_Entry animations[] = {
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{ 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, 0.0f }, { 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
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{ 0x06000D78, 1.0f, 0.0f, -1.0f, 0x00, -6.0f }, { 0x06000278, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
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{ 0x06001150, 1.0f, 0.0f, 4.0f, 0x02, -6.0f }, { 0x06001150, 1.0f, 5.0f, 25.0f, 0x04, -6.0f },
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{ 0x06000928, 1.0f, 0.0f, 6.0f, 0x02, -6.0f }, { 0x06000C28, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
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};
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// Bandaid fix for a lw vs lh issue in EnDog_FollowPath. Roman will look at it later.
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typedef union
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{
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typedef union {
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/* 0x00 */ s32 entry;
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struct
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{
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struct {
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s16 unk_0;
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s16 unk_2;
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};
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}s16ArrEntry;
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} s16ArrEntry;
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typedef enum
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{
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typedef enum {
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/* 0x00 */ DOG_WALK,
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/* 0x01 */ DOG_RUN,
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/* 0x02 */ DOG_BARK,
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@ -105,127 +84,105 @@ extern UNK_PTR D_06001368;
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extern UNK_PTR D_06000D78;
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extern UNK_PTR D_06000278;
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static void EnDog_PlayWalkSFX(EnDog* this)
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{
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static void EnDog_PlayWalkSFX(EnDog* this) {
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u32* walk = &D_06001368;
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if (this->skelAnime.animCurrent == walk)
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{
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if ((this->skelAnime.animCurrentFrame == 1.0f) || (this->skelAnime.animCurrentFrame == 7.0f))
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{
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if (this->skelAnime.animCurrent == walk) {
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if ((this->skelAnime.animCurrentFrame == 1.0f) || (this->skelAnime.animCurrentFrame == 7.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
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}
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}
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}
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static void EnDog_PlayRunSFX(EnDog* this)
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{
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static void EnDog_PlayRunSFX(EnDog* this) {
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u32* run = &D_06000D78;
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if (this->skelAnime.animCurrent == run)
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{
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if ((this->skelAnime.animCurrentFrame == 2.0f) || (this->skelAnime.animCurrentFrame == 4.0f))
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{
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if (this->skelAnime.animCurrent == run) {
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if ((this->skelAnime.animCurrentFrame == 2.0f) || (this->skelAnime.animCurrentFrame == 4.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
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}
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}
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}
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static void EnDog_PlayBarkSFX(EnDog* this)
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{
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static void EnDog_PlayBarkSFX(EnDog* this) {
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u32* bark = &D_06000278;
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if (this->skelAnime.animCurrent == bark)
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{
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if ((this->skelAnime.animCurrentFrame == 13.0f) || (this->skelAnime.animCurrentFrame == 19.0f))
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{
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if (this->skelAnime.animCurrent == bark) {
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if ((this->skelAnime.animCurrentFrame == 13.0f) || (this->skelAnime.animCurrentFrame == 19.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
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}
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}
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}
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static s32 EnDog_PlayAnimAndSFX(EnDog* this)
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{
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static s32 EnDog_PlayAnimAndSFX(EnDog* this) {
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s32 animation;
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if (this->behavior != this->nextBehavior)
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{
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if (this->nextBehavior == DOG_SIT_2)
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{
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if (this->behavior != this->nextBehavior) {
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if (this->nextBehavior == DOG_SIT_2) {
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this->nextBehavior = DOG_SIT;
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}
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if (this->nextBehavior == DOG_BOW_2)
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{
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if (this->nextBehavior == DOG_BOW_2) {
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this->nextBehavior = DOG_BOW;
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}
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this->behavior = this->nextBehavior;
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switch(this->behavior)
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{
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case DOG_WALK:
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animation = 1;
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switch (this->behavior) {
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case DOG_WALK:
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animation = 1;
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break;
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case DOG_RUN:
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animation = 2;
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case DOG_RUN:
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animation = 2;
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break;
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case DOG_BARK:
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animation = 3;
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case DOG_BARK:
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animation = 3;
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break;
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case DOG_SIT:
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animation = 4;
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animation = 4;
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break;
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case DOG_BOW:
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animation = 6;
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case DOG_BOW:
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animation = 6;
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break;
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}
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func_80034EC0(&this->skelAnime, &animations, animation);
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}
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switch(this->behavior)
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{
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case DOG_SIT:
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if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)
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{
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switch (this->behavior) {
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case DOG_SIT:
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if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
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func_80034EC0(&this->skelAnime, &animations, 5);
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this->behavior = this->nextBehavior = DOG_SIT_2;
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}
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break;
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case DOG_BOW:
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if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)
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{
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case DOG_BOW:
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if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
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func_80034EC0(&this->skelAnime, &animations, 7);
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this->behavior = this->nextBehavior = DOG_BOW_2;
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}
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break;
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case DOG_WALK:
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EnDog_PlayWalkSFX(this);
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case DOG_WALK:
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EnDog_PlayWalkSFX(this);
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break;
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case DOG_RUN:
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case DOG_RUN:
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EnDog_PlayRunSFX(this);
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break;
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case DOG_BARK:
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case DOG_BARK:
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EnDog_PlayBarkSFX(this);
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if (this){} // needed for regalloc
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if (this) {} // needed for regalloc
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break;
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}
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return 0;
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}
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static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx)
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{
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if ((this->collider.base.collideFlags & 2))
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{
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static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
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if ((this->collider.base.collideFlags & 2)) {
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this->collider.base.collideFlags &= ~2;
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return 2;
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}
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if (globalCtx->sceneNum == SCENE_MARKET_DAY)
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{
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if (globalCtx->sceneNum == SCENE_MARKET_DAY) {
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return 0;
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}
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if ((this->collider.base.maskB & 1))
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{
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if ((this->collider.base.maskB & 1)) {
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this->collider.base.maskB &= ~1;
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if (gSaveContext.dogParams != 0)
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{
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if (gSaveContext.dogParams != 0) {
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return 0;
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}
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gSaveContext.dogParams = (this->actor.params & 0x7FFF);
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@ -235,37 +192,27 @@ static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx)
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return 0;
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}
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static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx)
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{
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static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx) {
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s32 change;
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if (this->path == NULL)
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{
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if (this->path == NULL) {
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return 0;
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}
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if (this->reverse)
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{
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if (this->reverse) {
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change = -1;
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}
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else
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{
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} else {
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change = 1;
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}
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this->waypoint += change;
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if (this->reverse)
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{
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if (this->waypoint < 0)
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{
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if (this->reverse) {
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if (this->waypoint < 0) {
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this->waypoint = this->path->count - 1;
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}
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}
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else
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{
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if ((this->path->count - 1) < this->waypoint)
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{
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} else {
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if ((this->path->count - 1) < this->waypoint) {
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this->waypoint = 0;
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}
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}
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@ -273,26 +220,21 @@ static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx)
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return 1;
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}
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static s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx)
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{
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static s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
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s16 targetYaw;
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f32 waypointDistSq;
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waypointDistSq = func_8008E520(&this->actor, this->path, this->waypoint, &targetYaw);
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Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, targetYaw, 10, 1000, 1);
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if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f))
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{
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if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f)) {
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return EnDog_UpdateWaypoint(this, globalCtx);
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}
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else
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{
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} else {
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return 0;
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}
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}
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static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
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{
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static void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
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SkelAnime* skelAnime;
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s16 followingDog;
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ColliderCylinderMain* collider;
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@ -302,15 +244,13 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
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skelAnime = &this->skelAnime;
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func_800A46F8(globalCtx, skelAnime, &D_06007290, 0, &this->unk_1F4, &this->unk_242, 13);
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func_80034EC0(skelAnime, animations, 0);
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if ((this->actor.params & 0x8000) == 0)
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{
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if ((this->actor.params & 0x8000) == 0) {
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this->actor.params = (this->actor.params & 0xF0FF) | ((((this->actor.params & 0x0F00) >> 8) + 1) << 8);
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}
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followingDog = ((gSaveContext.dogParams & 0x0F00) >> 8);
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if (followingDog == ((this->actor.params & 0x0F00) >> 8) && ((this->actor.params & 0x8000) == 0))
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{
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if (followingDog == ((this->actor.params & 0x0F00) >> 8) && ((this->actor.params & 0x8000) == 0)) {
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Actor_Kill(&this->actor);
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return;
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}
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@ -323,26 +263,20 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
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this->actor.gravity = -1.0f;
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this->path = func_8008E4E0(globalCtx, (s16)((this->actor.params & 0x00F0) >> 4), 0xF);
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switch (globalCtx->sceneNum)
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{
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switch (globalCtx->sceneNum) {
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case SCENE_MARKET_NIGHT:
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if ((!gSaveContext.dogIsLost) && (((this->actor.params & 0x0F00) >> 8) == 1))
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{
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if ((!gSaveContext.dogIsLost) && (((this->actor.params & 0x0F00) >> 8) == 1)) {
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Actor_Kill(&this->actor);
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}
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break;
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case SCENE_IMPA: // Richard's Home
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if ((u32)(this->actor.params & 0x8000) == 0)
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{
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if (!gSaveContext.dogIsLost)
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{
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if ((u32)(this->actor.params & 0x8000) == 0) {
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if (!gSaveContext.dogIsLost) {
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this->nextBehavior = DOG_SIT;
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this->actionFunc = EnDog_Wait;
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this->actor.speedXZ = 0.0f;
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return;
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}
|
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else
|
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{
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} else {
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Actor_Kill(&this->actor);
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return;
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}
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|
@ -350,44 +284,34 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
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break;
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}
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if ((u32)(this->actor.params & 0x8000) != 0)
|
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{
|
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if ((u32)(this->actor.params & 0x8000) != 0) {
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this->nextBehavior = DOG_WALK;
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this->actionFunc = EnDog_FollowLink;
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}
|
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else
|
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{
|
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} else {
|
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this->nextBehavior = DOG_SIT;
|
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this->actionFunc = EnDog_ChooseMovement;
|
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}
|
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}
|
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|
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static void EnDog_Destroy(EnDog* this, GlobalContext* globalCtx)
|
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{
|
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ColliderCylinderMain* collider = &this->collider;
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static void EnDog_Destroy(EnDog* this, GlobalContext* globalCtx) {
|
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ColliderCylinderMain* collider = &this->collider;
|
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ActorCollider_FreeCylinder(globalCtx, collider);
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}
|
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static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
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{
|
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static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
|
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s16ArrEntry behaviors[] = { DOG_SIT, DOG_BOW, DOG_BARK };
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s16ArrEntry unused[] = { 40, 80, 20 };
|
||||
f32 speed;
|
||||
s32 frame;
|
||||
|
||||
if (EnDog_CanFollow(this, globalCtx) == 1)
|
||||
{
|
||||
if (EnDog_CanFollow(this, globalCtx) == 1) {
|
||||
this->actionFunc = EnDog_FollowLink;
|
||||
}
|
||||
|
||||
if (DECR(this->behaviorTimer) != 0)
|
||||
{
|
||||
if (this->nextBehavior == DOG_WALK)
|
||||
{
|
||||
if (DECR(this->behaviorTimer) != 0) {
|
||||
if (this->nextBehavior == DOG_WALK) {
|
||||
speed = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
speed = 4.0f;
|
||||
}
|
||||
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
|
||||
|
@ -396,19 +320,14 @@ static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
|
|||
|
||||
// Used to change between two text boxes for Richard's owner in the Market Day scene
|
||||
// depending on where he is on his path. En_Hy checks these event flags.
|
||||
if (this->waypoint < 9)
|
||||
{
|
||||
if (this->waypoint < 9) {
|
||||
// Richard is close to her, text says something about his coat
|
||||
gSaveContext.event_inf[3] |= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Richard is far, text says something about running fast
|
||||
gSaveContext.event_inf[3] &= ~1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
frame = globalCtx->state.frames % 3;
|
||||
this->nextBehavior = behaviors[frame].entry;
|
||||
// no clue why they're using the action id to calculate timer. possibly meant to use the unused array?
|
||||
|
@ -417,27 +336,20 @@ static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
|
|||
}
|
||||
}
|
||||
|
||||
static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
if (EnDog_CanFollow(this, globalCtx) == 1)
|
||||
{
|
||||
static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
|
||||
if (EnDog_CanFollow(this, globalCtx) == 1) {
|
||||
this->actionFunc = EnDog_FollowLink;
|
||||
}
|
||||
|
||||
if (DECR(this->behaviorTimer) == 0)
|
||||
{
|
||||
if (DECR(this->behaviorTimer) == 0) {
|
||||
this->behaviorTimer = Math_Rand_S16Offset(200, 100);
|
||||
if (globalCtx->state.frames % 2)
|
||||
{
|
||||
if (globalCtx->state.frames % 2) {
|
||||
this->nextBehavior = DOG_WALK;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
this->nextBehavior = DOG_RUN;
|
||||
}
|
||||
|
||||
if (this->nextBehavior == DOG_RUN)
|
||||
{
|
||||
if (this->nextBehavior == DOG_RUN) {
|
||||
this->behaviorTimer /= 2;
|
||||
}
|
||||
this->actionFunc = EnDog_FollowPath;
|
||||
|
@ -445,81 +357,63 @@ static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx)
|
|||
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
static void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
static void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
|
||||
f32 speed;
|
||||
|
||||
if (gSaveContext.dogParams == 0)
|
||||
{
|
||||
if (gSaveContext.dogParams == 0) {
|
||||
this->nextBehavior = DOG_SIT;
|
||||
this->actionFunc = EnDog_Wait;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->actor.xzDistanceFromLink > 400.0f)
|
||||
{
|
||||
if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2)
|
||||
{
|
||||
|
||||
if (this->actor.xzDistanceFromLink > 400.0f) {
|
||||
if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2) {
|
||||
this->nextBehavior = DOG_BOW;
|
||||
}
|
||||
gSaveContext.dogParams = 0;
|
||||
speed = 0.0f;
|
||||
}
|
||||
else if (this->actor.xzDistanceFromLink > 100.0f)
|
||||
{
|
||||
} else if (this->actor.xzDistanceFromLink > 100.0f) {
|
||||
this->nextBehavior = DOG_RUN;
|
||||
speed = 4.0f;
|
||||
}
|
||||
else if (this->actor.xzDistanceFromLink < 40.0f)
|
||||
{
|
||||
if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2)
|
||||
{
|
||||
} else if (this->actor.xzDistanceFromLink < 40.0f) {
|
||||
if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2) {
|
||||
this->nextBehavior = DOG_BOW;
|
||||
}
|
||||
speed = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
this->nextBehavior = DOG_WALK;
|
||||
speed = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
|
||||
|
||||
if (!(this->actor.xzDistanceFromLink > 400.0f))
|
||||
{
|
||||
if (!(this->actor.xzDistanceFromLink > 400.0f)) {
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.rotTowardsLinkY, 10, 1000, 1);
|
||||
this->actor.shape.rot = this->actor.posRot.rot;
|
||||
}
|
||||
}
|
||||
|
||||
static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
if (this->actor.xzDistanceFromLink < 200.0f)
|
||||
{
|
||||
static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
|
||||
if (this->actor.xzDistanceFromLink < 200.0f) {
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
|
||||
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, (this->actor.rotTowardsLinkY ^ 0x8000), 10, 1000, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
this->actionFunc = EnDog_FaceLink;
|
||||
}
|
||||
this->actor.shape.rot = this->actor.posRot.rot;
|
||||
}
|
||||
|
||||
static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
|
||||
s16 rotTowardLink;
|
||||
s16 prevRotY;
|
||||
f32 absAngleDiff;
|
||||
|
||||
|
||||
// if the dog is more than 200 units away from Link, turn to face him then wait
|
||||
if (200.0f <= this->actor.xzDistanceFromLink)
|
||||
{
|
||||
if (200.0f <= this->actor.xzDistanceFromLink) {
|
||||
this->nextBehavior = DOG_WALK;
|
||||
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
|
||||
Math_SmoothScaleMaxF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
|
||||
|
||||
rotTowardLink = this->actor.rotTowardsLinkY;
|
||||
prevRotY = this->actor.posRot.rot.y;
|
||||
|
@ -528,62 +422,51 @@ static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx)
|
|||
absAngleDiff = this->actor.posRot.rot.y;
|
||||
absAngleDiff -= prevRotY;
|
||||
absAngleDiff = fabsf(absAngleDiff);
|
||||
if (absAngleDiff < 200.0f)
|
||||
{
|
||||
if (absAngleDiff < 200.0f) {
|
||||
this->nextBehavior = DOG_SIT;
|
||||
this->actionFunc = EnDog_Wait;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
this->nextBehavior = DOG_RUN;
|
||||
this->actionFunc = EnDog_RunAway;
|
||||
}
|
||||
this->actor.shape.rot = this->actor.posRot.rot;
|
||||
}
|
||||
|
||||
static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
|
||||
this->unusedAngle = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
|
||||
|
||||
// If another dog is following Link and he gets within 200 units of waiting dog, run away
|
||||
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistanceFromLink < 200.0f))
|
||||
{
|
||||
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistanceFromLink < 200.0f)) {
|
||||
this->nextBehavior = DOG_RUN;
|
||||
this->actionFunc = EnDog_RunAway;
|
||||
}
|
||||
}
|
||||
|
||||
static void EnDog_Update(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
static void EnDog_Update(EnDog* this, GlobalContext* globalCtx) {
|
||||
s32 pad1;
|
||||
s32 pad2;
|
||||
|
||||
EnDog_PlayAnimAndSFX(this);
|
||||
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
|
||||
func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius,
|
||||
this->collider.dim.height * 0.5f, 0.0f, 5);
|
||||
func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f, 5);
|
||||
Actor_MoveForward(&this->actor);
|
||||
this->actionFunc(this, globalCtx);
|
||||
ActorCollider_Cylinder_Update(&this->actor, &this->collider);
|
||||
Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, &this->collider);
|
||||
}
|
||||
|
||||
static UNK_TYPE EnDog_Callback1(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4)
|
||||
{
|
||||
static UNK_TYPE EnDog_Callback1(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void EnDog_Callback2(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4)
|
||||
{
|
||||
|
||||
static void EnDog_Callback2(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4) {
|
||||
}
|
||||
|
||||
static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx)
|
||||
{
|
||||
static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
Color_RGBA8 colors[] = { {0xFF, 0xFF, 0xC8, 0x00}, {0x96, 0x64, 0x32, 0x00} };
|
||||
Color_RGBA8 colors[] = { { 0xFF, 0xFF, 0xC8, 0x00 }, { 0x96, 0x64, 0x32, 0x00 } };
|
||||
GraphicsContext* gfxCtx;
|
||||
s32 pad2[2];
|
||||
Gfx* gfxArr[2];
|
||||
|
@ -593,11 +476,10 @@ static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx)
|
|||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
|
||||
gDPPipeSync(gfxCtx->polyOpa.p++);
|
||||
gDPSetEnvColor(gfxCtx->polyOpa.p++,
|
||||
colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
|
||||
gDPSetEnvColor(gfxCtx->polyOpa.p++, colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
|
||||
colors[this->actor.params & 0xF].b, colors[this->actor.params & 0xF].a);
|
||||
|
||||
func_800A1AC8(globalCtx, this->skelAnime.limbIndex, this->skelAnime.actorDrawTbl,
|
||||
this->skelAnime.dListCount, EnDog_Callback1, EnDog_Callback2, &this->actor);
|
||||
func_800A1AC8(globalCtx, this->skelAnime.limbIndex, this->skelAnime.actorDrawTbl, this->skelAnime.dListCount,
|
||||
EnDog_Callback1, EnDog_Callback2, &this->actor);
|
||||
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_dog.c", 994);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue