Actor status consolidation & process profile definition editing (#3117)

* Consolidate fopAcM_STATUS into fopAc_Status_e

* Add _e suffix to fopAcStts enums

* Prepare for profile enumeration
* Correct typo in scene_process_profile_definition
* Manually handle g_profile_Obj_DamCps (inline preprocessing)
* Correct g_profile_TAG_LV5SOUP procname to enum
* Create d_priority.h

* Update process profile definitions
* Moved inline comments to the left
* Add missing fopAcStts enums
* Add d_priority.h include in f_pc_leaf.h
* Manually update d_a_obj_damCps profile

* Replace fopAcStts enums replacing and anticipatory profile size correction
* Changed profile size from literal to sizeof() in anticipation of PR #3116
* Provided putative names to staff-related status enums
* Replaced appropriate literals with fopAcStts enums

* Fix borked merge

* Rename item number enums and move to d_item_data.h

* Rename process profile name & draw priority enums

* Move process profile name & draw priority enums to appropriate files
* Moved fpcNm_ enums from d/d_procname.h to f_pc/f_pc_name.h
* Moved fpcDwPi_ enums from d/d_priority.h to f_pc/f_pc_draw_priority.h

* ACTUALLY (whoops) stage merge

* Correct item mistranslation

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>

---------

Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
This commit is contained in:
Huitzi
2026-03-09 21:33:31 -04:00
committed by GitHub
parent 30e839c28b
commit 0b0fdd1f60
873 changed files with 19721 additions and 18953 deletions
+18 -18
View File
@@ -11,7 +11,7 @@
#include "d/d_com_inf_game.h"
#include "d/d_s_play.h"
#include "d/actor/d_a_player.h"
#include "d/d_procname.h"
#include "f_pc/f_pc_name.h"
#include "f_op/f_op_actor_enemy.h"
class daE_BA_HIO_c {
@@ -67,7 +67,7 @@ static int daE_BA_Draw(e_ba_class* i_this) {
}
static void* shot_b_sub(void* i_proc, void* i_this) {
if (fopAcM_IsActor(i_proc) && fopAcM_GetName(i_proc) == PROC_BOOMERANG
if (fopAcM_IsActor(i_proc) && fopAcM_GetName(i_proc) == fpcNm_BOOMERANG_e
&& !dComIfGp_checkPlayerStatus0(0, 0x80000) && daPy_py_c::checkBoomerangCharge()
&& fopAcM_GetParam(i_proc) == 1)
{
@@ -818,7 +818,7 @@ static void action(e_ba_class* i_this) {
if (i_this->mKnockbackSpeed <= 1.0f || i_this->mAcch.ChkWallHit()) {
fopAcM_delete(a_this);
if (i_this->mHomeType == e_ba_class::HOME_APPEAR) {
// should be fpcNm_ITEM_HEART : fpcNm_ITEM_ARROW_10 but that gives incorrect code
// should be dItemNo_HEART_e : dItemNo_ARROW_10_e but that gives incorrect code
int item_no = dComIfGs_getLife() <= 4 ? 0 : 0xE;
fopAcM_createItem(&a_this->current.pos, item_no, -1, -1, NULL, NULL, 0);
fopAcM_createDisappear(a_this, &a_this->current.pos, 6, 0, 0xff);
@@ -1032,7 +1032,7 @@ static cPhs_Step daE_BA_Create(fopAc_ac_c* i_this) {
}
_this->mFightFlyDistance = (f32)_this->mDistanceParam * 100.0f;
if (fopAcM_SearchByName(PROC_E_PZ) != NULL) {
if (fopAcM_SearchByName(fpcNm_E_PZ_e) != NULL) {
_this->mFightFlyDistance = 100000.0f;
}
@@ -1105,18 +1105,18 @@ static actor_method_class l_daE_BA_Method = {
};
actor_process_profile_definition g_profile_E_BA = {
fpcLy_CURRENT_e,
7,
fpcPi_CURRENT_e,
PROC_E_BA,
&g_fpcLf_Method.base,
sizeof(e_ba_class),
0,
0,
&g_fopAc_Method.base,
0xB4,
&l_daE_BA_Method,
0x10050100,
fopAc_ENEMY_e,
fopAc_CULLBOX_CUSTOM_e,
/* Layer ID */ fpcLy_CURRENT_e,
/* List ID */ 7,
/* List Prio */ fpcPi_CURRENT_e,
/* Proc Name */ fpcNm_E_BA_e,
/* Proc SubMtd */ &g_fpcLf_Method.base,
/* Size */ sizeof(e_ba_class),
/* Size Other */ 0,
/* Parameters */ 0,
/* Leaf SubMtd */ &g_fopAc_Method.base,
/* Draw Prio */ fpcDwPi_E_BA_e,
/* Actor SubMtd */ &l_daE_BA_Method,
/* Status */ fopAcStts_UNK_0x10000000_e | fopAcStts_UNK_0x40000_e | fopAcStts_UNK_0x10000_e | fopAcStts_CULL_e,
/* Group */ fopAc_ENEMY_e,
/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
};