From df1b5e66a6eea7fee78b4d061693d7c6a54735b8 Mon Sep 17 00:00:00 2001 From: angie Date: Sun, 29 Oct 2023 09:01:21 -0300 Subject: [PATCH] cleanup --- src/overlays/actors/ovl_En_An/z_en_an.c | 138 ++++++++++++++++-------- src/overlays/actors/ovl_En_An/z_en_an.h | 5 +- 2 files changed, 93 insertions(+), 50 deletions(-) diff --git a/src/overlays/actors/ovl_En_An/z_en_an.c b/src/overlays/actors/ovl_En_An/z_en_an.c index c896148eb..5862b3e29 100644 --- a/src/overlays/actors/ovl_En_An/z_en_an.c +++ b/src/overlays/actors/ovl_En_An/z_en_an.c @@ -854,6 +854,7 @@ Actor* EnAn_FindActor(EnAn* this, PlayState* play, u8 actorCategory, s16 actorId return foundActor; } +// Name after ENAN_8000 Actor* func_80B53A7C(EnAn* this, PlayState* play, u8 actorCategory, s16 actorId) { Actor* foundActor = NULL; @@ -1175,7 +1176,6 @@ void EnAn_UpdateFace(EnAn* this) { if (this->stateFlags & ENAN_STATE_UPDATE_EYES) { if (DECR(this->eyeTimer) == 0) { - // default case doesn't match switch (this->faceIndex) { case ENAN_FACE_2: case ENAN_FACE_4: @@ -1325,6 +1325,9 @@ void EnAn_DrawAccessory(EnAn* this, PlayState* play, EnAnAccessory accessoryId) gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[originalObjectSlot].segment); } break; + + default: + break; } Matrix_Pop(); @@ -1415,6 +1418,9 @@ s32 EnAn_MsgEvent_ReceiveLetterFromPostman(Actor* thisx, PlayState* play) { ret = true; this->msgEventState++; break; + + default: + break; } return ret; @@ -1459,6 +1465,9 @@ s32 EnAn_MsgEvent_AttendGoron(Actor* thisx, PlayState* play) { ret = true; this->msgEventState++; break; + + default: + break; } return ret; @@ -1504,6 +1513,9 @@ s32 EnAn_MsgEvent_GiveLunchToGranny(Actor* thisx, PlayState* play) { ret = 1; this->msgEventState++; break; + + default: + break; } return ret; @@ -1522,12 +1534,13 @@ s32 EnAn_MsgEvent_MidnightMeeting(Actor* thisx, PlayState* play) { gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK_SLOW; this->msgEventState++; } + return 0; } s32 EnAn_MsgEvent_Cooking(Actor* thisx, PlayState* play) { EnAn* this = THIS; - s32 sp20 = false; + s32 ret = false; switch (this->msgEventState) { case 0x0: @@ -1539,7 +1552,7 @@ s32 EnAn_MsgEvent_Cooking(Actor* thisx, PlayState* play) { case 0x3: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { this->msgEventState++; - sp20 = true; + ret = true; } break; @@ -1547,9 +1560,12 @@ s32 EnAn_MsgEvent_Cooking(Actor* thisx, PlayState* play) { EnAn_ChangeAnim(this, play, ENAN_ANIM_TASTE_END); this->msgEventState++; break; + + default: + break; } - return sp20; + return ret; } s32 EnAn_MsgEvent_LaundryPool(Actor* thisx, PlayState* play) { @@ -1577,6 +1593,9 @@ s32 EnAn_MsgEvent_LaundryPool(Actor* thisx, PlayState* play) { ret = true; this->msgEventState++; break; + + default: + break; } return ret; @@ -1798,29 +1817,29 @@ s32 EnAn_IsCouplesMaskCsPlaying(EnAn* this, PlayState* play) { } void EnAn_UpdateHeadRot(EnAn* this) { - Actor* temp_v0_2; - Vec3f sp40; - Vec3f sp34; + Actor* lookAtActor; + Vec3f lookAtPos; + Vec3f pos; Player* player; - Math_Vec3f_Copy(&sp40, &this->lookAtActor->world.pos); - Math_Vec3f_Copy(&sp34, &this->actor.world.pos); - Math_ApproachS(&this->headRotY, Math_Vec3f_Yaw(&sp34, &sp40) - this->actor.shape.rot.y, 4, 0x2AA8); + Math_Vec3f_Copy(&lookAtPos, &this->lookAtActor->world.pos); + Math_Vec3f_Copy(&pos, &this->actor.world.pos); + Math_ApproachS(&this->headRotY, Math_Vec3f_Yaw(&pos, &lookAtPos) - this->actor.shape.rot.y, 4, 0x2AA8); this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE); - Math_Vec3f_Copy(&sp34, &this->actor.focus.pos); + Math_Vec3f_Copy(&pos, &this->actor.focus.pos); - temp_v0_2 = this->lookAtActor; - if (temp_v0_2->id == ACTOR_PLAYER) { - player = (Player*)temp_v0_2; + lookAtActor = this->lookAtActor; + if (lookAtActor->id == ACTOR_PLAYER) { + player = (Player*)lookAtActor; - sp40.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f; + lookAtPos.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f; } else { - Math_Vec3f_Copy(&sp40, &temp_v0_2->focus.pos); + Math_Vec3f_Copy(&lookAtPos, &lookAtActor->focus.pos); } - Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&sp34, &sp40), 4, 0x2AA8); + Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtPos), 4, 0x2AA8); this->headRotZ = CLAMP(this->headRotZ, -0x1554, 0x1554); } @@ -2103,7 +2122,7 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) { switch (textId) { case 0x28F5: // "The town will be crushed by the moon. Forget about the letter" this->savedFaceIndex = ENAN_FACE_0; - /* fallthrough */ + FALLTHROUGH; case 0x28A5: // "Visit us again in the future" case 0x28AA: // "One moment please" case 0x28F8: // "We'll go to Romani Ranch to take refuge" @@ -2169,7 +2188,7 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) { case 0x28EC: // "Should I wait?" this->savedFaceIndex = ENAN_FACE_5; - /* fallthrough */ + FALLTHROUGH; case 0x28DC: // "Thank you" case 0x28EB: // "I'm afraid to meet him..." case 0x28F2: // "I wonder if Kafei is really at Cremia's" @@ -2188,6 +2207,9 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) { this->faceIndex = ENAN_FACE_7; this->eyeTimer = 8; break; + + default: + break; } } @@ -2378,7 +2400,7 @@ s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* sched } this->doorTimeTotalDiff = scheduleOutput->time1 - scheduleOutput->time0; - this->var1.doorTimeProgress = now - scheduleOutput->time0; + this->schState.doorTimeProgress = now - scheduleOutput->time0; switch (scheduleOutput->result) { case ANJU_SCH_DOOR_27: @@ -2393,6 +2415,9 @@ s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* sched this->faceIndex = ENAN_FACE_2; this->eyeTimer = 8; break; + + default: + break; } switch (scheduleOutput->result) { @@ -2485,13 +2510,16 @@ s32 EnAn_ProcessSchedule_Walking(EnAn* this, PlayState* play, ScheduleOutput* sc this->faceIndex = ENAN_FACE_2; this->eyeTimer = 8; break; + + default: + break; } switch (scheduleOutput->result) { case ANJU_SCH_WALKING_42: case ANJU_SCH_WALKING_43: SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - /* fallthrough */ + FALLTHROUGH; case ANJU_SCH_WALKING_44: case ANJU_SCH_WALKING_45: EnAn_ChangeAnim(this, play, ENAN_ANIM_WALK_WITH_TRAY); @@ -2534,7 +2562,7 @@ s32 EnAn_ProcessSchedule_Walking(EnAn* this, PlayState* play, ScheduleOutput* sc case ANJU_SCH_WALKING_49: SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION; - /* fallthrough */ + FALLTHROUGH; default: EnAn_ChangeAnim(this, play, ENAN_ANIM_WALK); break; @@ -2615,15 +2643,15 @@ s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* s switch (scheduleOutput->result) { case ANJU_SCH_WAITING_CLOSING_TIME: this->actor.world.rot.y += 0x7FF8; - /* fallthrough */ + FALLTHROUGH; case ANJU_SCH_RECEPTIONIST_IDLE: case ANJU_SCH_MIDNIGHT_MEETING: EnAn_ChangeAnim(this, play, ENAN_ANIM_IDLE); SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->var1.followScheduleState = 0; + this->schState.followScheduleState = 0; this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION; if (scheduleOutput->result == ANJU_SCH_RECEPTIONIST_IDLE) { - this->unk_374 = 70.0f; + this->offerRange = 70.0f; } break; @@ -2636,10 +2664,10 @@ s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* s this->stateFlags |= ENAN_STATE_IGNORE_GRAVITY; this->actor.world.rot.y += 0x7FF8; this->actor.shape.rot.y = this->actor.world.rot.y; - this->var1.laundryPoolState = 4; + this->schState.laundryPoolState = 4; } else { EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_WALK); - this->var1.laundryPoolState = 0; + this->schState.laundryPoolState = 0; } this->savedFaceIndex = ENAN_FACE_2; @@ -2653,7 +2681,11 @@ s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* s this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION; this->stateFlags |= ENAN_STATE_DRAW_CHOPSTICKS; break; + + default: + break; } + ret = true; } @@ -2705,6 +2737,9 @@ s32 EnAn_ProcessSchedule_StaffRoom(EnAn* this, PlayState* play, ScheduleOutput* this->faceIndex = ENAN_FACE_5; this->eyeTimer = 8; break; + + default: + break; } this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION; @@ -2736,7 +2771,7 @@ s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* sche this->savedFaceIndex = ENAN_FACE_0; this->faceIndex = ENAN_FACE_0; this->eyeTimer = 8; - this->unk_374 = 40.0f; + this->offerRange = 40.0f; switch (scheduleOutput->result) { case ANJU_SCH_RECEIVE_LETTER_FROM_POSTMAN: @@ -2852,23 +2887,23 @@ s32 EnAn_HandleSch_Door(EnAn* this, PlayState* play) { if (!SubS_InCsMode(play) && (this->timePathTimeSpeed != 0)) { if ((door != NULL) && (door->knobDoor.dyna.actor.update != NULL)) { // Tell the door actor to be open while passing through it and which orientation - if ((this->var1.doorTimeProgress / (f32)this->doorTimeTotalDiff) <= 0.9f) { + if ((this->schState.doorTimeProgress / (f32)this->doorTimeTotalDiff) <= 0.9f) { door->openTimer = this->doorOpenTimer; } else { door->openTimer = 0; } } - this->var1.doorTimeProgress = CLAMP(this->var1.doorTimeProgress, 0, this->doorTimeTotalDiff); + this->schState.doorTimeProgress = CLAMP(this->schState.doorTimeProgress, 0, this->doorTimeTotalDiff); distance = Math_Vec3f_DistXZ(&this->doorEntrancePos, &this->doorExitPos) / this->doorTimeTotalDiff; sp38.x = 0.0f; sp38.y = 0.0f; - sp38.z = this->var1.doorTimeProgress * distance; + sp38.z = this->schState.doorTimeProgress * distance; Lib_Vec3f_TranslateAndRotateY(&this->doorEntrancePos, this->actor.world.rot.y, &sp38, &this->actor.world.pos); - this->var1.doorTimeProgress += this->timePathTimeSpeed; + this->schState.doorTimeProgress += this->timePathTimeSpeed; if (Animation_OnFrame(&this->skelAnime, 3.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) { Actor_PlaySfx(&this->actor, NA_SE_EV_PIRATE_WALK); } @@ -2965,6 +3000,9 @@ s32 EnAn_HandleSch_80B572D4(EnAn* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_SWEEP); } break; + + default: + break; } return 0; @@ -2974,10 +3012,10 @@ s32 EnAn_HandleSch_LaundryPool(EnAn* this, PlayState* play) { s16 worldRot; s16 shapeRot; - switch (this->var1.laundryPoolState) { + switch (this->schState.laundryPoolState) { case 0x0: this->actor.world.rot.y += 0x7FF8; - this->var1.laundryPoolState++; + this->schState.laundryPoolState++; break; case 0x1: @@ -2987,13 +3025,13 @@ s32 EnAn_HandleSch_LaundryPool(EnAn* this, PlayState* play) { Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_SIT); this->stateFlags |= ENAN_STATE_IGNORE_GRAVITY; - this->var1.laundryPoolState++; + this->schState.laundryPoolState++; } break; case 0x2: if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { - this->var1.laundryPoolState++; + this->schState.laundryPoolState++; } break; @@ -3007,7 +3045,10 @@ s32 EnAn_HandleSch_LaundryPool(EnAn* this, PlayState* play) { case 0x4: SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->var1.laundryPoolState++; + this->schState.laundryPoolState++; + break; + + default: break; } @@ -3124,6 +3165,9 @@ void EnAn_HandleSchedule(EnAn* this, PlayState* play) { case ANJU_SCH_WALKING_63: EnAn_HandleSch_FollowTimePath(this, play); break; + + default: + break; } Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0x2AA8); @@ -3206,15 +3250,15 @@ void EnAn_Talk(EnAn* this, PlayState* play) { if ((this->lookAtActor != NULL) && (this->lookAtActor->update != NULL)) { // Rotate towards actor - s32 temp; - Vec3f sp38; - Vec3f sp2C; + s16 yaw; + Vec3f lookAtPos; + Vec3f pos; - Math_Vec3f_Copy(&sp38, &this->lookAtActor->world.pos); - Math_Vec3f_Copy(&sp2C, &this->actor.world.pos); - temp = Math_Vec3f_Yaw(&sp2C, &sp38); + Math_Vec3f_Copy(&lookAtPos, &this->lookAtActor->world.pos); + Math_Vec3f_Copy(&pos, &this->actor.world.pos); + yaw = Math_Vec3f_Yaw(&pos, &lookAtPos); - Math_ApproachS(&this->actor.shape.rot.y, temp, 4, 0x2AA8); + Math_ApproachS(&this->actor.shape.rot.y, yaw, 4, 0x2AA8); } } @@ -3345,7 +3389,7 @@ void EnAn_Update(Actor* thisx, PlayState* play) { EnAn_UpdateSkel(this, play); EnAn_UpdateFace(this); EnAn_UpdateAttention(this); - SubS_Offer(&this->actor, play, this->unk_374, 30.0f, 0, this->stateFlags & SUBS_OFFER_MODE_MASK); + SubS_Offer(&this->actor, play, this->offerRange, 30.0f, 0, this->stateFlags & SUBS_OFFER_MODE_MASK); if (!(this->stateFlags & ENAN_STATE_IGNORE_GRAVITY)) { Actor_MoveWithGravity(&this->actor); @@ -3723,8 +3767,8 @@ void EnAn_PrintStruct(EnAn* this, PlayState* play, GfxPrint* printer) { GfxPrint_SetPos(printer, x - 0, ++y); GfxPrint_Printf(printer, "cue:%i", this->cueId); - // GfxPrint_SetPos(printer, x-2, ++y); - // GfxPrint_Printf(printer, "! 374:%f", this->unk_374); + // GfxPrint_SetPos(printer, x-7, ++y); + // GfxPrint_Printf(printer, "offerRange:%f", this->offerRange); // GfxPrint_SetPos(printer, x-6, ++y); // GfxPrint_Printf(printer, "savedFace:%d", this->savedFaceIndex); diff --git a/src/overlays/actors/ovl_En_An/z_en_an.h b/src/overlays/actors/ovl_En_An/z_en_an.h index 707670c07..3114ab3dc 100644 --- a/src/overlays/actors/ovl_En_An/z_en_an.h +++ b/src/overlays/actors/ovl_En_An/z_en_an.h @@ -12,7 +12,6 @@ typedef s32 (*MsgEventFunc)(Actor*, PlayState*); #define ENAN_GET_PATH_INDEX(thisx) ((thisx)->params & 0xFF) #define ENAN_8000 0x8000 -//#define ENAN_GET_8000(thisx) (((thisx)->params & 0x8000) >> 0xF) #define ENAN_STATE_8 (1 << 3) // path related #define ENAN_STATE_REACHED_PATH_END (1 << 4) @@ -66,13 +65,13 @@ typedef struct EnAn { /* 0x364 */ u8 cueId; /* 0x368 */ f32 unk_368; /* 0x36C */ UNK_TYPE1 unk_36C[0x8]; - /* 0x374 */ f32 unk_374; + /* 0x374 */ f32 offerRange; /* 0x378 */ s16 doorTimeTotalDiff; // Time difference between the point before going through a door and after going through it /* 0x37A */ union { s16 doorTimeProgress; // schedule time diff s16 laundryPoolState; s16 followScheduleState; // unused - } var1; + } schState; /* 0x37C */ s16 headRotZ; /* 0x37E */ s16 headRotY; /* 0x380 */ UNK_TYPE1 unk_380[0x4];