Document Arrow Related Actor Flags (#2284)

* name arrow actor flags

* fix flag check
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fig02 2024-11-05 07:31:28 -05:00 committed by GitHub
parent e50581b9fb
commit 0d04f51e8e
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8 changed files with 31 additions and 28 deletions

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@ -156,11 +156,11 @@ typedef struct ActorShape {
//
#define ACTOR_FLAG_13 (1 << 13)
//
#define ACTOR_FLAG_14 (1 << 14)
// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
//
#define ACTOR_FLAG_15 (1 << 15)
// Actor is currently attached to an arrow and flying with it in the air
#define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15)
// Player automatically accepts a Talk Offer without needing to press the A button.
// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).

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@ -149,7 +149,7 @@ void EnArrow_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyQuad(play, &this->collider);
if ((this->hitActor != NULL) && (this->hitActor->update != NULL)) {
this->hitActor->flags &= ~ACTOR_FLAG_15;
this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
}
}
@ -287,11 +287,11 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
hitActor = this->collider.base.at;
if ((hitActor->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) &&
(hitActor->flags & ACTOR_FLAG_14)) {
(hitActor->flags & ACTOR_FLAG_CAN_ATTACH_TO_ARROW)) {
this->hitActor = hitActor;
EnArrow_CarryActor(this, play);
Math_Vec3f_Diff(&hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
hitActor->flags |= ACTOR_FLAG_15;
hitActor->flags |= ACTOR_FLAG_ATTACHED_TO_ARROW;
this->collider.base.atFlags &= ~AT_HIT;
this->actor.speed /= 2.0f;
this->actor.velocity.y /= 2.0f;
@ -353,14 +353,14 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
this->hitActor->world.pos.y = hitPoint.y + ((sp54.y <= hitPoint.y) ? 1.0f : -1.0f);
this->hitActor->world.pos.z = hitPoint.z + ((sp54.z <= hitPoint.z) ? 1.0f : -1.0f);
Math_Vec3f_Diff(&this->hitActor->world.pos, &this->actor.world.pos, &this->unk_250);
this->hitActor->flags &= ~ACTOR_FLAG_15;
this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
this->hitActor = NULL;
} else {
Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_250, &this->hitActor->world.pos);
}
if (this->touchedPoly && (this->hitActor != NULL)) {
this->hitActor->flags &= ~ACTOR_FLAG_15;
this->hitActor->flags &= ~ACTOR_FLAG_ATTACHED_TO_ARROW;
this->hitActor = NULL;
}
} else {

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@ -345,7 +345,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
this->flamePrimBlue = this->flameEnvColor.b = 255;
thisx->world.pos.y += 50.0f;
EnBb_SetupBlue(this);
thisx->flags |= ACTOR_FLAG_14;
thisx->flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
break;
case ENBB_RED:
thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
@ -374,7 +374,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
EnBb_SetupWhite(play, this);
EnBb_SetWaypoint(this, play);
EnBb_FaceWaypoint(this);
thisx->flags |= ACTOR_FLAG_14;
thisx->flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
break;
case ENBB_GREEN_BIG:
this->path = this->actionState >> 4;
@ -1237,7 +1237,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) {
if (this->actor.colChkInfo.damageEffect != 0xD) {
this->actionFunc(this, play);
if ((this->actor.params <= ENBB_BLUE) && (this->actor.speed >= -6.0f) &&
((this->actor.flags & ACTOR_FLAG_15) == 0)) {
!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
Actor_MoveXZGravity(&this->actor);
}
if (this->moveMode == BBMOVE_NORMAL) {

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@ -8,7 +8,8 @@
#include "versions.h"
#include "assets/objects/object_bl/object_bl.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
void EnBili_Init(Actor* thisx, PlayState* play);
void EnBili_Destroy(Actor* thisx, PlayState* play);
@ -251,7 +252,7 @@ void EnBili_SetupFrozen(EnBili* this, PlayState* play) {
s32 i;
Vec3f effectPos;
if (!(this->actor.flags & ACTOR_FLAG_15)) {
if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
this->actor.gravity = -1.0f;
}
@ -456,7 +457,7 @@ void EnBili_Recoil(EnBili* this, PlayState* play) {
void EnBili_Burnt(EnBili* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.flags & ACTOR_FLAG_15) {
if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
this->actor.colorFilterTimer = 20;
} else {
if (this->timer != 0) {
@ -477,7 +478,7 @@ void EnBili_Die(EnBili* this, PlayState* play) {
s32 i;
if (this->actor.draw != NULL) {
if (this->actor.flags & ACTOR_FLAG_15) {
if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
return;
}
this->actor.draw = NULL;
@ -533,7 +534,7 @@ void EnBili_Frozen(EnBili* this, PlayState* play) {
this->timer--;
}
if (!(this->actor.flags & ACTOR_FLAG_15)) {
if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
this->actor.gravity = -1.0f;
}

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@ -1,7 +1,8 @@
#include "z_en_crow.h"
#include "assets/objects/object_crow/object_crow.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
void EnCrow_Init(Actor* thisx, PlayState* play);
void EnCrow_Destroy(Actor* thisx, PlayState* play);
@ -175,7 +176,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
}
if (this->actor.flags & ACTOR_FLAG_15) {
if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
this->actor.speed = 0.0f;
}
@ -329,7 +330,7 @@ void EnCrow_Damaged(EnCrow* this, PlayState* play) {
Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
this->actor.colorFilterTimer = 40;
if (!(this->actor.flags & ACTOR_FLAG_15)) {
if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
if (this->actor.colorFilterParams & 0x4000) {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
this->actor.shape.rot.z += 0x1780;

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@ -9,7 +9,8 @@
#include "assets/objects/object_firefly/object_firefly.h"
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
void EnFirefly_Init(Actor* thisx, PlayState* play);
void EnFirefly_Destroy(Actor* thisx, PlayState* play);
@ -423,7 +424,7 @@ void EnFirefly_Fall(EnFirefly* this, PlayState* play) {
this->actor.colorFilterTimer = 40;
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.speed, 0.0f, 0.5f);
if (this->actor.flags & ACTOR_FLAG_15) {
if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
this->actor.colorFilterTimer = 40;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
@ -687,7 +688,7 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
this->actionFunc(this, play);
if (!(this->actor.flags & ACTOR_FLAG_15)) {
if (!(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) {
Actor_MoveXZGravity(&this->actor);
} else {

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@ -10,7 +10,7 @@
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | \
ACTOR_FLAG_14)
ACTOR_FLAG_CAN_ATTACH_TO_ARROW)
void EnPoSisters_Init(Actor* thisx, PlayState* play);
void EnPoSisters_Destroy(Actor* thisx, PlayState* play);
@ -210,7 +210,7 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) {
this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_PLAYER;
func_80AD9AA8(this, play);
} else {
this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_14);
this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_CAN_ATTACH_TO_ARROW);
this->collider.elem.elemMaterial = ELEM_MATERIAL_UNK4;
this->collider.elem.acDmgInfo.dmgFlags |= DMG_DEKU_NUT;
this->collider.base.ocFlags1 = OC1_NONE;
@ -701,7 +701,7 @@ void func_80ADA9E8(EnPoSisters* this, PlayState* play) {
}
void func_80ADAAA4(EnPoSisters* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_15)) {
if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) {
if (this->actor.colChkInfo.health != 0) {
if (this->unk_194 != 0) {
func_80AD96A4(this);

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@ -798,7 +798,7 @@ void EnSt_Init(Actor* thisx, PlayState* play) {
this->actor.naviEnemyId = NAVI_ENEMY_SKULLTULA;
}
EnSt_CheckCeilingPos(this, play);
this->actor.flags |= ACTOR_FLAG_14;
this->actor.flags |= ACTOR_FLAG_CAN_ATTACH_TO_ARROW;
this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
EnSt_SetColliderScale(this);
this->actor.gravity = 0.0f;
@ -1013,7 +1013,7 @@ void EnSt_Update(Actor* thisx, PlayState* play) {
s32 pad;
Color_RGBA8 color = { 0, 0, 0, 0 };
if (this->actor.flags & ACTOR_FLAG_15) {
if (this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW) {
SkelAnime_Update(&this->skelAnime);
} else if (!EnSt_CheckColliders(this, play)) {
// no collision has been detected.