diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2023-01-14 07:18:13 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-01-14 12:18:13 -0300 |
| commit | ab8d34b8dc2ccd28ae4224d8500decff0fa25a1c (patch) | |
| tree | 6cc53d451407b073e7c53349a2564a8062887312 /src/code/z_snap.c | |
| parent | e2b61f88e46efc994db334ac5f03e1174de67058 (diff) | |
Play (2 NON_MATCHINGS) (#1109)
* Bring over progress from another branch
Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>
* cleanup, fake match Play_Init
* small fixes
* Some small cleanup
* Match func_80165460 (from debug)
* Match func_80165658
* Match func_80165DB8, func_80165DCC, func_80165DF0, func_80165E04
* Match func_80167DE4 (from debug)
* Match func_80167F0C
* Match func_80168DAC
* Matched func_80169100
* Matched func_801691F0
* import D_801DFA18
* match Play_Main thanks to debug
* cleanup
* synray does it again
* add docs from debug
* fix func_801656A4
* more docs and cleanup
* Match func_80166B30 and diff fake match in Init
* import transition docs from OoT
* Play Update, sort of
* cleanup Play_Update
* more cleanup
* slightly more docs
* small docs
* Play_Draw WIP Thanks @petrie911
* progress?
* two more matches
* format
* misc play docs
* transitions cleanup
* Motion Blur
* Transitions
* Fog
* Bombers notebook + small cleanup
* bss
* Camera Functions
* Picto functions
* Init
* MotionBlur Clean up
* Floor Surface
* Pictographs some more
* regs
* fix circular dependency problem
* Cleanup PR commits outside play
* namefixer
* PR picto
* PR audio
* PR small clean ups
* debug strings
* Picto defines
* bss
* enums
* remove void
* typedefs
* Hireso -> BombersNotebook
* bss comments
* bss and I8/I5 functions
* Smaller PR comments
* Transitions
* Combine enums
* Revert "Combine enums"
This reverts commit 0da1ebcaed69a3ce0fbd5942460b67f80f0e15e7.
* Fix Transition defines
* RGBA16 macros
* Unname
* worldCoverAlpha
* Rename Update and Draw
* PR review, plus annotate bug
* Clean up nonmatchings with a closer DrawGame
* Format
* New macros
* UpdateMain and DrawMain
* Fix merge
* Small cleanups from PR
* zFar
* Intensity macros
* Format
* Remove bss comments
* Compression/decompression
* Small cleanup
* Format
* More PR cleanup
* Cleanup picto stuff
* format
* Fix compression comments
* Play processes state enums DONE -> READY
* cutscene comment
* fix bss
Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: angie <angheloalf95@gmail.com>
Diffstat (limited to 'src/code/z_snap.c')
| -rw-r--r-- | src/code/z_snap.c | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/code/z_snap.c b/src/code/z_snap.c index 5d37e3eac..d64cfbe6e 100644 --- a/src/code/z_snap.c +++ b/src/code/z_snap.c @@ -22,7 +22,7 @@ s32 Snap_RecordPictographedActors(PlayState* play) { gSaveContext.save.pictoFlags1 = 0; if (play->sceneId == SCENE_20SICHITAI) { - Snap_SetFlag(PICTOGRAPH_IN_SWAMP); + Snap_SetFlag(PICTO_VALID_IN_SWAMP); } for (; category < ACTORCAT_MAX; category++) { @@ -155,43 +155,43 @@ s32 Snap_ValidatePictograph(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, // Check distance distance = OLib_Vec3fDist(pos, &camera->eye); if ((distance < distanceMin) || (distanceMax < distance)) { - Snap_SetFlag(PICTOGRAPH_BAD_DISTANCE); - ret = PICTOGRAPH_BAD_DISTANCE; + Snap_SetFlag(PICTO_VALID_BAD_DISTANCE); + ret = PICTO_VALID_BAD_DISTANCE; } // Check rot is facing camera? x = Snap_AbsS(Camera_GetCamDirPitch(camera) + rot->x); y = Snap_AbsS(Camera_GetCamDirYaw(camera) - BINANG_SUB(rot->y, 0x7FFF)); if ((0 < angleRange) && ((angleRange < x) || (angleRange < y))) { - Snap_SetFlag(PICTOGRAPH_BAD_ANGLE); - ret |= PICTOGRAPH_BAD_ANGLE; + Snap_SetFlag(PICTO_VALID_BAD_ANGLE); + ret |= PICTO_VALID_BAD_ANGLE; } // Check in capture region Actor_GetProjectedPos(play, pos, &projectedPos, &distance); // Convert to projected position to device coordinates, shift to be relative to the capture region's top-left corner - x = (s16)PROJECTED_TO_SCREEN_X(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_X; - y = (s16)PROJECTED_TO_SCREEN_Y(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_Y; + x = (s16)PROJECTED_TO_SCREEN_X(projectedPos, distance) - PICTO_VALID_TOPLEFT_X; + y = (s16)PROJECTED_TO_SCREEN_Y(projectedPos, distance) - PICTO_VALID_TOPLEFT_Y; // checks if the coordinates are within the capture region - if ((x < 0) || (x > PICTO_RESOLUTION_HORIZONTAL) || (y < 0) || (y > PICTO_RESOLUTION_VERTICAL)) { - Snap_SetFlag(PICTOGRAPH_NOT_IN_VIEW); - ret |= PICTOGRAPH_NOT_IN_VIEW; + if ((x < 0) || (x > PICTO_VALID_WIDTH) || (y < 0) || (y > PICTO_VALID_HEIGHT)) { + Snap_SetFlag(PICTO_VALID_NOT_IN_VIEW); + ret |= PICTO_VALID_NOT_IN_VIEW; } // Check not obscured by bg collision if (BgCheck_ProjectileLineTest(&play->colCtx, pos, &camera->eye, &projectedPos, &poly, true, true, true, true, &bgId)) { - Snap_SetFlag(PICTOGRAPH_BEHIND_BG); - ret |= PICTOGRAPH_BEHIND_BG; + Snap_SetFlag(PICTO_VALID_BEHIND_BG); + ret |= PICTO_VALID_BEHIND_BG; } // Check not obscured by actor collision actors[0] = actor; actors[1] = &GET_PLAYER(play)->actor; if (CollisionCheck_LineOCCheck(play, &play->colChkCtx, pos, &camera->eye, actors, 2)) { - Snap_SetFlag(PICTOGRAPH_BEHIND_COLLISION); - ret |= PICTOGRAPH_BEHIND_COLLISION; + Snap_SetFlag(PICTO_VALID_BEHIND_COLLISION); + ret |= PICTO_VALID_BEHIND_COLLISION; } // If all of the above checks pass, set the flag |
