diff --git a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c index 3e130641f..51302493f 100644 --- a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c +++ b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c @@ -23,11 +23,10 @@ void func_809613E8(ObjMure2* this); void func_8096147C(ObjMure2* this); void func_80961018(s16*, ObjMure2*); -void func_80960CF0(Vec3f*, ObjMure2*); -void func_80960E0C(Vec3f*, ObjMure2*); -void func_80960F0C(Vec3f*, ObjMure2*); +void func_80960CF0(Vec3f pos[12], ObjMure2* this); +void func_80960E0C(Vec3f pos[12], ObjMure2* this); +void func_80960F0C(Vec3f pos[12], ObjMure2* this); -#if 1 ActorInit Obj_Mure2_InitVars = { ACTOR_OBJ_MURE2, ACTORCAT_PROP, @@ -52,18 +51,17 @@ f32 D_8096159C[] = { 2907025.0, }; -s16 D_809615A8[] = { +static s16 sChildCounts[] = { 9, 12, 8, 0, }; -s16 D_809615B0[] = { - 0x0090, - 0x0090, - 0x00B0, - 0x0000, +static s16 sActorIds[] = { + ACTOR_EN_KUSA, + ACTOR_EN_KUSA, + ACTOR_EN_ISHI, }; typedef struct Mure2SpawnInfo { s16 dist; @@ -76,52 +74,48 @@ Mure2SpawnInfo D_809615B8[] = { { 0x0050, 0x9333 }, { 0x0050, 0xACCC }, { 0x0050, 0xC666 }, { 0x003C, 0xE000 }, }; -typedef void (*ObjMure2UnkFunc)(Vec3f*, ObjMure2*); -ObjMure2UnkFunc D_809615E8[] = { +typedef void (*ObjMure2SpawnPosFunc)(Vec3f[12], ObjMure2*); +static ObjMure2SpawnPosFunc sSpawnPosFuncs[] = { func_80960CF0, func_80960E0C, func_80960F0C, }; // static InitChainEntry sInitChain[] = { -static InitChainEntry D_809615F4[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 2100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_STOP), }; -#endif - -extern InitChainEntry D_809615F4[]; - -void func_80960CF0(Vec3f* arg0, ObjMure2* arg1) { +void func_80960CF0(Vec3f pos[12], ObjMure2* this) { s32 i; - Math_Vec3f_Copy(&arg0[0], &arg1->actor.world.pos); - for (i = 1; i < D_809615A8[arg1->actor.params & 3]; i++) { - Math_Vec3f_Copy(&arg0[i], &arg1->actor.world.pos); - (arg0 + i)->x += 80.0f * Math_SinS((i - 1) * 0x2000); - (arg0 + i)->z += 80.0f * Math_CosS((i - 1) * 0x2000); + Math_Vec3f_Copy(&pos[0], &this->actor.world.pos); + for (i = 1; i < sChildCounts[this->actor.params & 3]; i++) { + Math_Vec3f_Copy(&pos[i], &this->actor.world.pos); + (pos + i)->x += 80.0f * Math_SinS((i - 1) * 0x2000); + (pos + i)->z += 80.0f * Math_CosS((i - 1) * 0x2000); } } -void func_80960E0C(Vec3f* arg0, ObjMure2* arg1) { +void func_80960E0C(Vec3f pos[12], ObjMure2* this) { s32 i; - for (i = 0; i < D_809615A8[arg1->actor.params & 3]; i++) { - Math_Vec3f_Copy(arg0 + i, &arg1->actor.world.pos); - (arg0 + i)->x += D_809615B8[i].dist * Math_CosS(D_809615B8[i].angle); - (arg0 + i)->z -= D_809615B8[i].dist * Math_SinS(D_809615B8[i].angle); + for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) { + Math_Vec3f_Copy(pos + i, &this->actor.world.pos); + (pos + i)->x += D_809615B8[i].dist * Math_CosS(D_809615B8[i].angle); + (pos + i)->z -= D_809615B8[i].dist * Math_SinS(D_809615B8[i].angle); } } -void func_80960F0C(Vec3f* arg0, ObjMure2* arg1) { +void func_80960F0C(Vec3f pos[12], ObjMure2* this) { s32 i; - for (i = 0; i < D_809615A8[arg1->actor.params & 3]; i++) { - Math_Vec3f_Copy(&arg0[i], &arg1->actor.world.pos); - (arg0 + i)->x += 80.0f * Math_SinS(i * 0x2000); - (arg0 + i)->z += 80.0f * Math_CosS(i * 0x2000); + for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) { + Math_Vec3f_Copy(&pos[i], &this->actor.world.pos); + (pos + i)->x += 80.0f * Math_SinS(i * 0x2000); + (pos + i)->z += 80.0f * Math_CosS(i * 0x2000); } } @@ -138,26 +132,26 @@ void func_80961018(s16* arg0, ObjMure2* this) { *arg0 = temp_a2 << 8; } void func_8096104C(ObjMure2* this, PlayState* play) { - Vec3f* temp_v0; + Vec3f* pos; s32 temp_s0; - Vec3f sp80[12]; + Vec3f spawnPos[12]; s16 sp7E; s32 i; temp_s0 = this->actor.params & 3; - D_809615E8[temp_s0](&sp80, this); + sSpawnPosFuncs[temp_s0](spawnPos, this); func_80961018(&sp7E, this); - for (i = 0; i < D_809615A8[temp_s0]; i++) { - if (this->unk_148[i] != NULL) { + for (i = 0; i < sChildCounts[temp_s0]; i++) { + if (this->actors[i] != NULL) { continue; } - if (((this->unk_178 >> i) & 1) == 0) { - temp_v0 = &sp80[i]; - this->unk_148[i] = Actor_SpawnAsChildAndCutscene( - &play->actorCtx, play, D_809615B0[temp_s0], temp_v0->x, temp_v0->y, temp_v0->z, this->actor.world.rot.x, - 0, this->actor.world.rot.z, sp7E, this->actor.csId, this->actor.halfDaysBits, NULL); - if (this->unk_148[i] != NULL) { - this->unk_148[i]->room = this->actor.room; + if (((this->spawnFlags >> i) & 1) == 0) { + pos = &spawnPos[i]; + this->actors[i] = Actor_SpawnAsChildAndCutscene(&play->actorCtx, play, sActorIds[temp_s0], pos->x, pos->y, + pos->z, this->actor.world.rot.x, 0, this->actor.world.rot.z, + sp7E, this->actor.csId, this->actor.halfDaysBits, NULL); + if (this->actors[i] != NULL) { + this->actors[i]->room = this->actor.room; } } } @@ -166,32 +160,32 @@ void func_8096104C(ObjMure2* this, PlayState* play) { void func_809611BC(ObjMure2* this, PlayState* play) { s32 i; - for (i = 0; i < D_809615A8[this->actor.params & 3]; i++) { - if (((this->unk_178 >> i) & 1) == 0) { - if (this->unk_148[i] != NULL) { - if (Actor_HasParent(this->unk_148[i], play)) { - this->unk_178 |= 1 << i; + for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) { + if (((this->spawnFlags >> i) & 1) == 0) { + if (this->actors[i] != NULL) { + if (Actor_HasParent(this->actors[i], play)) { + this->spawnFlags |= 1 << i; } else { - Actor_Kill(this->unk_148[i]); + Actor_Kill(this->actors[i]); } - this->unk_148[i] = NULL; + this->actors[i] = NULL; } } else { - this->unk_148[i] = NULL; + this->actors[i] = NULL; } } } -void func_809612BC(ObjMure2* this) { +void ObjMure2_ClearChildrenList(ObjMure2* this) { s32 i; - for (i = 0; i < D_809615A8[this->actor.params & 3]; i++) { - if (this->unk_148[i] == NULL) { + for (i = 0; i < sChildCounts[this->actor.params & 3]; i++) { + if (this->actors[i] == NULL) { continue; } - if ((((this->unk_178 >> i) & 1) == 0) && (this->unk_148[i]->update == NULL)) { - this->unk_178 |= (1 << i); - this->unk_148[i] = NULL; + if ((((this->spawnFlags >> i) & 1) == 0) && (this->actors[i]->update == NULL)) { + this->spawnFlags |= (1 << i); + this->actors[i] = NULL; } } } @@ -199,7 +193,7 @@ void func_809612BC(ObjMure2* this) { void ObjMure2_Init(Actor* thisx, PlayState* play) { ObjMure2* this = THIS; - Actor_ProcessInitChain(&this->actor, D_809615F4); + Actor_ProcessInitChain(&this->actor, sInitChain); if (play->csCtx.state != 0) { this->actor.uncullZoneForward += 1200.0f; } @@ -232,8 +226,9 @@ void func_8096147C(ObjMure2* this) { } void func_80961490(ObjMure2* this, PlayState* play) { - func_809612BC(this); - if ((D_8096159C[this->actor.params & 3] * this->unk_17C) <= Math3D_XZLengthSquared(this->actor.projectedPos.x, this->actor.projectedPos.z)) { + ObjMure2_ClearChildrenList(this); + if ((D_8096159C[this->actor.params & 3] * this->unk_17C) <= + Math3D_XZLengthSquared(this->actor.projectedPos.x, this->actor.projectedPos.z)) { this->actor.flags &= ~0x10; func_809611BC(this, play); func_809613E8(this); diff --git a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.h b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.h index bcdb8e969..22c4f09e1 100644 --- a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.h +++ b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.h @@ -10,8 +10,8 @@ typedef void (*ObjMure2ActionFunc)(struct ObjMure2*, PlayState*); typedef struct ObjMure2 { /* 0x000 */ Actor actor; /* 0x144 */ ObjMure2ActionFunc actionFunc; - /* 0x148 */ Actor* unk_148[12]; - u16 unk_178; + /* 0x148 */ Actor* actors[12]; + /* 0x178*/ u16 spawnFlags; /* 0x17C */ f32 unk_17C; } ObjMure2; // size = 0x180