work on d_a_tbox (#1971)

* d_a_tag_evtarea mostly done, work on d_a_npc

* work on d_a_npc_ash

* work on Z2SoundHandles

* Z2SoundObject, JAUSoundAnimator OK

* Update Progress.md

* work on d_a_tbox
This commit is contained in:
Caroline Madsen
2023-11-02 13:35:31 -04:00
committed by GitHub
parent cfa5f44bb7
commit 30d9eaa052
29 changed files with 2270 additions and 607 deletions
+17 -7
View File
@@ -5,6 +5,9 @@
#include "f_op/f_op_actor_iter.h"
#include "f_pc/f_pc_manager.h"
#include "f_pc/f_pc_searcher.h"
#include "d/bg/d_bg_s.h"
#include "d/bg/d_bg_s_lin_chk.h"
#include "d/bg/d_bg_s_wtr_chk.h"
#define fopAcM_SetupActor(ptr,ClassName) \
if (!fopAcM_CheckCondition(ptr, fopAcCnd_INIT_e)) { \
@@ -57,10 +60,13 @@ struct fopAcM_search_prm {
/* 0x0A */ s8 mSubType;
};
class dBgS_LinChk;
dBgS& dComIfG_Bgsp();
class fopAcM_lc_c {
public:
static dBgS_LinChk* getLineCheck() { return (dBgS_LinChk*)&mLineCheck; }
static bool checkMoveBG() { return dComIfG_Bgsp().ChkMoveBG(*(dBgS_LinChk*)&mLineCheck); }
static cXyz* getCrossP() { return ((dBgS_LinChk*)&mLineCheck)->GetCrossP(); }
static bool lineCheck(const cXyz*, const cXyz*, const fopAc_ac_c*);
static u8 mLineCheck[112];
};
@@ -90,11 +96,11 @@ public:
static f32 getGroundY() { return mGroundY; }
};
class dBgS_WtrChk;
class fopAcM_wt_c {
public:
static dBgS_WtrChk* getWaterCheck() { return (dBgS_WtrChk*)&mWaterCheck; }
static f32 getWaterY() { return mWaterY[0]; }
static int getPolyAtt0() { return dComIfG_Bgsp().GetPolyAtt0(*(dBgS_WtrChk*)&mWaterCheck); }
static bool waterCheck(const cXyz*);
static u8 mWaterCheck[84 + 4 /* padding */];
@@ -588,23 +594,27 @@ inline void make_prm_bokkuri(u32* pActorParams, csXyz* p_angle, u8 param_2, u8 p
inline fopAc_ac_c* dComIfGp_getPlayer(int);
inline s16 fopAcM_searchPlayerAngleY(const fopAc_ac_c* actor) {
return fopAcM_searchActorAngleY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
return fopAcM_searchActorAngleY(actor, dComIfGp_getPlayer(0));
}
inline f32 fopAcM_searchPlayerDistanceY(const fopAc_ac_c* actor) {
return fopAcM_searchActorDistanceY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
return fopAcM_searchActorDistanceY(actor, dComIfGp_getPlayer(0));
}
inline f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c* actor) {
return fopAcM_searchActorDistanceXZ2(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
return fopAcM_searchActorDistanceXZ2(actor, dComIfGp_getPlayer(0));
}
inline f32 fopAcM_searchPlayerDistanceXZ(const fopAc_ac_c* actor) {
return fopAcM_searchActorDistanceXZ(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
return fopAcM_searchActorDistanceXZ(actor, dComIfGp_getPlayer(0));
}
inline f32 fopAcM_searchPlayerDistance(const fopAc_ac_c* actor) {
return fopAcM_searchActorDistance(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
return fopAcM_searchActorDistance(actor, dComIfGp_getPlayer(0));
}
inline s32 fopAcM_seenPlayerAngleY(const fopAc_ac_c* i_actor) {
return fopAcM_seenActorAngleY(i_actor, dComIfGp_getPlayer(0));
}
s8 dComIfGp_getReverb(int roomNo);