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More actor cleanup Part 2 (#116)

* Change all main actor functions to take a 'Actor* thisx' argument

* Change all actor callbacks to also take a 'Actor* thisx' argument
This commit is contained in:
Roman971 2020-05-04 21:02:51 +02:00 committed by GitHub
parent 8efddb0fe0
commit f114df8929
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GPG key ID: 4AEE18F83AFDEB23
429 changed files with 3689 additions and 2523 deletions

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@ -8,10 +8,12 @@
#define FLAGS 0x00000039
void EnMa3_Init(EnMa3* this, GlobalContext* globalCtx);
void EnMa3_Destroy(EnMa3* this, GlobalContext* globalCtx);
void EnMa3_Update(EnMa3* this, GlobalContext* globalCtx);
void EnMa3_Draw(EnMa3* this, GlobalContext* globalCtx);
#define THIS ((EnMa3*)thisx)
void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx);
void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx);
u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this);
s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this);
@ -95,7 +97,7 @@ extern SkeletonHeader D_06008D90;
extern AnimationHeader D_060093BC;
extern AnimationHeader D_06009EE0;
u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this) {
u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
Player* player = PLAYER;
s16* timer1ValuePtr; // weirdness with this necessary to match
@ -105,7 +107,7 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this) {
timer1ValuePtr = &gSaveContext.timer1Value;
if (gSaveContext.eventInf[0] & 0x400) {
gSaveContext.timer1Value = gSaveContext.timer1Value;
this->flags |= 0x10000;
thisx->flags |= 0x10000;
if (gSaveContext.timer1Value >= 0xD3) {
return 0x208E;
}
@ -122,7 +124,7 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this) {
}
}
if ((!(player->stateFlags1 & 0x800000)) &&
(Actor_FindNearby(globalCtx, this, ACTOR_EN_HORSE, 1, 1200.0f) == NULL)) {
(Actor_FindNearby(globalCtx, thisx, ACTOR_EN_HORSE, 1, 1200.0f) == NULL)) {
return 0x2001;
}
if (!(gSaveContext.infTable[11] & 0x200)) {
@ -132,7 +134,7 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* this) {
}
}
s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this) {
s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
s16 ret = 1;
switch (func_8010BDBC(&globalCtx->msgCtx)) {
@ -161,7 +163,7 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this) {
}
break;
case 2:
switch (this->textId) {
switch (thisx->textId) {
case 0x2000:
gSaveContext.infTable[11] |= 0x100;
ret = 0;
@ -175,7 +177,7 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* this) {
}
case 0x208E:
gSaveContext.eventInf[0] &= ~0x400;
this->flags &= ~0x10000;
thisx->flags &= ~0x10000;
ret = 0;
gSaveContext.timer1State = 0xA;
break;
@ -262,15 +264,14 @@ void func_80AA3004(EnMa3* this, s32 idx) {
D_80AA3848[idx].transitionRate);
}
void EnMa3_Init(EnMa3* this, GlobalContext* globalCtx) {
ColliderCylinder* collider;
void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = THIS;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 18.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06008D90, NULL, 0, 0, 0);
collider = &this->collider;
Collider_InitCylinder(globalCtx, collider);
Collider_SetCylinder(globalCtx, collider, &this->actor, &cylinderInit);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInit);
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x16), &D_80AA383C);
switch (func_80AA2EC8(this, globalCtx)) {
@ -292,7 +293,9 @@ void EnMa3_Init(EnMa3* this, GlobalContext* globalCtx) {
this->unk_1E0.unk_00 = (u16)0;
}
void EnMa3_Destroy(EnMa3* this, GlobalContext* globalCtx) {
void EnMa3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = THIS;
SkelAnime_Free(&this->skelAnime, globalCtx);
Collider_DestroyCylinder(globalCtx, &this->collider);
}
@ -304,18 +307,18 @@ void func_80AA3200(EnMa3* this, GlobalContext* globalCtx) {
}
}
void EnMa3_Update(EnMa3* this, GlobalContext* globalCtx) {
void EnMa3_Update(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = THIS;
s32 pad;
ColliderCylinder* collider = &this->collider;
Collider_CylinderUpdate(&this->actor, collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &collider->base);
Collider_CylinderUpdate(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
func_80AA2F80(this);
this->actionFunc(this, globalCtx);
func_80AA2E54(this, globalCtx);
func_800343CC(globalCtx, &this->actor, &this->unk_1E0.unk_00, (f32)this->collider.dim.radius + 150.0f,
&func_80AA2AA0, &func_80AA2BD4);
func_80AA2AA0, func_80AA2BD4);
if (this->unk_1E0.unk_00 == 0) {
if (this->unk_20A != 0) {
func_800F6584(0);
@ -328,23 +331,23 @@ void EnMa3_Update(EnMa3* this, GlobalContext* globalCtx) {
}
s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
EnMa3* this = (EnMa3*)thisx;
Vec3s tempVec;
EnMa3* this = THIS;
Vec3s vec;
if ((limbIndex == 3) || (limbIndex == 6)) {
*dList = NULL;
}
if (limbIndex == 18) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
tempVec = this->unk_1E0.unk_08;
Matrix_RotateX((tempVec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((tempVec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
vec = this->unk_1E0.unk_08;
Matrix_RotateX((vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateZ((vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limbIndex == 11) {
tempVec = this->unk_1E0.unk_0E;
Matrix_RotateY((-tempVec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((-tempVec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
vec = this->unk_1E0.unk_0E;
Matrix_RotateY((-vec.y / 32768.0f) * M_PI, MTXMODE_APPLY);
Matrix_RotateX((-vec.x / 32768.0f) * M_PI, MTXMODE_APPLY);
}
if ((limbIndex == 11) || (limbIndex == 12) || (limbIndex == 15)) {
rot->y += Math_Sins(this->unk_212[limbIndex].y) * 200.0f;
@ -354,7 +357,7 @@ s32 EnMa3_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
}
void EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
EnMa3* this = (EnMa3*)thisx;
EnMa3* this = THIS;
Vec3f vec = D_80AA3898;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* dispRefs[4];
@ -371,11 +374,12 @@ void EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ma3.c", 950);
}
void EnMa3_Draw(EnMa3* this, GlobalContext* globalCtx) {
void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnMa3* this = THIS;
Camera* camera;
f32 someFloat;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* dispRefs[6];
Gfx* dispRefs[5];
Graph_OpenDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ma3.c", 978);
camera = globalCtx->cameraPtrs[globalCtx->activeCamera];