summaryrefslogtreecommitdiff
path: root/src/code/z_actor.c
diff options
context:
space:
mode:
authorfig02 <fig02srl@gmail.com>2024-08-02 17:50:02 -0400
committerGitHub <noreply@github.com>2024-08-02 17:50:02 -0400
commit078e21f6c62b5acb4744cefd97718f63bc622831 (patch)
tree14e2c5a9f8c0d8730b4894c9e4d32f6456e3f67f /src/code/z_actor.c
parenta083a15650496db67aa057127c13ad75fbaaab7f (diff)
`InitVars` -> `Profile` (#2011)
* rename ActorInit * rename actorInit * rename initInfo * EffectSs Profile * _InitVars -> _Profile * format, loose ends * revert tutorial
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c46
1 files changed, 25 insertions, 21 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 890a05a68..620586961 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -2834,7 +2834,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
s16 rotY, s16 rotZ, s16 params) {
s32 pad;
Actor* actor;
- ActorInit* actorInit;
+ ActorProfile* profile;
s32 objectSlot;
ActorOverlay* overlayEntry;
uintptr_t temp;
@@ -2862,7 +2862,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if (overlayEntry->vramStart == NULL) {
ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
- actorInit = overlayEntry->initInfo;
+ profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr != NULL) {
ACTOR_DEBUG_PRINTF("既にロードされています\n"); // "Already loaded"
@@ -2905,30 +2905,30 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
overlayEntry->numLoaded = 0;
}
- actorInit = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
- ? (void*)((uintptr_t)overlayEntry->initInfo -
- (intptr_t)((uintptr_t)overlayEntry->vramStart -
- (uintptr_t)overlayEntry->loadedRamAddr))
- : NULL);
+ profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
+ ? (void*)((uintptr_t)overlayEntry->profile -
+ (intptr_t)((uintptr_t)overlayEntry->vramStart -
+ (uintptr_t)overlayEntry->loadedRamAddr))
+ : NULL);
}
- objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
+ objectSlot = Object_GetSlot(&play->objectCtx, profile->objectId);
if ((objectSlot < 0) ||
- ((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
+ ((profile->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
// "No data bank!! <data bank=%d> (profilep->bank=%d)"
PRINTF(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST, objectSlot,
- actorInit->objectId);
+ profile->objectId);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
- actor = ZELDA_ARENA_MALLOC(actorInit->instanceSize, name, 1);
+ actor = ZELDA_ARENA_MALLOC(profile->instanceSize, name, 1);
if (actor == NULL) {
// "Actor class cannot be reserved! %s <size=%d bytes>"
PRINTF(VT_COL(RED, WHITE) "Actorクラス確保できません! %s <サイズ=%dバイト>\n", VT_RST, name,
- actorInit->instanceSize);
+ profile->instanceSize);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@@ -2942,32 +2942,36 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
// "Actor client No. %d"
ACTOR_DEBUG_PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded);
- Lib_MemSet((u8*)actor, actorInit->instanceSize, 0);
+ Lib_MemSet((u8*)actor, profile->instanceSize, 0);
actor->overlayEntry = overlayEntry;
- actor->id = actorInit->id;
- actor->flags = actorInit->flags;
+ actor->id = profile->id;
+ actor->flags = profile->flags;
- if (actorInit->id == ACTOR_EN_PART) {
+ if (profile->id == ACTOR_EN_PART) {
actor->objectSlot = rotZ;
rotZ = 0;
} else {
actor->objectSlot = objectSlot;
}
- actor->init = actorInit->init;
- actor->destroy = actorInit->destroy;
- actor->update = actorInit->update;
- actor->draw = actorInit->draw;
+ actor->init = profile->init;
+ actor->destroy = profile->destroy;
+ actor->update = profile->update;
+ actor->draw = profile->draw;
+
actor->room = play->roomCtx.curRoom.num;
+
actor->home.pos.x = posX;
actor->home.pos.y = posY;
actor->home.pos.z = posZ;
+
actor->home.rot.x = rotX;
actor->home.rot.y = rotY;
actor->home.rot.z = rotZ;
+
actor->params = params;
- Actor_AddToCategory(actorCtx, actor, actorInit->category);
+ Actor_AddToCategory(actorCtx, actor, profile->category);
temp = gSegments[6];
Actor_Init(actor, play);