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mirror of https://github.com/zeldaret/oot.git synced 2024-09-22 21:35:27 +00:00
oot/src/code/z_player_call.c
Random 174af7384d
libultra cleanup (#215)
* cleanup libultra

* fixes

- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs

* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL

* remove ULTRA_ABS

* fix includes

* update z_player.c/z_lib.c + run format.sh

* merge upstream/master

* fix include in En_Goroiwa

* fix includes
2020-10-03 11:22:44 -04:00

59 lines
2.0 KiB
C

#include "global.h"
#define FLAGS 0x06000035
void (*sPlayerCallInitFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallDestroyFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallUpdateFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallDrawFunc)(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Init(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Destroy(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Update(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Draw(Actor* thisx, GlobalContext* globalCtx);
void Player_Init(Actor* thisx, GlobalContext* globalCtx);
void Player_Destroy(Actor* thisx, GlobalContext* globalCtx);
void Player_Update(Actor* thisx, GlobalContext* globalCtx);
void Player_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit Player_InitVars = {
ACTOR_PLAYER,
ACTORTYPE_PLAYER,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(Player),
(ActorFunc)PlayerCall_Init,
(ActorFunc)PlayerCall_Destroy,
(ActorFunc)PlayerCall_Update,
(ActorFunc)PlayerCall_Draw,
};
void PlayerCall_InitFuncPtrs() {
sPlayerCallInitFunc = KaleidoManager_GetRamAddr(Player_Init);
sPlayerCallDestroyFunc = KaleidoManager_GetRamAddr(Player_Destroy);
sPlayerCallUpdateFunc = KaleidoManager_GetRamAddr(Player_Update);
sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
}
void PlayerCall_Init(Actor* thisx, GlobalContext* globalCtx) {
KaleidoScopeCall_LoadPlayer();
PlayerCall_InitFuncPtrs();
sPlayerCallInitFunc(thisx, globalCtx);
}
void PlayerCall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDestroyFunc(thisx, globalCtx);
}
void PlayerCall_Update(Actor* thisx, GlobalContext* globalCtx) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallUpdateFunc(thisx, globalCtx);
}
void PlayerCall_Draw(Actor* thisx, GlobalContext* globalCtx) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDrawFunc(thisx, globalCtx);
}