PlayState rename (#835)

* PlayState rename

* Make this work with the latest master and run format

* Respond to hensldm's review

* Respond to Elliptic's review

* Add Effect_GetPlayState to namefixer.py

* Add missed comma
This commit is contained in:
Tom Overton
2022-06-26 08:57:37 -07:00
committed by GitHub
parent f77c4770f7
commit 158d1b26b0
1175 changed files with 36240 additions and 36688 deletions
+34 -34
View File
@@ -58,7 +58,7 @@ s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) {
return isChanged;
}
EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
EnDoor* nearestDoor = NULL;
Actor* doorIter = NULL;
f32 dist;
@@ -67,7 +67,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
f32 minDist = 0.0f;
do {
doorIter = SubS_FindActor(globalCtx, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
door = (EnDoor*)doorIter;
dist = Actor_DistanceBetweenActors(actor, &door->dyna.actor);
if (!isSetup || (dist < minDist)) {
@@ -83,16 +83,16 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, GlobalContext* globalCtx) {
return nearestDoor;
}
void EnHy_ChangeObjectAndAnim(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) {
gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment);
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
}
s32 EnHy_UpdateSkelAnime(EnHy* enHy, GlobalContext* globalCtx) {
s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
s32 isUpdated = false;
if (enHy->actor.draw != NULL) {
gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->animObjIndex].segment);
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
SkelAnime_Update(&enHy->skelAnime);
isUpdated = true;
}
@@ -109,26 +109,26 @@ void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) {
}
}
s32 EnHy_Init(EnHy* enHy, GlobalContext* globalCtx, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) {
s32 isInitialized = false;
if ((SubS_IsObjectLoaded(enHy->animObjIndex, globalCtx) == true) &&
(SubS_IsObjectLoaded(enHy->headObjIndex, globalCtx) == true) &&
(SubS_IsObjectLoaded(enHy->skelUpperObjIndex, globalCtx) == true) &&
(SubS_IsObjectLoaded(enHy->skelLowerObjIndex, globalCtx) == true)) {
if ((SubS_IsObjectLoaded(enHy->animObjIndex, play) == true) &&
(SubS_IsObjectLoaded(enHy->headObjIndex, play) == true) &&
(SubS_IsObjectLoaded(enHy->skelUpperObjIndex, play) == true) &&
(SubS_IsObjectLoaded(enHy->skelLowerObjIndex, play) == true)) {
enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
isInitialized = true;
ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[enHy->actor.objBankIndex].segment);
SkelAnime_InitFlex(globalCtx, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
ENHY_LIMB_MAX);
EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
}
return isInitialized;
}
void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, EnDoor* door, s16 arg3, s16 arg4) {
void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4) {
s32 pad;
s8 animIndex;
Vec3f offset;
@@ -137,26 +137,26 @@ void func_800F0BB4(EnHy* enHy, GlobalContext* globalCtx, EnDoor* door, s16 arg3,
Actor_OffsetOfPointInActorCoords(&door->dyna.actor, &offset, &enHy->actor.world.pos);
phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f;
animIndex = ((s8)phi_f0 < 0) ? 0 : 2;
EnHy_ChangeObjectAndAnim(enHy, globalCtx, (animIndex == 0) ? arg3 : arg4);
EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable;
enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable;
enHy->skelAnime.moveFlags |= 3;
AnimationContext_SetMoveActor(globalCtx, &enHy->actor, &enHy->skelAnime, 1.0f);
AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
door->unk_1A1 = 1;
door->animIndex = animIndex;
}
s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
s32 ret = false;
s16 yaw;
EnDoor* door;
s32 pad;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
door = EnHy_FindNearestDoor(&enHy->actor, globalCtx);
door = EnHy_FindNearestDoor(&enHy->actor, play);
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, globalCtx, door, arg3, arg4);
func_800F0BB4(enHy, play, door, arg3, arg4);
yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
enHy->actor.world.pos.x += arg5 * Math_SinS(yaw);
enHy->actor.world.pos.z += arg5 * Math_CosS(yaw);
@@ -168,17 +168,17 @@ s32 func_800F0CE4(EnHy* enHy, GlobalContext* globalCtx, ActorFunc draw, s16 arg3
return ret;
}
s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
s32 ret = false;
s32 pad;
EnDoor* door;
enHy->curPoint = 0;
if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &enHy->actor.world.pos)) {
door = EnHy_FindNearestDoor(&enHy->actor, globalCtx);
door = EnHy_FindNearestDoor(&enHy->actor, play);
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, globalCtx, door, arg2, arg3);
func_800F0BB4(enHy, play, door, arg2, arg3);
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
@@ -188,16 +188,16 @@ s32 func_800F0DD4(EnHy* enHy, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
return ret;
}
s32 EnHy_SetPointFowards(EnHy* enHy, GlobalContext* globalCtx, f32 gravity, s16 animIndex) {
s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
enHy->actor.gravity = gravity;
enHy->actor.flags |= ACTOR_FLAG_1;
EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint++;
return false;
}
s32 EnHy_SetPointBackwards(EnHy* enHy, GlobalContext* globalCtx, s16 animIndex) {
EnHy_ChangeObjectAndAnim(enHy, globalCtx, animIndex);
s32 EnHy_SetPointBackwards(EnHy* enHy, PlayState* play, s16 animIndex) {
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint--;
return false;
}
@@ -238,16 +238,16 @@ s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget) {
return reachedEnd;
}
void EnHy_UpdateCollider(EnHy* enHy, GlobalContext* globalCtx) {
void EnHy_UpdateCollider(EnHy* enHy, PlayState* play) {
enHy->collider.dim.pos.x = enHy->actor.world.pos.x;
enHy->collider.dim.pos.y = enHy->actor.world.pos.y;
enHy->collider.dim.pos.z = enHy->actor.world.pos.z;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &enHy->collider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &enHy->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &enHy->collider.base);
}
s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThreshold) {
s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
u8 wasLeftFootOnGround = enHy->isLeftFootOnGround;
u8 wasRightFootOnGround = enHy->isRightFootOnGround;
s32 waterSfxId;
@@ -262,15 +262,15 @@ s32 EnHy_PlayWalkingSound(EnHy* enHy, GlobalContext* globalCtx, f32 distAboveThr
}
sfxId = waterSfxId + SFX_FLAG;
} else {
sfxId = SurfaceType_GetSfx(&globalCtx->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
sfxId = SurfaceType_GetSfx(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
}
enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(globalCtx, &enHy->leftFootPos, distAboveThreshold);
enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) {
Actor_PlaySfxAtPos(&enHy->actor, sfxId);
}
enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(globalCtx, &enHy->rightFootPos, distAboveThreshold);
enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->rightFootPos, distAboveThreshold);
if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) {
Actor_PlaySfxAtPos(&enHy->actor, sfxId);
}